Human Interest Story at Battle of Hoth

Stormonu

Legend
The characters are on their way out of the base when they hear calls for help from down a side corridor - the base's small but serviceable detention centre, affectionately nicknamed the Ice Cubes.

From base scuttlebutt they know that the Cubes are currently housing a handful of rebels on short stays for minor disciplinary infractions such as drinking on duty or cheating at Sabacc, plus one actual Imperial infiltrator - but none of them actually know any of them by name, or which one is the spy, and the Cubes' computer log was trashed in the assault.

They can open the cells easily enough from outside, but can they afford to bring along these people knowing that one of them is a spy?

I'd be careful with this one. Most of the other scenarios are about building trust to give players incentive to care about helping others. This plain tears it down by throwing a traitor into the group's midst and can bring any "helpful attitude" to a screeching halt.

Instead I'd throw in one of the individuals being a former Imperial (and obvious in appearance), but teetering towards Rebel sympathies. If the party proves themselves heroic, he's likely to switch sides permanently. If mistreated or he otherwise sees the characters as jerks and scum, he'll try to hook up with the incoming imperials and swear vengence against the players. Which side he takes firmly falls in the player's hands, and can give them a sense of agency.
 

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