LESSONS FROM THE PAST
Force:S1:A03:Lessons-From-The-Past
Lessons from the Past is an adventure designed to present a group of novice Force users with a wider view of the powers they wield. Specifically, it sets the PCs on the path to constructing their own lightsabers and honing their Force abilities. It also can be used to establish them in opposition to the Empire and as the catalyst for future adventures.
Lessons from the Past was created by Fantasy Flight Games and available in the Star Wars: Force and Destiny™ Core Rule Book. Click Here to get your copy today
Expand the Adventure
Prepping the Adventure
Read the Module
When reading Lessons from the Past it is important to read the entire module and consider what has happened in Act 1 as it directly affects what happens in Act II.
Other Rules to Consider
No special rules are needed.
Review Player Adventure Logs
At the start of the game session before play a Game Master should ask players if they can see their adventure logs. This will help you make adjustments to your story to consider what the players have done before.
- Lessons of the Past Act 1: A Wealth of Knowledge: Review the Player’s adventure logs for this scenerio and consider what Artifacts they recovered and successfuly analized as well as which artifacts they currently have in their possession. Furthermore, review the status of Agent Garai and if the Players encountered any Imperial Inquisitors. If so this affects the final encounter of the adventure.
How to Introduce the Characters
Lessons from the Past is the third adventure in the Force and Destiny story arc for Season 1 of Legends of the Galaxy. The PCs recently were offered the training to construct a lightsaber by The Warden in Act 1 of Lure of the Lost. Through their contact Hethan Romund whom they meet in Mountaintop Rescue they were told to seek out a scholar and fellow member of the Church of the Force, named Ashur Sungazer. In Act 1 the players met with Ashur Sungazer and examined several artifacts that let the players to the discover about the Wreckage of the Sanctuary.
The PCs should begin their adventure either enroute to the Sanctuary or if we are introducing new players having the party regroup at the Dawn Temple on the planet of Spintir prior to traveling to the Sanctuary.
An alternative is to have a second rival party meet the players at the Sanctuary as they are already aboard and looking to scavange what they can from the Wreckage. This works well when the new players are non-force sensitive characters. You can then have these rival players join forces together when they encounter the threats on the Sanctuary as they can only defeat the threats if they work together.
Mission Objectives
- Locate the wreckage of the Sanctuary
- Search the deralic starship in hopes of recovering lost knowledge about lightsaber construction and recover the holocron of Val Isa.
- Defeat the threats aboard the ship
- Escape from the Imperials
Ways to Expand the Adventure
In the final encounter when the PCs face off against ISB Agent Garai consider including an Imperial Inquisitor based on how the PCs performed in Act 1: A Wealth of Knowledge. If it was discovered the PCs are Force Sensitive or possible Jedi an Inquisitor is assigned to hunt down the party. We recommend the use of the Fourth Sister and her secret Padawan Jerserra. This will be a great way to foreshadow the Ghosts of Dathomir adventure when the players later encounter Jerserra.
Ways to Foreshadow Future Adventures

Lessons from the Past Story Elements
Story Elements are to be documented on the Player Character’s Adventure Logs as proof of what story elements they have completed during game play.
Was the Basalisk War Droid Destroyed by the party or did they manage to gain control of the droid using the Ancient Droid Control Core?
Were the PCs able to recover Val Isa’s Holocron from the vault
Did the PCs manage to escape ISB Agent Garai and did the GM include the Inquisitors in the encounter.
NPC / Adversaries
Helpful Tools / Adventure Handouts
Player Rewards
XP Rewards
Objective Complete | XP Earned |
Escaping Phelar without arousing Garai’s suspicions | 10 xp |
Defeating the Basilisk | 10 xp |
Recovering the Holocron | 5 xp |
Good Roleplaying: playing to morality and motivations | 1-5 xp |