Need help with a bit of session padding.

By OddballE8, in Game Masters

Ok, so here's the deal.

This will be the second session I play with my group, which consist of three people. One man in his late thirties with a decent amount of RPG experience, but is a bit rusty. His two daughters, one of which is 12 with about a years worth of experience in the FFG SW system and a 15 year old with no experience at all with RPG's.

The dad plays an alcoholic disgraced bounty hunter who's basically only skilled at hand to hand combat. The youngest daughter plays a Dug smuggler pilot with no ship and no funds and the oldest daughter plays a young (19) formerly rich "dude-bro" (her words, not mine) slicer.

First session they started out on a very remote ice planet with only a few minor mining colonies. They're all flat broke and the bounty hunter gets hired by a local gangster to steal a shipment of ore from one of the mines during transport to the main facility.
He, in turn, hires the pilot and slicer to help him out.
They steal a heavy-duty lifter speeder and manage to stop a train during transition. They air-lift the crate before the company can get there to investigate and they drop it off at the agreed-upon drop-off.
But at the drop-off they just find a group of rebels that ambush them and thank them for the rare ore.
They return empty-handed to the gangster who laments the fact that the rebels didn't kill them and that he has to do it himself (as it was obviously part of the deal from the start that the rebels hijack the shipment, paying the gangster for the ore).
During the fight that ensues, the Empire arrives with a bombastic noise as their star destroyer starts entering the upper atmosphere and announcing through all the speaker systems on the colony that the mining company has been convicted of collusion with terrorists (the rebels) and all their assets ceased and that all personnel and other colonists are to report for sentencing or re-allocation with the nearest landing-craft.

The gangster makes a break for it during this and the players follow him to an abandoned warehouse, dodging a squad of stormtroopers, only to find that the warehouse seems to have been built around an old and rusty YT-1300 freighter. They fight the gangster and his crony to take control of the ship and fly away.
They get chased by TIE-fighters but due to some remarkably good rolls of the dice, they manage to escape without a scratch.

However, they jumped into hyperspace while still in atmosphere, which they didn't actually think about at the time, but I'm going to bring up during the next session.


Now, for this next session I'm going to be improvising a lot due to not having the time to properly prepare.

Here's the outline:
They jumped into hyperspace from within atmosphere because the ships safety features were disengaged previously by the gangster to use the ship as an emergency escape if needed.
The slicer (with the highest astrogation skill) is going to realize this during the very short flight (about 30 minutes) after they've ransacked the ship for supplies (which they did during the closing part of the last session).
They'll run up to the cockpit to check out where they're actually heading and how long the trip will be, when they suddenly drop out of hyperspace, again within atmosphere (like Han did in TFA), and the pilot has to do a hard or very hard check to manage to land with only minor damage (the ship will mostly be scrap anyway as it was an old ship and only designed as a last-ditch escape pod).
The planet they land on is an unmapped jungle planet used as a secret base by the group of criminals that the gangster was part of.
There'll be a small settlement on this planet, by the coastline near where they crash, but not so near as to be within walking distance from the crash site.

Now, the criminals (mostly slavers and pirates) will of course notice the crashing ship. At first they'll think it's just the gangster so they won't go out in full force, but it will soon dawn on them that it's not the gangster and they'll get very aggressive.

The players have to either avoid the enemies or fight through them to get to the settlement, and when they finally get there, they'll have to "hotwire" and steal one of the two ships that are moored there.

I still haven't decided what type of ships they'll be, but it'll be the main ship for the players from now on.

I'm leaning towards the YT-1300 just because it's easy to find maps and images of it and it's also a very common ship, so getting a fake registry for it should be easy.

But, I might need some padding because I don't know how fast and effective this group will be. I might not use the padding if they're not that fast, but if they start working like a coherent and efficient group, I'll need some padding.


So, any tips would be appreciated.

Oh, and feel free to drop in images or names of the bosses of the two different factions (pirate and slaver)

Tazerface? :)

As far as padding is concerned, there are all types of obstacles that the jungle could provide. A vicious animal could attack. A swarm of small vicious animals could attack. They might have to traverse a huge valley on a rickety wooden bridge, scale down a cliff, get attacked by the plant version of a sarlacc with vines that entangle and choke.

Once at the camp, they could choose to do something other than fight. They could talk about joining the pirates. They could convince them of their badassery and talk their way to the moored ships. Steal some weaponry, or some data, rescue slaves or liberate some obviously previously stolen goods.

8 hours ago, OddballE8 said:

First session they started out on a very remote ice planet with only a few minor mining colonies. They're all flat broke and the bounty hunter gets hired by a local gangster to steal a shipment of ore from one of the mines during transport to the main facility.
He, in turn, hires the pilot and slicer to help him out.
They steal a heavy-duty lifter speeder and manage to stop a train during transition. They air-lift the crate before the company can get there to investigate and they drop it off at the agreed-upon drop-off.
But at the drop-off they just find a group of rebels that ambush them and thank them for the rare ore.
They return empty-handed to the gangster who laments the fact that the rebels didn't kill them and that he has to do it himself (as it was obviously part of the deal from the start that the rebels hijack the shipment, paying the gangster for the ore).

Sounds like the show Firefly 's second episode "Train Job". Great episode, great show!

Below suggestions are for skill challenges vs the Jungle.

1. Jungle planet has jungle creatures

  • Vigilance/Athletics: Have them be stalked by some creature, maybe ends in a chase
  • Survival/Combat: Have them take shelter in a "unoccupied" cave for shelter. (*Hint, its occupied)

2. Fall in a hole

  • Discipline: Have them explore tunnels in the dark. Ultimately find underground stream or ruins or creature hive.
  • Athletics/Coordination: Have them climb back out, may need to craft rope/pitons/other climbing gear or follow a stream that leads out.

3. Forage for food

  • Survival checks to find food/water/shelter (threat or despair is a great to have them rest in said "unoccupied" cave mentioned above)
  • Resilience: Go without food/water/sleep
  • Role play the survival check some, describe them having to track and hunt game. Perhaps a threat or despair on an attack has nearby criminals hear the blaster shots and come to investigate.

4. Not get lost

  • Perception/Astrogation: Determine position by day and night.
  • Computers/Mechanics: To fix any navigational devices or tools they are using that were damaged in the crash.

Pirate Chief-Lady: Long Jane Silber - a Bothan (or now: Creature of a race formerly know as Bothans), with a Vibro-rapier and a Lightblaster (your group is only a beginner group), Talent Pirates Valor: May use an minion as Shield when targete by a range attack, and Talent Inspiring Captain: All Pirates with in short range gain one Boostdice and remove one setback from all combat checks while the Captain is in reach. Add not more than 2 minion groups with 4-5 Minions to the battle.

Slavers: Cpt. Ferrer "The Whip" (his ship should be the Armistard) an One-Eyed whippide with a cyrowhip and a Stunbaton/ or Brass Knuckles. talent Fearsome: Whenever engaging this foe the SC has to make an disciplin-Fear check,
Talent Cruel Captain: may instantly kill one of his own Minions (regardless of Wounds) and make an simple coercion-check, on succsess all slavers within medium range may upgrade all combat checks for the rest of the encounter one time (not stackable) add two minon groups or 1 minion group + 1 rival to this encounter.

Ships: well yeah while the YT-1300 is iconic it also is a total cliché nowadays. would some of the "older" YT's from the explorer Splat, YT-1200 for the slavers and a newer YT-2000 for the pirates, if your players choose to take the 1200 it should be the easier encounter while the the 2000 should be a harder encounter.

if you need padding:

  • a patrol in the jungle to be avoided or engaged - somewhere between "we don't care" and "deploy the garrison!" is "You two, go look!". They'll have a handful of guns and a comm, and whether they disappear, or get a warning message off, will have a fair impact on how quickly the pirates respond.
  • If there are slavers, there are probably slaves. Especially if anyone has a relevant obligation you can tweak - either because they hate slavery generally, or because the enslaved party are someone they owe or respect.
  • If there are pirates, there is probably loot.
  • If the settlement's on the coastline, a tropical storm could blow in. On the one hand - ready-made cover for sneaking about. On the other- environmental resilience checks for strain and/or injury.

How about the Dread Pirate Ro'Bherets?

Or Locke. Because a yoda-sized fluffy swashbuckler actually sort of fits in the Star Wars universe.

3 hours ago, ThreeAM said:

Sounds like the show Firefly 's second episode "Train Job". Great episode, great show!

It was indeed inspired by that one :)

My plan was that they'd steal the last carriage of a mag-lev train while moving... but they managed to stop the train by sneaking on board earlier and disabling the droid piloting it while in-transit.

Well.. that was their plan, but since they didn't bring comlinks, they couldn't communicate so while the pilot and slicer were trying to hijack it in-transit, the bounty hunter disabled the droid and pressed the brakes, sending the slicer flying (who was on the roof of the carriage) into the snow ahead and the ship zooming past overhead... since they didn't know he was about to disable it :P

There could be a tribe of primitive natives that the pirates/slavers have been abusing - stealing the native's food stores, hunting them for fun, taking their people as slaves. The tribe might attack the players and/or make for allies against the pirates/slavers.

A crashed consular-class frigate that could contain something useful against the pirates/slavers - explosives or weapons, a couple of swoop bikes that could be repaired with scavenged parts from the cruiser.

republic_cruiser_by_radojavor-dqqw6n.jpg

Edited by O the Owl

I've already played the session now :)

But thanks for the help, guys.

Turned out great without the need for all that much padding since I didn't want a long session anyway (had a tooth-ache), so we agreed upon a shorter session.

The group ended up playing through it without getting a single injury, and absconding with one of the pirate/slaver ships that were on the shore (a HWK-290).