I DID Actually Come Here to Free Slaves

By intothenight, in Game Masters

A Hutt is visiting a newly acquired palace on the outer reaches of his new domain. He has been there for a week, and he leaves tomorrow. However, the local mechanic fixing the party's ship has fallen in love with one of the Hutt's slaves, and he'll do the repair work for free if the party can free her without bringing the Hutt to his doorstep.

The slave in question has a prior lifedebt with another of the Hutt's slaves, and she will not willingly leave without him.

...

I have a few other scenarios for the party to get their ship fixed without going this route, but this seems like a fun challenge, so I want to flesh it out as much as possible. What kind of obstacles will they face? What are good challenges? What kind of security can they expect? What kind of security WON'T they expect? If the party doesn't want to stick to stealth, how much does it cost to effectively bribe Hutt guards these days? If they feel like playing dirty, what kinds of drugs or poisons might they use, how much will they need to affect a large enough crowd, and how can such plans backfire at an inopportune moment? What interesting twists can come about with the Force-sensitive who knows Influence and Misdirect?

If you're gonna steal from a Hutt, either go big or go home. I'd appreciate all the help I can get in going big here.

You usually don't steal from a Hutt, you bargain. Just buying the two slaves or better just the girl should be rather inexpensive. Still a hell lot more expensive that the repair job, but so is running for the rest of your life from a Hutt, so the players should aiming to create a big obligation onto that local mechanic and getting free repairs for a long, long time from him …

… I don't remember slave prices from the slaver episode from TCW, but it might give you an idea how expensive slaves are. It just a 3 episode story arc:

Now if the players think that going against a Hutt is a good idea, expect some heavy defensives, Darth Maul attacked once a Hutt meeting, the defenses are impressive, especially the number of nemesis level characters who can slow down Darth Maul, Savage Opress and Pre Viszla + his death watch troops.

Edited by SEApocalypse
18 hours ago, intothenight said:

how much does it cost to effectively bribe Hutt guards these days?

Considering the price for betraying a Hutt is a little higher than, "You're fired, clear out your desk!" I would say you would need to convince the guy that it would never lead back to him, and still offer at least enough to flee completely out of the sector. Even then, chances are he'll tip off his boss and keep your bribe anyway.

20 hours ago, intothenight said:

What kind of security WON'T they expect?

There is only one appropriate answer here. Because NOBODY expects the Inquisition!

It depends how it's done, culturally speaking harming anyone with an ardus disk or part of their property is akin to attacking every single Hutt, so stealing anything from a Hutt has to be conducted with some care, unless one wishes to be watching for threats from the underworld for the rest of their lives.

Brute force can work, but will amass far more obligation then a slave is worth; use of digusies would be mandatory and likely result in a large manhunt. Via the power of deduction the Hutt's may have reason to be suspicious of PC activity, but not necessarily hostile, just they will likely vigeriously interrogate the PC's and likely make an example of all of them if a confession is made. A hutt may also attach explosive collars to more disposable slaves, which may make removing them without the correct countermeasures difficult (though on the same front, no single henchman would likely blow a slave's head off lightly for the fear of drawing the wraith of his own fickle master!.)

Stealing by gile is more interesting; how attached is the Hutt to these particular slaves? Smuggling them out could result in them being unnoticed for some time. Again, there would need any counter measures for any security the hutt might have placed on their people. Depending on how they leave, they might acquire some obligation that will likely fade if their suspicions are diverted

Talking could work; while a Hutt is loath to part with any personal processions, a slave in his direct accompany would be extremely expensive/and/or offensive. One may be open to bargaining with the PC's provided they have proven reasonably reliable in the past. I would expect a group obligation of debt to accompany this (So that the PC's are kept in their employ for longer, if they have proved useful thus far.) with failure to follow up with that debt as a act of betrayal, possabilty of a handful of bounty hunters to "motivate them" or baylifts to seize stuff from the ship, or alternatively seize the ship. Dealing with Hutts is very dangerous business for the uncommitted.

The assumption is that these players are gaining and losing obligation all the time. So these should be fairly normal stakes. XD

Excellent post my dear Lord British. The words have a nice ring, while being still short and precise on the issue..

Ahhh thank you. ^^ I speak a little from experience; my PC has dealt a lot with Hutts and managed to really anger one on a couple of occasions, so the perials of dealing with Hutts are from first hand experience. Ahahah!

Not to say that it's impossible; by associating with another Hutt clan it's possible to migrate that, thats how Tobin Stryder managed to survive the prolonged wraith of Kaltho the Hutt, largely because he would have had to start a serious clan war, that and he wasn't ever 100% whether he was in her employ or not. Didn't stop him from sending bounty hunters though.