How to best implement this in my campaign?

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

Hey everyone, I will be starting my first adventure in a couple of weeks. I plan on running through the Beginner's Game and Long Arm of the Hutt as well as the GM adventure and Core Rulebook one probably. However in the background I will be planting the seeds for my own to start when these wrap up.

Having watched No Country for Old Men recently again, it kinda made me want to put a villain and scenario in very similar to the way that movie started out. However I'd prefer not to give my players an absolute ton of credits like Llewelyn found in cash. I want them to stumble across the scene and suspect that this was a spice deal gone wrong and there wasn't a survivor and that there is something for the taking (Just not like, 100,000 credits). However someone has implemented a tracking device in that case (possibly a tracker disguised as a credit chip) and is hunting them down.

Anyways, I need this guy to be a major villain and after searching for so long or the characters escaping he pretty much tells them to give him the merchandise or he will hit them where it hurts kind of thing. Once obligation is rolled this could be easier to determine but so far does anyone have intresting ideas to add to this?

Well, simply taking the goods should increase their obligation.

As to the villain, gosh, that could be almost anyone. I would build him/her around what else you want them to interact with. It could be a hutt/black sun operative, or a rebel operative, or an imperial black market op, or nearly anything. Heck, it could be an op to disguise another op. The stuff inside the case is valuable, but the op really wants the case back not the goods inside.

Yeah, super wide open which is awesome.

Maybe the villain is an Imp with a fairly high rank who thinks he can sneak behind the back of the Empire with impunity. That way, if the characters are creative there are a few ways they could deal with it, or if they deal with it "incorrectly" they'll end up having more obligation with the Empire looking for them. Maybe they set up a sting to show the Empire what's really going on, now they have lowered their obligation to the Empire.

Did you notice the free medium freighter and stunt fighter at the end of the adventure in the core book? Its just sitting there waiting for someone to take... Surely your players will ask about it. Hutts could argue that the ship is there's because of the losses they have sustained. The Empire could argue its their's because its obviously the result of illegal activity. The Magistrate on Kessel may be very very interested since he's clearly involved in some illegal activity.

they find an ancient holocron...or map ...or maltese falcon from the old republic.

This is a great idea!

Personally, I would run this by letting the characters take the loot with no questions asked. My players will likely think to look for tracking devices or launder the loot in someway - so have a backup plan that allows the villain to identify them. Then quietly add a new group obligation. When this obligation comes up, send some adversaries after them. The players don't know why. After a while, they may figure it out. Reveal the villain to the players through these adversaries that get tossed in their path.

From there, I'd let the story naturally build. Did the players sell or spend the loot already by the time they figure things out? Oops, now what? Do they still have it and then concoct a plan to find this guy and give it back? Take him down? Let the players help guide where it goes giving YOU ideas.

Edited by mrvander

Well a combination of ideas could have me using the ship as the one they pick in the creation process. However the loot is stored in a smuggling compartment on the ship. This would allow me to plug in it anytime I see appropriate. Could be a ton of credits. However the ship itself also has something to identify the party to the the owner of it. Probably has a camera in there just in case that he can view on a datapad or such.

Now they have the loot and a ship, he knows who they are but they have no idea who he is. I also like the idea of an Imperial trying to do something behind the back of his superiors and is doing this out of necessity to not get caught. So he sends a professional after them.

Thanks for the ideas so far fellas.

I'd recommend watching Lock Stock and Two Smoking Barrels. Might be some inspiration for complications and hijinks.

Nice to see someone else tweaking the adventures. I have completely melded them into mine. My players have started with Long arm of the Hutt (didn't have beginner box yet), but it is completely changed, tied to a theft of Spice from my tweaked "Rendezvous on Ord Mantell" which I adapted before the online one showed. I will now be finding a way to tie it back to the Beginner box adventure, but I have not read it yet.

In my adventures Teemo is with the Black Suns, not Hutts. He is after them due to their interfering with a spice deal... which has turned into a 3 way battle over the spice. There is a third unknown faction that stole the spice and framed the party.

Edited by BrashFink