Connecting all the Edge of the Empire Adventures

By FuzzyLog1cZA, in Star Wars: Edge of the Empire RPG

So we have a fairly long list of adventures already published. In order of publication so far we have:

  1. Crate of Krayts (Beta Book)
  2. Escape from Mos Shuuta (Beginner's Box)
  3. Long Arm of the Hutt (Free PDF download)
  4. Shadows of a Black Sun (FREE RPG Day)
  5. adventure in the core rulebook
  6. adventure in the GM kit

I don't have my copy of the core rulebook or GM kit yet, they are only likely to be shipped next week from my retailer. Question is how do we link these six adventures together into something resembling a mini-campaign? Escape from Mos Shuuta and Long Arm of the Hutt follow each other naturally, and I hear the adventures in the core rulebook and GM Kit are supposed to follow on from each other. My ideas are enclosed in spoiler tags because its fairly verbose.

So far my idea is to run them in order of publication. The PCs will be made in the first session and their obligation can go towards being controlled by Teemo in various ways, debt, drugs, etc. Crate of Krayt's will require some tweaking to make Teemo the Hutt who gets the group to deliver the Krayts to him on Nar Shadda using a piece of junk starship he provides. Teemo could be visiting Nar Shadda as part of his business operations before his rival corners him. The rival Hutt mentioned will change which I will talk about later.

For some yet undecided reason Teemo refuses to pay his dues after the PCs return him to his palace at Mos Shuuta, forcing the PCs to free themselves and escape, basically following the plot of the beginners box and Long Arm of the Hutt with small tweaks to link the characters up on Ryloth etc. Instead of the toydarian working for Jabba, he will work for the same rival mentioned in Crate of Krayts.

On to Shadows of a Black Sun since the heroes now have their own starship they are hired by the Pykes (who have heard of their exploits) to deal with their twice stolen shipment problem on Coruscant. The Pykes can settle some of the outstanding debt/obligation the heroes would have built up at this point. Since this adventure is fairly isolated from the others it will require far less tweaks/name changes.

Finally onto the adventures in the core rulebook and game masters kit which I have no idea about as yet. All I know is that there is yet another hutt (hutt overload) and he is the one I will use as Teemo's rival from the beginning. More on that when I have a clue. Thoughts?

The adventure in the core rulebook is called "Trouble Brewing", and while I have not read it I got the feeling that it was a stand-alone adventure. I think that's also true of the GM kit adventure. Any connection there is something you'd probably have to write into teh story yourself.

The adventure in the core rulebook is called "Trouble Brewing", and while I have not read it I got the feeling that it was a stand-alone adventure. I think that's also true of the GM kit adventure. Any connection there is something you'd probably have to write into teh story yourself.

Confirmed, just finished reading it.

It is a stand-alone, but i think you could add it as "side quest" to the adventure. The goal beeing making some money.

Crates of Krayts - implies that the characters have a starship.

Escape from Mos Shuuta - is about stealing a ship from what I can remember. There are various ways of handling this, but perhaps running the beginners games first, then go back to tatooine for a somewhat tweaked version of Krays. Or have someone steal or retake the ship the players use in Krayts.

I guess it depends on how close you want to tie them, and how much you want to change, flesh out and fit to your own group, campaign and so on.

I've only run the Krayts one, but I am considering adapting the beginner game adventures of my group, increased power level and all. They might need a new ship soon...

Shadows of a Black Sun starts in mid-action, from what I've gathered, so either you need create a whole new part of entering the starting area of the adventure, or - if you play that way - just use it and slap on some down time and a short stort explaining how and why they are doing it, and where they are. I'd make a new part to the adventure, perhaps two, for entering the base they start in. Perhaps set after long arm - if the end could somehow be tweaked to fit into the story of SBS.

As for the stuff in the core book and the gm kit, I have no clue, the book is in the mail, yet to arrive in my hands to be truly drenched in drool and other bodily fluids. It should be managable, and I'm sure, with some good prep, you could - once beyond the rim is out - slap these things together for a small campaign almost. If you have time and want to do the effort.

Yeah, my initial thought was to run EFMS before COK but I thought the players would get tired of returning to tatooine repeatedly. Regarding the ship issue, the ship would be a rental from Teemo, giving him an ability to deduct all the credits they earn as ship rental, fuel, repairs, etc. Additionally if the ship was a true hunk of junk they'll appreciate the Krayts Fang so much more. Final reason for running it first would be that it sets up the rivalry between Teemo and another Hutt quite early instead of the semi convenient Jabba the Hutt watching Teemo excuse.

Kicking off Shadows needs a bit of work to tie in. I have no problem starting it in media res mid campaign though. Very Return of the Jedi

Good news is my books were shipped so I should see the last two adventures in a few weeks and be able to connect those in somehow.

Jegergryte and I are working together on some sort of compilation document and hopefully we will be able to return it to the community at some point.

"Trouble Brewing" has the PCs starting on Formos with the chance of doing a service for a particular Hutt. That same Hutt is tangentially involved with the business in "Debts to Pay," the scenario with the GM Kit. It wouldn't be too hard at all to connect the two adventures. Alternately, one could adjust the NPCs so that it's the same Hutt patron for both.

-Nate

I got my book and screen today, have had a quick once over. Aside from renaming Hutts - for sake of continuity - into whatever Hutt is the most powerful, be it Teemo, Sinasu or Bargos, it should work ok I think.

It's probably not a bad idea to come up with some segway adventures (and no, I don't mean having the characters ride around on those Segway scooters... that would be silly). It would at least make sense to come up with something that develops some obligation to the Pyke family. Either that or you could have one of the Hutts take the place of the Pyke family.

My players have played the Beginner's adventures and their characters are stuck into another group right now, so I'm restarting the game with the Free RPG adventure, then, I'm going to make them go through a small adventure, so that they gain a ship, heading out to Formo to play the Corebook's adventure.

Crates of Krayts - implies that the characters have a starship.

Escape from Mos Shuuta - is about stealing a ship from what I can remember. There are various ways of handling this, but perhaps running the beginners games first, then go back to tatooine for a somewhat tweaked version of Krays. Or have someone steal or retake the ship the players use in Krayts.

I guess it depends on how close you want to tie them, and how much you want to change, flesh out and fit to your own group, campaign and so on.

I've only run the Krayts one, but I am considering adapting the beginner game adventures of my group, increased power level and all. They might need a new ship soon...

Shadows of a Black Sun starts in mid-action, from what I've gathered, so either you need create a whole new part of entering the starting area of the adventure, or - if you play that way - just use it and slap on some down time and a short stort explaining how and why they are doing it, and where they are. I'd make a new part to the adventure, perhaps two, for entering the base they start in. Perhaps set after long arm - if the end could somehow be tweaked to fit into the story of SBS.

As for the stuff in the core book and the gm kit, I have no clue, the book is in the mail, yet to arrive in my hands to be truly drenched in drool and other bodily fluids. It should be managable, and I'm sure, with some good prep, you could - once beyond the rim is out - slap these things together for a small campaign almost. If you have time and want to do the effort.

IIRC, the pilot character in Escape from Mos Shuta has been 'grounded' and had his ship confiscated by Teemo. Maybe he just got peeved as a result of the way Kraytes went, and finally said enough.

I've been pondering this very question lately and was hoping we would come up with an order to play them in.

I thought the Smuggler in Escape From Mos Shuuta had his ship destroyed, and since Teemo owned it, he's in debt to Teemo for it. Either way though, he's without a ship.

You could also link the adventures together more or less as written, with a bit of meta-massage. The players just have the pleasure of hearing the GM splutter with peals of laughter as the PCs run afowl of multiple people that one shouldn't ever owe anything to.

For funzies let's suppose the Hutts are currently in the bizz of screwing each other over because that's what good Hutt families do. Teemo is the biggun. Sinasu is Teemo's good for nothing offspring from the last era of his choosing to be female and resents the very mention of the disappointing young hutt. Bargo is Teemo's littlest sibling, who was left alive as an insult when Teemo killed their parent and took over. It has since been a past time for Teemo to make sure all of Bargo's plans go to s---.

Teemo is the center of our PCs' web. He has given them one of Sinasu's ships, and is generally fine with his offspring bossing the PCs around because at least he doesnt have to get involved with Sinasu's baffoonery. Bargo has finally been driven to the point of embarassing the whole family on a major scale. Sinasu is about to kick the house of cards down...

So we open with "Debts to Pay" Teemo wants the PCs to make sure Bargo's latest "luck" in sabaac doesn't turn into another failed cash grab (never mind that Teemo is directly responsible for the previous failures). After the adventure wraps Sinasu tries to put a hit on his uncle Bargo. Say one thing for Bargo the Hutt...say he's hardy. The hit fails.

As the PCs arrive back at Nar Shadaa (with Bargo at their back, in Sinasu's ship given to them by Teemo). Que up Crates for Kryats. See, Sinasu was tired of his crap uncle embarrassing everyone and thought he would be an easy nut to crack in order to get some attention from mom/dad and possibly advance himself. Oops. Now he's hoping to avoid Bargo's counterstrike, get to Mos Shuuta and smooth things over with his corpulent dad/mom...and pay off his uncle to avoid a premature case of laser brain.

The PCs arrive with Sinasu on Mos Shuuta...or maybe without him and maybe with Bargo's hunters on their butts...depending on how things have gone thus far. Teemo decides to impound their ship as part of Sinasu's penance and gives it to Trex the Trandoshan. The PCs still owe for the ship that was taken away for another hutt's transgressions though...and Bargo is convinced they were in on his hit attempt. Sinasu is either dead or with mom/dad so who does he send his goons after? The PCs! They must now "Escape From Mos Shuuta" and experience the "Long Arm of the Hutt."

This leads us to "Trouble Brewing." Fleeing the Hutts, the PCs have a chance at a bounty that would go a long way toward icing the MASSIVE heat they've kicked up for themselves. If they get paid by the Empire they can smooth things over with Teemo, Bargo and Sinasu but they'll cheese off Thakba the Hutt :-). If they get paid by Thakba, they'll have a new patron with more sand than Teemo (the enemy of my hutt leash holder is my friend), but they'll have run afoul of the Empire...bwahahahah.

Shadow of a Black Sun might fit in there someplace but I'm not feeling it at the moment.

:blink: Callidon, has anyone ever told you you're *evil*? :o :wub:

Callidon, I like that.

Plus you could change a few things up in the adventures to tie them together.

Then there is always linking them to different characters obligations.....Obligations are quickly becoming my new best friend as a GM.

Callidon I really enjoy the idea of the Hutts being siblings. Consider that stolen with all credit given where credit is due.

Is Shadows of a Black Sun available anywhere to download (legally), or do only people who participated in RPG day have it?

I'd like to collect all the adventures I can.

According to Episode 12 of the Order 66 podcast and what FFG has done in the past, Shadows of a Black Sun will be up for download on the site eventually.

Edited by FuzzyLog1cZA

I've put a lot of thought into connecting all the adventures together, so I thought I share it. Some inspiration taken from posts on this thread.

Episode 1: Crates of Kraut's

Sinasu the Hutt is the younger, and not so successful, sibling of Teemo the Hutt. He is trying to increase his power base and hires the "green" crew (the players, who are also just starting out in the life) to run a job for him.

Episode 2: Debts to Pay

Sinasu the Hutt now having some credits tries to make a power play and loses. He loses one of his main holdings (the mine) and the services of the PC's in a Sabacc game to Bargos the Hutt. Bargos decides to use the PC to check out the mine. He doesn't care if they object. It's an offer they can't refuse, plus the players are moving up in the underworld.

Episode 3: Trouble Brewing

Sinasu the Hutt upset at his loss and feeling cheated by Bargos, puts a hit on him which fails (the players don't know this yet). Continue adventure as written, except add in the Pyke's as a third party interested in capturing Dobah Dinah, after all the Pyke's are spice dealers (even if the players don't turn to the Pyke's, its an introduction for them later).

Episode 4: Escape from Mos Shuuta

The players are contacted by Sinasu for a new job and have them meet at Mos Shuuta. Sinasu is a no show, why? He has either been killed by or is in hiding from Bargos's people. When the players return to their ship its overrun by bad guys (now you could make them Bargos's people or Teemo the Hutt's people he's Sinasu's elder sibling just depends on what's happened so far.)

Episode 5: Long Arm of the Hutt

Run adventure as written except if you choose Bargos's people instead of Teemo (interesting side note: if Sinasu isn't killed then he could take over Teemo's territory which is what he wanted and just lucked into it).

Episode 6: Hunter and Hunted (player made adventure considered part 3)

Run adventure as written except if you choose Bargos's people instead of Teemo

http://community.fantasyflightgames.com/index.php?/topic/85616-compiled-resources-list/

Episode 7: Under a Black Sun

Just when the PC's need help' support' etc the Pyke's come into play which the PC's may have already met from Episode 3.

Episode 8: The Enemy of my Enemy (another player made adventure)

The Pyke's could put the player's in touch with the contact for this adventure but it now introduces a new Hurt, Muraga or you could use Sinasu or Bargos depending on how it has worked out.

Well that is the Season 1 story arc for my group. Hope you like it and feel free to use it or comment on something you think I'm missing.

Edited by archon007

During Character creation with the Beta book, you pick a ship. So in escape from Mos Shuuta, I had my PC's hand over the ship (Krayt Fang) to the pre-gen characters. The PC's still have their own ship, but used the Krayt Fang to get off the planet and rendezvous with their ship after Long Arm of the Hutt. This way, the PC's can play out the adventure and have some contacts that can always come in and return a favor.

Edited by Balou1917

Old Topic I know, but I was looking to see if anyone had any advice for linking stories with the exception of the Crate of Krayts adventure since I never owned the Beta book.

I'm running mine as 'A Game of Hutts', essentially as released, but CoK later on somewhen. The idea of this is that the Hutt's are like hungry hungry hippos, and the player characters are like the marbles in the middle, getting tied to one, then another and bounced about until it's so ridiculous and obvious that they're all using them as part of their own meta game against one another.

I'm running mine as 'A Game of Hutts', essentially as released, but CoK later on somewhen. The idea of this is that the Hutt's are like hungry hungry hippos, and the player characters are like the marbles in the middle, getting tied to one, then another and bounced about until it's so ridiculous and obvious that they're all using them as part of their own meta game against one another.

Classic.

I'm preparing a EotE run at the moment, we don't have every character yet, but I plan on working through the Rims, so no extreme jumps between the core and the outer Rim, except the players specifically want to do so. Also we have one guy playing an HK-Assassin Droid so I'll emphasise the Droid-Revolution a bit more.

Basically we start with Escape from Mos Shuuta and continue with Long Arm of the Hutt
After that there will be a pause where the Characters can do what they want, but depending on their previous choices they'll have to deal with the Hutts and are forced into Debts to Pay
( GM-Kit )

The PC's probably get a short break again before they come into contact with the Hutts and have the first chance to screw them over in Trouble Brewing ( Core Rulebook ) . However I'll draw a connection to the Droid Revolution again, which will lead them to Beyond the Rim.

I noticed that there are many nuances of Droids in the Adventures, as if FFG didn't want to force Droids upon you, but you could easily add little twerks to make the Story more appealing to a Droid player, if one or more exist inside the group.

However if the players were unable to destroy the Droid Revolution up until Beyond the Rim I will create a custom Adventure or two summing the topic up, with ties to other surviving HK-Droids and the mysterious Droid Planet that was so often teased in the Lore.

Besides that I like to have a Sub-Plot for every Character, while the End of the Droid Revolution would Summ up HK's Plot, there is still atleast one, probably two FSE, one being an Surviving Jedi-Padawan.
The Jewel of Yavin will probably end with the Jewl being a Force Crystal of some sort, also I will toss an Adventure or two from Force and Destiny into the mix when they reveal their powers and master starts teaching pupil ( and creating Lightsabers, because inquisitive Sub-Plot is heading their way )

Depending on the coiches the players make along the way I will throw Suns of Fortune, Under a Black Sun and Mask of the Pirate Queen. Since they all play in the Core Worlds they will probably be tied together in some manner.



I try to combine the Adventures into smaller groups, telling a storie but also giving the Players enough freedom to tell their own stories