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ParadoxVictor

Help!: The Cash Grab in Beyond the Rim

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So, I'm just finishing wrapping up my first campaign ever with this system, and my players were excited about helping Reom escape Raxus Prime and now they're on the "epilogue" of sorts, dealing with the aftermath of their mission. 

They're planning on buying stuff from I so-tech with their newly received paycheck to try and head back to Cholganna to collect for themselves the lost treasure of the Sa Nalor and rescue the rest of the survivors that they couldn't fit in their ship.

This is fine, and even expected, but I've run into a bit of a problem. The book doesn't even try to detail what sort of equipment and types of checks my players would need to achieve their goal. And even worse, the book doesn't bother to try to detail at all what the treasure itself is! It vaguely alludes to precious metals, but I have no idea on how much and what else of interest might be hidden in a Separatist ship Treasury.

Half of my party are force users, so I'm tempted to throw an Ilum crystal, or any other type of Kybler, in there, but I'm still drawing blank on what else to put there, and the method the party should use to get to the treasure itself.

Thanks in advance for your help!

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The ‘treasure’ we found turned out to be six sith trained force sensitive clones on their way to the Empire as a revenge strike in stasis.

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1 hour ago, ParadoxVictor said:

I have no idea on how much and what else of interest might be hidden in a Separatist ship Treasury.

Plot hooks, of course.

Figure out what interests the PCs/the players, and provide figurative or literal maps that will lead them towards their desires, but at a cost. That can be as literal as an encrypted star map to a hidden Jedi temple or as insidious as a medical scientist PC who is struggling with their ethics finding Kaminoan cloning tech.

 

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1 hour ago, ParadoxVictor said:

So, I'm just finishing wrapping up my first campaign ever with this system, and my players were excited about helping Reom escape Raxus Prime and now they're on the "epilogue" of sorts, dealing with the aftermath of their mission.

So the aftermath of your mission didn't involve the Imperials controlling the wreckage then? My players decided that the risk of returning wasn't worth it.

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2 hours ago, ParadoxVictor said:

The book doesn't even try to detail what sort of equipment and types of checks my players would need to achieve their goal. And even worse, the book doesn't bother to try to detail at all what the treasure itself is!

And well it shouldn't.  It's open so you can do what you want with it, which is a feature of the module, not a bug.

I let my players grab a couple of ingots of metal from unflooded sections, but since most of the cargo holds were flooded (it crashed next to a river and the cargo holds were underground) I made sure the environmental hazards were "discouraging" given their level of equipment.  It's been 20 years, *something* will have made its nest in there, never mind all the malfunctioning equipment, power surges, etc.  It's an environment where every step is a risk...of being zapped, crushed, tentacled and dragged off, breaking through to worse levels below, etc.  I'm not saying it has to be Tomb of Horrors, but you don't have to give anything up that you don't want.  To whit:

52 minutes ago, HappyDaze said:

So the aftermath of your mission didn't involve the Imperials controlling the wreckage then? My players decided that the risk of returning wasn't worth it.

Exactly.  Or the party can return and find the place completely cleaned out...the Imperials have come and gone.

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1 hour ago, HappyDaze said:

So the aftermath of your mission didn't involve the Imperials controlling the wreckage then? My players decided that the risk of returning wasn't worth it.

My player's work was pretty through. The killed all imperials that landed and managed to complete the bigger mission before the 10 day time-frame in which imperial reenforcements are said to arrive, so I wanna reward them for their efficiency.

48 minutes ago, whafrog said:

And well it shouldn't.  It's open so you can do what you want with it, which is a feature of the module, not a bug.

I let my players grab a couple of ingots of metal from unflooded sections, but since most of the cargo holds were flooded (it crashed next to a river and the cargo holds were underground) I made sure the environmental hazards were "discouraging" given their level of equipment. 

And right now my players have cash to pay for a very "encouraging" level of equipment, and they're very motivated. I implied that the "safe" part of the treasury has not been compromised by the flood due to heavy plating. I kinda wanna know what would that kind of "encouraging" equipment be?

Also, have some good ideas for "plot hook" items, I just want some secondary treasure ideas for the more greedy members of the party.

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1 hour ago, ParadoxVictor said:

I implied that the "safe" part of the treasury has not been compromised by the flood due to heavy plating.

Presumably anything can change between when they left and when they return.

I can't tell if you're lamenting that they have this opportunity to get super rich without having to work too hard, or whether you want them to.  What is the ideal end result for you?

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2 hours ago, whafrog said:

Presumably anything can change between when they left and when they return.

I can't tell if you're lamenting that they have this opportunity to get super rich without having to work too hard, or whether you want them to.  What is the ideal end result for you?

Basically I want them to get a good reward that doesn't undermine their expectations for a end of adventure treasure, but that doesn't reward them excessively. I want to give one big thing, like a Kybler Crystal or an Holocron, to the force users and a bunch of secondary profitable items to the more traditional mercenaries of the party.

I'm gonna make them invest the reward they got from Reom into this endeavor, so I don't wanna lowball them, but also I don't want to overshoot and deal with an over-equipped nightmare. I should clarify that this is a six person party.

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Something like unprocessed Cortosis - this way they need to find a place to process it, pay some of it to the factory people to stay silent about a bunch of scoundrels coming by with a load of Cortosis - and leave them with as many "servings" as you like them to get in the form of the armour attachment.

That way some can get their hands on a very desirable armour attachment and still get a good amount of money from selling the Cortosis on the black market for 50% to 75% of the value.

Noteworthy that this is only a good idea if you don't already have problems with some uber-tank - because Cortosis can make this worse.

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Posted (edited)
9 minutes ago, Malashim said:

Something like unprocessed Cortosis - this way they need to find a place to process it, pay some of it to the factory people to stay silent about a bunch of scoundrels coming by with a load of Cortosis - and leave them with as many "servings" as you like them to get in the form of the armour attachment.

That way some can get their hands on a very desirable armour attachment and still get a good amount of money from selling the Cortosis on the black market for 50% to 75% of the value.

Noteworthy that this is only a good idea if you don't already have problems with some uber-tank - because Cortosis can make this worse.

This pretty much. Getting a shed load of cortosis means that the players are *filthy rich*, but the next quest line is "well we got this super material that the seperatists were going to use for something. But we don't have the tools to even work with it, how do we obtain that?"

Going to a corperation would ultimately get them into the same problems people had with imperialism in general; the company will claim 90% of potential proceeds and return 10% to the PC's, tell them that they did their civic duty and basically give them a pretty awful deal. 

On the flipside, criminal organisation are likely to backstab unless you give them measures to keep them in place. A strong position to negosate on is key because if you just bring the product through their doors, they are going to simply shoot the annoying nobodies who brought it and cut out the middle man entirely. Corperations would likely do the same thing, really the only difference between a corporation, a bothan spynet and a criminal syndicate is legality and reputation.

Or alternatively they could look to form a partnership with an organisation using this boatload of cortosis as an investment. Being able to approach; say, a band of pirates who would likely get a gigantic boon from having cortosis on their ships and people would likely make them fast friends to making inroads, or a syndicate or whatever. That way they aren't just "getting filthy rich", but they are "rich with connections"

Failing that they can obtain the equipment to work with it themselves, which in turn requires a long quest line as most people who work with cortosis are either imperial or keep a close eye on this fairly profitable material, but the flipside is that they can keep all the wealth in house if they play their cards right. That being said it is balanced by being a lot more work to get a factory in the first place.

Edited by LordBritish

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50 minutes ago, Malashim said:

Noteworthy that this is only a good idea if you don't already have problems with some uber-tank - because Cortosis can make this worse.

There is an uber-tank in the party that I'd hate to give cortosis weave to. But if it's unprocessed cortosis... 

 

46 minutes ago, LordBritish said:

This pretty much. Getting a shed load of cortosis means that the players are *filthy rich*, but the next quest line is "well we got this super material that the seperatists were going to use for something. But we don't have the tools to even work with it, how do we obtain that?"

Going to a corperation would ultimately get them into the same problems people had with imperialism in general; the company will claim 90% of potential proceeds and return 10% to the PC's, tell them that they did their civic duty and basically give them a pretty awful deal. 

On the flipside, criminal organisation are likely to backstab unless you give them measures to keep them in place. A strong position to negosate on is key because if you just bring the product through their doors, they are going to simply shoot the annoying nobodies who brought it and cut out the middle man entirely. Corperations would likely do the same thing, really the only difference between a corporation, a bothan spynet and a criminal syndicate is legality and reputation.

Or alternatively they could look to form a partnership with an organisation using this boatload of cortosis as an investment. Being able to approach; say, a band of pirates who would likely get a gigantic boon from having cortosis on their ships and people would likely make them fast friends to making inroads, or a syndicate or whatever. That way they aren't just "getting filthy rich", but they are "rich with connections"

Failing that they can obtain the equipment to work with it themselves, which in turn requires a long quest line as most people who work with cortosis are either imperial or keep a close eye on this fairly profitable material, but the flipside is that they can keep all the wealth in house if they play their cards right. That being said it is balanced by being a lot more work to get a factory in the first place.

I really like this idea, it'll be just as much of a plot hook as the force users' hook. And the uber-tank won't be getting his grubby paws on the weave for a long time too since they'll have to manage to get a deal that let's them keep the processed cortosis somehow, and while unprocessed it'll be useless for him.

It also falls a lot in line with the reality of what would be in a Separatist ship since their war effort did include fighting Jedi a lot of the time. 

Thank you so very much for the suggestion!

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13 minutes ago, ParadoxVictor said:

There is an uber-tank in the party that I'd hate to give cortosis weave to. But if it's unprocessed cortosis... 

 

I really like this idea, it'll be just as much of a plot hook as the force users' hook. And the uber-tank won't be getting his grubby paws on the weave for a long time too since they'll have to manage to get a deal that let's them keep the processed cortosis somehow, and while unprocessed it'll be useless for him.

It also falls a lot in line with the reality of what would be in a Separatist ship since their war effort did include fighting Jedi a lot of the time. 

Thank you so very much for the suggestion!

The other explanation is that maybe the separatists vessels, often serving as the dwelling for corperation big wigs might have been hording various precious, if useless practically metals. Golds, Kyber Crystals, stuff like that. Key thing is, even when dealing with them they are not credits until they have been converted over to them.

That being said, I do like the idea of dumping a large amount of unprocessed cortosis to someone who then have to figure out how to turn the largely inert junk into gold. Figuratively speaking. XD

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On 6/7/2019 at 3:50 PM, ParadoxVictor said:

My player's work was pretty through. The killed all imperials that landed and managed to complete the bigger mission before the 10 day time-frame in which imperial reenforcements are said to arrive, so I wanna reward them for their efficiency.

Well, they may have completed the mission before the reinforcements arrived but that doesn't mean the Empire said "oh, well.." and turned around. They would still show up, find the ship, and start excavating it. So your PC's are probably going to find a Star Destroyer in orbit and that ship being taken apart... 

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Posted (edited)

Just enough stuff to be worth the party's time, but for the main hall, I made it credits.

Republic credits.

That have been out of circulation for 20 years.

If you dig up enough, you could theoretically melt it down and sell the metal at, say 1/100th the value.

Then subtract the equipment, fuel, etc. 

And that's not even getting into what happens if the Empire wants the crash.

Edited by Dayham

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