My group has been playing through the series of missions that started with the intro game, Takeover at Whisper Base. I wasn't sure how long Onderon would hold their interest, but they ended up slowly checking off every side quest that was loosely sketched out in Operation Shadowpoint. They've just completed a preemptive midnight raid on Jayenne Base to disrupt the Imperial forces massing for a counter-attack, and they've accrued a small coalition of allies: Rebel survivors of a downed ship, Clone Wars guerillas who used to run with Saw Gerrera, and the Clazca beast riders from the surrounding jungle.
We're planning on one big battle to cap off this chapter of the game, and then we'll probably rotate to someone else running a game system of their choice for a while.
So, my question is: We've actually dragged this saga out for so long that merely living through an armored assault by the Empire before scuttling the base and leaving the planet behind is perhaps too low-stakes. How to make their successful fight to hang onto a captured base for a month or two more of a major contribution to the Rebellion? I was thinking of raising the stakes during the battle by having the players hold off the attack long enough to buy time for their team to decrypt something juicy from the Empire's files.
But what? Can you think of something that hits the right balance between being exciting but not over the top? This isn't how the Rebellion finds out about the Death Star, or the second one either. But maybe some other kind of dangerous weapon? Or an imminent attack elsewhere in the galaxy? Or a Moff who might be willing to defect? Or an evil weapon or plot? What was that Jedi jail that Palpatine used to run? Any of you geniuses got some great ideas for me to run with? Whatever it is, it's at best a cliffhanger that we might circle back to later, but it also might just be an epilogue thing.