I'm running a campaign which I started with the adventure from the GM's Kit involving Bargos the Hutt. My players have done a few jobs for him and every time have gone above and beyond. They're doing their very best to win the Hutts favor and it's working: He likes them and they enjoy working for him.
I would like to honor Star Wars by eventually having this Hutt bring trouble down upon them some way. Bargos has no reason to cut them off suddenly... at least not that they are aware of. But I'd like the old adage "don't get involved with a Hutt" to carry some weight. Any ideas how? Below are some details that might help.
Before I say anything, I feel it's important to note that my players have a great knowledge and passion for the Star Wars universe. Okay. Carry on.
The initial adventure was to bring them 100,000 credits from a mine. In it, the heroes find 160,000 and basically have a moral choice to make: take the 100k to pay to the Hutt and leave the mining community high and dry OR leave them with some of it and negotiate with Bargos on their behalf. They also have the opportunity to keep the extra 60k if they don't mention it to Bargos.
THEY GAVE HIM THE WHOLE FREAKIN LOT OF IT! He was obviously very pleased and released them to pay off their ship upgrade debts to IsoTech industries (que Beyond the Rim Adventure Module)
When the heroes got to Cholganna, the planet where that adventure takes place, they opted NOT to pursue the missing capital ship for IsoTech and INSTEAD kidnap a large captured Nexu from a pair of Trando Big Game Hunters and deliver it to Bargos as a gift.
THEN I ran the adventure in the back of the CB... saying Bargos wants them to kill a pair of smugglers on Formos who work for his rival. That linked into the adventure as written... and instead of killing the smugglers, they poached them from the rival... getting them to agree to a business sit down with Bargos. The heroes then went on to complete the adventure as written and in addition turned over the three crates of Glitterstim to--yup, you guessed it--Bargos the Hutt.
OKAY. So I'm in a tough spot. On the one hand, I'm incredibly impressed with my players loyalty to their employer and as a GM I love to see that. I love to see that they're doing all this work both out of fear and out of their own interests. I don't just wanna throw it away with a stereotypical betrayal. I feel like that would cheapen their work and our sessions so far. HOWEVER, I don't want everything to be paradise forever.
The character of Bargos is written as skinny and poor: A down on his luck Hutt who actually isn't all that bright. I've stayed true to that and in my sessions I've established pretty well that he is very fond of the heroes and all their work. In the campaign, Bargos is somewhat flattered by the blind loyalty and dedication as it is rare in his palace and something he's envied of the other, better known Hutt Crime Lords.
In the game his Majordormo, a Toydarian (can't remember the name--in the GM kit adventure) is actually beginning to double cross him. The heroes noted that he propped up the mine from the adventure but asked the heroes to not report its new status to the Hutt. I'm thinking that the Toydarian has noticed his boss's struggling state and is just setting up a back up business. But that end is pretty much open.
I guess what I'm asking for is ideas on how and why working with this guy would actually come back to bite them--without him just blindly feeding them to his Nexu and without them losing EVERYTHING.
Thoughts, comments, criticism... all welcome. Thanks