Hutt Palace - GM Brainstorm.

By Ionman, in Game Masters

I'm finishing up a campaign with my 6 PC's, they have accumulated around 200 xp each, and have become fairly formidable. They have begun creating a small scrap trade empire on Tatooine under the patronage of, the lovingly named by the PC's, Fappa the Hutt.

Fappa has a rival - Droga the Hutt, a minor crime lord who is at odds with Fappa's new found source of income (my party). It has come time to put an end to his meddling ways. As the climactic end to this chapter of my campaign my PC's will take the fight to the Droga's Sand Palace (think Jabba's from Episode 6), with the intention of removing him once and for all.

Lets talk layout, security, the facilities, and of course, complications and ramifications of assaulting a Hutt in his home.

Gamorrean thugs are a must I suppose. I think a Rancor might be too cliche. Pit full of Gundarks? I'm open to suggestions. Perhaps a cadre of Bounty Hunters on staff? Pirate Slavers? Security Droids?

What types of security systems should they expect to run into? Anything automated? Does the Hutt have an escape plan, or just a trap door in front of his throne?

My Players cover the entire range of skill sets - Heavy Blaster room clearing Droid Assassin, Vibro Axe chopping super soak Wookie, Fast talking Politico, Master Mechanic, Stim popping Doctor, and hip shooting Ace Pilot. I can throw pretty much anything at them.

If anyone has a Hutt Palace map, +1 internet to you. Possible entry points, or escape routes would be important information to plan around as well.

I'll leave it at that, fellow GMs, may the force be with you!






Google Image search is your friend: link to Jabba's Palace Map

Edited by 9littlebees

So, it would seem that Jabba's palace isn't exactly the norm when it comes to Hutt architecture. This opens up the whole thing to interpretation. I like the idea that the Palace has a built in moisture farm. That seems like a very "Hutt in a desert" kind of extravagance.

Well, if you're looking to assault a hutt's domicile, take a gander at Long Arm of the Hutt . The whole third chapter is dedicated to getting into Teemo's place and putting a blaster bolt in his brain.

Jackpot. Thanks Desslok. This gives me a great foundation.

Obviously Weequay's and Nikto's should be included on the Hutt's staff. I would figure out what some of the vice's this hutt has. Jabba had a fetish for humanoid females, and liked pitting his Rancor against other creatures.

A Giant hutt sized Mud bath and steam room for a throne area. a secret defense in the throne room could be a Chaff cloud that gets dispensed preventing blaster fire. The Mud would make fighting difficult for the wookiee. But to help the PCs in battle one of the "non combat" types could dislodge the Mud dispenser and start using it as an improvised weapon, hosing down friend and foe alike in the fight, to gain the upper hand.

Bahaha, Hutt mud wrestling! Sounds like a memorable moment in pen and paper gaming. I do like the idea of giving my mechanic something useful to do in the final scene too!

A murky, steam fed, Nal Hutta mud pit at the center of the room, sounds very ... Hutty. It also gives me a good reason to have my Hutt be a more "Physical" adversary - trained in the art of Huttese mud brawling.

Ha ha, hutteese mud brawling. I will have to find a way to incorporate that into my game :)