Dead in the Water - negotiation question

By LeafandWing, in Star Wars: Age of Rebellion RPG

I'm having a bit of trouble understanding the negotiation with Captain Oglerk in the "Shopping Smart" section (page 8). I get the idea of an opposed Negotiation roll, but why multiple rolls?

For example, with the first bullet, if the Captain wins the roll, is the negotiation over? It can't be, because she starts with an amount that is more than the rebels can pay. If she loses, it makes sense for the rebels to make a counteroffer. When does the negotiation end? The section lists out rolls as if each should take place, but this doesn't make sense to me.

Would anyone who has played this scenario explain how this should play out? I would appreciate your help!

I have not played the scenario but I think you could have her shift the price from pure credits to "important favors" if they fail the check and then the PCs might have to do something for her before they even continue the negotiations. Something along the lines of "look I know you cant afford this, so I dont understand why we are even talking right now, so maybe you guys do this small favor for me and than maybe we can talk about a more affordable price for you when you get back."

Edit: basically adding a "cost" to the negotiation. In some ways it can be like Han's "10,000 all in advance" vs Obi-wan's counter offer (2000 now, 15000 when destination reached) which actually RAISED the price by 7000 credits. The Captain is going to get more without slowing down the narrative.

Edited by tunewalker

I introduced little things that goes along with the transaction such as getting the PCs names, their personal information, along with if a despair is introduced she insists that a tracking device is included in the cargo and will track them to make sure that she is not ratted out (Because of later spoilers this allows imperial reinforcements to arrive much faster and without the need for p-comm to be captured). These can be some of the penaltys that can be imparted for failed checks.

13 hours ago, Samuel Richard said:

I introduced little things that goes along with the transaction such as getting the PCs names, their personal information, along with if a despair is introduced she insists that a tracking device is included in the cargo and will track them to make sure that she is not ratted out (Because of later spoilers this allows imperial reinforcements to arrive much faster and without the need for p-comm to be captured). These can be some of the penaltys that can be imparted for failed checks.

Introducing a tracking device would be totally go against the spirit of the mission and against the whole point that the alliance does not want to players to have the hyperspace coordinates or even just use their own ship. Furthermore, if her objective would be to add a tracking device, she would have just installed it into the droids. Afterall, if the rebels are not able to detect the hidden blasters, they for sure will not be able to detect the tracking device.

With a lot of groups you would reach the point when the group tries to kill the captain instead and steal her cargo. And to be honest, rightfully so. The alliance needs those droids bady and tracking is most certainly a deal breaker. More even than demanding more credits than the rebels have, because extra credits can be paid later, but the tracking is endangering assets for several magnitudes more.


And I am not saying that the PC would never suggest a tracking device themselves on something like a despair or a double despair on their check, but it seems one of the least likely outcomes ever for this.

Edited by SEApocalypse
2 hours ago, SEApocalypse said:

Introducing a tracking device would be totally go against the spirit of the mission and against the whole point that the alliance does not want to players to have the hyperspace coordinates or even just use their own ship. Furthermore, if her objective would be to add a tracking device, she would have just installed it into the droids. Afterall, if the rebels are not able to detect the hidden blasters, they for sure will not be able to detect the tracking device.

With a lot of groups you would reach the point when the group tries to kill the captain instead and steal her cargo. And to be honest, rightfully so. The alliance needs those droids bady and tracking is most certainly a deal breaker. More even than demanding more credits than the rebels have, because extra credits can be paid later, but the tracking is endearing assets for several magnitudes more.


And I am not saying that the PC would never suggest a tracking device themselves on something like a despair or a double despair on their check, but it seems one of the least likely outcomes ever for this.

Luckily in my game a electrical short out fried the device and said it was at coordinates

I think the idea is to give the PCs the chance to lower the price again, if they lost the first round or lower the price further.

I am currently preparing the adventure and I am somewhat confused by that encounter, too. If my players let me, I will try to RP the encounter and give them a bonus if they come up with a good argument.

PS: while the adventure has nice written locations and an interesting plot via the time pressure in part 2, the material itself is very unclear about important things or contradicts itself, thus needing more preparation than expected:

  • missing stats or references for ships mentioned in the adventure, so I have to figure out myself, what type and loadout to use (i.e. Spinster's Loom: I know my players will not be happy to go on board of some unspecified ship)
  • Shadow Raptors deck plan in the schematic does not fit the text description, i.e. on the plan, Analysis is above the Barracks, in the description it is below
  • Aft Hanger Bay NPC numbers contradict themself in the text (overview vs. description)
  • probably other points I'm still missing

The adventure feels like it was rushed through production, as some parts seem unfinished or lacking QA.


Just hope that your player's don't smell something fishy and start to disassemble one whole container of droids, checking for a trap. ^_^
Because every **** protocol droid has a hidden blaster :D

I have an issue with the negotiation in that it says that the lowest price is 3 million, but then in the last bullet point it say that she will accept whatever offer is made.

The Negotiator of our group currently has a Presence of 3, 5 ranks of Negotiation, 2 ranks of Stim Application (allowing for a temporary increase to presence), 2 ranks of Greased Palms (allowing two upgrades to Negotiate with the expenditure of 100 credits), Intense Focus (allowing another upgrade for 1 strain), 2 ranks of smooth talker (allowing the exchange of a Triumph in order to add 2 successes), and Master Merchant (allowing him to pay 25% less for 2 strain. Add in a Mercantiler Datapad appropriate to the area, and a custom crafted outfit granting a free Advantage to the results.

His Negotiation checks to make this deal will be YYYYYYBCDD+1 advantage and an automatic reduction by 25%. I am pretty sure he could negotiate a much lower price.

So, if he throws out his counter offer and it's under her 3 million minimum.

She's supposed say "No, three million."

Then hey says, how about 2,250,000 (rolls check with Master Merchant and wins).

At that point do I stick to the 3 million since it's the scripted price and thumb my nose at his talent purchase, or do I throw the script out at that point and reward the character a 750,000 credit discount for a smart talent choice?

Definitely reward that character build. That's a ton of XP and effort put into being the ultimate negotiation master. They should be getting massive discounts on everything. Also give them some bonus Duty points for cutting such a good deal for the Rebellion.

I suppose you could bump the starting price up a little to compensate if need be.

On 22.12.2017 at 5:49 AM, Dakkar98 said:

At that point do I stick to the 3 million since it's the scripted price and thumb my nose at his talent purchase, or do I throw the script out at that point and reward the character a 750,000 credit discount for a smart talent choice?

The answer is always "dumb the script", no adventure is meant to be played as written, because it would be a novell and not an adventure when played as written. ;-)

As rogue mentions another way to handle this is to actually increase the oppositions negotiation values and starting prices to increase the challenge. The alliance might have chosen this specific rebel agents specifically because they are short in money and need someone especially good to make the deal. Or allow the players to feel really good about their contribution to the alliance by saving 750,000 credits, in the end this matters mainly about the tone of you campaign and not much for the story and adventure itself.

Thanks, all. It sounds like noone has run the scenario as written. It makes sense to me that if the PCs lose the first roll, the price is still at the captain's opening offer. They role-play the situation and roll again to counteroffer. If they win, they reduce the price. If they lose, it stays at the opening offer. Hope that works out.