SPOILER ALERT; SPOILER ALERT - IF YOU ARE GOING TO PLAY THE LONG ARM OF THE HUTT AT ANY POINT STOP NOW....
Still reading ... You wicked Hutt you...
As we left the group at the end of Act II they were aboard the Lucky Guess trying to make friends with Orpa and Wex (the smugglers) and wondering how they were going to take down Teemo. On the journey they decided in their wisdom to try a couple of things to help out.
A) Try and fix/build a battledroid from the bits to help the assault.
B) Dobb Teemo into Jabba the Hutt and hope that Jabba did the job for them.
Path A was the first on the evenings agenda. Mathus tried to get into the sealed crate and bought Wex kicking and screaming into the cargo hold as the alarm went off. However, a bit of smooth talking from the group (got to love those advantages) saw Wex placated and even want in on the action a bit. However, the following mechanic rolls got the group no-where.
It was at this point that Pash used his streetwise skill to look through his little black book of contacts and manage to get a number off of a 'guy' which was guaranteed to get through to Jabba. However, it did get through, straight through to his private holo vid line in fact - just as he was in the final wobbles of enjoying a bit of a squidgy lap dance - he was not amused. In fact going from a roll of success with some threat for the number called to a diabolical roll as they tried to placate the Hutt, followed by another failed deception roll with more threats saw the group not only hung up on but Jabba recongnise them from wanted vids Teemo had sent round and the Lucky Guess being instantly tracked through the Hutt tracking network... OOPS.
Time for plan b, or was that d by now, was the general consensus. The group decided on a two pronged approach, one prong involved the smugglers taking Vex and the battledroids to visit Jabba in person (the smugglers knew a bloke who could get them in) to show him the treason by Teemo (to avoid a visit from various Bounty Hunters). The second prong involved rigging the plas-steel box up so the group could hide in it and get taken into Teemo's palace. Hoping that this would save precious time and aggravation.
Indeed, this went well and our intrepid heroes found themselves in the workshop area with no one else about.
Next they stormed the throne room. Surprise on their side they lobbed a few grenades in before the short but sweet fire fight began. For possibly the first time the group took a bit of damage before wading through the 2 minion groups and 2 rival bodyguards. Meanwhile Teemo had used this time to escape through a secret passage and slime off down the bolt hole as quick as his slimyness would allow; getting quite a head start on the group. Eventually the opposition was quelled, the secret passage found (after a few traps were triggered) and the CHASE was on. It proved quite hard for the group to gain any of the lost ground as the Hutt had quite a surprising turn of speed. They caught up after a couple of Triumphs were used slowing the Hutt down. It was decided that he got his tail caught on one particularly tricky corner.
The group caught up with Teemo and the fight was on. Lowthrik the Wookiee took the lead and used his exceptional rolls to run up the Hutts back and somersault to land in front of him, whacking him quite sucessfully with his vibro axe. The rest of the group were quite despondent as their blaster and slug shots seemed to disappear into the wobbly body without really doing anything. But the Wookiee kept on trading blows with the Hutt and slowing him down with a few crits. However, not without sacrifice as he was rendered unconscious by a series of stunning blows from the Hutt. But even Teemo succumbed to fire power in the end after a number of critical hits finally saw him slump to a messy pulp.
DING DONG THE HUTT IS DEAD...
Unfortunately this did little to deter the other Teemo thugs from trying to break through the doors to get to the group. Led by the spy who had been a plague to the group for a while Mathus and his new droid buddy were busy in the control room rolling opposed computer rolls to keep the spy from slicing the doors open... The group followed the secret passage which came up in the Docking platform where they found a Z95 and a laser equipped defence turret that could be turned onto the main doors to the platform.
Needless to say two laser cannons versus 4 groups of minions did not go very well for the minions.
Meanwhile Vex was relaying that more bad dice pool rolls with Jabba was not convincing him about Teemo's treachery and that he thought that Temmo was being set up and wanted more evidence. Evidence that was duly found and relayed back to Vex and the boys for the final roll of the evening to try and convince Jabba it was true - what could go wrong as they had lots of evidence adding boost dice and a good story to boot. Well maybe start with a couple of despair being rolled as well as net failures and threats... OOPS again.
Jabba went off... blaming the group for his cousins death and palace destruction (news was filtering through to him) and swearing and ranting that vengeance would be his... It was only by the skin of their teeth that the 'boys' managed to sneak away from the raging Hutt and take off quick. Returning to Teemo's palace to pick people up and leg out of system.
The adventure officially over the group set back to see how they had faired... Well the good news was that the Obligation to Teemo had been literally wiped out, they were 12000CR up and had made some new contacts in Wex and Orpa the smugglers. The bad news was they now had a VERY large bounty on their backs from Jabba the Hutt!
Time to leave the pre-gen characters to their fate and roll up some customs for the next adventure maybe!