Adventure Modules in a linked series?

By Moon of Dalo, in Game Masters

Never been a huge fan of premades, but be as that may be, I was wondering if others thought starting with

Onslaught at Arda I -> The Jewel of Yavin

would be an interesting way to go?

Arda is an AoR adventure, while Yavin is EotE. Totally different feel, reasons for doing things, etc….

In addition, Yavin is meant to be done by a fairly experienced group, otherwise you’re either going to have the PCs failing at a lot of things they really don’t want to fail at, or you’re going to have to seriously tone down some of the opposition.

In contrast, Arda is an adventure for AoR characters that are fairly fresh out-of-the-box.

I can see how you could construct a series of adventures where Arda was on one end and Yavin was on the other, and you could make it all make a certain sort of sense, but there would be multiple steps involved regarding how the Rebellion is now over and the former Rebel officers are now working as the modern equivalent of Ocean’s Eleven, etc….

Im with Brad on this. You should decide on the genre... so Arda can be made a smuggler's moon base, or JoY be a secret weapon the rebels aim to get thier hands on.

Also as Brad noted, this are not for starter game, maybe "knight level" PCs who are an established commando/jacks of all trade group. Although I can imagine a newbie group who are matchmade into a special training group, for the rebels or for a big underworld corp/boss.

Edited by RusakRakesh

IIRC there's actually a suggestion of the order to play the AoR adventures in the GM kit for AoR.

I'd start with that and then after doing all the adventures, maby start working on ways to implement other non-AoR adventures into an AoR campaign.
(because I doubt that a group of rebels would just suddenly give up the fight against the empire to become petty criminals. But on the other hand, the jewel of Yavin could perhaps be of use for the Rebels some way? I haven't read the adventure yet, since it's out of print where I live, but I imagine there's some way to convert it without too much trouble)

Perhaps the rebels are after the Jewel for financial reasons. The Rebellion has always been a bit cash strapped. Why not pilfer the Jewel, cut it into smaller pieces, and quietly fence them? They would have to cut it down because the full Jewel is recognizable, but smaller pieces? That would make it harder to track. And yes, the smaller pieces might not fetch the same price as the entire Jewel, but again...recognizable. Part of something is better than all of nothing. Or the job is a fantastic set up. The Rebels are hired to do the job, and once the Jewel is gone, some Moff or governor starts yelling 'See!? The Rebels stole the Jewel! They ARE scum!"

Nathan Butler shows off the order listed in the AoR GM kit in his review of it here:

https://youtu.be/CO2gsAVVReQ?t=2m58s


I'll list them here for convenience:

Takeover at Whisper base (Beginners box), Operation: Shadowpoint (Downloadable pdf), Perlemian Haul (Core Rulebook), Operation: Shell Game (Beta Rulebook) and then Dead in the Water (GM Kit).

After that I guess will be Onslaught at Arda I, since that's the first stand-alone adventure module released.

And by the time you've done all of those with your group, they'll probably be at least half-way to Knight-level gameplay, so I wouldn't throw in Jewel of Yavin just yet.

Maby play the Beyond The Rim adventure from EotE, which can easily be remodeled to fit an AoR campaign.

If I were you, though, I would start with the EotE module and then move into the AoR module by starting out the players as Outer Rim small-time crooks and general ruffians and then moving that into becoming an actual rebel group.
Maby they're like the crew of the Ghost. Kinda criminals, but not really. Doing some crime, but mostly to survive and to hurt the Empire.
Then they'll get into the Rebellion and start with Takover at Whisper base, after going through some of the EotE starter stuff.

EotE adventures should play out the same order, I think, with Escape from Mos Shuuta first (beginner box), then Long arm of the Hutt (downloadable pdf), Trouble Brewing (Core Rules), Debts to pay (GM Kit) and then I'd go for the connection to the Rebels (possibly after doing the Under a Black Sun adventure if you feel the characters need some more xp padding).

I agree with what was said above. I am looking at doing a massive series of modules in a large marathon, the biggest problems I am having are bridging the cap narratively between the modules, and making sure the experience levels are low enough for some of the modules, and high enough for the others. Narratively, between onslaught and jewel, there are many avenues you can go down (the above post are some of the best ways in my opinion, depending on your group). I do agree with the others too, in that Jewel's challenges are pretty steep. If you want an adventure to feel like firefly, where everything goes wrong before it goes right, then it might be okay for you. Otherwise, you could run them together if you mod on the fly depending on how the group is doing.

Either way, I totally support this idea. :)

I can back up the Knight level requirement for JoY. I ran this as a 1 shot with knight level characters and it went pretty perfectly. All the rolls were close, but no guarantees.

As for changing it to an AoR group, I would make Aris Shen a rebel sympathizer (I would make this version of Aris a lot more naive) who pitches letting the group take the money in exchange for keeping the Jewel to her father. Arend, on hearing this proposal, feigns agreement while at the same time dreaming of the status he could get back by turning over a Rebel cell (in addition to his written motivation of screwing Grayson over). Without telling Aris, he plans the betrayal in Act III and encourages her to contact the Rebels.

The adventure begins and proceeds as normal, though in private Arend subtly warns Aris about the danger and life or death consequences of working with Rebels. She tries to be strong and doesn't mention it, though t he PCs might pick up on it if they decide to meet with her frequently. If left unchecked by the PCs, Aris gets cold feet and follows her father's lead as written in act III. If the PCs do go out of their way to get/keep Aris on their side (as it's written they need to do), then she'll side with them in act III. Either way, she never thinks Arend would plot a betrayal.

From there out it plays as normal. If Arend kills or captures the party he contacts the Imperials concerning Rebel operatives in his possession (he hasn't contacted the Empire yet for fear of what happens if he alerts them and then fails). This version works best if the PCs are semi to mostly independent and need cash for a base/ship/equipment/whatnot.

I've been working on a way to run all the modules together for my group. We want to play F&D, AoR, and EotE. We want to have separate characters for each setting. Eventually, all characters cross paths, work together, etc. This is an ongoing project. Here's the order I'm working on just in case it's of interest...

Year: 1 BBY

Lessons From The Past - F&D characters (F&D Core Book)

Hidden Depths - F&D characters (F&D GM Kit)

Mountaintop Rescue - F&D characters (F&D Beginner's game)

Lure of the Lost - F&D characters (F&D Download)

Year: 0 ABY

Takeover at Whisper base - AoR characters team with F&D characters (AoE Beginner's game)

Operation Shadowpoint - AoR characters (AoR download)

Chronicles of the Gatekeeper - F&D Characters (F&D Module)

Perlemian Haul - AoR characters (AoR Core Rulebook)

Year: 1 ABY

Arda I - AoR characters team with F&D characters

Escape from Mos Shuuta - EotE characters (EotE Beginner's game)

Dead in the Water - EotE characters team with AoR characters (AoR GM Kit)

Long Arm of the Hut - EotE characters team with F&D characters (EotE download)

Year: 2 ABY

Beyond the Rim - EotE characters team with AoR characters (EotE module)

Debts to Pay - modified for F&D characters' investigation / a trap (EotE GM Kit)

Jewel of Yavin - EotE, AoR, and F&D characters team in some capacity TBD (EotE module)

Year: 3 ABY

Battle of Hoth - AoR characters. Adventure TBD.

Mask Pirate Queen - EotE characters team with AoR characters (EotE module).

Assist Bothan Spies in Theft of Death Star II Plans / Steal Shuttle Tyderium - AoR characters with F&D characters.

Year: 4 ABY

Battle of Endor - TBD

*The story / logic tying this all together is too long to list here. PM me if you're interested.

Edited by SemperSarge

I've been working on a way to run all the modules together for my group. We want to play F&D, AoR, and EotE. We want to have separate characters for each setting. Eventually, all characters cross paths, work together, etc. This is an ongoing project. Here's the order I'm working on just in case it's of interest...

Year: 1 BBY

Lessons From The Past - F&D characters (F&D Core Book)

Hidden Depths - F&D characters (F&D GM Kit)

Mountaintop Rescue - F&D characters (F&D Beginner's game)

Lure of the Lost - F&D characters (F&D Download)

Year: 0 ABY

Takeover at Whisper base - AoR characters team with F&D characters (AoE Beginner's game)

Operation Shadowpoint - AoR characters (AoR download)

Chronicles of the Gatekeeper - F&D Characters (F&D Module)

Perlemian Haul - AoR characters (AoR Core Rulebook)

Year: 1 ABY

Arda I - AoR characters team with F&D characters

Escape from Mos Shuuta - EotE characters (EotE Beginner's game)

Dead in the Water - EotE characters team with AoR characters (AoR GM Kit)

Long Arm of the Hut - EotE characters team with F&D characters (EotE download)

Year: 2 ABY

Beyond the Rim - EotE characters team with AoR characters (EotE module)

Debts to Pay - modified for F&D characters' investigation / a trap (EotE GM Kit)

Jewel of Yavin - EotE, AoR, and F&D characters team in some capacity TBD (EotE module)

Year: 3 ABY

Battle of Hoth - AoR characters. Adventure TBD.

Mask Pirate Queen - EotE characters team with AoR characters (EotE module).

Assist Bothan Spies in Theft of Death Star II Plans / Steal Shuttle Tyderium - AoR characters with F&D characters.

Year: 4 ABY

Battle of Endor - TBD

*The story / logic tying this all together is too long to list here. PM me if you're interested.

0-3 ABY looks almost like my current campaign , 1 BBY is my future F&D campaign. :)