I wrote a force focused campaign kickoff adventure! Wrote this in about ten hours straight after a week or so of planning, so it can probably use some light proofreading/editing at the very least. I may have forgotten some details for consistency or something. I'll proofread myself in the next few days, but in the mean time comments are more than welcome. The premise of the module is as such:
In this adventure module, players will be tasked with breaking the eternal torment of the thought bomb that ended the Seventh Battle of Ruusan between the Jedi and the Sith 1,000 years ago. Upon entering the site of the battle, they will be launched into the final hour prior to the thought bomb’s detonation. This is the recurring torture the power has ensnared all the force sensitive souls trapped in: having to relive the last hour of their life for eternity. The key difference between the players and the other lost souls trapped inside the bomb’s power, however, is that the players know they are inside and remember everything they experienced inside of it before their deaths. If the players can learn, through repeated experiences and deaths, how to stop Sith Lord Kaan from detonating the thought bomb, they will unravel its hold upon the souls trapped inside and be thrust back into the present. Their reward will several powerful Sith artifacts, as well as some additional XP sinks for force sensitive characters as the soul of Lord Kaan turns them fully to the dark side and offers to train them in the ways of the force as his acolytes.
Obvious influence from Edge of Tomorrow, and generally inspired by and modelled off of large aspects of what Griffin McElroy is doing in The Adventure Zone right now.
Link: https://a-cure-for-injustice.obsidianportal.com/wikis/their-darkest-hour
To dos so far:
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Add a blurb of read aloud for the first time the thought bomb goes off -
Work on the "When to use this module" section. It isn't accurate right now, and I'd like to build in options for scaling this to low XP characters rather than just mid-high XP which is what it scales to now (I'm doing a mid-campaign direction shift). Also potentially redo the rewards to be friendly to an FaD campaign, since so much of the reward now is allowing some mechanics from FaD to come into play. -
Work with a friend who built the map to improve it a little. The PCs ship in the middle should be smaller to give a sense of scale that the whole map is ~2-2.5 miles wide. -
Write an intro to the Sith Compound that better details narratively the available options for exploration inside -
Re-work combat at the compound to be more epic, force multiple restarts and feel more "Edge of Tomorrow"y - Finish the mechanics of the Sith Holocron. It will essentially be a device that projects the recorded intelligence of the Sith that they can question. Details will be heavily based on those provided in the 2001 "The Dark Side Sourcebook"
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Work on the aftermath section. Right now it is written explicitly for dark side users, but it wouldn't be that hard to write a more branching choice-space for light-side force users as well, where they fight off Kaan and are led by the soul of Lord Hoth to join the rebellion or rebuild the Army of Light. -
Provide the custom skill trees provided to the force sensitives. Mine are so heavily based on the Ways of the Force supplement I'd want the creator to OK it, and I haven't managed to do that yet.
Happy to add to this list and begin checking things off as I have time and based on feedback. To anyone who takes the time to read and help improve this, thank you!
7/11/16 - Added more to-dos, added additional clarification to the top. Was very tired when I wrote this up
. Also did a bunch of the to-dos
7/12/16 - Updated the map, added some more powers to Lord Kaan to represent the power of his glove, added some additional descriptor blocks for areas as well as two additional dropships in the Army of Light area to add more flavor and options
9/6/16 - Playtested and finished, in the process of converting to a proper PDF
Edited by Ian2400