Hunting Someone Down

By masterslayer321a, in Game Masters

Hi guys in my next session my PCs are going to be hunting someone down in the Tomb of Naga Sadow on Korriban and I need some ideas to make it more interesting then you walked a bit further into the tomb and haven't found anything over and over.

Now I've already got some ideas like finding scraps of the person they are hunting's clothes or signs that they were somewhere and what direction they were heading.

Also since this is a place that is strongly connected to the Dark Side of the Force I can do things with that to effect that Morality choices.

I'm running the game with only 2 PC a Aggressor and a Shi-Cho Knight atm hoping to expand and get another player or two in soon neither one of my players have invested very heavily in Force Powers.

Any advice would be welcome thank you all in advance for ideas.

Traps. Always traps.

Yeah putting in some traps was something that literally just popped in my head while I was doing the dishes and was thinking "Man that should have been a really obvious choice."

you walked a bit further into the tomb and haven't found anything over and over.

Then don't do this. There's no point in halting the narrative to declare that nothing has happened yet, or asking the players to react to inconsequential empty rooms. Move things forward by way of exposition to a scene where they do find something (or something finds them).

thanks for that little piece of advice Garran(not sarcastic I really mean it) I wasn't planning on doing that and was just giving it as an example but it is something I've stupidly done before but still what you've said has given me an idea so thank you.

Traps, visions, mazes, puzzles all good "noncombat" encounters. Also some encounters with sithspawn might liven up a bland chase.

Easy, finding clues to something completely unrelated and potentially more interesting and/or threatening.

Have you watched Star Wars Rebels?
Watch the Rise of the Old Masters episode, they should have the relevant clips on You tube.
Now ignore what they claim about that being a holographic record, treat that as the use of Sith Alchemy, now your players are walking through a several thousand year old Sith tomb dig out your favourite horror movies and have them walk through them being repeatedly shown each room revealing some horrific tragedy or deliberate cruelty and there's nothing your players can do to thwart them other than cause it to stop for a short while!
Now the question is will they be able to recognise a real threat over the reproductions they encounter?

Edited by copperbell

Traps, visions, mazes, puzzles all good "noncombat" encounters. Also some encounters with sithspawn might liven up a bland chase.

A friend of mine said much the same thing also offer things like having the gravity swap so they get pulled to the roof, as for Sith Spawn maybe likely have some Shyracks attack them or something like that plus the guy they are chasing has some troops of his own that will be being sent to attack my PCs if they make too much noise or do something to alert the enemy they are there.

Since this is place is very strong int he Dark Side was sorta gonna throw the visions and maze together into the same thing have them essentially walking in circles but think they are making it further through the Tomb.

Or like that clip from a Dr Strange tv spot they can ignore reality and start walking across the ceiling and mess with your perceptions so it feels like you're being pulled backwards rather than running away?

Edited by copperbell

something else I thought of was having the Force mess with how they moved there body like for example they try to start walking by putting the left food forward but instead they end up raising the right arm.