The second published adventures
The second set of adventures were played over sessions 31 to 43+ (12 sessions total) closing out the Star Wars storyline with a cliff hanger.
As before, this covers what I ran as a GM (Games Master) and how my players ran through the storyline. It will contain spoilers and a few twists not in the books, but overall I really liked this adventures.
Edge of the Empire – Adventure “Jewel of Yavin”
5 sessions from the 29th of June 2018 to the 24th of August 2018.
Our characters are now contracted to steal a gemstone. What could possibly go wrong?
The story opens with them arriving on Yavin as part of a deal to pay off debts while earning some cash on the side. The agent with the job wants them to steal the Jewel of Yavin, a rare and expensive item, as a three part operation. First they need in infiltrate the Jewel’s auction, ramp up the bidding and then steal the winning bid. Next they need to steal the Jewel before the theft of the money is discovered. And lastly they have to escape with both the money and the jewel. Additionally the first two tasks would need to be done simultaneously or they would not have time to plan the last. To help they were given a list of attendees to the auction and the jewel’s location. But to gain access the first had to “win a race” using cloud cars.
This was meant to be a intricately planned robbery with multiple side stories such as learning about the bidders to best get them to increase their bids. They were given a short time frame too including the cloud car race running only a couple of hours before the auction and the escape set immediately after it. There was some wiggle room for changes in circumstances to allow for improvisation but not too much when leading up to the auction. Starting off my players went to a bar and scored free service by having one of their number pretend to be “Ali the Hutt”; the crime lord from a previous storyline. This worked but would cause complications later. After wasting half a day (game time) in the bar they moved on to the cloud car race and spent their time trying to undermine the competitors and improve their chances. They got so caught up with their sabotage plans for the race and less that they were risking imprisonment for their behaviour.
The character who earlier played “Ali the Hutt” was then picked up by security forces to meet with the administrator of Cloud City… that’s right, Lando! They were then presented with the atrocities she was claiming to have done and figured out that pretending to be a crime lord was not a great idea. She spent hours dining and talking and eventually scored a ticket to the auction as his guest without the need to get involved in the race. However they still burned through half their preparation time. They still hadn’t done any legwork on the targets or the location of the Jewel and had to be forcibly told by me (the GM) of the time wasted so far. The group felt they were being treated unfairly and wanted to continue to undermine the competitors in the cloud car race. So under player objection they had a half hearted attempt at casing the museum and getting plans of the place. Then running out of time they start the cloud car race (they no longer needed to win) and used up the last of the heist prep time.
They spend most of a session doing the cloud car race with the characters splitting up to work with a couple of the racers to give them more options on winning. Luckily the teams they sabotaged were not the ones they chose to race with and none of their interference was lethal. The authorities, suspicious of the characters, were gathering evidence and put their ship on lockdown for possible cheating due to their bets and actions to date. This was not discovered until later in the game as no one had thought to go back to their ship. So after a simplified race sequence (parts were cut due to it playing too much like Episode I’s pod race), due to all the time spent elsewhere, they managed to win and were given a bank account with the winnings which was locked until investigations were complete. From the winners circle to went into preparation for the auction event. If I was to run this again I would most likely skip the race as it doesn’t add to the story and the players wasted more time on it than they should have.
Now with two tickets to the auction event they had to interact with the other bidders with only a basic description of them to work with due to their lack of prior investigation. They split up to talk one on one during the bidding war and with a little bit of fudging from me (ie. hints) they managed to get the bidding up. While this was nowhere near where it could have gone if they had done their “homework” and played all the contenders against each other they at least got about 10% of the intended score. By accident they had also teamed up the notorious Force user who had a file dedicated to them by Imperial Intelligence so while the others were busy trying to get a better price at the auction the Force user was captured by Imperial Stormtroopers and taken to their shuttle for interrogation and transport off world. Once the auction was over they charged off and rescued their lost Force user with it all being recorded by the Imperials. They then went into the museum and to break out the Jewel with very little planning. This required more fudging from me to make it happen as I didn’t want it all to fall apart due to lack of planning… you can only help so much before it feels like no one is playing the game.
They completed the heist of the Jewel with intervention from a lost Jedi who was at the auction as one of the attendees (another missed opportunity by the players) – they drawl lightsabers and discuss the Jewel while levitating them both up in front of the guards and cameras which further compromises their secrecy. Once that was done (as the GM I reminded them the first task was to steal the Auction winning bid) they took off after a banking robot to get their money. This required fudging on my part again – I should just let the money get away as a consequence to their lack of planning but I had them spend a destiny point to get lucky. Once they got the cash the agent betrays them (much like Shadowrun) and they are forced to fight back to their starship. Finding it locked down they send some of their team to the starport control to undo the lockdown order which they do by force. They escape but the Jewel is destroyed by the Jedi and the money lost as the account it transferred to was not hidden well enough to avoid being locked down – so they made it off world none the richer and concluded the storyline without dealing with the agent who betrayed them.
This adventure was fun to run and would happily do it again with another group or even convert it over to my Shadowrun game with little difficulty. The cast of characters in this story is amazing compared to nearly every other adventure I have run from Fantasy Flight Games. They really made the game and it was a shame my players missed the opportunity to interact with most of them.
Episodes of the adventure:
- Introduction (18 pages)
- Odds and Opportunity (34 pages)
- The Greatest Caper (23 pages)
- Escape to the Clouds (12 pages)
Set on Bespin, you get to meet the following characters in the adventure (Rival unless specified):
- Arend Shen – (nemesis)
- Aris Shen – (nemesis)
- Marus Grayson – male human (nemesis)
- Captain Bialar Sells – male human (nemesis)
- Baron Administrator Lando Calrission – Human Male (Nemesis)
- Lobot, Cyborg Bureaucrat – Human Male (Nemesis)
- Wing Guard Officer – Human (minion)
- Wing Guard Sergeant – Human
- Ugnaught Laborer
- Lutrillian Merchant
- Tabarith’s Thugs
- Bhurra, Lutrillian Thug
- Burr Naxis – Male Defel
- Gantel Dro – Male Defel
- Kaltho the Hutt (Nemesis)
- Shreya Ordassa – Female Togruta (nemesis)
- Mil Mikkir – Male Chagrian (nemesis)
- Pos Podura – male Twi’lek (nemesis)
- Elaiza – female human (nemesis)
- Vorse Tabarith – male human (nemesis)
- Zekra Fol – female human (nemesis)
- Government Security Droid
- Gerrol Hunn, Male Corellian
- Chara Tull, Female Human
- The Carbine, male Near human
- Garulo, male Xexto
- Yarryn Rayzer, male human
- K4-76A, modified security droid
- Tibannuck, creature
- G-100 Remote Banking Droid (nemesis)
- Private Security Guard (minion)
- Security Droid
- Shen’s Goons (minions)
- K4 Security Droid
- Yacht Crew (minion)
- Bespin Defense Force Pilot (minion)
Vehicles introduced in the adventure:
- Storm IV Cloud Car x2
- Velkers, creature
- Arrow-7 Airspeeder, Customised
- The Venture, Courier-Class Yacht
Vehicles modifications introduced in the adventure:
- Augmented Buffer
- Maneuvering Thrusters
- Repulsorlift Enhancement
- Upgraded Firepower
Up Next: The Second Adventures – More Rebels (Part 2 of 3)