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CreditsTHe Long Arm of the HuttWriting and DevelopmentManaging Art DirectorAndrew NavaroDave Allen with Daniel Lovat ClarkArt DirectionStar Wars: Edge of the EmpireBeginner Game Based onThe Star Wars: Edge of the Empire Roleplaying Gamedesigned by Jay Little with Sam Stewart,Andrew Fischer, and Tim FlandersProducerZoë RobinsonProduction ManagementEric KnightLicensing & DevelopmentCoordinatorChris GerberDeb BeckEditing and ProofreadingMark Pollard and David Johnson withAndrew Fischer and Tim FlandersGame Line Graphic DesignEDGE Studio, David Ardila, and Chris BeckExecutive Game DesignerCorey KonieczkaExecutive ProducerMichael HurleyExpansion Graphic DesignPublisherShaun Boyke, Dallas Mehlhoff, and Brian SchomburgChristian T. PetersenCover ArtMichal Milkowski and Scott PurdyInterior ArtPLaytestersEven Amundsen, Jared Blando, Sidharth Chaturedi,Stacey Diana Clark, Alexandre Dainche, JasonEdmiston, Jacob Murray, Mike Nash, William O’Connor,Adam Schumpert, Chris Trevas, Magali Villeneuve,Christer Wibert, and the Lucasfilm art archivesMichael Gernes, Mercedes Opheim,Zoë Robinson, Zach Tewalthomas,and John WheelerLucas LicensingDirector of PublishingCarol RoederContinuity DatabaseAdministratorLeland CheeSenior EditorJennifer HeddleFANTASYFLIGHTGAMESFantasy Flight Games1975 West County Road B2Roseville, MN 55113USA 2012 Lucasfilm, Ltd. & or TM. Used under license to Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG Logo are trademarksand/or registered trademarks of Fantasy Flight Publishing, Inc. All rights reserved to their respective owners.PERMISSION GRANTED TO PRINT OR PHOTOCOPY ALL PAGES OF THIS BOOK FOR PERSONAL USE2THE LONG ARM OF THE HUTTEdge of the empire

The Long Arm of the HuttTHutt is an adventure for theEmpire Beginner Game. Itis designed to follow the events of Escape from MosShuuta, the Beginner Game’s included adventureinfluence reaches further still. It is only a matter oftime before Teemo pulls the PCs back in and calls alldebts due. Will they ever truly be able to crawl outfrom under his dark shadow?After the events of Escape From Mos Shuuta, thePlayer Characters (PCs) have escaped from Teemo’spalace on board the Krayt Fang, but the outstandingobligation they owe him is still far from paid. Whiletheir adventures take them to new worlds on whichthey face new enemies and meet new allies, Teemo’sIf you are planning to act as Game Master, thenread on to find out more. You should read through theentire adventure before beginning your first session.However, if you are planning to be a hero player in theadventure, please stop reading now in order to avoidspoiling any surprises.heLong Armof theStar Wars: Edgeof theBeginning a new SessionIn general, a roleplaying game is played by thesame group of people meeting several times,days, or even weeks apart. Each time the groupgathers together in the same place to play thegame for a few hours, this is called a “session.”Escape From Mos Shuuta probably took yourgroup one or two sessions. The Long Arm ofthe Hutt, on the other hand, might take threeor even more sessions to complete.You can think of sessions of a roleplaying gameas episodes of an ongoing television show. At thebeginning of each session, it can be helpful to recap what happened in the previous session, justas many television shows do. Sometimes a newsession picks up the events of an adventure atthe very moment the previous session left off (especially if it ended on a cliffhanger!). Other times,hours, days, or even longer can be assumed tohave passed in game time. Here are some stepsyou should take at the beginning of each session: Make sure everyone has had a chanceto spend any experience points receivedat the end of the previous session. Allow everyone to recover all theirstrain. (Even if only moments havepassed in game time between the previous session and the new one, it’s usually simplest for the game if everyonebegins having suffered no strain.) If a considerable amount of in-gametime has passed, allow characters torecover wounds and make attempts toheal Critical Injuries. Recap the important points of the story,so that everyone remembers what is going on and what the group’s goals are. If a considerable amount of in-gametime has passed, it can be fun and helpsupport the narrative to ask each playerwhat his or her character has been doing during the “down time.” Finally, generate a new Destiny pool byasking each player to roll a Force die º.THE LONG ARM OF THE HUTTEdge of the empire3

ADVENTURE SUMMARYThe Long Arm of the Hutt follows directly afterthe Escape From Mos Shuuta adventure found inthe Edge of the Empire Beginner Game. It is assumedthat the PCs are using the characters provided forthat adventure.The story of how this motley crew assembled andcame into possession of the freighter Krayt Fangforms the basis of Escape From Mos Shuuta. Whileall manner of events and mishaps may have occurredduring that time, it is safe to say that at the end ofthat adventure (and so at the start of this one) thePCs are speeding from Tatooine in a newly acquiredvessel having escaped Teemo.for thetime being.The Long Arm of the Hutttakes place in threeparts:ACT 1 – RUGGED ROAD TOTHE Ryll MINESAs the PCs make for the planet Ryloth, they have timeto recuperate and explore their newly acquired ship.Between data logs on the ship’s computer and discussions with a captive on board, the PCs learn thatTeemo is about to make some very aggressive movestoward controlling ryll mining operations on Ryloth.In the meantime, Teemo is furious that the PCsmanaged to escape. He hires a band of bounty hunters to track down and capture the fugitives.Once at Ryloth, the PCs are faced with an ambushby Teemo’s bounty hunters, then tasked with liberating a Twi’lek mining community from Teemo’s thugs.ACT 2 – GEONOSIANNEGOTIATIONSOnce the dust has settled and the injured havelicked their wounds, the PCs are approachedby a Bothan with some interesting news. Teemo is stockpiling equipment, which he plans toemploy in a bid to wrest control of Tatooine’s criminal underworld from his rivals. He has been dealing with a Geonosian faction in order to facilitate this.Teemo’s dealings present a real threat, but shortcutsand hasty arrangements have left a window of opportunity that the PCs may be able to exploit in orderto get to the Hutt.This act mostly deals with intelligence gathering, as well as attempts to manipulate certainGeonosians into providing the PCs with assistance.ACT 3 – Return toMos ShuutaTeemo’s palace is heavily guarded and fortified,and if the PCs were to attack it head on, theywould soon be disintegrated. However, Teemois left vulnerable after the events of the previousacts. Armed with the knowledge they won from theGeonosians and the allies they made on Ryloth, thePCs may be able to sneak into the palace and lowerits defenses. If all goes well, they may finally be ableto rid the galaxy of Teemo the Hutt.TEEMO’S FORCESTeemo the Hutt is a resourceful and well-connectedcrime lord. While he lacks the power of rivals such4THE LONG ARM OF THE HUTTEdge of the empire

as the notorious Jabba Desilijic Tiure, he neverthelesshas a number of assets he can call upon to make lifemiserable for his enemies. Although Teemo has cellsof agents in many places on Tatooine and nearbyworlds on the Outer Rim, there are four groups thatare particularly pertinent to this adventure.PROPERTY DEVELOPMENT CREWSIn recent times Teemo has looked beyond Tatooine forinvestment opportunities. In particular, he has hopesthat the nearby world of Ryloth mayprove profitable. Teemo’s agentson Ryloth have noted the sizeand makeup of several exploitable businesses andcommunities on the planet.These mobs are typicalof the sort of operationsa Hutt likes to managediscreetly; they utilize amixture of hostile corporatetakeovers and violent campaigns of harassment. The mobsare usually fronted by a smallnumber of respectable and civilized businessmen, usually humans or Twi’leks, who can call ona crew of violent Gamorrean andAqualish thugs when needed.One of these crews is currently attempting to coerce a small ryll miningoperation, a Twi’lek family business inthe wastelands of Ryloth, to handtheir assets and territory to Teemo.In the past few weeks they havetired of trying to reason withthe owners of the mine andhave begun a course of escalating violence and intimidation.THE BOUNTY HUNTERSNo good Hutt does business without atleast one posse of bountyhunters on the books.Teemo employed theTwi’lek Oskara andmade regular useof the Trandoshannamed Trex, but afterthe events of EscapeFrom Mos Shuuta, Trexmay well be deadand Oskara is nolonger working forTeemo the Hutt.This need not be a major setback, however, as plenty of bounty hunters prop up cantinas in the hardscrabble settlements of Tatooine. It does not takeTeemo long to recruit a band and set them on the trailof the PCs. Unbeknownst to the PCs, Teemo is able totrack their craft. What’s more, if Trex is still alive, he iseager to reclaim his stolen freighter before deliveringthe thieves to Teemo – dead or alive.THE GEONOSIAN CELLThe planet Geonosis lies relatively close to Tatooine.The Geonosians are an insectile race with a talentfor technological innovation and industry. Teemohas made some inroads into impressing a smallclade of Geonosians, bonding over a sharedappreciation of gladiatorial combat. It is unusual for Geonosians to act out of concert withtheir neighbors, especially when outsiders tryto influence matters,but Teemo has beenuncharacteristically patient and subtle in buildingthe trust of his insectile allies.His efforts here are beginningto pay off, and he is expectinghis Geonosian contacts to providehim with a valuable piece of militaryequipment. However, the alliance isstill unsteady, and if the Geonosians were to be made aware ofcertain facts regarding Teemo’soperation, they would quicklyturn against him.TEEMO’SPALACE STAFFLike most Hutts, Teemo enjoysthe privilege of a large and variedentourage. Many of these are servants and entertainers who wouldsooner save their own skins thanthat of their vulgar and capriciousmaster. However, some of them arefierce warriors with a strong, if misplaced, sense of loyalty. Gamorrean thugs,Nikto enforcers, human mercenaries, andeven a Kubaz spy are all on Teemo’sbooks, and do all they can to protect their master and livelihood.THE LONG ARM OF THE HUTTEdge of the empire5

Rugged Road tothe Ryll MinesIn this act the PCs make their way to Ryloth, encountera band of bounty hunters, and liberate a spice minefrom the attention of Teemo’s so-called developers.Read the following to the PCs:The jump the Krayt Fang made to light speedhas seen you to the edge of the Tatooine system without further problems. However, youmust plot a course through hyperspace in order to reach a new destination. Despite thevessel’s dilapidated condition, it seems to holdtogether and handles well. A whole galaxy isnow yours to explore. Free from the grasp ofTeemo the Hutt, you could kick back and relaxa little, getting used to your new surroundings.You haven’t had much time to get to know thisship, and it certainly could do with some alterations before you could comfortably call ithome. A rank smell permeates the vessel, andseveral warning alert icons display on the navigational computer’s VDU.6THE LONG ARM OF THE HUTTEdge of the empireSuddenly, before you can even think of engaging the hyperdrive and leaving the Tatooine system, a loud klaxon begins to wail andthe sound of a dozen snorting and growlingvoices can be heard echoing over the ship’sPA system. The Krayt Fang begins to shudderand shake; clearly not all is well aboard thestolen freighter.The PCs have to investigate a number of differentphenomena before they can be fully in control of theirnew ship. A list of the problems appears below. Keepall of these in mind as you run through this section ofthe adventure. If the PCs do not address all of theseissues, then they continue to affect the environmentand may cause further consequences.

Issue One: Several Alert Icons – These are winkingred icons displayed on the Navigational Computer'suser interface. There are four of them. In order of priority, they are: A large flashing red script in the center of thescreen – “Fuel Low”. A small flashing icon in the shape of a crescentmoon, or fang. An irritating and intermittent pop-up in Trandoshan script. A flashing red icon in the form of a simplified cage.Issue Two: The Smell – In the excitement of theirescape, the PCs failed to notice the rotten and rankodor that permeates the Krayt Fang, but now it isbearing ever more strongly upon their senses. Someof the PCs may find the stench distracting or evensickening. Mathus, Oskara, Pash, and Sasha find the smellstrong and unpleasant. Add one Setback die to all their activities while the issue is unresolved. Lowhhrick is badly affected by the smell, whichmakes him ill. Add two Setback dice to his activities while the issue is unresolved. Also add twoSetback dice to any skill check another character makes aimed at healing or otherwise aidingLowhhrick while the issue is unresolved. 41-VEX is not bothered by the smell at all. Hissensors can pick it up and let him know there isclearly some decaying matter on board, but he isnot nauseated in the least. However, if he tries togive Lowhhrick medical attention or other assistance while the issue is unresolved, he still suffersthe penalty of two Setback dice .There is an exception to the rule, however, in that Perception checks made to locate the source of the smelldo not suffer from the addition of Setback dice .Issue Three: The Noise – A loud klaxon and thesound of deep grunting voices can be heard over thePA. The klaxon is an alert to the fact that the ship is lowon fuel and is therefore keyed to the alert message onthe navigational computer. The grunting is a Gamorrean Opera soundtrack that Trex likes to listen to during journeys. The resulting cacophony is disorienting.Until the issue is resolved, any task that requiresa measure of concentration becomes more difficult.Upgrade the difficulty of tasks such as trying to usethe Navigational Computer, or trying to heal a wounded PC, by replacing one purple Difficulty die (π) witha red Challenge die (º).If one of the noises is turned off, then the penaltyno longer applies, though the remaining noise is stillirritating. Resourceful GMs may like to equip themselves with a soundtrack consisting of alarm bells andsquealing pigs to help their players understand justhow annoying the noise actually is.Issue Four: An Unknown Vessel – The Krayt Fangcontains secret compartments and contraband thatthe PCs come across as they explore the vessel. A pile of fresh Wookiee pelts stored in a hidden compartment beneath the floor of the main cargo hold. B’ura B’an, an aging Twi’lek prisoner held in acage in the number three cargo hold.RESOLVING ISSUESUntil the PCs resolve some or all of the aforementioned problems, they are not able to make muchuse of their new freighter. It is up to the PCs to takethe lead in resolving such issues, though the GMshould make it clear that unless they plot a course,the ship will not go anywhere. The GM should alsohave B’ura B’an make his presence known at somepoint in the journey.Therefore, the following tasks must take place before the PCs can reach Ryloth: Use the navigational computer to plot a courseto a nearby planet (of which Ryloth is the onlyconvenient destination). Find B’ura B’an in the number three cargo hold.The following are other tasks the PCs might completeto make their lives easier: Find bits of chitin in the number three hold. Investigate the source of the smell and find theWookiee pelts in the main cargo hold. Work out that there is a transponder attached tothe hull of the ship. Turn the klaxon off. Turn the music down or off.USING THE NAVIGATIONAL COMPUTERThe PCs find the basic programs on the navigationalcomputer easy enough to use and many of the issuesto do with the freighter can be controlled or mitigatedfrom the computer.However, Trex has installed some Trandoshan software onto his system, which may make some of theissues more difficult to resolve.PLOTTING A COURSE OR ADDRESSING THEISSUE OF LOW FUELThe PCs find it a simple task (no need for a skill check)to access the computer’s primary interface, whichdeals with such things as the ship’s diagnostics andheadings. Read the following to any PC who tries touse the computer in this way.THE LONG ARM OF THE HUTTEdge of the empire7

It is apparent that the previous owner of thevessel has not been keeping the navigationalcomputer up to date. The computer is capableof navigating just a couple of stable hyperroutesand has only six destinations programmed intoit. These are Tatooine, Christophsis, Geonosis,Ryloth, Trandosha and Kashyyyk.Of these destinations, only Ryloth is immediatelyviable as a port of call. It is well known that neither the oligarchs of Christophsis nor the Geonosians take kindly to uninvited guests, and that itwould be a risky and expensive business to acquire fuel or credit from either world. Trandoshaand Kashyyyk are also dangerous destinations atthis time, besides which the ship is so low on fuelthat such a journey might leave you stranded inhyperspace.Compared to the Core Worlds, Ryloth is a poorand somewhat lawless planet. Compared to Tatooine, it’s downright civilized. The ship couldmake the journey easily enough and with fuelto spare, and the planet is home to a numberof hardscrabble spaceports at which cheapfuel should be easy enough to purchase.When the PCs conclude that they should plot acourse to Ryloth, one of them must make an Easy (π)Astrogation check. Success means that their trip toRyloth will be quick and uneventful. Failure meansthat the trip uses a non-optimal route and takes longer than it should; even if the PCs disable Teemo’stracker (see below), they will still be confronted withThwheek’s starfighter upon their arrival over Ryloth.TURNING OFF THE KLAXONThe Klaxon is linked to the computer’s fuel gauge, andan Easy (π) Computers check is required to turn itoff. Remember that the noises and smell in the spaceship may make such checks much more difficult.TURNING OFF THE “MUSIC”The porcine squealing of Gamorrean Opera thatblasts out of the PA is also controlled by the computer. An Average (ππ) Computers check is requiredto locate the music player and turn it down or off.PRESSING THE CRESCENT MOON/FANG ICONIf the red flashing icon in the shape of a crescentmoon is pressed, a popup menu in Trandoshan scriptappears. None of the PCs can read Trandoshan, but ifone of them decides to see if the computer offers atranslation to basic, he is able to do so by passing anEasy (π) Computers check.8THE LONG ARM OF THE HUTTEdge of the empireIf the check is a success, read the following to the PCs:The translated text reads: “Transponder operational. Receiving signal: Teemo, Mos Shuuta,Tatooine. Emitting coded response.” A seriesof numbers then follows, to the effect that theresponse signal is being updated and emittedevery five seconds.What the PCs make of this is left up to them. The truthis that Trex has been allowing Teemo to keep a record ofhis location via a hyperspace transponder attached tothe hull of the Krayt Fang. As a result, Teemo is able todetermine the approximate location of the craft.If the PCs guess that they are being tracked andinterrogate the navigational computer to find wherethe signal is being emitted from, they can determinethe location of the transponder on a Hard (πππ)Computers check. It is located on the hull of the shipto the rear of the Laser Cannon Turret and is inaccessible while the ship is in flight. If the PCs try todeal with the transponder once they have landed atRyloth, they can locate and remove it on a successful Average (ππ) Mechanics check (with Failures meaning that they fail to find it, while Threats mean that they in

3 t r TH LNG ARM F TH HUTT THe Long Arm of THe HuTT t hE long arm of thE hutt is an adventure for the Star Wars: EdgE of thE EmpirE BEginnEr gamE.It is designed to follow the events of EscapE from mos shuuta, the Beginner Game’s included adventure After the events of EscapE from mos shuuta, the Player Characters (PCs) have escaped from Teemo’s

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