In all the adventure modules what kind of crystal do the party find? I read on here the ones on Spintir are Rubat in lure of the lost.
Lightsaber crystals
In honesty crystals are such a personal thing, something that alone can define the nature of a PC and how they act. There are a couple of crystals that are extremely powerful and should only be handed out with due thought, but otherwise i would be happy to substitute whatever is in a written adventure for something more fitting for the PC in question.
"Shopping" for a Crystal is almost impossible, and most will be gained through narrative means as a reward, for that reason i would ask your players what they want. Or if your a player yourself then tell the GM the particular crystal your PC aspires too.
My players went through the beginner adventure, the free download adventure, and most of the adventure in the CRB without finding personal lightsaber crystals.
They had one functioning lightsaber from a dark jedi, but it could not be modded.
I saved crystal time for the events of the GM kit adventure. I wrote individual stories for each of the force users in my group to be tested, they each had to explore a different area of the underground caverns and experience illusions tailored to their individual emotional strengths and weaknesses they chose.
They all had lightsabers going in to Chronicles of the Gatekeeper. Which offers a couple additional crystals of various types. I've also handed out some lightsaber augments they found on some ancient sabers. Crystals aren't the only treasure you can hand out, don't forget about other equipment. I sometimes roll randomly with percentage dice on the weapon tables when figuring out what guns to give them, since not all my players are Saber jockeys.
Edited by VulfIn all the adventure modules what kind of crystal do the party find? I read on here the ones on Spintir are Rubat in lure of the lost.
In the FaD Beta book, the adventure ended with the PCs acquiring what could be deemed "starter crystals" in that they had the base stats similar an unmodded Ilum crystal (crit rating was 1 higher), but about half as many modification options. But thus far, those are the only two adventures were lightsaber crystals are offered as a direct reward of the adventure.
Generally speaking, the GM should be receptive to what sort of crystals their players are angling for. While the Ilum crystal is the "default" option, some players may want a specific crystal. For my group, the one player that was looking to acquire a lightsaber for his Guardian/Soresu Defender had his heart set on a Lorrdian gemstone given its defensive properties, so included said crystal as part of the loot reward at the end of the core rulebook adventure. In a separate campaign I was in, I'd let my GM know that I was interested in a Dantari crystal for my Seeker/Ataru Striker, and he obliged me with a solo side quest to Dantooine to acquire said crystal, even making a new "frienemy" along the way; sadly the campaign fell apart so how things would play out with said "frienemy" was never touched upon. For the TFA-era campaign I'm in, I do need to touch base with my GM to see what sort of options he'd be willing to consider for if/when my Sentinel/Shien Expert acquires a proper kyber crystal to replace the training emitter he's currently using.
But ultimately, it'll be up to the GM to decide what sort of kyber crystals are available and when. It seems a generally accepted guideline that by the time a PC hits 150 earned XP (aka are Knight Level PCs) is when the GM should make kyber crystals available, with Ilum being the general default option.
In the actual play podcast, Dice For Brains ep. 7, each character, Xen, Gree and Bher find their crystals through a bewildering series of dangerous hallucinations. Listen here:
Dice For Brains ep 7 Caves Calling
If you would like to start at the beginning of the adventure,
listen here
. This series uses F&D as it's core.