
RedRobe |

Does anyone have any recommendations of Pathfinder or D&D 3.5 modules that would work well converted to either of the Star Wars d20 systems? I have already considered Iron Gods, but I am currently running that as-is, so other suggestions would be more helpful. Also, I am leaning more toward self-contained modules rather than Adventure Paths so I can do more episodic adventures. Thanks in advance!

RedRobe |

The Dungeon Magazine Eberron adventure "Riding the Rails" from issue 143 could be converted to Star Wars and be very much like "The Train Job" episode of Firefly. The artificer villain could be a tech specialist or an outlaw tech archetype from the Hero's Guide (multiclass tech specialist/scoundrel with variant class abilities) with a droid companion. The rakshasa villain could be a cathar darkside marauder or even an Imperial Inquisitor. The monolith artifact that is the villains' target could be covered in hieroglyphics, recovered from a Jedi or Sith temple, or could even be a sizable kyber crystal.

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Years ago I wrote up a post for how I'd run Second Darkness as a Star Wars adventure, which I'll reproduce below. It contains lots of spoilers for Second Darkness, obviously.
Introduction
The Sith are gone, but not entirely forgotten.
A group of Jedi masters who call themselves the Winter Council dedicate themselves to seeking out users of the dark side of the force and remain vigilant for signs that the Sith may be returning. They seek out Sith lore and Sith technology, to better understand their enemy.
The Winter Council are not popular with the actual Jedi Council, who feel their obsession with the past hinders them in dealing with the present, and that their exploration of Sith lore is dangerous. In fact, one of the Council, researching a legendary Sith doomsday weapon known as the Graviton Device, fell to the Dark Side some decades before, and has not been heard from since. The Winter Council have done their best to keep this quiet, but have vowed to deal with the renegade themselves; their network of agents are on the alert for any signs of the renegade or (even worse) the construction of a Graviton Device.
Shadow in the Sky
The Heroes are hired by an agent of the Winter Council, who suspects retired crimelord Saul Vancaskerkin may have ties to the Dark Side. They are asked to sign on as employees at Saul’s new casino, and keep alert for unspecified “suspicious activities”.
Saul’s home town, a hive of scum and villainy known as Riddleport, is also experiencing strange gravitic anomalies. As a result a strange distortion has appeared in the sky. A group of Republic scientists are looking into it, but so far have not been able to explain the phenomenon.
Saul has his problems with the local criminal element, so working for him is not without risk. At some point, Saul becomes suspicious of the Heroes, and arranges for them to be “neutralised”. The Heroes (hopefully) survive the attempted murder, and confront Saul. After the dust settles, they learn details of the location Saul’s mysterious “backer”. They confront the backer, who pulls out a lightsaber and starts throwing around force powers – the backer is a Dark Jedi – and there are signs that there may be more of them on a nearby asteroid known as Devil’s Elbow.
Then a meteor strikes Devil’s elbow. It appears to have changed course in complete defiance of the laws of physics. The shadow in the sky above Riddleport disappears – but the town suffers as debris rains down upon it.
Children of the Void
Scientific analysis of the fragments of the meteor which struck Riddleport reveal it contains certain rare and valuable mineral deposits. A number of mining expeditions set off for the asteroid – and the Heroes are asked by their mysterious patron to follow suit; acting under the guise of prospectors they are to see if there are any signed of Dark Jedi activity on Devil’s Elbow.
They have to deal with rival prospectors, but most deadly of all a strange race of aliens came down with the meteor and has promptly started killing everybody. There is also a hidden group of Dark Jedi observing the results of their experiment, and the ruins of some sort of technological device.
The Armageddon Echo
The Winter Council ties in the activity in Riddleport with the activity of a group of space pirates known as the Azrinaes. These have gathered around the forest world of Mierani – a world that was once devastated by the original Graviton Device.
The Council mobilises the various armed forces at its disposal – whilst still keeping its own involvement secret – and launches an attack on Mierani. The attacking force includes the Heroes, who have proved to be extremely competent agents.
The Heroes find a massive virtual reality simulation of the last days of Mierani – created by the Sith using technology no longer available – and enter it in search for clues. They learn that the Azrinaes hail from a secret planetary base called Zirnakaynin, where they are just one of a number of rival pirate clans.
Endless Night
The Heroes are asked to disguise themselves as Azrinae pirates, and infiltrate Zirnakaynin. They find out that the clan is now led by a powerful Dark Side user called Allevrah – but that she and her key lieutenants have recently left for Coruscant. The Heroes escape from Zirnakaynin, and are asked to present themselves in person to the Winter Council on Coruscant.
A Memory of Darkness
The Heroes are intercepted in Coruscant by agents of the Jedi Council, and thrown in prison together with the Winter Council agent they were supposed to meet. The Jedi Council is seeking to move against the Winter Council, but doesn’t know who they are or where they are based. As a result, they have decide to use the Heroes in an attempt to flush out the Winter Council, and arrange for them to “escape” with their contact.
The Winter Council meet in secret at a hideout in the dark and dangerous lower levels of Coruscant. Their base is constantly besieged by the monstrous creatures of the lower levels, but the Council are confident their defences will hold and the besiegers ensure they never have any unwanted visitors.
The Heroes manage to enter the Winter Council compound, and confront the members. A violent argument ensures, one of the members turns to the Dark Side, and a fight breaks out.
Descent into Midnight
The Heroes chase around looking for the various components of the Graviton Device. It is powered by five linked Sith artefacts – none of which are on Coruscant! Allevrah is able to use the power of the Dark Side to draw energy from these 5 artefacts from their locations on other worlds. When she has enough energy, she will use the Device to destroy Coruscant.

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Does anyone have any recommendations of Pathfinder or D&D 3.5 modules that would work well converted to either of the Star Wars d20 systems? I have already considered Iron Gods, but I am currently running that as-is, so other suggestions would be more helpful. Also, I am leaning more toward self-contained modules rather than Adventure Paths so I can do more episodic adventures. Thanks in advance!
I'm wondering whether River into Darkness and Crucible of Chaos might work as Star Wars adventures.
The PCs could be seeking a crashed spaceship, on a planet whose atmosphere interferes with the operation of repulsorlift technology. Change the riverboat into a zeppelin, which the PCs use to travel into the interior, include the oppressed natives as a sub-plot, then off into the wilds to find and explore (and loot) the spaceship.

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RedRobe |

There's a conversion on ENWorld of the (once) free WotC 3.5 adventure Burning Plague to Star Wars.
Burning Plague isn't (quite) free these days, if you don't already have it.
Thanks for the suggestions. I just recently started reading through the first book of Second Darkness (just for something to read as my group doesn't want to play a full adventure path again). The link for the Star Wars Burning Plague doesn't seem to work.

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RedRobe |

DeathQuaker RPG Superstar 2015 Top 8 |

A heavily refluffed Kingmaker, where explorers are vying for control of a portion of the... oh let's call it the Stolen Moon, could be interesting. I don't have the guidelines for how one would do it, and you might have to work on a little conversion for the settlement building aspect, but it could be interesting. I mention it because I know that whenever I've played a Star Wars RPG my GMs always want to do what feels like more or less a rehash of one of the movies, and/or something that involves a lot of space travel, and I've always wanted to go in-depth on a particular planet and delve into the life there, with smugglers and colonists and ancient Jedi/Sith ruins and so on. A frontier game at the edge of the Galaxy could be kind of cool.

RedRobe |

A heavily refluffed Kingmaker, where explorers are vying for control of a portion of the... oh let's call it the Stolen Moon, could be interesting. I don't have the guidelines for how one would do it, and you might have to work on a little conversion for the settlement building aspect, but it could be interesting. I mention it because I know that whenever I've played a Star Wars RPG my GMs always want to do what feels like more or less a rehash of one of the movies, and/or something that involves a lot of space travel, and I've always wanted to go in-depth on a particular planet and delve into the life there, with smugglers and colonists and ancient Jedi/Sith ruins and so on. A frontier game at the edge of the Galaxy could be kind of cool.
I tried something similar with the Savage Tide AP from Dungeon several years ago. Eventually the PCs help their benefactor and friend bring supplies to a colony her parents started and help defend it from raiders and other outside forces, but run up against a demon lord trying to bring a magical plague to the world in the process. They didn't get far as they felt how I set the first module up wasn't Star Wars enough for them. My original thread is in the Savage Tide forum in the Paizo Dungeon archives titled Savage Tide: Star Wars Conversion.