Betrayed, Poisoned, Disarmed, Imprisoned... now what?

By borticus, in Game Masters

***** Anyone playing in the "Scattered Remains" Campaign in Los Gatos CA, STOP READING NOW *****


Hello, Star Wars EotE GM here! I could use some brainstorming help for my next session (which will happen in about 20 hours).


At the end of our last session, the Crew - after being blackmailed into leading a rebellion on a small colony world - was betrayed and poisoned by their contact within the nascent rebellion, and handed over to an Imperial Commander, who took them to the seat of government to be imprisoned. Our next adventure will include the players breaking out of prison, and likely assassinating the Imperial Governor, who is a Sith Cultist and a Very Bad Man.


The crew will discover, during their foray through the castle/fort/keep/dungeon, that the Commander that captured them wanted to use them to assassinate the Governor for the purposes of taking over the local government. The players may be tempted to accept this compromise instead of trying to take on the entire Imperial Garrison themselves... that's up to them! But, because of this ruse-in-the-making on the part of the Commander, very few people know of the players' capture, and their escape is unlikely to trip any alarms.


I'm looking for scenes that could possibly play out during their escape, and am hoping ya'll may have a suggestion or two. Here are a few potential encounters I already have planned:


1) An interrogation room, where a 'mad scientist' type will attack them using drugs and torture implements. I'm planning for this to happen before they've re-armed themselves, so that the torturer (and maybe 1-2 torture droid assistants) is more of a threat.


2) Animal pens containing local wildlife, likely being used for alchemical experiments. I've established that the plants and animals of this world are almost all poisonous to some degree, so this could either be for creating toxins (bioweapons?), or for medical purposes. Or both.


3) The Governor's personal museum, full of Sith artifacts. Some which might actually be worth something, and/or actually resonate with the Dark Side of the Force.


Eventually, there's an encounter planned where the players will have to confront the Governor and his heavily-cybernetic bodyguard (who happens to be related to one of the players - surprise!). But I need a lot more opportunity for filler encounters, which could happen either before or after they've recovered their equipment.


Thanks in advance!

1. The interrogation room. Why did I have the scene from 'True Lies' flash through my mind, where Arnie is doped up, and the interrogator comes in to chat. "Remember my handcuffs?" "Yes." "I picked them." As far as being attacked with torture implements, give the Interrogator some shock gloves or something like that. A Rack in the corner is optional.

2. For the animal pens, have it be some kind of sterile, hyper-advanced laboratory where the local flora and fauna are being evaluated for biological weapon purposes. Creating alchemical potions and elixers is one thing. But if the Bad Guy is researching biological weapons, with or without Imperial support, now you are talking Bond-level Bad Guy.

3. Have a section of wall in the Governor's study slide away to reveal some artifacts and computer files on sith history and philosophy. One of the puzzle boxes from 'Hellraiser' is optional....

Some ideas:

-Prisoners that have been experimented on and are in a zombie-like state.

-A trapped room. Pick you favorite. Could be any of your classic traps, like all the doors close and the spiked ceiling starts to come down.

-An archival vault, with all the Govenor's dirty secrets.

- another long term VIP-prisoner (the commanders old rival, a bounty hunter that wanted to take the commanders head) that offers them help in exchange for let him out of the cage

- finding the "pet stables" including 2-4 vicious upcyberd guarddogs

- to refer to Ep IV ANH. during theire escape they find out about a "princess" in need of rescure.

- if you want to play a little more vicious: The Laser trap coridor from the Movie Resident Evil would ask for some naughty Upgraded athletik checks (but don't use the final "sure dead" form when the laser become a net like structure!!)

- the "engineroom", some how the base needs to be poweres, cooled, warmed ect. may be a very grumpy chief mechanic besalisk, that have to be charmed to help them or stands in their way with his faithfull goons of minion technicans...