Career Adventure Seed: The Sentinel

By ASCI Blue, in Game Masters

The Hook: The Jedi Order/Council of First Knowledge/Other contact has informed the Sentinel of some odd happenings, possible dark side influence on the planet of the GM's choice.

The Meat: The Sentinel/party could cut and run. Could go investigate and destroy. Investigate and capture. Investigate and join. Investigate and join (lie). The cause can be left up to the GM, whether a mere dark side adept, minor Lord or titled Darth. Maybe merely an ancient holocron or some other technology the force user attached a piece of him/herself to. During this campaign lore checks, athletics, coordination, and stealth should be liberally used to avoid open conflict. The intent being once conflict becomes open attention is drawn to the PC. Coordination or athletics in this case should be used to subdue and incapacitate opponents rather than kill them.

The End: There are a few: The Sentinel finds the cause and eliminates, finds and captures, joins the dark sider, or deceives the dark side influence to find a more important target. In the event of eliminate or capture, the influences' boss could come into play or if a Rival/Nemesis could escape for a later game. By joining this can lead to finding the boss or a campaign of redemption. Deceptively joining leads back to finding the next member of the food chain. If the cause is an object the Sentinel can use it to possibly learn a new skill if a holocron or acquire a new weapon which can require social skill (leadership, charm, deception, discipline) checks to use until purged of the influence.