Enemy of my Enemy – Act 3: The Cost of Betrayal
The Enemy of my Enemy involves a rag-tag group of PCs, who comprise a small smuggling outfit working out of their ship, Working together as a close crew and extended family for the past two years, the team gets a communication from an old contact called “fixer” on Bespin, who has a simple smuggling job for them. But during the pickup, the job immediately goes south, and the PCs are forced to fight for their lives, before being drawn into a galactic investigation of dangerous figures which will threaten their lives and ultimately, their freedom. – Click Here to download your copy today
Expand the Adventure
Prepping the Adventure
Reading the Adventure:
It is expected that the Game Master has read all of Enemy of my Enemy Act 3: The Cost of Betrayal prior to running this adventure.
Review Player Adventure Logs
At the start of the game session before play a Game Master should ask players if they can see their adventure logs. This will help you make adjustments to your story to consider what the players have done before.
- Enemy of my Enemy: Act 2: Pulling the Ears off a Gundark the Game Master should note the status of Stim and his soldiers. If they were killed in Act 2, Stim is somehow still alive much like Darth Maul where he is horrifically injured and is not a whole being.
How to Introduce the Characters
In Enemy of my Enemy: The Cost of Betrayal your characters begin play having been betrayed by ISB Agent Marek Quay and arrested for crimes of smuggling contraband. The PCs are held captive aboard a Small Star Dreadnaught. If a player has not participated in Act 1 or 2 of Enemy of my Enemy it is encouraged for the Game Master to have the other players arrested by the Galactic Empire and held prisoner. The crime they are captured for should be related in some way to their obligation.
At the start of the adventure the GM should remember that all of the PCs have been stripped of all of their gear. Any droids should have a restraining bolt attached to them.
- Escape the Imperial Detention Center
- Rescue Stim
- Defeat Marek Quay
- Escape the Imperial Star Frigate
- Deliver Stim to Muraga the Hutt
Ways to Expand the Adventure
An Audience with Muraga the Hutt: The GM is encouraged to add a bonus encounter where the PCs deliver Stim to Muraga the Hutt. This should occur aboard Muraga the Hutt’s luxury capital ship. The PCs should be encouraged by The BARON to try and work out an introduction to the Besadii Hutt Kajidic. The GM should reference the player’s adventure log from Pulling the Ears off a Gundark to see how Muraga views the PCs and should consider awarding boost or setback dice based on Muraga’s demeanor towards the PCs.
Next Recommended Adventure to Run
The Cost of Betrayal Story Elements
Story Elements are to be documented on the Player Character’s Adventure Logs as proof of what story elements they have completed during game play.
The PCs are provided a chance to escape from Imperial Detention because of the assistance of Muraga the Hutt. Gain 5 obligation to Muraga the Hutt for his help in allowing the PCs to escape prison.
Were the PCs able to rescue Stim from the Imperial Frigate, the Valiant? Did the PCs turn Stim over to Muraga the Hutt? if so reduce the obligation owed to Muraga the Hutt by 5 and add Muraga as a contact. Having Muraga as an ally does help The BARON’s objectives in Hutt Space. If the PCs don’t return Stim to Muraga the Hutt award them 5 additional obligation for betrayal and add Muraga as an enemy.
Did the PCs successfully escape the Imperial Frigate the Valiant?
What is the fate of Marek Quay? Did he survive to become a recurring nemesis for the PCs? Or did the PCs defeat or take him hostage?
|Objective Complete||XP Earned|
|Moving through the Valiant||5 xp|
|Stim’s Rescue||10 xp|
|Defeating Marek Quay||5 xp|
|Good Roleplaying: playing to obligations and motivations||1-5 xp|