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Star Wars: Force and Destiny: Chronicles of the Gatekeeper

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This 96-page, beautifully illustrated book introduces locations throughout the Star Wars galaxy, a new playable species, and a wide range of adversaries from local matriarchs and Clone Wars-era droids to sadistic criminals and vicious wild beasts. Designed to be used with the Force and Destiny roleplaying game, Chronicles of the Gatekeeper can also easily be integrated into an Age of Rebellion™ or Edge of the Empire™ campaign so that players can explore the theme of the Force, or so that Force-sensitive characters can develop their abilities.

96 pages, Hardcover

Published November 5, 2015

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Tim Cox

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Displaying 1 - 3 of 3 reviews
Profile Image for Timothy Grubbs.
1,589 reviews7 followers
July 16, 2024
A fun parent hopping extended campaign involving the force, Jedi, and bad guys…

Star Wars: Force and Destiny - Chronicles of the Gatekeeper is a rare campaign module that takes players across three worlds while following the trial of a long dead Jedi…hoping to recover his legacy…

It’s interesting enough…the layers come across a Holocron and get breadcrumbs to follow as they discover knowledge of a lost clone wars Jedi.

There are a number of different and interesting characters, villains, animals, and treasure to come across, and there’s good planetary data on the three main planets (in the event you might want to use them separate from the campaign).

Might work a few of these ideas into my upcoming game (as I always have an eye out for interesting locations, plot hooks, and adversaries).
Profile Image for Danny Jackson.
6 reviews
August 15, 2020
Played with three players. They enjoyed part 1, really enjoyed part 2. Part 3 felt anticlimactic.
110 reviews3 followers
May 31, 2016
As a roleplay gamer I'm an explorer: a player who truly enjoys to discover new locations.
As a travalogue of four remarkable locations, it was an enjoyable read.

Unfortunately, this adventure is plagued with the usual Fantasy Flight Star Wars RPG adventure book- shortcomings:
1) lack of decent maps: you visit a city in a tree, a Neimodian bridge city, an underwater station and a sith ruin but except for some tiny ground floors, you're expected as GM to design these yourself.
2) a lot of "as a GM, you could include X or Y". I don't need a GM-maunal, I need more content and real fluff in an adventure book.
3) lack of art work of the different NPC's, locations, ships,...

With the inclusion of the required plans, diagrams and art work, this adventure could have been great. Lacking these vital ingredients, it feels unfinished, rushed...... with too much to fill in by the GM.
Maybe Fantasy Flight could rectify this by publishing maps of all the locations, diagrams of all the ships and artwork of all the NPC's of the campaigns so far. If only they'd put as much care in their adventure books as in their beginner games.
Displaying 1 - 3 of 3 reviews