The second session of this game went much better than the first. It only lasted about three hours again, of a four hour session. I still need to work on filling out play time. Preferably with better description, as that's where I have the most trouble.
The session started five days after the first, with the four Jedi arriving on the water world of Kemar aboard their hired ship, Hera's Fury. They paid the captain his bonus and he gladly took his leave of them. The characters then set out to search the port city for Nadia's master, Daishun Gant. Trusting in the Force to guide them, they wandered the city for a while until they saw Gant boarding a submersible transport. A quick-witted Nadia sent a message to Gant's mind using the Force; he responded in kind, and told her just as the transport's doors closed to meet him in a bar in the Makarn 5 habitat as soon as she could.
Two hours later, the group caught the next transport to the habitat. J'Fael kept back while the other three approached Gant. They overheard the master say into a comlink, "- a detachment of clone troopers to the Makarn 5 habitat immediately for capture and detention of criminals per Council Order 78." A clone trooper confirmed the order and gave a 30 minute ETA.
Things were tense for a few minutes until the players' Jedi figured out that no, Gant wasn't turning them in, and in fact had no idea that the clone troopers had turned against the Jedi. (For a moment I thought we'd have a full-on Jedi on Jedi battle in the middle of a bar. :) It turned out that Gant had been on a deep cover mission to find a group of smugglers supplying weapons to the Separatists for the last three months, and had finally discovered who the source of the weapons was.
After some discussion, they decided the best course of action was to hide in an abandoned section of the mines under the habitat. Kana stayed in one of the habitat domes to keep watch and divert any clone troopers who might find their hiding place. Her Jedi mind trick barely managed to convince two troopers that the mines her compatriots were hiding in had already been searched by another squad (rolled a failure, converted up to a success by using two Force points).
This success was short-lived, however. The unit commander realized the two troopers had missed part of the mine complex, and brought his troops in force to capture the Jedi. The group sensed the trouble coming and moved themselves to a set of access spaces in one of the tubes interconnecting the habitats. The characters heard the troopers get into a firefight (presumably with the smugglers they were brought in to subdue) and bring some prisoners out of the mine area.
Once the clone troopers finished searching the habitat, the Jedi started looking for a way to get out of the habitat. The only subs docked were controlled by the troopers, but they figured out that the ore transports were still running. J'Fael finessed an electrolock and got the group into an ore transport skip, which carried them back to the surface city. This left them with one last challenge: how to get off-world again?
Judicious use of the Jedi mind trick by Nadia convinced a hapless shipowner that he had lost his vessel to her in a game of cards. The appropriate paperwork was taken care of and the group left Kemar behind for the fair planet of Tatooine, where Daishun Gant intends to take his leave of them.
Things I need to work on for next session:
- Description, description, description! I forget to describe things, and when I do I don't provide enough information. I need to do a better job of setting the scene when the characters arrive at a location so they have a better idea of what I'm seeing in my head.
- Get the players involved in action resolution. I've been narrating the results. Instead, I want them to get into the game more and tell me what happens when they succeed or fail. There will always be times where I have to overrule them due to information they don't have, but it's a lot more fun with five minds figuring out what happens when someone rolls a critical failure.