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kinnison

Beyond the Rim, thoughts (Obvious spoilers)

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So funny story about my acquisition of this book, it was a complete accident. I copied the wrong link from FFG's site intending to get Fly Casual as a christmas gift. Come to find out, it was probably the best mistake I've made in the last few years as the adventure is pretty awesome and I think I need to run it with my group.

 

Nexus of Power is also good, which was on my list as well. Two books came as a surprise as I was anticipating one.

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I went a slightly different route with this adventure as the players are Salvagers working from a junk planet, I started the Adventure with the Blockade Bandit CR-90 blasting away from IsoTech's yard chased by TIE fighters. Being good scavengers the other salvage yards descended on IsoTech's vacated space and hoovered up a ton of stuff inc the ship the NPC Spacers had used to goto Cholganna which they managed to get flying and recover the logs from etc. Their Yard boss is a huge Lost Ship fan and when he heard about the Sa Nalaor sent them to unravel the mystery of what IsoTech was up to- cue them fixing up the ship they stole; then a trip to the Wheel to get more answers, and encounters with the YarYar Clan (which my Players blagged their way past). To confirm what they had found they bailed a member of the NPC Spacer crew out of jail on their junk world (he'd been abandoned when the Crew jetted off with the CR-90) who explained he knew where the Messenger pod had gone; then they raided on an IsoTech storage facility to try and recover the Pod. That was gone so they went with what they had and jumped to Cholganna, where they are now investigating the wreck.

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Neat!  It's been interesting to hear about the ways other GMs have adapted this adventure.

 

Unfortunately, (or not?) either my imagination's been atrophied lately or Beyond the Rim just worked for the PCs, because I've pretty much run it as written up to this point.  Although we shall see what happens on Raxus Prime...  One of the players wanted to start some kind of business venture, (it's even part of his obligation) so this was right up his alley.  Still going to make them work for it a bit- I'm playing Reom as a bit more manic than he's written, so he will initially be upset about the PCs showing up on his doorstep with fugitives of the Empire in tow.  Great suggestion back there- thanks. 

 

Another PC was born into an evil clan of Rodians whom he ran from at an early age and has been fighting ever since, so that played right into my hands- all I had to do was change the name to align with the player's background, flesh out the family and structure them like a Sicilian Mob outfit.  Now that they've been introduced and done some bad stuff on screen so all the PCs hate 'em, the fight has grown into group obligation.  That will be a lot of fun- over time, the family sends hit team after hit team at the PCs, 'Lone Wolf and Cub' style, until nearly all resources and personnel (family members) are exhausted, opening things up for the final confrontation at the family's Casino.

 

Last, someone's got some Imperial Security Bureau obligation, so I introduced a Deputy ISB Agent who will hopefully survive long enough become a recurring villain.  The PCs shot a speeder bike out from under him, sending him hurtling into the jungle and giving him a critical you could still walk away with.  For fun, he'll introduce himself as Kyle Katarn at some point, and after the animosity has stewed after numerous encounters, he'll call asking for help when the Inquisitors try to headhunt him.  You don't say "no" to those weirdos.

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As a question on this Adventure- do you let your players salvage the Sa Nador or get involved with her salvage? Whats a ship like that got to be worth esp with the prestige attached - even if there is no treasure?

I could see lots of people attempting to claim jump, or sneak onto the site. Plus the despoiling of the jungle around her will attach attention. And what would be the Imperial angle?

 

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The ship is a total loss. It's ripped into multiple sections that have themselves been scavenged over by the former crew for 20 years, and the rest has sat exposed to harsh environmental conditions for those same 20 years.

It's just scrap metal at this point, and while you could sell it as such, the cost of recovering the scrap from Choganna is likely to make any profits truly marginal, and that's assuming the dangers of the world don't cost the lives of some of the salvagers.

Edited by HappyDaze

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THe ship was broken apart, crashed, in a jungle for 20 years, and stripped by the surviving crew.  it is a total loss, and nothing more then scrap metal.

It was basically read herring. The players found some rumors that there was a vault in the lower cargo hold.  It is there, but there is no feasible way of getting it out without a full blown salvage operation. My players spent most of a day cutting through bulkheads before the survivors found them via the Droids beacon.

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Sorry I didn't mean get the Sa Nador flying as that's obviously impossible, I meant taking her apart for scrap, salavage of parts, any droids etc...

Has anyone actually had the wreck be a 'treasure ship'? 

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53 minutes ago, Ogrebear said:

Has anyone actually had the wreck be a 'treasure ship'? 

That's my plan.  So I ran the whole thing pretty much as written.  Because this was their first REAL mission, I went relatively easy on the PCs and gave them the goods provided they did the work, put down the credits, or spent the time to make it happen.  So they've rescued the survivors and resettled the ones that didn't feel like working for ISOtech.  (Or rather: traded the captured Deep Dark to Mon Calamari officials to resettle them.)  They also made friends with Reom and Shira, (although Norta is their best pal at this point) and one of the PCs is joining as an associate.  Soon, they'll all help ISOtech set up a new R&D facility on a nice little planet at the edge of Wild Space, very far from Imperial reach.  I'm allowing all this because they were smart and made sure the Imperials never saw Cratala or any evidence of her work.

But first, the treasure.  Reom has offered to split the value of the treasure 50/50, provided the PCs do the heavy lifting because ISOtech's a little low on resources at the moment.  (But they won't be if they can get their hands on all those metals.)  They did a bit of groundwork and determined that the #1 in Yiyar Salvage (I've named him Vini Kolona and fleshed him out as a salvager/pirate) will likely attempt to succeed where Yav failed.  The PCs plan to stake out the wreck, let Yiyar Salvage do all the work and suffer all the personnel losses, and then overpower them at some point and steal their ship.  My intention is to make this scenario a little harder if possible, because the rewards are so very great.  One of the methods at my disposal is a third group who will show up at the VERY WORST time.

So I guess my questions for anyone else who's gone this way: What sort of value in treasure would you be comfortable giving your PCs?  I like the idea of paying them in installments or giving them things that need to be fenced, opening up the opportunity for further [mis]adventures.  Also, did you have any good ideas for encounters and set pieces?  When my group evacuated The Retreat, the 6 functioning B1s decided to stay with their ship, so they'll probably be waging some manner of guerilla campaign against Yiyar Salvage.  That could be fun.

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Okay, so I ran the first half of this yesterday.  Had a bunch of background info available, and the players really put some effort into the stakeout, so they discovered most of it.  When Vini Kolona received word of Yav's failure to secure the treasure without dying and Talo's probable failure at revenge, he collected the remaining Yiyar Salvage personnel at The Wheel and pressed a few other family members into service, making all due haste to Cholganna.  The resulting host includes his ship and 12 staff, a slaver transport with 4 crew and 30-50 slaves, and two fighter escorts.  The slavers and fighter pilots are upset over being diverted and do NOT want to be here.  Vini Kolona has done his homework, has a plausible plan, and has brought along all the right equipment, but he needs to work fast and is willing to jeapordise the safety of his own personnel to do so.

With overwhelming success at some tricky astrogation rolls, the PCs made up for their late start and arrived on Cholganna with enough time to set up a camp and hide their ship.  By the time they were able to make it to the wreck, Kolona's people had set up their camp.  The defenses are formidable, but they're intended to repel wildlife, not an organised assault by a team of people.  The PCs plan to set some wildlife against the camp during the night in order to whittle down the opposition and create a diversion while they temporarily disable Kolona's ship.  The estimate that Kolona will have recovered the treasure sometime late the next day, at which point they will attack.  Not sure what's going to happen.  Should be fun.

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Thanks for the heads up, didn't think about that.

I guess the players will maybe leave the wheel tomorrow, so still a few weeks to prepp the next parts of the adventure, but I'll sure include weather, thanks :)

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Don't forget to use fear checks the first time the nexu show up.  For added fun, pass a note to the player with the highest Perception that they have noticed something...all the sounds of the jungle have stopped.  No birds, no insects, nothing.  Let 'em sweat for a bit, then call for Perception checks to see if they notice the nexu moving in on them.
Freaks out the players every time.

For optional bonus points, add some music....
 

 

 

Edited by LugWrench

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On 6/4/2014 at 7:39 AM, kaosoe said:

I noticed this the other day when going through my copy of the Age of Rebellion beta book. I ended up giving them Piloting Planetary anyway.

they are minions? so not a group skill? more pilots is not gonna make them pilot better.

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Awesome thread! I'm stealing a lot of these ideas. We are headed off The Wheel next session, I hope the PCs land on Cholganna and maybe even get to The Retreat by the end of the session, but it will likely be 3 session for Cholganna total. We only play 1.5-2 hrs at a pop due to 'new' RPG players who still like to keep things to a board game length.

 

In this vein, I plan to chop things up into bite sized chunks - using  ideas the Angry GM has written about planning scenes.  We'll see how far we get!

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