I'm due to start an Edge campaign at Easter - it's been a few years since I last GM'd a Pathfinder game so it will be my first time running Edge.
This is the idea I've had for the opening adventure, before the group spins off in their own (random) direction. Any feedback would be much appreciated.
Setup
The PC’s are all on Alderaan, effectively stranded in the spaceport. The ship they arrived on has been impounded for allegedly smuggling weapons. Whether they were the crew of that ship, or just passengers, the PC’s are confined to the spaceport as potential witnesses/suspects until the investigation completes. If the PC’s don’t kick up a fuss it will take two days, more if they harass or annoy the spaceport administrators.
Opening Encounter
The opening encounter will be a fist-fight with three thugs, who are standing over the body of a dead Imperial agent. After the fight, the PCs find on the dead agent a recording rod with an encrypted, but open, message.
The message on the recording rod is from an engineer working on a top-secret Imperial project (the Death Star). The message addressed to his sister, who lives nearby, and is a plea for her to get off world before the Death Star arrives - to the PCs, in six hours time. The engineer will go awol before the Death Star jumps to hyperspace, hoping to meet up on the distant world of Tatooine, in one standard week (which will allow me to reuse some of the materials from the beginner’s game).
If the PCs choose to check over the agent, he has orders to leave the spaceport and kill the engineer’s sister, just in case the message was not intercepted in time. This should help convince the PCs of the message’s authenticity.
Main
I’m kind of going to leave this open to the group to freeform a bit, depending on what the approach they want to take, but will have scribbled down some of the various problems which can (and surely will) beset them.
The main moral issue for the PCs to consider is should they let the engineer’s sister know about the message? Also, do they attempt to do some good before they leave off world, perhaps seeing who or what they can save from imminent destruction? Or, do the PCs attempt to see what they can get away with, suspecting that any evidence will be destroyed along with the whole of Alderaan?
Complications
- The PCs have no weapons, and are only carrying what the spaceport police let them out of custody with.
- Other spacers won’t take them off-world, as they would effectively become criminals themselves.
- Spaceport officials will do their best to ensure the PCs remain in the spaceport (obviously), which is the last thing they will want. Being waylaid or captured or would effectively be a death sentence.
- An imperial agent, working out of the Spaceport, who will attempt to find out what happened to the recording rod and his colleague.
- There is a reporter at the Spaceport, interviewing people about the upcoming memorial service for Princess Leia Organa (as she was reported killed whilst on board the Tantive IV).
- Going around saying that the world is going to end could result in the PCs being arrested – not something the PCs will want to happen.
- A bounty hunter is in port, as one of the PC’s obligations needs to be met (introducing the concept of Obligation to the group). The bounty hunter does have his own ship though...
- Can the PCs find someone to take them (and willing to believe them), or must they instead steal a ship? Or can they manage to stowaway on a ship instead?
Any thoughts gratefully appreciated...