Jump to content
ParadoxVictor

Help with including Force related hooks and rewards in the Beyond the Rim adventure

Recommended Posts

Hey, second time posting in the forum. I'm running a game that has half and half EotE characters and F&D characters, and since I'm a newbie GM I decided to go with a published adventure.

Most F&D adventures are too focused on the mysteries of the Force so I decided to go more EotE flavor-wise before going the force route at Knight-level, but I still want my wannabe Jedi players to feel included and rewarded while walking around with the outlaw crew.

What do you recommend me to add as side quests or plot hooks to my beloved Force users in the Beyond the Rim adventure?

Share this post


Link to post
Share on other sites

Perhaps the downed CIS ship had a captured Jedi (Knight or Padawan) prisoner aboard it. Maybe they are still alive, or perhaps the interrogation records are intact enough to offer some clues. In any case, the poor slob's lightsaber might still be there for the looting.

Share this post


Link to post
Share on other sites

You could add a Sith tomb hidden on Cholganna. I did that for my group's Jedi, where the tomb held the spirit of a dead Sith Lord, ancient artifacts, etc.

Another option could be that there are some artifacts stolen by the Separatists from before the war, like a holocron, that are either kept by the captain, or locked away with the rest of the treasure.

Share this post


Link to post
Share on other sites
1 hour ago, ParadoxVictor said:

I like the idea of a Holocron, be it Jedi or Sith. It's too early for a Lightsaber, but maybe a Kybler Crystal?

It could be a broken lightsaber.  Still useful to take apart and reverse- engineer for building a new one later.

I like to keep holocrons rare--much more rare than lightsabers.

Share this post


Link to post
Share on other sites
2 hours ago, HappyDaze said:

It could be a broken lightsaber.  Still useful to take apart and reverse- engineer for building a new one later.

I like to keep holocrons rare--much more rare than lightsabers.

What do you usually put inside Holocrons when you do use them though? None of my Force users have Mentors, so I thought a Holocron might be of help

Share this post


Link to post
Share on other sites

So according to the Force and Destiny Core book, every holocron gives the wielder two career skills, presumably tied to the gatekeeper or creator of the holocron. The gatekeeper can act as a mentor, teaching new force powers, abilities, etc. However to avoid having this get too powerful, you could have the gatekeeper refuse to teach the players until they are "ready." Alternatively, you could have the holocron be damaged and require rare parts in order to be used properly again.

Share this post


Link to post
Share on other sites
15 hours ago, terrak37 said:

So according to the Force and Destiny Core book, every holocron gives the wielder two career skills, presumably tied to the gatekeeper or creator of the holocron. The gatekeeper can act as a mentor, teaching new force powers, abilities, etc. However to avoid having this get too powerful, you could have the gatekeeper refuse to teach the players until they are "ready." Alternatively, you could have the holocron be damaged and require rare parts in order to be used properly again.

They can also grant other benefits, such as access to additional Force powers and such.

Share this post


Link to post
Share on other sites

The "starting PC resource" Holocron grants bonus skill access at Career discount but the lengthier discussion of what a Holocron introduced into the game indicates it can do pretty much whatever you want.

So, adding cool Jedi-centric skills as Career skills is nice (like Lightsaber, Discipline, Lore, etc).

It could also take the place of a Mentor and grant that benefit.

Although I like Stan Fresh's idea: some vergence (dark side) on Cholgana that the PCs have to deal with that has at it's heart some "old" but serviceable lightsabers (or a Holocron or kyber crystals, whatever your PCs need to progress).

Maybe one of the villagers from the crash survivors are missing and are somehow trapped (physically, psychologically/mentally) in the vergence and the PCs are asked to find out what happened to them.  IF you have the F&D beta book you can use the last encounter of it's adventure to flesh this out more.

Share this post


Link to post
Share on other sites

What's the character's motivation? What are their Emotional strength and weakness, and finally, what is their morality? These are good clues on what to include in your adventure to entice that player and their character.

Edited by kaosoe

Share this post


Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.


×
×
  • Create New...