Chronicles of the Gate Keeper

By zhentil, in Star Wars: Force and Destiny RPG

Has anyone played through this yet. It looks really good. If so any ideas or things to look out for?

our group really enjoyed it. We tweeked it a bit as our setting is post-RoTJ,

cool, i was going to see if i can place it in the KOTR type setting

41 minutes ago, zhentil said:

cool, i was going to see if i can place it in the KOTR type setting

Are you running it? If so, I might have a few tips to help you fit it in.

Currently running it @time it is set. main things I would watch for.

1. the start of Act 3 asks you to "reuse" an earlier baddie. good idea to have one in mind as you go through.

2. Boss @ end of act 2 could be a problem if group is under equipped.

3. if you want your group to pick up lightsabers there are a few places to do it but you will have to write your own peice in

12 hours ago, fist said:

our group really enjoyed it. We tweeked it a bit as our setting is post-RoTJ,

As a GM I would really like to hear why and what they did enjoy. Thx!

Edited by NicoDavout
3 hours ago, NicoDavout said:

As a GM I would really like to hear why and what they did enjoy. Thx!

I think a lot of it came down to the mood of the adventure. It felt like a dark tale of past evils, coming to bear and helping others thru their redemption process. Also allowed the player characters to question their own motivations and push (or at least tempt them to) the boundaries of what they consider to be light and dark.

We had a different end result than the adventure lays out, but I think that's often the way to go... let the group determine where the story goes, don't let it be confined by the pages of the book.

Its a non-specific description of why we liked it, just don't want to ruin anything for people who have yet to play it.

While my group didn't enjoy it's second act of investigating, I thought it's a great campaign overall. It is well written to be expanded into many sessions or ran through fairly quickly, we did ours in 5 sessions including an intro to the Holocron.

While I believe it would work in a KOTOR setting, you would have to make major changes to the storyline, including Warde himself (mostly changing his clone war roots into the last galactic war that happened) and the final chapter, as you end up on a deserted Sith planet, which would conflict with the KOTOR setting. If you could change that to be more appropriate it could work very well.

Yes, from what i could gather was the ending either has to be changed by having the planet inhabited or just another planet that the Sith stripped of resources type of scenario.

13 hours ago, Cvltvre said:

Are you running it? If so, I might have a few tips to help you fit it in.

And yes if you have any tips i am all ears

In my opinion, one of the main things the authors overlooked takes place in the last chapter. Not sure if this is how to do spoilers or not, but here goes.

Quote

Seriously, there is NO WAY the players will think that Suljo Warde is really dead. What, an old clone saw him take a definitely mortal wound, except he climbed into his starfighter and flew away, presumably to find a planet to die on? Oh, and now we're on a completely desolate planet, with no other people to be found, and there's a crazy old man who says he can take us to the Jedi Knight we're looking for? Haven't we seen this exact thing before? "Jedi Knight? Warde. You seek Suljo Warde. Take you too him, I will!" And the writers barely address this. Sure, they'll probably follow the guy anyway, but gimme a break.

I'm interested in KOTOR era suggestions as well.

Hi

i'm running this adventure at the moment; i liked it and the holocron-thing is a good place to justify one of my PC discver her connection to the Force (going from outlaw tech to jedi artisan).
However i had to change something 'cause my PC are 500-600 px experienced so most of the difficulties they face has to be scaled up.

At the moment they are on Cato Neimodia; i found this investigative part more interesting 'cause there was very little combat encounter (the only one so far was with Dalan Oberos and almost killed one of the PC with a thermal detonator before getting crushed by a Force-moved speederbike)
Dunno if my PC are enjoying the game or not, but i guess the non combat-driven part is cool for them too

Problem i got is only one of them is a Jedi (and another one will be soon) so i got problem how to address Conflict. Also, Moraband will be less interesting for a smuggler, a spy and a defected stormtrooper, than it would be for a Niman disciple (and an outlaw tech turned artisan) so i'm guessing if i should made some change on them.
Probably i'll add a rule on Dark Vergence so everyone is using social or mental skill has to roll also a force dice: if he roll a black spot, will add a threat OR get 3 strain 'cause Dark Side is stressing his mind. Or something similar...

On 2017-3-19 at 8:53 PM, The Grand Falloon said:

In my opinion, one of the main things the authors overlooked takes place in the last chapter. Not sure if this is how to do spoilers or not, but here goes.

Yeah, I thought the entire latter half of the chapter was a complete cop out if runs as written. The moment we met this strange man that was seemingly abandoned on that planet we were all like "this is obivously Warde, because a crazy Jedi is the only thing that could be living on the home planet of the SITH!" XD

I feel it's much more suspenseful if you don't let them meet Warde directly until the big reveal. Have their guide be a "sith spirit" that is more then willing to show them precisely where Warde is buried, though to be fair I think the journey to morraband stinks something awful. You are telling me that I, as the player, am going to fall for the ruse that a mortally wounded on the verge of death Jedi is somehow going to fly all the way to a under water research station, get the coordinates from morraband and fly all the way to morraband just to die? Even the dimmest bamtha is gonna see that plot point coming.

5 hours ago, LordBritish said:

a mortally wounded on the verge of death Jedi is somehow going to fly all the way to a under water research station,

I'm guessing Warde already knew where he was going, and didn't have to head to the underwater station, so that's slightly less ridiculous. Except why would he know where Korriban is, and why would he go there?

Also, does anyone know what the deal is with the two names, Korriban and Moraband? I'm pretty sure this adventure is the only place I've seen the name Moraband. The Old Republic and Jedi Academy games both called it Korriban, and that covers a pretty big stretch of time.

I like the dark spirit idea. I think I'll run with that, even though I'm not sure if Korriban is where I'm going to set the finale.

I will be changing the underwater station a bit. The idea that a gigantic fish tears the place apart for a meal of three humanoids stretched credulity too much for me. The thing is supposed to be big enough to challenge their starship, that's like busting into someone's house for goldfish crackers. Instead, I'm gonna pull a Mines of Moria, but instead of orcs, that base will be packed with Murlocs. Hopefully, as soon as my players hear that infamous, "Glrblrblrblrb!" they'll panic.

The planet has been called Korriban since the beginning (or since it's been used in Star Wars media/games) but with the Clone Wars TV show Lucas changed it to Moraband. Don't know why. The In-Universe explanation for the two names is that a place can have different names at different times (like how in Tokien's work everyone has like 4 names and places have multiple names etc).

Can this be adapted to the Force Awakens timeline? What suggestions do you have?

We are planning to run it after we completed the introductory adventures:

Mountaintop Rescue

Lure of the Lost

Lessons from the Past

Hidden Depths

You probably could adapt it, though you'd just need to account for the fact that'll have been close to 50 years since the Clone Wars as opposed to the roughly 20 years that the adventure presumes. A lot of the NPCs that have direct ties to Warde are going to either be a whole lot older (his would-be apprentice in the first chapter) or dead (the clone troopers that show up).

Thanks Donovan. I'll think about the clones issue more thorough.

4 hours ago, FelixPhoenix said:

Thanks Donovan. I'll think about the clones issue more thorough.

Well, the Clone Troopers could probably just be swapped out with non-Clone Humans, thus sidestepping the rapid aging factor, with those NPCs being a volunteer militia that fought in the Clone Wars on the side of the Republic.

After all, I don't believe it's spelled out anywhere in the new canon that the GAR was comprised entirely of Jedi leaders and Clone Trooper soldiers, and there were Clone Wars episodes that had local militia groups fighting against the Separatists, so there is precedent for there being natural-born Clone Wars veterans as opposed to the Kamino-grown variety.

On 5/18/2017 at 0:54 AM, kelpie said:


Probably i'll add a rule on Dark Vergence so everyone is using social or mental skill has to roll also a force dice: if he roll a black spot, will add a threat OR get 3 strain 'cause Dark Side is stressing his mind. Or something similar...

While the other characters in the party aren't Force sensitive, keep in mind that this place is just saturated with Dark Side ju-ju. For them, it would probably be more along the lines of a haunted house-type encounter. "Wasn't that thing just over there, a minute ago?" " 'Did you say something?', 'No.', 'Well, its just the two of us, in here...'." Little things that will keep them on edge. Meanwhile, the Jedi should be about ready to have a full-on breakdown...

On 18/5/2017 at 0:14 PM, LordBritish said:

I feel it's much more suspenseful if you don't let them meet Warde directly until the big reveal. Have their guide be a "sith spirit" that is more then willing to show them precisely where Warde is buried, though to be fair I think the journey to morraband stinks something awful.

I like the idea of a sith spirit; however, i was thinking about introducing a real hermit as a separate person (ie someone who accompained Warde) and this could be an alien, ie a duros/neimodian or something else just to be sure noone is thinking is the real Suljo Warde
Or an animal of some sort...

On 18/5/2017 at 6:20 PM, The Grand Falloon said:

I will be changing the underwater station a bit. The idea that a gigantic fish tears the place apart for a meal of three humanoids stretched credulity too much for me. The thing is supposed to be big enough to challenge their starship, that's like busting into someone's house for goldfish crackers. Instead, I'm gonna pull a Mines of Moria, but instead of orcs, that base will be packed with Murlocs. Hopefully, as soon as my players hear that infamous, "Glrblrblrblrb!" they'll panic.

Lol
i don't dislike the idea of a big fish attracted; i expanded the base a little 'cause i don't like much the Moraband/Korriban section and probably i'll run it with the fast forward pedal. So i had to keep the underwater base section running for a while introducing a more complex structure, the need ofopening hangar base, and searching on database (and found every data has been deleted and only this message is present in loop...)
and turning on the generator is needed for opening hangar bay and also searching for database, and turning on the generator will attract the underwater beast (and/or it's attracted by nearby ship, or like...)

On 19/5/2017 at 7:54 PM, Donovan Morningfire said:

Well, the Clone Troopers could probably just be swapped out with non-Clone Humans, thus sidestepping the rapid aging factor, with those NPCs being a volunteer militia that fought in the Clone Wars on the side of the Republic.

That will solve the problem of a clone who dislike order 66 (i will introduce him as an aged clone with a long scar on his head, so to hint at the fact the scar imposed a malfunction on the chip)

On 21/5/2017 at 7:31 AM, LugWrench said:

While the other characters in the party aren't Force sensitive, keep in mind that this place is just saturated with Dark Side ju-ju. For them, it would probably be more along the lines of a haunted house-type encounter. "Wasn't that thing just over there, a minute ago?" " 'Did you say something?', 'No.', 'Well, its just the two of us, in here...'." Little things that will keep them on edge. Meanwhile, the Jedi should be about ready to have a full-on breakdown...

That's cool thanks!