Act 1: Dark Side

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Star Wars MegaGame 2013
Star-wars-logo.jpg
Alpha GM
Lisa
Beta GMs
Adam, Erik, Mark, Tim/Benjamin
Game Time
Saturday, 6 PM - 2 AM slot
Game Year
Post Order 66
Mechanics
Character Creation · Turning Points
Plot
Prologue · Summary
Light Side
Act 1 · Act 2 · Act 3
Dark Side
Act 1 · Act 2 · Act 3
Conclusion

The Agents of Korpa the Hutt

Run by Adam, this deals with the more 'Social' of the dark side leaning Jedi.

Prologe:

Introduction:

The Jedi path was flawed, like the Republic it went down with. If the Jedi were as wise as they calmed, they should have seen order 66 coming, and been able to do something about it. If they Jedi were as powerful as they claimed to be, then they should not have lost the Temple to a single Dark Jedi and his clone troopers. If the Jedi were powerful, you wouldn't have had to flee to a shuttle and have sixteen of you crammed into it's cargo compartment seconds before your teacher was shot dead. If they were wise you wouldn't have to be making a living working for a Hutt on this wretched planet of scum and villainy.

You didn't all agree, but eight of you understood how the Jedi had failed, how the Republic had failed, and swore to look out for each other in the days ahead. There is a bounty on your head set by the Empire, and even without that there are a dozen people a day who would cheat or kill you for any other reason, or no reason at all. Your brothers and sisters are the only ones who know you, and the only ones you trust with your deepest secret - that you were once Jedi.

Scene 1: I just need more time

Jae Ningo, a Sullustan you've have dealings with for some time, has been sitting in Korpa the Hutt's waiting room for some time, and is just now being shown in for his audience. He walks in slowly, shaking slightly, clearly intimidated by the young Hutts presence despite the Hutt's very young years. A small droid assistant walks next to him, seemingly oblivious to it's master's concern.

"Korpa, your Excellency" he starts, "I…I know my loan payment is due tomorrow, but I need more time. Business had been slow, but it's looking up. I know I can pay you in a week!."

"Nobata Naga Tee-tocky, Ateema. Oto maw Moulee-rah." Korpa replies defiantly. He turns to you when it becomes clear Jae doesn't understand Huttese. "Shado Racka Soong Wamma."

As you all well know, out of principal Korpa the Hutt will not speak Basic, so now you'll have to tell the Sullustan he doesn't have a deal.

Ningo honestly doesn't have the hundred peggat he owes without putting himself out of business and is desperate to negotiate before the Korpa's enforcers beat the money out of him. If pushed, he'll offer the pit droid that came with him as insurance, it's worth about thirty. If the players are unwilling to settle, which is what Korpa will push, Ningo draws a holdout blaster and attacks. His droid will attack with him, using a hydrospanner.

[Combat Stats go here]

Scene 2: Run, its the Fuzz

A bothan runs into the room through a side door that can only be used by members of Jara the Hutt's (Kropa's father) Organization. As he comes to a stop, you recognize the individual as Knol Bwua'tu, a cog in Jara's employ, one who has been often used as a gofer or messenger. If Knol is here, there must be something Jara doesn't trust over the comms.

"Jara's ordering you to lay low, your excellency." the Bothan says to Korpa. "A large Imperial force has just landed, and one of their officers is talking to Jara now."

Knol pauses there for a second while his breath slows back to normal. Jara obviously had made it clear time was of the essence in this message.

Knol doesn't depart immediately, given the players plenty of time to question him for more information. If the players don't think to ask, Korpa will demand to know what the Imperials said to Jara - at which Knol will reveal that he caught something about Jedi. Knol can also relate that Jara is also suspending some of his more illegal/anti-Imperial operations until this task force leaves, something he seems to think will not happen till they find what/who their looking for.

Although Jara is clearly worried about his child, the order is also there to try and keep all the PCs in a location where he can find them, (though Knol doesn't know that part). Knol will also note the absence of the 'Enforcers' group and recommend that Korpa recall them from wherever they are. Good questioning will reveal that Jara instructed him to say that.

Once the questioning is done, Knol will depart again, leaving the PCs alone with Korpa, who will look annoyed. If the players decide to stay and try and 'hide out' with the Hutt, a human shop owner trying to keep on Korpa's good side will call and tell him Imperials are going door to door on that level, and they've only got ten minutes before their doors getting knocked on. At this point is should become clear to the PCs that their best bet right now is disappear entirely or get off world.

Fugitive Scenes

The following scenes can be run in any order, and mostly involve getting equipment or pegget for their future issues.

Fugitive 3: Go Home and Rethink My Life

In this segment, the players can complete a deal with to buy a large shipment of spice, but must find some way to convince the seller to accept credit from the Hutt. WIthout access to Jara's finances, the players have no way to pay up front.

A gungan smuggler, who you recognize as Rish Ceel, leans against his speeder as you enter the dark side alley where the deal is supposed to take place. He stops and steps forward as you approach, clearly recognizing you from earlier dealings. He looks around as he walks out to meet you, his hand hovering near the blaster on at his side. He's clearly a man who doesn't take chances.

Around the backside of the speaker you can see a human and a trandosian waiting for a signal from their leader to either unload the goods, or load your dead bodies into the trunk for disposal.

Ceel is expecting the PCs to show up with the one hundred Pegget promised for his shipment. Normally this wouldn't be an issue - Korpa would draw it from his father's reserves, then make a profit selling the goods on the street. He's done a number of dealing with Jara, however, and so it willing to listen to the players offer up alternative payment strategies - although they'll have to talk fast to keep him from packing up and looking for other buyers.

If it comes to a direct conflict, Ceel fast-draws his blaster, fires and dives for cover behind a refuse bin. His crew also open fire from their positions behind the speeder, using it for cover. The trandosian has a pistol, while the human caries a blaster rifle.

if they do manage to successfully talk Ceel to hand over all or a portion of his drugs on credit, they will still have to sell these drugs to turn them into usable currency, or can just stash them with the intent of doing so where ever they end up after escaping.

Note; Ceel is simply a middleman smuggler, and does not have access to a starship. Therefore he is unable to provide the PCs a way off planet.

The old stuff

PC's are in a variety of menial jobs in the massive organization of Jara the Hutt. We should have another janitorial team, just for the continuity here. Adam had the idea that one group is on Huttlet baby-sitting duty. One group might work at a bar or casino. Each job provides certain advantages and disadvantages (as a janitor, your only weapon is a mop, but you have access badges to everywhere; as a waitress you have access to the cash register; the baby-sitters could ply the Huttlet who is thirsting to assert independence, etc.).

Players hear rumors of Imperials coming to negotiate with the Hutts, maybe someone comes in saying they saw a pair of stormtroopers on Nar Shaddaa. Bounty hunters are especially on the look out, and they get an official Bad Feeling About This. They need off the planet. And now. Act I is all about acquiring credits, weapons, ship passage, and whatever other supplies they might need to try to get off of the planet.

CLIFFHANGER PC's get into an open fight with stormtroopers and discover, to their horror, that Vader is here. This fight should be extraordinarily hard and badass, and the players should be inclined to use a Force Power at some point. If not, it's okay, but if they do, we can use it to our plot advantage. Remember, using the Dark Side gives an extra d6!

The game changes from simply leaving to evade an Imperial screening to running from the chief Jedi killer, the one that killed their friends and masters. The Empire isn't here for negotiations, Vader, so it seems, is here for them.