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Cheapy the Hutt

Odd Jobs - A List of Potential One-Shots

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So for my campaign I plan to run a bunch of episodic adventures that are for the most part self-contained in the form of "job offers" the players are extended through various contacts. At the beginning of each session I would hand them a list of potential missions they can undertake from different clients, with varying levels of reward based on risk and whatnot. Here's my list so far (In no particular order):

 

The Corporate Ladder – Borvo the Hutt hires the crew to run a shipment of weapons from Bonadan to Nal Hutta. The pay is high, but so are the risks: CSA patrols, Black Sun raiders, and navigational hazards make the trip a hefty gamble for all but the most skilled crew.

The Price of Morals – A ruthless Trandoshan pirate king named Trassk hires the crew to run an important piece of cargo to an Imperial outpost. What appears to be a simple job turns deadly as the crew is set upon by pirates, Rebel agents, and a vengeful bounty hunter all looking to secure the mysterious cylinder.

The Most Dangerous Game – A playboy millionaire hires the crew to act as his security team and bodyguards for a sabacc tournament on the Wheel. Things quickly get interesting as they stumble across evidence that the tournament is being used as a cover for an information deal between their client and Rebel spies. What’s more, when they also discover that some of the players are ISB agents hunting their client’s customers the crew quickly becomes embroiled in a silent game of cat and mouse.

Enslaved – The former Rodian Senator approaches the crew with a desperate plea for them to rescue Yarua, an old friend of his from the Wookiee homeworld of Kashyyyk. After slipping past the blockade and meeting with the client’s contacts they discover that their target is imprisoned in the Sector Moff’s palace, and that the pirate king Trassk also wants the Wookiee for his collection.

Mercy Mission – The crew is hired by a relief organization to deliver critically-needed supplies to an Ord Mantellian settlement suffering from a terminal disease. When they arrive, however, they find that the colony’s “illness” is the local Imperial garrison, their “medical supplies” are crates of weapons, and the doctor is a Rebel agent. Caught in the middle of a planetary uprising, the crew must decide whether to take a side or keep their heads down.

Skeletons in the Hold – The crew happens across information that points them to the partially intact hulk of an old Trade Federation superfreighter in deep space. While investigating to see if any of its cargo is salvageable its main computer reactivates and locks down from the inside, trapping the crew inside a dead ship full of battle droids.

Grave Robbing – The crew is hired by an archaeological group to investigate an ancient tomb on the mausoleum world of Boz Pity. While everything initially goes according to plan, they run afoul of a rival treasure hunting team on the trail of the same artifacts they are. What’s more, the spirits of the dead are angered at the disturbance and rise from their graves to express their discontent with both sides.

Stranded – While attempting to earn an honest rep for themselves through hyperspace mapping, the crew runs afoul of an uncharted star and crash lands on a forest moon. There they find that they are far from the first crew to be stranded on the surface, and that one of the previous unwilling colonists has turned feral in order to survive.

Knowledge is Power – A rich scholar from Obroa-Skai discretely hires the crew to break into an Imperial outpost and download the facility’s intelligence files for use in his research. While the pay is too good to turn down, the crew uncovers evidence that their client is actually a Rebel agent, and Imperial Intelligence does not have a comforting reputation regarding their treatment of prisoners and criminals.

Stars' End – A mysterious client offers to pay the crew to break a notorious mass murderer out of an equally notorious Corporate Sector maximum security prison. While they are in the planning stages of the breakout the crew is shocked to discover that another of the inmates is a friend/family member/colleague of theirs, and they must decide whether to risk their job to rescue them as well.

The Heist – The crew is contacted by an anonymous nobleman with a very lucrative offer: in exchange for information on the Denon Capital Depository and free reign to rob the vault blind, the crew will retrieve a lost Alderaanian family crest from the safety deposit box of an Imperial governor.

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I am using/have used ideas like this in previous games, and they always work out VERY well. Namely, "The Most Dangerous Game" and "Mercy Mission" and "The Price of Morals" are all classics. Enjoy running those!

 

 

Some other ideas for you:

 

Unexpected Retrieval: The party is hired by a local crime lord to reacquire some precious cargo that was lost when the freighter carrying it crashed unexpectedly on a not-very-populated world (I'm using Lahsbane due to the pollen ruining engines. hehehe. . .). When they retrieve the "cargo," they learn it is a slave/family/someone the party knows. They'll have to beat every two-bit rogue when they get there, though, as rumors travel quickly, and everyone is hoping for a valuable cargo here. . .

 

The Secret Base: The inspiration for this one was from someone else's adventure, but I loved the trope enough to use it every so often.

The group is ripped out of hyperspace somehow (anomaly, gravity shadow, etc) and find themselves near an abandoned outpost. The outpost was a base for genetic experiments/Sith studies/battle droid design, and has been abandoned for hundreds, if not thousands, of years. While there are no signs of life, clearly there has to be some cause for all of the dead bodies and relatively new ships that have been left here with hyperdrives ripped out of them. . .

 

Know Thy Enemy: A local casino owner on Vorzyd V has been having problems with the local Imperial <insert rank of your selected villian here>. Sadly, the Imp has shown zero signs of any vices and, due to his standing, does not take part of any of the vices available in his sector. He asks the party to look into this, as if there's the chance anyone can find out his officer's vices, it's going to be someone from offworld.

Optional vices include specialized spice, obsessions with Alderaanian relics, preference of inhuman women (or men), or even just such a rigid sense of duty that makes him easy to manipulate.

 

A Blast From The Past: The party is tasked with ransacking a collector's collection for one specific object, located in a locked box within a specific location. They are given the passcodes to bypass the electronic security system, allow them access to this horde. The pay? The party will be able to take whatever else they want. The collection includes a large selection of ancient and exotic weapons and armor (from Mandalorian Battle Armor to Adumari Blastswords), relics from unknown or lost worlds, or even just various gems and jewels that would be worth a fortune on the Black Market.

The catch? There's plenty of options!
The codes don't work and trigger a silent alarm.

When they remove the object in question, it sets off an alarm, seals them in the room, and/or releases gas.

A party member grabs something that had it's own safety system and now they have company coming in, FAST.

The object being acquired is very large and bulky, and will require the party to be very careful with getting it out, especially with guards walking around.

Greed. Need I say more?

The object is actually a Sith Holocron, and their employer is actually a Sith in Training. They just made a new villian for themselves!

 

The list for this one goes on and on. . .

 

 

Those are the big ones that come to mind, and they were always a hoot when they were used. I hope that helps with expanding your ideas!

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A few more I came up with in the lecture hall:

 

Dead or Alive

The crew decides to pursue a lucrative bounty hunting contract on Nar Shaddaa, but soon discovers that their quarry is craftier than most criminals. Hunt saboteurs, mysterious slicers, and greedy criminal gangs looking for a piece of the action are just a few of the obstacles they'll have to overcome to track down their target on one of the most densely populated worlds in the galaxy.

 

Stopping the Signal

The crew is covertly hired by none other than the Imperial governor of Eriadu to track down and capture or kill a slicer that has been plaguing the planetary Holonet with "seditious propoganda" ever since the destruction of Alderaan. With the Empire behind them and the slicer's own allies ahead of them, the crew must tread carefully on a planet where the New Order is revered above all else.

 

Imperial Entanglements

When the crew runs afoul of an Imperial Interdictor cruiser during a routine smuggling job, it looks like their luck has finally run out. However, they are offered an out by a mysterious ISB agent known only as "Red": infiltrate a Rebel cell and feed information to their new handlers, and in exchange the Empire will drop all outstanding charges against them and give them a fresh start. With little alternative, the crew must finally decide whether to stand by as the Empire enforces its will over the galaxy...or risk destruction alongside the Rebellion.

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Cool list! 

 

Stopping the Signal

The crew is covertly hired by none other than the Imperial governor of Eriadu to track down and capture or kill a slicer that has been plaguing the planetary Holonet with "seditious propoganda" ever since the destruction of Alderaan. With the Empire behind them and the slicer's own allies ahead of them, the crew must tread carefully on a planet where the New Order is revered above all else.

 

You can't stop the signal Mal!

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Stopping the Signal

The crew is covertly hired by none other than the Imperial governor of Eriadu to track down and capture or kill a slicer that has been plaguing the planetary Holonet with "seditious propoganda" ever since the destruction of Alderaan. With the Empire behind them and the slicer's own allies ahead of them, the crew must tread carefully on a planet where the New Order is revered above all else.

The slicer turns out to be a simple R2 unit, or library droid that somehow survived the destruction of Alderaan, and was salvaged by some unwitting scoundrels.  They have no idea what the droid is doing, and want no part of whatever nonsense the PCs are spouting.

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The slicer turns out to be a simple R2 unit, or library droid that somehow survived the destruction of Alderaan, and was salvaged by some unwitting scoundrels.  They have no idea what the droid is doing, and want no part of whatever nonsense the PCs are spouting.

Stopping the Signal

The crew is covertly hired by none other than the Imperial governor of Eriadu to track down and capture or kill a slicer that has been plaguing the planetary Holonet with "seditious propoganda" ever since the destruction of Alderaan. With the Empire behind them and the slicer's own allies ahead of them, the crew must tread carefully on a planet where the New Order is revered above all else.

 

That'd be an interesting twist: my idea was that the slicer was an Alderaanian Imperial defector (Hence their skill at infiltrating Imperial networks) who was blackmailing the Imperial governor to keep the planetary Holonet up so he could pump out his propaganda.

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The slicer turns out to be a simple R2 unit, or library droid that somehow survived the destruction of Alderaan, and was salvaged by some unwitting scoundrels.  They have no idea what the droid is doing, and want no part of whatever nonsense the PCs are spouting.

Stopping the Signal

The crew is covertly hired by none other than the Imperial governor of Eriadu to track down and capture or kill a slicer that has been plaguing the planetary Holonet with "seditious propoganda" ever since the destruction of Alderaan. With the Empire behind them and the slicer's own allies ahead of them, the crew must tread carefully on a planet where the New Order is revered above all else.

 

That'd be an interesting twist: my idea was that the slicer was an Alderaanian Imperial defector (Hence their skill at infiltrating Imperial networks) who was blackmailing the Imperial governor to keep the planetary Holonet up so he could pump out his propaganda.

 

 

That's a good one, too.  Want to throw your players for a loop?  Use both at once.  The players figure out it's the defector, and bring him in.  Under interrogation, he confesses, and provides the evidence necessary to prove that it was him.  A few days after his execution, the seditious messages start popping up again.  (Somebody's going to get a black eye over that, and it's not going to be the person who hired the PCs.)

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This is great stuff.  I am running a game at a local store in this vein.  I have it set up to be more of a drop in-drop out episodic game.  I am going to see if I can come up with some One-sheet adventures in the vein of yours.  Consider these adventures "borrowed."

 

Salcor

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There were a few "Case of Mistaken Identity" scenarios I've run in previous versions of the game, and they are always a blast when they go over well.

 

1) Case of the Mistaken Jedi: The party is contracted by a representative of a very rich and influential family to rescue a member of the family. The eldest son has been captured by a slaver (I used a T'surr), but no demands have been made as of yet. His family would like him returned to safety as soon as possible.

The situation: the boy is from one of the noble houses of the Tapani Sector (I used House Pelagia for this one) and, after using his lightfoil to defend himself and the other passengers on the ship he was on, he was captured as it was assumed he was a Jedi. The slaver is now trying to sell him to the Empire or to the Hutts; whoever is willing to pay better.

Whether or not the boy is even Force Sensitive is up to you.

 

Bonus Round: I've turned this around on the players at a later time on two occasions. One group had a Jedi and witnessed someone else take the fall for them. Another group acted like the character was a Jedi, and the real Jedi who was in hiding on that planet stepped up to help at the loss of their life, leaving the group to relay his final words to his family. . .who are in hiding.

 

2) The Case of the Mistaken Bounty Hunter: One of the party members happens to share a physically appearance of a rather (in)famous local-based bounty hunter. People constantly give the character a wide berth, want to quickly end all dealings with them as soon as possible, and the local cantina gets very quiet as soon as they walk in the door.

Some may approach this character to do a job, or confront them about the results from another job. Depending on the player's actions, the bounty hunter may not be pleased someone is relying on their hard won reputation, and may come by to resolve the issue. . .permanently.

 

3) The Case of the Mistaken Senator/Officer: Very much like the above, only the character has a striking resemblance to a figure of authority, such as a senator or a local Moff.

 

 

As for other ideas:

 

Family Matters: A party member has recieved word that a family member has passed away, leaving something for them as an inheritance. Sadly, it comes with plenty of problems, such as being held by a rival family member, desired by the Hutts (thus the family member's death), or it has been seized by the Empire/ruling governing body. The whatsit(s) in question may be a huge help to the character, and should get their attention very quickly.

Added bonus if the player has no clue who the deceased is, and that the whole thing is just a setup. . .or a final job from beyond the grave.

 

(Wo)Man of a Thousand Faces: When the party meets a usual contact, they realize he's a bit off from normal. The job that they get is also rather different than the norm, but they take it because they need the credits.

The job is a set-up, and the person hiring them is a shapeshifter (Shi'do or Clawdite). This person needs to be found to prove their innocence and reveal a mole in the operation of their respective bosses.

 

Voices From The Past: A player recieves a holo recording that is years old by this point (it can also be a droid delivering the message). It is addressed to them, and is a friend/family member explaining a problem that lead to their death/inprisonment from some time ago. All of the details they need to break them out/avenge them is there with the message/droid. Will they take it an embrace their past, or ignore it and move to the future?

 

 

And finally (at least for now):

 

The Enemy of My Enemy is Still My Enemy

The group is out working on a job and find themselves outnumbers by Imperials. They are "rescued" by a group in red armor who is clearly taking the fight to the Empire. As the squad is now a little lighter than before the fighting, they could use the help of the party to finish their objectives as they are identical, or at least near each other.

These saviours are "defilers" from the Zann Consortium, and they are the enemies of not only the Empire, but also the Rebel Alliance and the crime lord(s) the party works for! Betrayal could come up, the Defilers could try to destroy an objective the party needs, as well as a dozen other options depending on how the players handle things.

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Excellent ideas all around!

I think it would be cool to have the Empire blockade the planet (or space station) that the PCs for some reason is currently on. Maybe the Imperials are looking for some droids. Anyways, the planet, maybe it is Tatooine, lacks recources to take care of the basic needs of the population. As water, food or whatever is becoming scarce people become desperate and the PC unwillingly becomes embroiled in a dirty fight for survival where the are forced to consider the really tough questions about morality and who they really are.

I admitt this is a bit too gritty even for the gritty Edge of the Empire and far from Star Wars but I am intrigued by the moral dilemmas this scenarion puts forth. It doesn't have to be drawn out to the max. Maybe the PCs are simply smuggling food and medicine somewhere and are faced with desperate people selling their last credits for a bread?

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The Skinner

 The crew, running low on work has taken to salvaging for a local firm, they have a list of prime items that fetch a good price should they be lucky enough to stumble across them. The crew happens upon an old trade federation ship that seems to be mostly in tact. The ship has no power so the crew must wear suits. The ship is littered with battle droids that all seem inoperable. They stumble across a mobile droid seemingly comsuming another droid, its arms and legs seem to be doubled in length and the lower part of its face replaced with grinding nashing gears.

 

the ship is littered with these horror droids that you later find out are the horrible creations of a droid who has been stranded on this ship for along time and at some point gained sentience and went mad, he captures and skins all who try and loot the ship and wears there skins.  

 

I played this game like a survival horror and it worked out well. The characters couldnt get into alot fo melee combat as they were in space suits and 1 tear could mean the end. During the runnign i threw in a part of the ship that was missing and they had to kinda space walk from section to section. 

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The Colony (Alternate version of Stranded)

While trying to make a few honest credits mapping hyperspace routes along the edge of the Unknown Regions, the crew's ship runs afoul of an uncharted planet's gravity well and crash lands on the surface. After exploring they are surprised to find a small, self-sufficient colony made up of various galactic species, whose leader welcomes them to stay until their ship is repaired. While the settlement and its inhabitants appear hospitable and curious about recent galactic history, the crew slowly discovers that the colonists are harboring a dangerous secret...one they will protect at any cost.

 

(The GM can insert whatever mysterious secret he or she wants, but my primary idea was that the colony is made up of the Jedi younglings Master K'Kruhk saved during Order 66 and their children)

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Here's a couple of concepts: 

 

Meteor Run

 

The crew discovers a "space rally" is held by a prominent Hutt once every couple of standard years, with the prize being employment by the Hutt. The rules are simple--visit five planets (say Ord Mantell, Tattooine, Corellia, Kuat and Socorro), trade various illegal goods, and return to the Hutt's palace on Nal Hutta. The group that arrives first, and with the best  cargo, wins the race. Several smugglers participate in the Meteor Run. Most use underhanded tactics to win. There's also the matter of several bounty hunters who are aware of the race and use it to settle any scores with smugglers who have an outstanding price on their heads. Oh, and the Hutts intend to keep the cargo as well. Why do you ask? 

 

 

The Pits 

 

The PCs are captured, knocked out, and wake up in an open section of what seems to be a catacomb, along with up to 40 other people. A crimelord they have crossed (A Hutt or Black Sun Vigo works well here) stands at the rim of the pit and lets the captives know they have wronged him in some way. As punishment, they are to participate in a Battle Royale and fight to the death. The last group standing wins their freedom. The number of people who can win their freedom is one less than the number of PCs in your party. 

 

There are a lot of ways this scenario can go, and a lot of good NPCs you can introduce. Bounty hunters, other smugglers, politicos and thieves can all interact here, trying to make deals and kill each other. Lots of great rooms can be inserted into the catacombs, and if the GM really wants to make PCs nervous, introduce a Forsaken Jedi as one of their opponents. It'd make for a great boss battle! There's also the matter of what the crimelord plans to do with the winners. Will he let them go? Will he keep them alive as slaves? Does he order them to perform an assassination before he'll finally forgive their obligation, or did he just holorecord the whole fight and sell it on the black market? 

Edited by Hysteria

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I found this little gem while I was cleaning out a few old notes of mine. Hopefully I'll find a few more of them as I keep sorting through this box. . .

 

 

Proto-typical

 

The party has been informed that a local Imperial Base has a prototype ship that can outrun anything out there in realspace, has great manueverability, and has enough cannon firepower to make most smugglers think twice about getting into their crosshairs. As their contact isn't comfortable with this happening (it's bad for business, after all), he's offering to let the group go in and take care of it.

 

The base is small, out of town, and has a small number of guards. Basically, typical small base with tiny hangar, typical guards. Still, that's more than what the group is ready to handle, so they need to rely on skill, cunning, and a lot of luck to pull this one off. . .

 

(When I ran it, I used a TIE Interceptor, as they were almost unheard of until a year or so after the Battle of Yavin. The group loved the idea of the break in and smash objective, but hated that I didn't let them steal the engine)

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Cheapy,

 

Your adventure ideas are great.  If you don't mind I am going to flesh them our for the game I am running at my FLGS.  If I get to the point of making PDFs out of them I will post them for everyone.

 

 

Salcor

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