Decided to throw together some adventure seeds, much like this thread. Also so these ideas don't just disappear into the void of my mind.*
Consular
A Dark Child
Specializations: Niman Disciple.
The Hook: The PCs are taking a stopover on a colony for an extended time, when they learn of two things: a child (possibly a young teen) disappeared mysteriously a few days ago, and that wild beasts have been spotted approaching the colony more and more ever since. Furthermore, the beasts have always been known to be dangerous, but they have remained secluded in a location about a half day trek from the colony. Several eyewitnesses thought they spotted the child heading in that general direction.
The Meat: After arriving at the location, possibly encountering dangerous beasts along the way, the Consular immediately notices the telltale signs of the dark side of the Force, and soon discover the source: a dark side Force nexus.
At the epicenter is the child, still alive but seemingly possessed by the dark energies. They are obviously Force-sensitive, were lured to the nexus somehow (or where driven there by someone), and have been swayed by what they’ve encountered.
The End: Breaking the hold on the child would likely be a first priority, as they remain relatively innocent of any crimes. The child would pose very little threat of harm to the PCs, but may be commanding the beasts outside, or they are trying to flee the PCs. The only way to stop them is by reasoning with them to stop. Purging the nexus of the dark side energies may also work, weakening the child enough that they can be gently subdued and carried to safety.
Esoteric Knowledge
Specialization: Sage, Niman Disciple.
The Hook: The Consular is in need of a vital piece of information, and the only known place to find it is located in a monastery protected by an order of monks. The Consular must journey there and prove their worth to the monks.
The Meat: The Consular (or all the PCs) have to go through various trials, which may be represented by multiple short encounters, or several skill checks that take place over several hours/days. It could be a trek through a wild environment with minimal supplies, a complicated logic puzzle, or trying to withstand certain trying experiences, or perhaps a moral dilemma test.
Along with the Consular, another hopeful has come to the monastery to acquire the knowledge as well; however, the PCs quickly identify this character as a dark side user of the Force. The monks are not willing to expel the character without proof of any wrongdoing, and don’t take kindly to any attacks the characters make on them.
While taking the trials, the PCs must deal with this dark sider, either by discovering evidence against them, combating the adversary’s attempts to sabotage the PCs, among other difficulties they pose.
The End: Succeeding the trials will obviously allow the PCs access to what they are seeking. Failing may require the PCs to steal the information, although that will obviously incur Conflict. ‘Failing well,’ though, may drop some hints on where the PCs can go instead for what they seek, or allow them to retry the trials in the future.
How the dark sider is handled should influence the conclusion, but any confrontation should probably be reserved for the finale of the trials. How would he react if he lost – attack the PCs or the monks? What are his actions if he wins – perhaps try to kill the monks to prevent the knowledge being given to anyone else? If the PCs find evidence of his crimes, what will he do?
Strange Sicknesses
Specialization: Healer.
The Hook: A community has been plagued by strange ailments, leading to the belief of an outbreak of some kind. The PCs go to the community to render aid as relief workers, or perhaps join a larger group doing the same work.
The plague is quite terrible, inflicting terrible rashes, boils, chronic pain, restlessness or fatigue, and so on.
The Meat: It is quickly discovered that the sickness is highly resistant to conventional medicines. If there are other relief workers, some contract the sickness as well (the PCs should probably be left along for the most part, unless they dally too long).
One of the characters, likely the Healer, secretly discovers that the sickness is not mundane in origin, but has to do with the Force, namely, the dark side. As the community is relatively mundane, something or someone is deliberately spreading the plague, and the PCs now have to secretly find the source while tending to the sick, and avoid injection themselves.
The End: The source is eventually discovered to be a dark sider who has been secretly practicing Sith sorcery on the inhabitants. This nemesis should be a local, possibly the town leader or doctor who has been ‘heroically’ combating the plague for its duration.
When confronting the nemesis, they would have very minimal fighting skills, instead emphasizing their twisted and evil behavior.
Other: Another possibility is that, instead of a physical ailment, everybody is suffering from insomnia and/or night terrors. This would make it less of an epidemic, but it might make a Healer exceptionally suspicious due to the widespread nature of it. It would also be much easier to affect the PCs. The villain could be changed to anyone in the community.
Guardian
Behind Enemy Lines
Specializations: Protector.
The Hook: The PCs are one a planet going through a rough civil war. They find themselves responsible for protecting an important dignitary of one of the factions while being trapped far behind enemy lines. The PCs must escort the dignitary through enemy patrols and into allied territory.
The Meat: The PCs will have to smuggle the dignitary past enemy patrols and through several checkpoints.
The enemy forces are searching for the dignitary, however, the terrain is incredibly rough, preventing larger forces and vehicles from searching. The civilians in the area, as well as a large number of the enemy soldiers, can’t identify the dignitary on sight, granting some degree of anonymity so the group.
The End: Safely escorting the dignitary could mean a reward for the PCs, but a more valuable reward would be safe passage off the planet, as well as allies for a future crisis the PCs face.
The Kel Dor Traveler
Specializations: All Guardians.
The Hook: The Guardian is approached by a Kel Dor, who offers them a job. Depending on what direction the GM wants, this job is either (1) to escort the Kel Dor back to their home world of Dorin, or (2) act as a bodyguard and guide for the Kel Dor on a trip across several worlds in a particular region of the Galaxy. The is decent, and the Guardian is seemingly prompted to accept through the Force (a vision or other premonition would be usable).
The Meat: Unbeknownst to the characters and the players, the Kel Dor is actually a Baran Do Sage, traveling the galaxy at the behest of their order. The Baran Do Sage is also aware of the Guardian’s Force sensitivity, if not any other character, and this is why they approached the Guardian in the first place. They don’t bring the fact up, or reveal themselves.
If the GM decides to choose option 1, the Sage is on the end of their journey, and returning home to Dorin. During the journey, the PCs would first encounter bounty hunters after their employer, graduating to a dark sider, either an Inquisitor seeking to apprehend the sage, or another seeking the secrets of the Baran Do.
If the GM decides to choose option 2, the PCs get caught up in questing for whatever it is the Baran Do sage is after. Eventually, the Baran Do will draw the attention of an Inquisitor, who will hound the group
The End: The adventure proper will likely end with the confrontation of the Inquisitor/dark sider either way. In either version, the Baran Do Sage will offer reveal themselves as such (if the PCs didn’t already figure it out). The Sage can then offer any Force users aid in some way, possibly mentorship for a Force power, kyber crystals, or the location Force nexus or similar.
Seeker
Digging Deep
Specializations: Pathfinder.
The Hook: A mine has recently expanded its operations, and broke into a natural cave system. Ever since, several miners have mysteriously disappeared, and others have reported strange sounds, or spotted mysterious shapes in the shadows
The PCs, and the Seeker in particular, have been hired to delve into the deeper reaches of the mine and find out what has happened.
The Meat: Delving deeper, the PCs discover the remains of the missing miners, and find that the cave is actually a den of native wild animals – or a primitive subterranean sentient species – and the miners have disturbed it.
The End: Obviously, the PCs will have to stop the creatures. They may need to seal the cave entrance, or exterminate an alpha creature. If the creatures are sentient, this may segue into an adventure dealing with the mining company or other local authorities, and some may not be entirely on board with the thought of shutting down operations for a bunch of ‘savages.’
Witch of the Fens
Specializations: Hermit, Pathfinder.
The Hook: The PCs are looking for some vital natural compounds for something they’re working on, possibly a medicine. The locals on the planet the compounds are native to point them to a ‘witch’ who lives out in an isolated swamp.
The Meat: The journey to meet the witch isn’t the adventure, it’s what she has to offer. She’s not willing to give up the item without something in return, but she’s not interested in credits. She wants a few things that can be found in the swamp but are difficult to obtain, and if the PCs bring them to her, she’s willing to trade.
Alternatively, she doesn’t have the item itself, but points the PCs in the directions on where they are, and if they bring them to her she will prepare them.
The End: Running the errands will award the PCs with what they came for, however, this simple kind of adventure may open up ways for the GM to give the players a few things they’ve been wanting after. Especially for Seekers, this may be an animal companion, some kind of desired weapon (perhaps lost by its previous owner in the wilds), the raw materials to craft a lightsaber or piece of armor (looking at you, Armorers), or even a trove of kyber crystals.
Other: Obvious illegal narcotics jokes are obvious. Please bear in mind this is Force and Destiny, not Edge of the Empire, and don’t bring it up.
It should be said that the witch would be relatively harmless, friendly even, but eccentric. Not quite mentor material, but that is an option. Force-sensitivity is entirely optional, although she may be aware of the Force and be able to spot the PCs for what they are.
*And don't say that would be a good thing.