Some background. I started a game in a Star Wars setting a while back. It was my first ever campaign. I've learned quite a bit since then. In the third or so session, I had a great quest set up for my players. Here's what was meant to happen to the low level characters: The Hutt they worked for gives them a mission: To go to the Kaut Drive yards and steal the schematic files for the Star Destroyer Executor. They would then escape by a conveniently placed, unfinished star destroyer in drydock, which would then explode after a hyperspace jump, and force them to crash on the Volcanic world of Sarapin. However, what actually happened was: They stole the plans, boarded my convenient star destroyer and managed to prevent it from exploding with a natural 20 on a repair check. Nowadays, I still wouldn't have let them keep it. But that's beside the point. They now have a mostly complete star destroyer out in deep space. By the way, they're level 3. How can I get this obviously OP ship away from the group of smugglers without just going "rocks fall, ship explodes." I want the players to win, and a personal capital ship would be fine.... At level 15-20. Not at level 3. Any suggestions? My general plan to this point has been to infiltrate their midst with a combat droid sent by a bounty hunter working for the empire to steal the ship back. Anyone think this is a good course of action? It's been about a year since we left off this campaign, due to college for one of the main players taking them across country. But Thanks to Roll20, we may be starting it up again soon. Which means I have to start thinking about how this will work.