Alternate rewards for the GM Kit adventure

By Rortharr, in Star Wars: Force and Destiny RPG

So I want to run all the existing Force and Destiny adventures as one campaign, starting with the Beginner Game, then the follow-up adventure ( Lure of the Lost ), then likely Lessons from the Past (Core Rulebook) with the academic replaced by the one from the Beginner Game, and then finally Hidden Depths (the GM Kit) with Chronicles of the Gatekeeper slotted in when it becomes available. However, while Hidden Depths is focused on gaining lightsaber crystals, Lure of the Lost provides the same reward as part as of Act I.

So I'm looking for an alternative reward to be found in that exploration. Another holocron seems a bit repetitive, since by this point the party will have found three (two from Lures of the Lost , one in Lessons from the Past ). Obviously more party-specific rewards might become apparent as options as the campaign progresses, but I'd like to have a sort of generic boon in place in case nothing good appears.

My thought was possibly a mentor, an aged Jedi recluse who could provide training (and a Dramatic Death at some Big Bad's hands) but whose age or ideals would prevent them from being a crutch in combat. What other sorts of rewards might a group of Force-users find in the caves of Phemis?

So I want to run all the existing Force and Destiny adventures as one campaign, starting with the Beginner Game, then the follow-up adventure ( Lure of the Lost ), then likely Lessons from the Past (Core Rulebook) with the academic replaced by the one from the Beginner Game, and then finally Hidden Depths (the GM Kit) with Chronicles of the Gatekeeper slotted in when it becomes available. However, while Hidden Depths is focused on gaining lightsaber crystals, Lure of the Lost provides the same reward as part as of Act I.

So I'm looking for an alternative reward to be found in that exploration. Another holocron seems a bit repetitive, since by this point the party will have found three (two from Lures of the Lost , one in Lessons from the Past ). Obviously more party-specific rewards might become apparent as options as the campaign progresses, but I'd like to have a sort of generic boon in place in case nothing good appears.

My thought was possibly a mentor, an aged Jedi recluse who could provide training (and a Dramatic Death at some Big Bad's hands) but whose age or ideals would prevent them from being a crutch in combat. What other sorts of rewards might a group of Force-users find in the caves of Phemis?

The F&D Core Rulebook has some interesting examples of Force-related relics and mystical items. I might start there and see if anything strikes your fancy, possibly as something that could be re-skinned into something appropriate for your group and what you think they'd be interested in.

Edited by Rikoshi

Rewards as I understand from your post

(plus the beta book and this discussion)

  • Lost Knowledge (Beta)
    • lightsaber crystals
  • Mountaintop Rescue + Lure of the Lost (Beginner Box)
    • 3 Holocrons
    • Knowledge of how to make a lightsaber
    • lightsaber crystals
    • spare parts to make a lightsaber
  • Lessons from the Past (Core Rulebook)
    • 1 Holocron
  • Hidden Depths (GM Screen)
    • lightsaber crystals

Sounds like we have way too many ways to get lightsaber crystals and holocrons.

What could an aspiring force user want? Perhaps lessons in force powers? It seems to me that no one should just know force powers innately. If anything, those that develop them without training would at most have SENSE and ENHANCE.

  • Teachers via the Holocrons could uniquely provide different force powers.
  • Also perhaps a way to flex their force powers- knowledge of a dark villain.
  • They might want access to a place to lay low, or a place to safehouse allies/records/holocrons.
  • Still might need a decent ship, not sure how they're getting around the galaxy. Its best if they have had to pay passage for a while. That makes getting your own ship a really big step up.

Still better rewards might be character background based:

  • finding clues to what happened to your parents
  • rescuing a family heirloom thought lost

They could also get something that helps explain their ability to gain their talents (Parry is a good one for this imo)

Or in true tempted force-user fashion- they could get some revenge they desperately seek...

Maybe a list of lost or uncharted worlds or systems (or just one) that the players can use as a home base or safe world from Imperials

Maybe a list of lost or uncharted worlds or systems (or just one) that the players can use as a home base or safe world from Imperials

Not a bad idea. Mountaintop Rescue/Lure of the Lost can potentially give you this in the form of an ancient Jedi temple the locals are unaware of.

  • Still might need a decent ship, not sure how they're getting around the galaxy. Its best if they have had to pay passage for a while. That makes getting your own ship a really big step up.

I'd go with this, and make it a nice ship, something like a stock YT-1300.

Even though I haven't read the adventure in the CRB or GMK, the vibe I'm getting is that the PC's are the ones rediscovering the Force on their own, like the masters of old. Some will walk the straight and narrow, and some will fall. The the point is that they are the pioneers, the masters that future generations will tell stories about, so staying with that theme, I would not give them a mentor, at all, anywhere in the campaign.

So, yes, a ship, a list of destinations and a purpose -- shape the campaign narrow-wide-narrow. This may even dovetail with Chronicles of the Gatekeeper...

P.S. Having finally received the goods and skimmed the adventures, I've changed my mind. I'd put some distance between the Spintir adventure and the CRB/GMK because they are WAAAY too similar. I'd change the GMK reward to one of the better/different crystals in the CRB, something other than an Ilum, and not worry about it. By the time you bust out the CRB aventure, the PCs should probably have their own starship anyway.

Edited by Lorne

If you want to stick to a Forcely theme, maybe make up some ancient artifact. Something like the sith mask, but you know, not evil. Other possibilities might be some Saber Mods, a better crystal, a mentor, an old ship left by some past archaeological group that didn't make it out, some old jedi armored robes, a base of operations, an old droid that can be refurbished, a treasure map, the lost harem of...wait, wrong game. Well you get the idea.

Don't overlook the basic old fashioned pile of credits. Or in this case, some old golden idol that can be hawked for a bunch of credits.

You can also as they go up in xp have them unlock access to new parts of their holocron.

I'd go with upgrades to light sabers. Since the starting lightsabers are meant for baby jedi.

They meet a darksider attempting to rediscover balance in the force and amused at your players audacity agree to tutor them in the use and eventually how to build their own lightsabers...

For now he lets them use training sabers as they're not restricted so shouldn't get them arrested... I did say shouldn't didn't I?

Hope someone told the Imperials that!

Oh their new tutor happens to be a former inquisitor... bet they never thought to ask him/her about that now did they?!

Got curious and started googling "Jedi Treasures" and the like. Came across these- this sounds pretty cool. Although I'd likely make them consumed on use.

http://starwars.wikia.com/wiki/Healing_Crystals_of_Fire

Wouldn't those crystals just function like Bacta, but requiring a Discipline check for meditation instead?

I am planning on doing what the OP wants to do as well but after skimming over the adventures I am changing the order. I'll start with Lessons from the Past and follow it up with Hidden Depths. At this point I would run Mountaintop Rescue and Lure of the Lost. I will be tweaking the beginner's box stuff so it would probably end up being tougher than it is as written.

I think starting with Lessons will set things up better by having the players start by searching out Jedi lore and dealing with the threat of being discovered by the Empire. Then while they are on their way to Phemis in Hidden Depths they can work on constructing their lightsabers. They'll have them for final battle in the adventure. They'll have them for the beginner game adventures which I think is appropriate because they'll be facing dark side users and doing more heroic things. It would also be easier to adjust the rewards in Rescue and Lure than it would be for Hidden Depths (at least to me). I figure they can scrounge up some lightsaber mods in the temple or something. I'll probably have them use the temple as kind of a home base.

Even though I will be introducing the adventure later, I will most likely use Hethan Romund from Mountaintop Rescue as a way to bring the players together. I will either have it where she introduced the characters to each other beforehand or run a few scenes where they are introduced. Basically she will send the players off to meet Ashur Sungazer who she knows. She will tell them she is looking into a promising lead and wants them to help Ashur in the meantime. At the end of Hidden Depths the players will be alerted to her being captured.

Depending if I Chronicles of the Gatekeeper is out by then I may use it or follow up with Lost Knowledge.

Edited by Bronski

I am planning on doing what the OP wants to do as well but after skimming over the adventures I am changing the order. I'll start with Lessons from the Past and follow it up with Hidden Depths. At this point I would run Mountaintop Rescue and Lure of the Lost. I will be tweaking the beginner's box stuff so it would probably end up being tougher than it is as written.

I think starting with Lessons will set things up better by having the players start by searching out Jedi lore and dealing with the threat of being discovered by the Empire. Then while they are on their way to Phemis in Hidden Depths they can work on constructing their lightsabers. They'll have them for final battle in the adventure. They'll have them for the beginner game adventures which I think is appropriate because they'll be facing dark side users and doing more heroic things. It would also be easier to adjust the rewards in Rescue and Lure than it would be for Hidden Depths (at least to me). I figure they can scrounge up some lightsaber mods in the temple or something. I'll probably have them use the temple as kind of a home base.

Even though I will be introducing the adventure later, I will most likely use Hethan Romund from Mountaintop Rescue as a way to bring the players together. I will either have it where she introduced the characters to each other beforehand or run a few scenes where they are introduced. Basically she will send the players off to meet Ashur Sungazer who she knows. She will tell them she is looking into a promising lead and wants them to help Ashur in the meantime. At the end of Hidden Depths the players will be alerted to her being captured.

Depending if I Chronicles of the Gatekeeper is out by then I may use it or follow up with Lost Knowledge.

That's a much better order of adventures - I think I'll adopt it as well. My campaign probably won't be starting until after Chronicles comes out, but based on its title it sounds like it could be tied into one of the holocrons the players recover in Lure of the Lost.

You could always restrict them to one or two force powers at first. Then the holocrons give them access to other force powers. Even if they don't want to spend the XP there, they are now in possession of lost ancient secrets.