How can I run hunting and tracking as an interesting encounter

By Norr-Saba, in Game Masters

My players asked me to run a stormtrooper one shot for them and I decided to oblige in the form of a prison break. Most of the time I have just been having them go in a particular direction and find clues when they get to their destination, but the next target is a Rodian infochant who escaped into a swamp continent-spanning swamp and I want to make things interesting for them but I don't know how. I was considering adapting the investigation rules found in the back of the "no disintegrations" book but I wanted to see if anyone else had any better ideas.

I'd advise setting up a sheet of rule adjustments for the environment. Even if you don't use them much, they will add flavour (eg, mists rising from the swamp give poor visibility, add setback to skills used a long range, and two setbacks at extreme range. Hard to move through, strain cost for second move manoeuvre is increased by one. Soft Landing, reduce difficulty of check to avoid damage when falling to Simple(-). See suffocation if pushed under surface!)

Maybe come up with some entertaining ways to use advantages, triumphs, threats and despair in combat, if you expect some.

Creatures out there pretty much go without saying. When I had my players moving through the swamp I didn't want to get them bogged down with actually fighting any, so just had them hear something large moving around occasionally, which they never met.

Is there a Rebel team with the infochant? If they helped to extract him, it opens up a lot of opportunities that are more limited when only hunting one man.

3 hours ago, HappyDaze said:

Is there a Rebel team with the infochant? If they helped to extract him, it opens up a lot of opportunities that are more limited when only hunting one man.

there isn't a rebel team but there is a small mercenary pirate crew who were hired to break him out for a politician who wanted something from the infochant.

You could have the players run into a hermit, an old separatist starship buried in the swamp which has droids waiting on stand by as backup reinforcements for the "invasion". Perhaps the rodian slips into it looking for a shuttle or speederbike to rendezvous with the pirates. The politician knew of the downed separatist starship and provided this detail to the pirates, who got a coded message to the rodian.

For environmental encounter flavor, you could have any of the following; quicksand(normally not to dangerous), hot tar pits and oil slicks, various swamp gas (foul and sickening, explosive, acidic, just smelly, cloud of dangerous infectious microorganisms,intoxicating or hallucinogenic), strangle vines, mega man eating plants, giant dragon flies(perhaps a clever player might realize they could be ridden to chase the rodian on a speerbike).

Here is a sweet idea; crashed starship will eventually happen reactivating a 500+ droids. Earlier while tracking the rodian they come across the boiling tar, explosive smelly gas(droids don't breathe and to save funds this run was built without olfactory sensors(do the PCs know this? If the rodian gets to the submerged starship, the droids are activated, they send out a couple of minion sqds to scout. The PCs encounter these, and if they inspect the scraps, they might note this). The PCs then track the rodian to the ship, but upon arrival they recognize the danger of a large droid army. They can't fight head on, nor are there enough imperial forces to stop the droids. However, the players PCs can use hit and run tactics to draw the Droid force into a killing field where they've camouflaged the boiling tar pits and due to the lack of olfactory sensors, they'll never smell the explosive gas. Blaster fire alone isn't enough to ignite the gas, there isn't enough concentration. By placing all their remaining explosive charges in the killing field, the gas will be forced out of the water and the muddy bottom to create a devastating chain reaction, this destroys all but a small manageable number of droids the imperial forces can contain and destroy. They get hot on the trail of the Rodian who they see flying away on a speederbike. When they look for more they find them all beyond repair. Again earlier you might have the PCs see the mega dragon flies, and as the speederbike powers away a dragon fly gives chase, but the Rodian blasts it out of the sky. The Dragonflies are pretty close, but how to control and ride them, xenology roll. They can modify their flashlights to strobe a mating light pattern with a mechanics check. Then using modified flashlights combined with negotiation or xenology they call them over and they wrangle the giant insects. Away they go!