Lost Mine of Valnor
Adapted from Lost Mine of Phandelver
By Tanner Levine
RUNNING THE ADVENTURE
Lost Mine of Valnor is an adventure for four to five characters of 1st level. During the course of the adventure, the characters will advance to 5th level. The adventure is set a short distance from Dawn City on Iridonia. Iridonia is a planet located in the Mid Rim, but out of the way of major hyperspace routes. The nearest major Republic planet is Ord Mantell, but even that is a relative backwater.
If this is your first time running a SW5e adventure, read "The Dungeon Master" section; it will help you better understand your role and responsibilities.
The "Background" section tells you everything you need to know to set up the adventure. The "Overview" section describes how the adventure is expected to run and gives you a broad sense of what the player characters should be doing at any given time.
THE DUNGEON MASTER
The Dungeon Master (DM) has a special role in the STAR WARS 5E game.
The DM is a referee. When it's not clear what ought to happen next, the DM decides how to apply the rules and keep the story going.
The DM is a narrator. The DM sets the pace of the story and presents the various challenges and encounters the players must overcome. The DM is the players' interface to the SW5E world, as well as the one who reads (and sometimes also writes) the adventure and describes what happens in response to the characters' actions.
The DM plays monsters. The DM plays the monsters and villains the adventurers battle against, choosing their actions and rolling dice for their attacks. The DM also plays the part of all the other characters the players meet in the course of their adventures, like the prisoner in the tusken raider lair or the barkeep in a cantina.
Who should be the DM for your gaming group? Whoever wants to be! The person who has the most drive to pull a group together and start up a game often ends up being the DM by default, but that doesn't have to be the case.
Although the DM controls the monsters and villains - the adventure, the relationship between the players and the DM isn't adversarial. The DM's job is to challenge the characters with interesting encounters and tests, keep me game moving, and apply the rules fairly.
The most important thing to remember about being a good DM is that the rules are a tool to help you have a good time. The rules aren't in charge. You're the DM you're in charge of the game. Guide the play experience and the use of the rules so that everybody has fun.
Many players of STAR WARS 5E find that being the DM is the best part of the game. With the information in this adventure, you'll be prepared to take on that role for your group.
Rules to Game By
As the Dungeon Master, you are the final authority when it comes to rules questions or disputes during the game. Here are some guidelines to help you arbitrate issues as they come up.
When in doubt, make it up! It's better to keep the game moving than to get bogged down in the rules. It's not a competition. The DM isn't competing against the referee the player characters. You're there to run the monsters, rules, and keep the story moving.
It's a shared story. It's the group's story, so let the players contribute characters. to the outcome through the actions of their STAR WARS 5E is about imagination and coming together to tell a story as a group. Let the players participate in the storytelling.
Be consistent. If you decide that a rule works a certain way in one session, into play. make sure it works that way the next time it comes.
Make sure everyone is involved. Ensure every character has a chance to shine. If some players are reluctant to speak up, remember to ask them what their characters are doing.
Be fair. Use your powers as Dungeon Master only for good. Treat the rules and the players in a fair and impartial manner.
Pay attention. Make sure you look around the table occasionally to see if the game is going well. If everyone seems to be having fun, relax and keep going. If the fun is waning, it might be time for a break, or you can try to liven things up.
IMPROVISING ABILITY CHECKS
The adventure often tells you what ability checks characters might try in a certain situation and the Difficulty Class (DC) of those checks. Sometimes adventurers try things that the adventure can't possibly anticipate. It's up to you to decide whether their attempts are successful. If it seems like anyone should have an easy time doing it, don't ask for an ability check; just tell the player what happens. Likewise, if there's no way anyone could accomplish the task, just tell the player it doesn't work.
Otherwise, answer these three simple questions:
- What kind of ability check?
- How hard is it?
- What's the result?
Use the descriptions of the ability scores and their associated skills in the rulebook to help you decide what kind of ability check to use. Then determine how hard the task is so that you can set the DC for the check. The higher the DC, the more difficult the task. The easiest way to set a DC is to decide whether the task's difficulty is easy, moderate, or hard, and use these three DCs:
- Easy (DC 10). An easy task requires a minimal level of competence or a modicum of luck to accomplish.
- Moderate (DC 15). A moderate task requires a slightly higher level of competence to accomplish. A character with a combination of natural aptitude and specialized training can accomplish a moderate task more often than not.
- Hard (DC 20). Hard tasks include any effort that is beyond the capabilities of most people without aid or exceptional ability. Even with aptitude and training, a character needs some amount of luck -- or a lot of specialized training -- to pull off a hard task.
The outcome of a successful check is usually easy to determine: the character succeeds at whatever he or she set out to accomplish, within reason. It's usually equally easy to figure out what happens when a character fails a check: the character simply doesn't succeed.
ENHANCED ITEMS AND MONSTERS
Whenever the text refers to an enhanced item, its name is presented in italic type. For a description of the item and its special properties, see appendix A.
Similarly, whenever the adventure text presents a creature's name in bold type, that's a visual cue directing you to the creature's game statistics in appendix B.
BACKGROUND
More than four thousand years ago, the Zabrak clans of Iridonia made an agreement known as the Valnor Pact, by which they would share a rich mine in a wondrous cavern known as Wave Echo Cave. In addition to its mineral wealth, the mine was strong in The Force. Two Dark Jedi allied themselves with the Zabrak to channel and bind that Force energy into a great forge (called the Forge of Spells), where artificial Kyber Crystals could be crafted. Times were good, and the nearby settlement of Neo Valnor prospered as well. Over time, the Dark Jedi became ambitious, and plotted against each other. This infighting would lead to ruin.
A powerful force of Zabrak slaves enthralled by Dark Side Magic attacked Wave Echo Cave to seize its riches and treasures. The ensuing battle destroyed much of the cavern, sending overwhelming Force energy into the Dark Jedi, blasting their bodies apart from the inside. Few slaves survived the cave-ins and tremors, and the location of Wave Echo Cave was lost.
For centuries, rumors of buried riches have attracted treasure seekers and opportunists to the area around Neo Valnor, but no one has ever succeeded in locating the lost mine. In recent years, people have resettled the area. Neo Valnor is now a rough-and-tumble frontier town. More importantly, the Rockseeker brothers -- a trio of Corellian humans -- have discovered the entrance to Wave Echo Cave, and they intend to reopen the mines.
Unfortunately for the Rockseekers, they are not the only ones interested in Wave Echo Cave. A mysterious villain known as the Black Spider controls a network of gangs in the area, and his agents have followed the Rockseekers to their prize. Now the Black Spider wants Wave Echo Cave for himself, and he is taking steps to make sure no one else knows where it is.
OVERVIEW
Lost Mine of Valnor is divided into four parts. In part 1, "Jawa Blasterfire," the adventurers are on the road to the town of Neo Valnor when they stumble into a Jawa ambush. They discover that the Jawas have captured their friend Gundren Rockseeker and his escort, a Zabrak Soldier named Silda Hallwinter. The characters must deal with the ambushers and then follow their trail back to the Jawas' hideout. They rescue Silda and learn from him that Gundren and his brothers discovered a famous lost mine. Silda knows only that Gundren and his map have been taken to somewhere called "Eeze Crawler."
In part 2, "Neo Valnor," the characters arrive in Neo Valnor to find it terrorized by the Redbrands, a gang of miscreants led by a mysterious figure called Glasstaff. A number of interesting NPCs can also be found in Neo Valnor, laying the hooks for short adventures in part 3. The Redbrands try to run the characters out of town, so the characters return the favor and storm the Redbrand lair. In a hidden stronghold beneath an old manor, they find that Iar-Noh "Glasstaff" Albrek, the leader of the Redbrands, is taking his orders from someone called the Black Spider -- and that the Black Spider wants the adventurers out of the picture.
Part 3, "The Spider's Web," provides the characters with several short adventures in the region around Neo Valnor as they search for more information about the Black Spider and the dwarves' lost mine. The clues the characters picked up in Neo Valnor can lead them to spy on a dangerous Sith Acolyte at the ruins of Old Convor Well, seek the advice of a mysterious Force Ghost, oust a band of Gamorreans lurking at Wyvern Tor, and investigate the ruins of the town of Dusktree.
Several of these leads point to Eeze Crawler, which is the stronghold of King Tootachi’i, leader of the Eeze Jawas. Here the characters discover that the Black Spider is a Chiss Bounty Hunter named Nezznar, and that the Eeze Jawas work for him. More importantly, they recover Gundren Rockseeker's map to the lost mine, or learn the mine's location from one of the other leads they unearth during part 3.
Following the map or the directions to the lost mine brings the characters to part 4, "Wave Echo Cave." That lost underground complex is now overrun by undead Zabrak and strange monsters. Nezznar the Black Spider is there with his loyal followers, exploring the mines and searching for the legendary Forge of Spells. The adventurers have the opportunity to avenge Gundren Rockseeker, to ensure the prosperity and security of Neo Valnor by clearing the rich mine of its monsters, and to put an end to the troublemaking of the Black Spider -- if they can survive the dangers of the Lost Mine of Valnor.
ADVENTURE HOOK
You can let players invent their own reasons for visiting Neo Valnor, or you can use the following adventure hooks. The backgrounds and secondary goals on the character sheets also provide characters with motivations for visiting Neo Valnor.
Meet Me in Neo Valnor. The characters are in Dawn City when their Corellian friend, Gundren Rockseeker, hires them to escort his caravan to Neo Valnor. Gundren has gone ahead with a Soldier, Silda Hallwinter, to attend to business in the town while the characters follow with the caravan. The characters will be paid 100 credits each by the owner of Barthen's Provisions in Neo Valnor when they deliver the caravan safely to that trading post.
Sent by the Council. Any Jedi player characters have travelled to Iridonia at the behest of the Jedi Council to investigate the reports of the uncovered mine. The Jedi have a strong interest in finding the mine in order to determine if it is still a Dark Side font, and if so, keep it out of the wrong hands.
THE OLD REPUBLIC
This adventure takes place in a Galaxy Far, Far Away at the end of a time of relative peace in the Old Republic, around 2,020 BBY. During this period, Jedi Knights act as emissaries and peacekeepers, traveling to all corners of the galaxy by the will of the Jedi Council. Pilots find work on Freighters and Civilian Transports, transporting (mostly) legal goods and beings from one planet to another. Bounty Hunters in the service of their guilds wield blaster and tech, hunting dangerous criminals that threaten the galaxy for glory and credits. Scholars explore the ruins of fallen empires, searching for holocrons and datapads long lost to history. Krayt Dragons, Rancors, Wampas, and unimaginable Dark Force abominations lurk in dungeons, caverns, ruined cities, and the planets of the Outer Rim.
On the Core Worlds and Hyperspace Lanes of the Galaxy travel singers and senators, merchants and guards, soldiers, pilots, and steel-hearted adventurers carrying tales of strange, glorious, faraway planets. Good maps and better pilots can take even an inexperienced youth with dreams of glory far across the galaxy. Thousands of restless would-be heroes from backcountry farmsteads and sleepy villages arrive on Coruscant and other Core planets every year in search of wealth and renown.
Known worlds may be well traveled, but they aren't necessarily safe. Ancient evils, deadly monsters, and dangerous outlaws are all perils that you face when you travel in a Galaxy Far, Far Away.
The regional map shows just a part of this vast galaxy, in a region called the Mid Rim. This is a galaxy of adventure, where daring souls delve into the wreckage of ancient starships and explore the ruins of long-lost cultures.
ROLEPLAYING AND INSPIRATION
One of the things that you can do as the DM is reward players for roleplaying their characters well.
Each character has personality traits (positive and/or negative). an ideal, a bond, and a flaw. These elements can make the character easier and more fun to roleplay. Personality traits provide a glimpse into the character's mannerisms. likes, dislikes, accomplishments, fears, attitude, or mannerisms. An ideal is something that the character believes in or strives for above all else. A character's bond represents a connection to a person, place, or event in the galaxy -- someone the character cares about, a place that holds a special connection, or a treasured possession. A flaw is a characteristic that someone else can exploit to bring the character to ruin or cause the character to act against his or her best interests.
When a player roleplays a negative personality trait or gives in to a drawback presented by a bond or a flaw, you can give that player's character one inspiration as a reward. The player can then spend it when his or her character makes an ability check, an attack roll, or a saving throw. Spending inspiration gives the character advantage on the roll. A clever player might spend the inspiration to counteract disadvantage on a roll.
A character can have only one inspiration at a time.
PART 1: JAWA BLASTERFIRE
The adventure begins as the player characters are escorting a caravan full of provisions and supplies from Dawn City to Neo Valnor. The journey takes them south along the Twilit Road to the Garral Trail, which heads east (as shown on the overland map). When they're a half-day's march from Neo Valnor, they run into trouble with Jawa raiders from the Eeze tribe.
Read the boxed text when you're ready to start. If you create a different adventure hook, skip to the second paragraph and adjust the details as necessary, ignoring the information about driving the caravan.
Before continuing with the adventure, take a few minutes to do the following:
- Encourage the players to introduce their characters to each other if they haven't done so already.
- Ask the players to think about how their characters came to know their patron, Gundren Rockseeker. Let the players come up with their own stories. If a player is hard-pressed to think of anything, suggest something simple. For example, Gundren could be a childhood friend or someone who helped the player's character get out of a tough scrape. This exercise is a great opportunity for the players to contribute to the adventure's backstory.
- Ask the players to give you the party's marching order and how their characters are traveling. Who's in front, and who's bringing up the rear? If the characters are escorting Gundren's caravan of supplies, then one or two characters need to be driving the transport. The rest of the characters can be riding on the caravan, walking alongside, or scouting ahead, as they like.
DRIVING THE TRANSPORT
Any character can drive a transport speeder, and no particular skill is necessary. A droid autopilot directs the caravan. If no one is in the driver’s seat, the droid engages safety measures to power down the transport speeder.
The transport speeder is packed full of an assortment of mining supplies and food. This includes a dozen sacks of flour, several casks of salted pork, two kegs of strong ale, shovels, picks, and crowbars (about a dozen each), and five lanterns with a small barrel of oil (about fifty flasks in volume). The total value of the cargo is 1000 Credits. When you're ready, continue with the "Jawa Ambush" section.
JAWA AMBUSH
Read the following boxed text to start the encounter:
If you are using the "Meet Me in Neo Valnor" adventure hook, then any character who approaches to make a closer investigation can identify the landspeeder as belonging to Gundren Rockseeker and Silda Hallwinter. It’s been here for about a day, and it’s clear that something attacked them. When the characters inspect the scene closer, read the following:
Four Jawas are hiding in the woods, two on each side of the road. They wait until someone approaches the landspeer and then attack. This will likely be the first of many combat encounters in the adventure. Here are the steps you should follow to run it effectively:
- Review the Jawa stat block in appendix B. Since the Jawas are hiding, you'll need to know their Stealth skill modifier: +6.
- Check to see who, if anyone, is surprised. The party cannot surprise the Jawas, but the Jawas might surprise some or all the characters. Make a Dexterity (Stealth) check for the Jawas, rolling once for all of them. Roll a d20, add the Jawas' Stealth skill modifier (+6) to the roll, and compare the result to the characters' passive Wisdom (Perception) scores. Any character whose score is lower than the Jawas’ check total is surprised and loses his or her turn during the first round of combat.
- Use the initiative rules in the rulebook to determine who acts first, second, third, and so on. Keep track of everyone's initiative count.
- When the time comes for the Jawas to act, two of them rush forward and make melee attacks while two Jawas stand 30 feet away from the party and make ranged attacks. The Jawas' stat block contains the information you need to resolve these attacks. For more information on what the Jawas can do on their turn, see chapter 9, "Combat," in the rulebook.
- When three Jawas are defeated, the last Jawa attempts to flee, heading for a hidden trail.
DEVELOPMENTS
In the unlikely event that the Jawas defeat the adventurers, they leave them unconscious, loot them and the caravan, then head back to the Eeze hideout. The characters can continue on to Neo Valnor, buy new gear at Barthen's Provisions, return to the ambush site, and find the Jawas' trail.
The characters might capture one or more Jawas by knocking them unconscious instead of killing them. A character can use any melee weapon to knock a Jawa unconscious, succeeding if the attack deals enough damage to drop the Jawa to 0 hit points. Once it regains consciousness after a few minutes, a captured Jawa can be convinced to share what it knows (see the "What the Jawas Know" sidebar). A Jawa can also be persuaded to lead the party to the Eeze hideout while avoiding traps along the way (see the "Jawa Trail" section).
The characters might not find the Jawa trail, or they could decide to continue to Neo Valnor. In that case, skip ahead to part 2, "Neo Valnor." Elnaar Barthen (the owner of Barthen's Provisions) seeks out the characters and informs them that Gundren Rockseeker never arrived. He recounts the Jawa troubles and suggests that the characters return to the ambush site to investigate further (after they rest). Barthen also tells the party that Linene Graywinder of the Interstellar Trade and Commerce Authority, or I.T.C.A., Outpost (see page 16) can provide more information on the Jawa attacks.
JAWA TRAIL
After the characters defeat the Jawas, any inspection of the area reveals that the creatures have been using this place to stage ambushes for some time. A trail hidden behind thickets on the north side of the road leads northwest. A character who succeeds on a DC 10 Wisdom (Survival) check recognizes that about a dozen Jawas have come and gone along the trail, as well as signs of two human-sized bodies being hauled away from the ambush site.
The party can easily steer the caravan away from the road and lock down the transport speeder while the group pursues the Jawas.
The trail leads five miles northwest and ends at the Eeze hideout (see that section). Ask the players to determine the party's marching order as the characters move down the trail. The order is important, because the Jawas have set two traps to thwart pursuers.
Snare. About 10 minutes after heading down the trail, a party on the path encounters a hidden snare. If the characters are searching for traps, the character in the lead spots the trap automatically if his or her passive Wisdom (Perception) score is 12 or higher. Otherwise, the character must succeed on a DC 12 Wisdom (Perception) check to notice the trap. If the character fails to notice the trap, he or she triggers the snare and must succeed on a DC 10 Dexterity saving throw. On a failure, the character is suspended upside down 10 feet above the ground. The character is restrained until 1 or more slashing damage is dealt to the snare's cord. (See the rulebook for the effect of being restrained.) A character who isn't carefully lowered down takes 1d6 Kinetic damage from the fall.
Pit. Another 10 minutes down the trail is a pit the Jawas have camouflaged. The pit is 6 feet wide, 10 feet deep, and it triggers when a creature moves across it. The character in the lead spots the hidden pit automatically if his or her passive Wisdom (Perception) score is 15 or higher. Otherwise, the character must succeed on a DC 15 Wisdom (Perception) check to spot the hidden pit. If the trap isn't detected, the lead character must succeed on a DC 10 Dexterity saving throw or fall in, taking 1d6 Kinetic damage. The pit's walls are not steep, so no ability check is required to scramble out.
AWARDING EXPERIENCE POINTS
Defeating the Jawa ambushers and finding the Eeze hideout completes a story milestone. When the party arrives at the hideout, award each character 75 XP. Make sure the players record this gain on their character sheets.
EEZE HIDEOUT
The Eeze tribe of Jawas has established a hideout from which it can easily harass and steal from traffic moving along the Garral Trail or the path to Neo Valnor. The Eeze tribe is known for being unusually violent and aggressive by Jawa standards.
The leader of the Eeze bandits lairing here is named Klarg, who has orders from the chief of the Eezes to plunder any poorly defended caravans or travelers that come this way. A few days ago, a messenger from Eeze Crawler brought new instructions: Waylay Gundren Rockseeker and anyone traveling with him.
GENERAL FEATURES
The Eeze cave slopes steeply upward. The entrance is at the foot of a good-sized hill, and the caves and passages are inside the hill itself.
Ceilings. Most of the caves and passages have steeply sloping ceilings that create stalactite-covered vaults rising 20 to 30 feet above the floor.
Light. Areas 1 and 2 are outside. The rest of the complex is dark unless stated otherwise. The boxed text for those locations assumes that the characters have darkvision or a light source.
Rubble. Areas of crumbling rock and gravel are difficult terrain (see "Difficult Terrain" in the rulebook).
Sound. The sound of water in the cave muffles noises to any creatures that aren't listening carefully. Creatures can make a DC 15 Wisdom (Perception) check to attempt to hear activity in nearby chambers.
Stalagmites. These upthrust spires of rock can provide cover (see "Cover" in the rulebook).
Stream. The stream that flows through the complex is only 2 feet deep, cold, and slow moving, allowing creatures to easily wade through it.
WHAT THE JAWAS KNOW
If the characters capture or charm any of the Jawas here, the Jawas can be persuaded to divulge some useful information:
Fewer than twenty Jawas currently dwell in the lair.
Their leader is named Klarg. He answers to King Tootachi’i, chief of the Eeze tribe, who dwells in Eeze Crawler. (The Jawas can provide basic directions to Eeze Crawler. It's about twenty miles northeast of the Eeze hideout, in the Nightwood.)
Klarg received a messenger Jawa from King Tootachi’i a few days ago. The messenger told him that someone named the Black Spider was paying the Eezes to watch out for Gundren Rockseeker, capture him, and send him and anything he was carrying back to King Tootachi’i. Klarg followed his orders. Gundren was ambushed and taken along with his personal effects, including a map.
The Corellian and his map were delivered to King Tootachi’i, as instructed. His companion, Silda, is being held in the “slave hold” (area 6).
1. CAVE MOUTH
The trail from the Jawa ambush site leads to the entrance of the Eeze hideout.
The thicket in area 2 is impenetrable from the west side of the stream.
DEVELOPMENTS
The Jawas in area 2 are supposed to be keeping watch on this area, but they are not paying attention. (Jawas can be easily distracted that way.) However, if the characters make a lot of noise here -- for example, loudly arguing about what to do next, setting up a camp, cutting down brush, and so on -- the Jawas in area 2 notice and attack them through the thicket, which provides the Jawas with three-quarters cover.
2. JAWA BLIND
When the characters cross to the east side of the stream, they can see around the screening thickets to area 2. This is a Jawa guard post, though the Jawas here are bored and inattentive.
Two Jawas are stationed here. If the Jawas notice intruders in area 1, they open fire with their blaster carbines, shooting through the thickets and probably catching the characters by surprise. If the Jawas don't notice the adventurers in area 1, they spot them when they splash across the stream, and neither side is surprised.
Characters moving carefully or scouting ahead might be able to surprise the Jawa lookouts. Have each character who moves ahead make a Dexterity (Stealth) check contested by the Jawas' passive Wisdom (Perception) score to avoid being surprised. See the rulebook for more information on ability check contests.
Thickets. The thickets around the clearing are difficult terrain, but they aren't dangerous -- just annoying. They provide half cover to creatures attacking through them. (See "Difficult Terrain" and "Cover" in the rulebook for more information.)
3. KENNEL
The Eezes keep a kennel of foul-tempered Sibian Hounds that they are training for battle.
Three hounds are confined here. They can't reach targets standing on the steps, but all three attack any creature except a Jawa that moves into the room (see the "Developments" section). Jawas in nearby caves ignore the sounds of fighting hounds, since they constantly snap and snarl at each other.
A character who tries to calm the animals can attempt a DC 15 Wisdom (Animal Handling) check. On a success, the hounds allow the character to move throughout the room. If the hounds are given food, the DC drops to 10.
Fissure. A narrow opening in the east wall leads to a natural chimney that climbs 30 feet to area 8. At the base of the fissure is rubbish that's been discarded through the opening above. A character attempting to ascend or descend the chimney shaft must make a DC 10 Strength (Athletics) check.
If the check succeeds, the character moves at half speed up or down the shaft, as desired. On a check result of 6-9, the character neither gains nor loses ground; on a result of 5 or less, the character falls and takes Id6 Kinetic damage per 10 feet fallen, landing prone at the base of the shaft.
DEVELOPMENTS
If the hounds are goaded by enemies beyond their reach, they are driven into a frenzy that allows them to yank the iron rod securing their chains out of the floor. Each round that any character remains in sight, the hounds attempt a single DC 15 Strength check. On the first success, they loosen the rod and the DC drops to 10. On a second success, they yank the rod loose, bending it so that their chains are freed. A Jawa can use its action to release one hound from its chain.
4. STEEP PASSAGE
From this point on, characters without darkvision will need light to see their surroundings.
ADVENTURE MAPS
Maps that appear in this adventure are for the DM's eyes only. A map not only shows an adventure location in its entirety but also shows secret doors, hidden traps, and other elements the players aren't meant to see -- hence the need for secrecy.
Maps are best used to show multi room lairs and other locations that have many places to explore. Therefore, not every location needs a map.When the players arrive at a location marked on a map, you can either rely on a verbal description to give them a clear mental picture of the location, or you can draw what they see on a separate piece of graph paper, copying what's on your map while omitting details as appropriate.
Scale and Grid. A scale allows you to measure distances for combat and dimensions accurately, which is important encounters, Force effects, and light sources, among other things. Indoor maps use grid squares that are either 5 feet on a side or 10 feet on a side.
Compass Rose. A compass rose comes in handy when you're describing locations. For instance, you might need to tell players about "shipping crates along the north wall" or "the staircase descending to the west."
Characters using light or darkvision to look farther up the passage spot the bridge at area 5. Add:
Any character who can see the bridge in area 5 might also notice the Jawa guarding the bridge. Doing so requires a Wisdom (Perception) check contested by the Jawa's Dexterity (Stealth) check result.
The Jawa notices the characters if they carry any light or don't use stealth as they approach the bridge. The Jawa does not attack. Instead, it attempts to sneak away to the east to inform its companions in area 7 to release a flood (see the "Flood!" section of area 5). The Jawa moves undetected if its Dexterity (Stealth) check exceeds the passive Wisdom (Perception) score of any character who might notice its movements.
Western Passage. This passage is choked with rubble and has steep escarpments. Treat the area as difficult terrain (see "Difficult Terrain" in the rulebook).
The ledge between the two escarpments is fragile. Any weight in excess of 100 pounds loosens the whole mass and sends it tumbling down to the east. Any creature on the ledge when it falls must make a DC 10 Dexterity saving throw, taking 2d6 Kinetic damage on a failure, or half as much damage on a success. The creature also falls prone on a failed save (see "Being Prone" in the rulebook).
5. OVERPASS
Where a high tunnel passes through the larger tunnel cavern below, the Jawas have set up a bridge guard post.
If the characters didn't spot the bridge while navigating area 4, they spot it now. Add:
One Jawa stands watch on the bridge. It is hiding, and characters can spot it by succeeding on a Wisdom (Perception) check contested by the Jawa's Dexterity (Stealth) check. This guard is distracted by a mechanical doodad and inattentive. If no characters are using light sources, each character can attempt a Dexterity (Stealth) check against the Jawa's passive Wisdom (Perception) score to creep by without being noticed.
If the Jawa spots the adventurers, it signals the Jawas in area 7 to release a flood (see the "Flood!" section), then fires its blaster carbine down at the characters.
Bridge. This bridge spans the passage 20 feet above the stream. It's possible to climb up the cavern walls from the lower passage to the bridge. The 20-foot-high walls are rough but slick with spray, requiring a successful DC 15 Strength (Athletics) check to climb.
The bridge has an Armor Class (AC) of 5 and 10 hit points. If the bridge is reduced to 0 hit points, it collapses. Creatures on the collapsing bridge must succeed on a DC 10 Dexterity saving throw or fall, taking 2d6 Kinetic damage and landing prone (see "Being Prone" in the rulebook). Those who succeed hold onto the bridge and must climb it to safety.
FLOOD!
The large pools in area 7 have collapsible walls that can be yanked out of place to release a surge of water down the main passage of the lair. In the round after the Jawas in area 7 are signaled by the lookout in area 5, they start knocking away the supports. In the following round on the Jawas' initiative count, a water surge pours from area 7 down to area 1.
The flood threatens all creatures in the tunnel. (Creatures on the bridge at area 5 are out of danger, as are any characters successfully climbing the cavern walls.) Any creature within 10 feet of the disused passage at area 4 or the steps leading up to area 3 can attempt a DC 10 Dexterity saving throw to avoid being swept away. A creature that fails to get out of the way can attempt a DC 15 Strength saving throw to hold on. On a failed save, the character is knocked prone and washed down to area 1, taking 1d6 Kinetic damage along the way.
The Jawas in area 7 can release a second flood by opening the second pool, but they don't do this unless the Jawa on the bridge tells them to. The Jawa on the bridge waits to see if the first flood got rid of all the intruders before calling for the second to be released.
6. JAWA DEN
The Eeze raiders stationed in the hideout use this area as a common room and barracks.
Six Jawas inhabit this den, and one of them is a leader with 16 hit points. The five ordinary Jawas tend the cooking fire in the lower (northern) part of the cave near the entrance passage, while the leader rests in the upper (southern) part of the cave.
Silda Hallwinter, a Zabrak soldier, is held prisoner in this chamber. He is securely bound on the southern ledge of the cavern. The Jawas have been beating and tormenting him, so he is weak and at 1 hit point.
The Jawa leader, Yee'mik, is second-in-command of the whole hideout. If he sees that the characters are getting the upper hand, he grabs Silda and drags him over to the edge of the upper level. "Truce, or this Zabrak dies!" he shouts.
Yee'mik wants to oust Klarg and become the new boss. If the adventurers agree to parley, Yee’mik tries to convince them to kill Klarg in area 8, promising to release Silda when they bring back the leaders head. Silda groggily warns the characters that they shouldn't trust the Jawa, and he's right. If the characters take the deal, Yee'mik tries to force them to pay a rich ransom for Silda even after they complete their part of the bargain.
If the characters refuse to parley, Yee'mik shoves Silda over the edge and continues with the fight. Silda takes Id6 Kinetic damage from the fall, which is enough to drop him to 0 hit points. Quick-acting characters can try to stabilize him before he dies.
ROLEPLAYING SILDA
Silda is a kindhearted Zabrak male of nearly fifty years who holds a place of honor in the Griffon-class cavalry corps of the Dawn City Royal Guard. He is an agent of the Lords' Alliance, a group of allied political powers concerned with mutual security and prosperity. Members of the order ensure the safety of cities and other settlements by proactively eliminating threats by any means, while bringing honor and glory to their leaders and homelands.
Silda met Gundren Rockseeker in Dawn City and agreed to accompany him back to Neo Valnor. Silda wants to investigate the fate of lar-Noh Albrek, a Cerean Jedi Consular and fellow member of the Lords' Alliance who disappeared shortly after arriving in Neo Valnor. Silda hopes to learn what happened to lar-Noh, assist Gundren in reopening the old mine, and help restore Neo Valnor to a civilized center of wealth and prosperity.
Silda provides the characters with four pieces of useful information:
- The three Rockseeker brothers (Gundren, Tharden, and Nundro) recently located an entrance to the long-lost Wave Echo Cave, site of the mines of the Valnor Pact. (Share the information in the first two paragraphs of the "Background" section to the players at this time.)
- Klarg, leader of this Jawa band, had orders to waylay Gundren. Silda heard from the Jawas that the Black Spider sent word that Gundren was to be brought to him. Silda doesn't know who or what the Black Spider is.
- Gundren had a map showing the secret location of Wave Echo Cave, but the Jawas took it when they captured him. Silda believes that Klarg sent the map and Gundren to the chief of the Eezes at a place called Eeze Crawler. Silda doesn't know where that might be, but he suggests someone in Neo Valnor might know. (It doesn't occur to Silda immediately, but a captured Jawa might also be persuaded to divulge the Crawler's location. See the "What the Jawas Know" sidebar on page 8.)
- Silda's contact in Neo Valnor is a Cerean Jedi Consular named Iar-Noh Albrek. The Jedi traveled to the town two months ago to establish order there. After the Lords' Alliance received no word from Iar-Noh, Silda decided to investigate.
Silda tells the characters that he intends to continue on to Neo Valnor, since it's the nearest settlement. He offers to pay the party 500 Credits to provide escort. Although he has no money on him, Silda can secure a loan to pay the characters within a day after arriving in Neo Valnor. First, he hopes they'll put a stop to the Jawa raids by clearing out the caves.
DEVELOPMENTS
If he is rescued and healed, Silda Hallwinter remains with the party but is anxious to reach Neo Valnor as quickly as possible. He doesn't have any weapons or armor, but he can take a weapon from a defeated Jawa or use a weapon loaned to him by a character.
If Silda joins the party, see the "NPC Party Members" sidebar for tips on how to run him.
TREASURE
Yee'mik carries a pouch containing three gold teeth (10 CR each) and 15 CR. Silda's gear, along with Gundren Rockseeker, was taken to Eeze Crawler.
NPC PARTY MEMBERS
An NPC might join the party, if only for a short time. Here are some tips to help you run an NPC party member:
Let the characters make the important decisions. They are the protagonists of the adventure. If the characters ask an NPC party member for advice or direction, remember that NPCs make mistakes too.
An NPC won't deliberately put himself or herself in harm's way unless there's a good reason to do so. An NPC won't treat all party members the same way, which can create some fun friction. As an NPC gets to know the characters, think about which characters the NPC likes most and which ones the NPC likes least, and let those likes and dislikes affect how the NPC interacts with the party members.
In a combat encounter, keep the NPC's actions simple and straightforward. Also, look for things that the NPC can do besides fighting. For example, an NPC might stabilize a dying character, guard a prisoner, or help barricade a door.
If an NPC contributes greatly to the party's success in a battle, the NPC should receive an equal share of the XP earned for the encounter. (The characters receive less XP as a consequence.)
NPCs have their own lives and goals. Consequently, an NPC should remain with the party only as long as doing so makes sense for those goals.
7. TWIN POOLS CAVE
If the Jawas have drained either pool to flood the passage, adjust the following boxed text accordingly.
Three Jawas guard this cave. If the Jawa in area 5 spotted the characters and warned the Jawas here, they are ready for trouble. The noise of the waterfall means that the creatures in area 8 can't hear any fighting that takes place here, and vice versa. Therefore, as soon as a fight breaks out here, one Jawa flees to area 8 to warn Klarg.
Rock Dams. The Jawas built simple dams to control the flow of water through the heart of the complex. If the Jawa sentry in area 5 has called for the Jawas here to release a flood, one or both of the pools are mostly empty and the stream is flowing unimpeded.
8. KLARG'S CAVE
The leader of the Jawas insists on keeping the bulk of the raiders' stolen goods in his den. The Eezes' plunder from the last month of raiding and ambushing caravans is here.
Klarg shares this cave with his mangy pet Sibian Hound, Ripper, and two Jawas. Klarg is filled with delusions of grandeur and views himself as a mighty warlord just beginning his career of conquest. He is not entirely sane, referring to himself in the third person ("Who dares defy Klarg?" or "Klarg will build a throne from your bones, puny ones!"). The Jawas under his command resent his bullying.
Fire Pit. The hot coals in the central fire pit deal 1 fire damage to any creature that enters the fire pit, or 1d6 fire damage to any creature that falls prone there. A creature can take each type of damage only once per round.
Natural Chimney. A niche in the western wall forms the top of a shaft that descends 30 feet to area 3. See that area for information on climbing the natural chimney.
Supplies. The piles of sacks and crates can provide half cover to any creature fighting or hiding behind them. Most are marked with the image of a blue dwarf star -- the symbol of the Interstellar Trade and Commerce Authority, or I.T.C.A., a merchant company with a warehouse and trading post in Neo Valnor. Hidden among the supplies is an unlocked footlocker belonging to Klarg (see the "Treasure" section). Any character who searches the supplies finds the footlocker.
DEVELOPMENTS
If Klarg is warned by the Jawas in area 7 that the hideout is under attack, he and his hound hide behind stalagmites while the Jawas take cover behind the piles of supplies, hoping to ambush the characters when they enter the cave.
If Klarg and company are not warned about possible attackers, the characters have a good chance to surprise them. The easiest way for the characters to achieve this is to climb the chimney from area 3, since Klarg does not expect an attack from that direction.
If the hound is killed, Klarg attempts to climb down the chimney to area 3 and flee the cave complex.
TREASURE
The captured stores are bulky, and the characters will need a speeder to transport them. If they return the supplies to the I.T.C.A. Outpost in Neo Valnor (see part 2, "Neo Valnor"), they earn a reward of 500 Credits and the friendship of Linene and her company.
In addition to the stolen provisions, Klarg has a treasure chest that contains 120 Credits, two medpacs, and a jade statuette of a Gizka with tiny golden orbs for eyes (400 Credits). The Gizka statuette is small enough to fit in a pocket or pouch.
WHAT'S NEXT?
The next stage of the adventure takes place in Neo Valnor. The adventurers should have plenty of reasons to visit the town:
- If the characters began with the "Meet Me in Neo Valnor" adventure hook, they can be paid by Barthen's Provisions for delivering the caravan-load of supplies.
- If the characters rescued Silda Hallwinter, the wounded warrior would appreciate an escort to Neo Valnor (and will pay 500 Credits for the service).
- Details contained within the characters' backgrounds might prompt them to seek out specific NPCs in the town.
It's also possible that players might decide to do something different, such as striking out in search of Eeze Crawler (in part 3 of the adventure). If that's the case, skip ahead to that section.
AWARDING EXPERIENCE POINTS
Exploring the Eeze hideout and defeating Klarg and his allies completes a story milestone; Award each character 275 XP. This should provide enough XP for the characters to attain 2nd level.
Allow the players to advance their characters to 2nd level before continuing the adventure. Make sure they've recorded their XP totals on their character sheets.
In the next part of the adventure, you'll award XP differently. The characters will earn experience points based on the enemies and traps they overcome, the NPCs they interact with, and the goals they accomplish.
If the adventurers come up with a nonviolent way to neutralize the threat that an enemy poses, award them experience points as if they had defeated it.
PART 2: NEO VALNOR
The frontier town of Neo Valnor is built on the ruins of a much older settlement. Hundreds of years ago, the old Neo Valnor was a Zabrak town whose people were firmly allied by the Valnor's Pact. However, two Dark Jedi sacked the mines at Wave Echo Cave and laid waste to the settlement, leaving Neo Valnor abandoned for centuries.
In the last three or four years, hardy settlers from the nearby planets have begun the hard work of reclaiming the ruins of Neo Valnor. A bustling frontier settlement has grown up on the site of the old town, and is home now to farmers, synthwood craftsmen, traders, and prospectors drawn by stories of Crystals and Cortosis in the foothills of the Valnor Range. Unfortunately, more than a few bandits and brigands have settled here as well, taking advantage of the fact that the area has no local authority to chase them off. A gang known as the Redbrands has controlled Neo Valnor for the past two months, extorting and bullying everyone in town. The gang is led by a mysterious figure known to the townsfolk as Glasstaff.
When the characters first arrive in Neo Valnor, read:
The rutted track emerges from a wooded hillside, and you catch your first glimpse of Neo Valnor. The town consists of forty or fifty simple log buildings, some built on old fieldstone foundations. More old ruins -- crumbling stone walls covered in ivy and briars -- surround the newer houses and shops, showing how this must have been a much larger town in centuries past. Most of the newer buildings are set on the sides of the cart track, which widens into a muddy main street of sorts as it climbs toward a ruined manor house on a hillside at the east side of town.
As you approach, you see children playing on the town green and townsfolk tending to chores or running errands at shops. Many people look up as you approach, but all return to their business as you go by.
If Silda Hallwinter is with the party, add:
Silda seems much more at ease. "My friends," he says, "let us secure lodgings. I'm told the local inn is very quaint."
Silda's plan is to get some rest at the Stonehill Inn, then search Neo Valnor for signs of the missing wizard, Iar-Noh Albrek. When his investigation hits a dead end, he sets 14 up a meeting with Townmaster Dur-bin Mester (see the "Town master's Hall" section).
During this part of the adventure, the characters can visit the various locations in Neo Valnor and talk to the NPCs there. (See the "Town Description"section for details.) The town is small enough that it takes only a few minutes to stroll from one end to the other. However, the characters arrive late in the day and can't get to more than one or two locations before it's time to seek lodgings for the night.
Some locales the characters should visit include the following:
- Barthen's Provisions. If the characters have the caravan-load of supplies from the "Meet Me in Neo Valnor" adventure hook, they are meant to deliver it to this shop.
- Interstellar Trade and Commerce Authority (or I.T.C.A.) Outpost. If the characters retrieved the stolen goods from the Eeze hideout, they might want to return them to the rightful owner.
- Stonehill Inn. If the characters have Silda Hallwinter with them, the knight suggests heading for this inn to find lodgings. If the characters are otherwise looking for a place to eat and sleep, they discover that the Stonehill appears to be the best available option.
ENCOUNTERS IN NEO VALNOR
When the characters explore Neo Valnor, you don't need to keep track of how much time is spent at each location. Instead, imagine that you're directing an old-style western movie. Your goal is to present several scenes in which the adventurers walk into a store or saloon and meet the people there. By interacting with these NPCs, the adventurers learn what the NPCs need or what information they want to share, then can move on to the next location. These scenes are a series of roleplaying encounters that take place over the course of a couple of days of game time.
To begin, ask the players where they want to go and what they want to do in town. For example, you could tell them, "There's an inn, a town hall, a shrine, general stores and trading posts, and a few other homes and businesses. Where do you want to go?" When the players pick a spot, refer to the description in the following section, introduce the NPCs there, and let the interaction begin.
The Stonehill Inn. If the players aren't sure what their characters should do, encourage them to begin at the Stonehill Inn. The NPCs there are "pointers" who can direct the characters toward the various adventure opportunities and important rumors that can be found in other parts of the town. By visiting the inn, the characters learn what other places they should visit.
Redbrand Ruffians. Sooner or later, the adventurers run into the thugs who run Neo Valnor. All you need to do is choose when the ruffians appear. After the characters have had a chance to visit several locations in town and talk to the townsfolk, they might decide to go looking for the Redbrands. When they do, run the "Red brand Ruffians" encounter. Alternatively, if the characters are reluctant to seek out the ruffians, the Redbrands can come looking for them at a time of your choosing.
Finding Eeze Crawler. The characters might want to seek out Eeze Crawler to find and rescue Gundren Rockseeker. Most of the townsfolk are preoccupied with the Redbrands, and no one in town knows the location of Eeze Crawler. Qelline Alderleaf, Silda Hallwinter, and Hala Thorsiks can offer suggestions on how the party might find someone who knows the location.
IMPORTANT NPCs
Here is a quick summary of the most important NPCs in Neo Valnor, and their relevance to the adventure.
- Toblex Stonehill - Innkeeper, Zabrak
- Elnaar Barthen - Owns a trading post; owes money to the party if you are using the "Meet Me in Neo Valnor" adventure hook, Zabrak
- Daran Ederbo - Member of the Order of the Gauntlet with a quest for the party
- Linene Graywinder - Runs the I.T.C.A. trading post and offers a reward for retrieving her supplies, Human
- Hala Thorsiks - Member of the Canted Circle with a quest for the party, Human
- Qelline Alderleaf - Helpful Ortolan farmer whose son, Carp, knows a secret way into the Redbrands' hideout
- “Sister” Slosh-Vero - Ithorian sawbones of Gusha and Collective agent with a quest for the party
- Dur-bin Mester - Townmaster of Neo Valnor with a quest for the party, Zabrak
- Silda Hallwinter - Member of the Lords' Alliance with two quests for the party, Zabrak
ROLEPLAYING NEO VALNOR NPCs
If you're not sure how to run an NPC, a good way to start is to have the character introduce himself or herself, welcome the adventurers to Neo Valnor, and ask who they are and what they want. You don't need to be an actor or stand-up comedian to get good drama or humor out of your NPCs, but if you want to ham it up, here's some advice:
- Relax. Don't worry about impressing your players with your thespian skills (or lack thereof).
- Get inside the NPCs' minds. Imagine how they might react to the characters, and strive to be realistic.
- Mug it up. Scowl, smile, snarl, flutter your eyelashes, pout, cross your eyes, rub your hands together-whatever it takes to make your NPCs come to life.
- Try different voices. Borrow distinctive speech patterns from real life, movies, and television. Adjust the volume as appropriate. An NPC can be loud, soft-spoken, or something in between.
- Keep the game moving. Let the players steer the interactions with the NPCs.
The characters have no reason to fight ordinary townsfolk. Hence, no game statistics are provided for them. If statistics become necessary, use the commoner stat block to represent an adult NPC of any species.
TOWN DESCRIPTION
Neo Valnor is small, so the characters can visit multiple locations and NPCs throughout a given day. If the players choose to have their characters split up, they can cover more ground, but you'll have to take turns running each interaction for each player. Splitting the party also makes the "Redbrand Ruffians" encounter potentially more dangerous. The following sections detail specific locations in town.
STONEHILL INN
This modest inn has six rooms for rent (Silda Hallwinter takes one). If the characters decide to stay here, see "Food, Drink, and Lodging" in the rulebook for pricing. (The characters' other alternative for lodging is to camp outside the town, or to persuade a farmer such as Daran Ederbo or Qelline Alderleaf to let them sleep in a hayloft.)
The proprietor is a short, friendly young Zabrak male named Toblex Stonehill. Toblex is a native of the town of Garralton to the east. He came to Neo Valnor to prospect, but soon realized that he knew a lot more about running an inn than he did about mining. The new town offered a good opportunity to become established. Toblex is upset that the Redbrands have been allowed to terrorize the town, and that Dur-bin Wester, the townmaster, has done nothing to curtail them. However, he tries not to stir up trouble for fear that the Redbrands might retaliate against his mate and children.
Rumors. Spending a little time in the common room and chatting up the patrons can provide the characters with a number of good leads to explore in and around town. NPCs present in the Stonehill Inn and the rumors they pass on include:
- Narth, an old farmer: "Sister Slosh-Vero, who oversees the Shrine of Luck, recently left town for a few days, then returned wounded and exhausted." (See the "Shrine of Luck" section for more information.)
- Elsa, a gossipy barmaid: "Daran Ederbo, the Greenhouse keeper, is a former adventurer." (See the "Ederbo Greenhouse" section for more information.)
- Lanar, a miner: "Gamorrean raiders have been seen on the east end of Garral Trail. The town master is looking for someone to run them off." (See the "Town Master's Hall" section for more information.)
- Trilena, the innkeeper's mate: "Thel Dendrar, a local synthwood craftsman, stood up to the Redbrands a standard week ago when they came by his shop and leered at his mate. The ruffians murdered him. Several townsfolk saw it happen. The Redbrands grabbed his body, and now his mate, daughter, and son have gone missing too." (Unknown to Trilena and the other townsfolk, the Redbrands took Thel's mate and children to their secret hideout.)
- Pip, Toblex's young son: "Qelline Alderleaf's son Carp said he found a secret tunnel in the woods, but Redbrands almost caught him." (See the "Alderleaf Farm" section for more information.)
- Freda, a weaver: "The Redbrands hassle every business in town, except for the Neo Valnor Miner's Exchange. They don't want trouble with Hala Thorsiks, who runs it." (See the "Neo Valnor Miner's Exchange" section for more information.)
These leads should point the characters toward opportunities for adventure in and around Neo Valnor. In addition, any NPC at the inn can tell the characters that the Redbrands frequent the Sleeping Rancor cantina at the east end of town - and that the ruffians are trouble.
BARTHEN'S PROVISIONS
Barthen's is the biggest trading post in Neo Valnor. Its shelves stock most ordinary goods and supplies, including backpacks, bedrolls, rope, and rations. The place is open from sunup to sundown. Barthen's does not stock weapons or armor, but characters can purchase other adventuring gear here, with the exception of items that cost more than 25 CR. (For prices, see "Adventuring Gear" in the rulebook.) Characters in need of weapons or armor are directed to the I.T.C.A. Outpost (see that section).
The proprietor is Elnaar Barthen, a lean and middle aged Zabrak male shopkeeper with a kindly manner. He employs a couple young clerks (Ander and Thistle) who help load and unload transports, and who wait on customers when Barthen isn't around.
Delivering the Supplies. If the characters began play with the "Meet Me in Neo Valnor" adventure hook, their orders are to deliver the transport of supplies to Barthen's. Barthen pays the agreed amount (100 CR to each character) and takes possession of the transport and its supplies. If the characters tell him of Gundren Rockseeker's capture, Barthen is saddened by the news and encourages the party to find and rescue the man. He considers Gundren a friend and was excited by talk of discovering the lost mine of the Valnor's Pact in the nearby hills. If the party hasn't already learned details of the mine from Silda Hallwinter, a character who succeeds on a DC 15 Intelligence (History) check can relate the information from the first two paragraphs of the "Background" section at the start of the adventure.
Barthen also mentions that two more Rockseeker brothers, Nundro and Tharden, are camped somewhere outside town. Barthen hasn't seen them in standard week and expects the brothers to return "any day now" to resupply. What Barthen doesn't know is that Tharden is dead and Nundro is a prisoner in the mine. See part 4, the "Wave Echo Cave" section, for more information.
Barthen's News. If the characters ask Barthen how business is going, the shopkeeper tells them that the Redbrands are making it hard on everyone, shaking down local businesses and flouting the townmaster's authority. If the characters seem of a mind to do something about it, he tells them that the Redbrands frequent the Sleeping Rancor cantina.
EDERBO GREENHOUSE
Daran Ederbo is a retired adventurer who lives in a tidy little cottage beside a Greenhouse. A fit, silver-haired Zabrak well over 80 years old, Daran is a soldier who served as a marshal and herald for many years in The Mid Rim. Upon retiring, he returned to Iridonia, his original home.
Daran is a member of the Order of the Gauntlet, a devout and vigilant group that seeks to protect others from the depredations of evildoers. The order is always vigilant, ready to smite evil, enforce justice, and enact retribution against any who try to subjugate or harm others. Though he is no longer active in the order, he keeps an eye on happenings around Neo Valnor. He is happy to trade news with fellow adventurers, especially those who appear to hold to these virtues.
Daran is concerned about the Redbrands, and he would like to see a group of adventurers teach the ruffians a lesson. He tells the characters that it's time someone took a stand against the Redbrands' leader, Glasstaff. Daran knows the Redbrands hang around the Sleeping Rancor cantina, but he can also tell the characters that the main Redbrand safe house lies under Tresendar Manor, the ruin at the east edge of town. (See the "Tresendar Manor" section for more information.)
Quest: Old Convor Trouble. Daran has heard stories from prospectors in the hills northeast of Neo Valnor that someone is digging around in the ruins known as Old Convor Well. More disturbingly, several prospectors have reported being chased from the area by undead. He asks the characters to visit the ruins, a couple days travel northeast of Neo Valnor, and find out who's there and what they're up to. Daran knows that the ruins are an old watchtower of an ancient Sith empire known as The Infinite Empire, and he worries that dangerous magic might be dormant there. If the party pursues this quest, see "Old Convor Well".
JOINING THE ORDER OF THE GAUNTLET
If the party deals with the Redbrands and investigates Old Convor Well, Daran Ederbo privately approaches certain members of the group to urge them to join the Order of the Gauntlet. He speaks with those who exemplify the virtues of the order, such as honor and vigilance. If a character agrees, Daran awards the person the title of Chevall.
I.T.C.A. OUTPOST
This building is owned by the I.T.C.A, a merchant company based on the planet Ord Mantell. They ship finished goods to Iridonia and other planets in the Mid and Outer Rims, but this outpost has been hard hit by banditry. The most recent I.T.C.A caravan due in Neo Valnor never arrived. (It was attacked and its cargo captured by the Eeze Jawas.)
The master of the Neo Valnor post is a sharp-tongued human woman of thirty-five named Linene Graywinder. She knows that bandits have raided I.T.C.A caravans, but she doesn't know who is responsible.
In a back room, Linene keeps a supply of armor and weapons, all of which are for sale to interested buyers. (For prices, see "Adventuring Gear" in the rulebook.) Linene has a few scruples, however, and won't sell weapons to anyone she thinks might be a threat to the town. Among those with whom she refuses to do business are the Redbrands. She warns the characters that the ruffians are trouble and advises them to avoid the Sleeping Rancor cantina.
Recovered Goods. If the characters return the stolen goods found in area 8 of the Eeze hideout (or if they left the goods but reveal where they can be found), Linene gives them a reward of 500 CR and promises to help the adventurers any way she can.
NEO VALNOR MINER'S EXCHANGE
The Miner's Exchange is a trading post where local miners have their valuable finds weighed, measured, and paid out. In the absence of any local authority, the exchange also serves as an unofficial records office, registering claims to various natural caverns and excavations around the area. There isn't any real gold rush in Neo Valnor, but enough wealth is hidden in the nearby mountains and valleys to support a good number of independent prospectors.
The exchange is a great place to meet people who spend a lot of time out and about in the mountains surrounding Neo Valnor. The guildmaster is an ambitious and calculating Zabrak woman named Hala Thorsiks. In her attempts to establish the Miner's Exchange as the closest thing the town has to a governing authority, she acts as more than a simple merchant. She is also an agent of the Canted Circle, a powerful organization that seeks to exert secret control over the Mid Rim through wealth and influence. Hala is working slowly to bring Neo Valnor under her control, and can become a valuable patron to the characters if they don't cross her.
Hala doesn't know the location of Eeze Crawler, but she has heard that the Redbrands have a Jawa minion serving them. She suggests the Jawa might know the location. She leverages this information to try to persuade the characters into helping her deal with the Redbrands.
If approached by characters she believes she can control, Hala explains that the Redbrands are a problem. She tells how the ruffians loiter around the Sleeping Rancor cantina and have a base under Tresendar Manor, on the east edge of town. She then offers the characters 100 CR to eliminate the Redbrand leader, whom the outlaws call Glasstaff, and bring her any correspondence found in the leader's quarters. Hala doesn't reveal that she wants to take over the Redbrand operation herself. A DC 15 Wisdom (Insight) check indicates she has ulterior motives for wanting the Redbrand leader dead.
JOINING THE CANTED CIRCLE
If the party disposes of the Redbrand leader, Hala Thorsiks approaches certain members of the group to urge them to join the Canted Circle. She speaks with those who share the Canted Circle's pursuits, such as wealth and power. Even if the party wipes out the Redbrand gang, Hala might still extend the offer in an effort to gain friends (and spies) within the party. If a character agrees, Hala gives the individual the title of Fang.
ALDERLEAF FARM
A wise female Ortolan of forty-five, Qelline Alderleaf is a pragmatic farmer who seems to know everything that goes on in town. She is a kind host, and is willing to let the characters stay in her hayloft if they don't want to stay at the Stonehill Inn.
Carp's Story. Qelline's son, Carp, is a spirited and precocious Ortolan lad of ten years. He is enchanted by the idea of being an adventurer and says that he was playing in the woods near Tresendar Manor when he found a secret tunnel in a thicket. A couple of "big ugly bandits" came out of the tunnel when he was there, and met with a pair of Redbrands. They didn't see him, but it was close. Carp thinks that the bandits have a secret lair under the old manor house. He can take the characters to the tunnel or provide them with directions to the location. The tunnel leads to area 8 in the Redbrand hideout.
Quest: Reidoth the Zoologist. Qelline is a longtime friend of a Zoologist named Reidoth. If she figures out that the characters are looking for specific sites in the area, such as Eeze Crawler or Wave Echo Cave, she suggests that they visit Reidoth and ask for his help, "since there's not an inch of the land he doesn't know." She tells the characters that Reidoth recently set out for the ruins of a town called Dusktree, just west of the Nightwood. The ruins are about fifty miles northwest of Neo Valnor, and she provides directions so the characters can easily find the place. If the party pursues this quest, see "Ruins of Dusktree".
SHRINE OF LUCK
Neo Valnor's only temple is a small shrine made of stones taken from the nearby ruins. It is dedicated to Gusha, scoundrel goddess of luck and good fortune.
The shrine is in the care of a scholar named "Sister" Slosh-Vero, an Ithorian sawbones who with a hatred of the Redbrands plaguing Neo Valnor. "Sister" Slosh-Vero is a member of the Collective, a scattered network of adventurers and spies who advocate equality and covertly oppose the abuse of power. The Collective gather information throughout the galaxy to thwart tyrants and any leader, government, or group that grows too strong. They aid the weak, the poor, and the oppressed. "Sister" Slosh-Vero regularly reports to her superiors on events in and around Neo Valnor.
Quest: The Force Ghost's Bargain. Recently, Slosh-Vero's superiors asked her to undertake a delicate mission. They wanted her to persuade a Force Ghost named Agatha to answer a question about a datapad. Slosh-Vero sought out Agatha in her lair, but the Force Ghost did not reveal herself to her.
Slosh-Vero desires an intermediary to bring Agatha a suitable gift, a jeweled silver comb, and persuade the creature to tell what she knows about the location of a datapad belonging to a legendary Engineer named Bowgentle. "Sister" Slosh-Vero believes that a character who flatters Agatha's vanity might be able to trade the comb for an answer. She offers the quest to the characters and offers them three medpacs as payment for their efforts. If the party pursues this quest, see "Fading Light and Agatha's Lair".
JOINING THE COLLECTIVE
If the party helps Slosh-Vero learn the fate of Bowgentle's datapad, the Ithorian privately approaches certain members of the group to urge them to join the Collective. She speaks with those who exemplify the virtues of the network and possess a desire to enact positive change through information and secrecy. If a character agrees, "Sister" Slosh-Vero awards the individual the title of Watcher.
THE SLEEPING RANCOR
This rundown cantina is a dirty, dangerous watering hole at the end of Neo Valnor's main street. It is frequented by Redbrand thugs and operated by a surly female Duros named Grista. If the characters choose to visit the place, run the "Redbrand Ruffians" encounter.
TOWNMASTER'S HALL
The townmaster's hall has sturdy sandrock walls, a pitched synthwood roof, and a bell tower at the back. Posted on a board next to the front door is a notice written in Basic. It reads: "REWARD - GAMORREANS near Wyvern Tor! Those of a mind to face the Gamorrean menace should inquire within." The notice bears the town's seal and an indecipherable signature.
Neo Valnor has no functioning government, but the townsfolk elect someone to serve as town master each year. The townmaster serves as a judge in minor disputes and keeps any records that need to be kept. The current town master is a male Zabrak banker named Dur-bin Mester - a fat, pompous old fool. Completely intimidated by the Redbrands, he claims that they're "just a mercenary guild, and not all that much trouble, really."
The townmaster's hall has a small but serviceable jail in the cellar. The jail consists of two cells, and Dur-bin carries keys to the cell doors.
Quest: Gamorrean Trouble. Dur-bin is looking for someone to head east on the Garral Trail, where travelers have reported trouble with a band of Gamorreans near Wyvern Tor. He offers 1000 CR to any group that can take care of the problem. If the party pursues this quest, see "Wyvern Tor".
Quest: Finding Eeze Crawler. After resting at the Stonehill Inn, Silda Hallwinter establishes himself at the townmaster's hall. As an agent of the Lords' Alliance, his goal is to bring law and order to Neo Valnor. As such, he wants to find the lost mine of Wave Echo Cave and help the Rockseeker brothers put it back into production, believing that bringing prosperity to the region will help civilize the town.
Silda also encourages the characters to keep up the pressure on the Eeze Jawas. He offers the party a 5000 CR reward if they can locate Eeze Crawler and defeat or drive off the tribe's chieftain. Silda suggests the party might find the Crawler by searching the lands around the Garral Trail for more raiding parties (see "Wilderness Encounters" in the "Garral Trail" section of part 3).
Quest: Finding Iar-Noh. After questioning several locals, Silda learns that Iar-Noh Albrek, a fellow member of the Lords' Alliance, disappeared while exploring the area around Tresendar Manor about two months ago, shortly after arriving in Neo Valnor. Silda asks the characters to investigate the manor and the surrounding area to find and bring back Iar-Noh - or what's left of him, if something killed him. Silda describes Iar-Noh as "a short, darkbearded Cerean Jedi in his thirties."
Unknown to Silda, Iar-Noh created the Redbrands, installed himself as their leader, and took the alias Glasstaff to conceal his identity. (The Redbrands call him that because he carries a pale white lightsaber.) Once he learns the truth about Iar-Noh, Silda expresses a desire to have the Fallen Jedi captured and transported to Coruscant to face the judgment of a higher authority. Regardless of Iar-Noh's fate, Silda rewards the party with 2000 CR for eliminating the Redbrand threat.
JOINING THE LORDS' ALLIANCE
If the party eliminates the Jawa threat from Eeze Crawler or uncovers Iar-Noh's treachery, Silda Hallwinter privately approaches certain members of the group to urge them to join the Lords' Alliance. He speaks with those who exemplify a desire for the security of civilization through action. If a character agrees, Silda Hallwinter awards the individual the title of Cloak.
TRESENDAR MANOR
More a Crawler than a house, Tresendar Manor stands at the east edge of town on a low hillside amid woods and thickets. The ancient manor has long been abandoned, but its cellars have been converted into a Redbrand stronghold. If the characters investigate this place, they find the entrance to the Redbrand hideout.
REDBRAND RUFFIANS
Within a day or so of the adventurers' arrival in Neo Valnor, a confrontation with the Redbrands becomes inevitable. This can happen in a number of different ways:
- After speaking with a number of NPCs in town, the characters decide to confront the Redbrands at the Sleeping Rancor cantina.
- The characters decide to investigate Tresendar Manor. Skip the encounter and go straight to "Redbrand Hideout."
- If the characters show no interest in the Redbrands, a group them seeks the players out and picks a fight in the street. Run this encounter as the characters are leaving one of the locations in the town.
CONFRONTATION
If the characters confront the Redbrands at the Sleeping Rancor, read:
The Sleeping Rancor is a ramshackle taproom at the east end of town. Four human ruffians linger on the covered pGamorreanh, perched on empty ale barrels or leaning against the wall. They all wear grimy scarlet cloaks, their sullen stares fixed on you as you approach.
One of the thugs spits on the ground. "Well, well," he snarls. "Here's a whole pack of little puppies. What do you want, puppies? Come here to bark at us?"
If the Redbrands confront the characters in the street, read:
As you head back into the street, you see four armed ruffians waiting for you. All of them are humans wearing grimy red cloaks, their hands on their weapons as they watch you.
One of the ruffians spits on the ground. "Time for you to move on, strangers. Give us your stuff, and be on your way."
Continue the insults and baiting as long as you like. The Redbrands attack in a round or two if the characters don't. Neither side is surprised, because it's obvious that a fight is brewing. The group consists of four Redbrand ruffians. If three of them are defeated, the last one flees toward Tresendar Manor.
DEVELOPMENTS
Redbrands who are captured or charmed by the characters can impart useful information. (See the "What the Redbrands Know" sidebar on page 20.) Townmaster Dur-bin Mester won't want to keep Redbrand prisoners until he knows the whole gang has been defeated, but the characters can easily persuade or intimidate him into locking up any prisoners they capture for at least a few days.
If the characters kill the ruffians, most members of the town are grateful. One exception is the town master, who fears Redbrand retaliation. Dur-bin doesn't punish the characters but warns them not to cause trouble.
AWARDING EXPERIENCE POINTS
Divide 400 XP equally among the characters if the party defeats the ruffians.
Do THE PLAYERS NEED DIRECTION?
After the "Redbrand Ruffians" encounter, the players should feel it's time to deal with the rest of the gang. If they aren't clear that investigating the Redbrand hideout should be their next move, have one of the NPCs they've already met in town make the suggestion directly and point them toward Tresendar Manor. If the players want to follow other leads in the area, it's okay to move on to part 3 of the adventure and let the ruffians wait. The next time the characters return to Neo Valnor, make it clear that the Redbrands are causing even more trouble, and that they need to be dealt with.
REDBRAND HIDEOUT
The Redbrands' base in Neo Valnor is a dungeon complex under Tresendar Manor. Before the manor was ruined, its cellars served as safe storage for food and water in the event that the estate was attacked, while an adjoining crypt provided a resting place for the deceased members of the Tresendar family. The Redbrands have since expanded the cellars to suit their own purposes, adding slave pens, workshops, and barracks.
If the characters begin their search at Tresendar Manor, they enter the dungeon in area 1. If they instead follow Carp Alderleaf to the secret tunnel the lad found, they enter the dungeon by way of area 8.
GENERAL FEATURES
The hideout consists of well-built dungeon chambers with allacrete floors and walls of dressed sandrock blocks. The western end of the complex is lower than the eastern end, with stairs leading down as the characters explore.
Ceilings. Passages and chambers are 10 feet high unless otherwise indicated.
Doors. All doors are made of synthwood with fiberplast handles, durasteel hinges, and electric locks. They are unlocked unless the text states otherwise. Iar-Noh Albrek (area 12) and a Trandoshan Thug named Mosk (area 9) each carry a keycard that can lock or unlock every door in the complex.
A locked door can be picked with slicer’s kit and a successful DC 10 Dexterity check. A door can also be broken down with a successful DC 20 Strength check.
Secret Doors. An "S" on the Redbrand Hideout map indicates the location of a secret door.
Secret doors are made of sandrock and blend in with the surrounding walls. Spotting a secret door from a distance of no more than 10 feet without actively searching for it requires a passive Wisdom (Perception) score of 15 or higher, whereas a character who takes the time to search the wall can find the secret door with a successful DC 10 Wisdom (Perception) check. Secret doors swing open on hidden durasteel hinges and are not locked.
Light. Most areas are lit by fluorescent lights in the ceiling.
WHAT THE REDBRANDS KNOW
If the characters charm or successfully question any of the Redbrands, they can learn the location of their hideout under Tresendar Manor as well as the following useful information:
- The leader of the Redbrands is a Cerean male known as Glasstaff, so named because lightsaber blade glows pale white. (Only Iar-Noh Albrek and the Black Spider know Glasstaff's real name.) Glasstaff's chambers are in the western end of the stronghold (see areas 11 and 12).
- A mysterious figure called the Black Spider has hired the Redbrands to frighten off adventurers and intimidate the locals, for reasons unknown. The Black Spider has sent Trandoshan Thugs to reinforce the Redbrands and provide extra muscle (see area 9).
- The lower part of the complex is guarded by a hideous "eye monster" (see area 8).
- The Redbrands have a handful of captives in a holding area "near the old crypts," which are guarded by skeletons (see areas 4 and 5).
1. CELLAR
Any exploration of the manor grounds finds it deserted, but with plenty of tracks leading to a stone staircase just off the empty ruin of a large kitchen. At the bottom of the stairs stands an unlocked door with a cellar beyond.
When the characters open the door, read the following:
This room appears to be a large storage cellar, exactly the sort of thing one might expect to find beneath an old manor. The Redbrands want to keep their base of operations hidden, so other than the barrels filled with fresh provisions, nothing in this room gives away their presence. The barrels contain salted pork and nerf steak, flour, sugar, apples, and ale. Moving barrels around to thoroughly search them is a noisy activity that attracts the attention of the Redbrands in area 2.
Cistern. This rectangular reservoir is clean and filled with cold, fresh water. It is 10 feet deep with a rim 2 feet higher than the surrounding floor (so that the bottom of the cistern is 8 feet below the floor). Drain pipes from the roof of the old manor above fill the cistern with water.
A waterproof satchel hangs from a submerged rope attached along the south wall of the cistern, about 2 feet below the surface of the water. It's not visible from above the water, but can be found with a successful DC 15 Wisdom (Perception) check or automatically by a character probing the cistern with a pole or jumping in. The satchel contains some valuable items (see the "Treasure" section).
Secret Door. A secret door is located in the southwest corner of the room. See the "General Features" section for more information on secret doors.
DEVELOPMENTS
No monsters or villains are found in this area, but the ruffians in area 2 take notice if the characters make a lot of noise here. They creep into the room, gaining surprise if the characters don't hear them. If the ruffians fight in this area and two are defeated, the last ruffian might reveal the secret door by fleeing in that direction.
TREASURE
The satchel hidden in the cistern is waterproof and contains a medpac, a sabotaged Stealth Field Generator (one use), 500 CR, and a clean set of ordinary travel clothing. This is a getaway kit that Iar-Noh keeps here in case of an emergency.
2. BARRACKS
Most of the Redbrands' human members have lodgings in Neo Valnor. This barracks is a good place to lie low after shaking down local miners and traders.
Three Redbrand ruffians are resting in this room. If they hear a good deal of noise in area 1 (including loud voices or barrels being rolled around), they prepare themselves for a fight and try to surprise intruders.
The barrels here contain similar provisions to those in area 1.
TREASURE
All three Redbrands wear belt pouches holding treasure. The first holds 72 CR; the second, 53 CR; and the third, two garnets (250 CR each). Additionally, three dirty scarlet cloaks hang from the bunks.
AWARDING EXPERIENCE POINTS
Divide 300 XP equally among the characters if the party defeats the ruffians.
3. TRAPPED HALL
This area was part of Tresendar Manor's original cellars. The Redbrands dug out the dirt beneath the floor, creating a hidden pit trap.
The pit trap in the middle of the hallway is hidden under a false floor consisting of loose allacrete tiles laid atop breakaway timbers. The tiles and timbers collapse under 100 or more pounds of weight. A character searching the hall for traps can spot the covered pit with a successful DC 15 Wisdom (Perception) check. A successful check also reveals narrow ledges on the north and south sides of the pit. A creature attempting to skirt around the pit using one of these ledges must succeed on a DC 10 Dexterity (Acrobatics) check.
A creature that triggers the trap or fails the Dexterity check to skirt around the edge of the pit must attempt a DC 15 Dexterity saving throw to catch the edge. On a failed save, the creature falls 20 feet to the dirt floor of the pit, taking 2d6 bludgeoning damage and landing prone.
AWARDING EXPERIENCE POINTS
Divide 100 XP equally among the characters if the party avoids or survives the pit trap.
4. TRESENDAR CRYPTS
The elders of the long-gone Tresendar family were once laid to rest in this mausoleum.
The three Zabrak thralls are animated and attack any creature that comes within 10 feet of the door leading to area 5 or the door leading to area 6, unless that creature is wearing the scarlet cloak of the Redbrands or speaks the password "Rakata" (the name of an ancient Sith empire, which once spread across much of the Galaxy).
The stone lid of each sarcophagus is carved to depict the person entombed within - two Zabrak males and one Zabrak female, all of noble bearing. If opened, the tombs contain mostly moldering bones and scraps of clothing, but see the "Treasure" section.
DEVELOPMENTS
Fighting in this room alerts the Redbrands in area 5 that trouble is on the way.
TREASURE
Amid the bones in each sarcophagus is a platinum signet ring (50 CR).
AWARDING EXPERIENCE POINTS
Divide 150 XP equally among the characters if the party defeats the thralls.
5. SLAVE PENS
For the past two months, the Redbrands have been capturing low-caste Zabrak in the area and holding them in these pens until they can be sold into slavery.
A heap of discarded clothing is piled carelessly against the far wall.
Two Redbrand ruffians in scarlet cloaks stand guard here, though they spend most of their time taunting the hapless prisoners (see the "Captives" section). If they hear fighting in area 5, they take up positions against the wall near the door, then try to surprise intruders. The captives are too intimidated to shout warnings or call for help.
The heap of clothing belongs to the various captives who have been housed here over the last two months - at least a dozen people to judge by the size of the pile.
Cell Doors. The cell doors feature simple keypad locks requiring a slicer’s kit and a successful DC 10 Dexterity check to pick. The doors can also be wrenched open by brute force with a successful DC 22 Strength check.
CAPTIVES
The three Zabrak commoners imprisoned here are Mirna Dendrar and her two teenage children, thirteen-year-old Nars and eighteen-year-old Nilsa. A few days ago, the Redbrands murdered Mirna's husband, Thel, for defying them. (His corpse can be found in area 8.) That night, the gang returned and abducted the family from their home in Neo Valnor. The gang plans to sell the family into slavery. The Dendrars are grateful to the characters for rescuing them, but they can't provide much information about the Redbrand hideout. All they know is that the boss is a Jedi (though they haven't met him and don't know his name), and that he has "tall, scaled monsters with no ears" (Trandoshan Thugs) working for him. Side Quest: Mirna's Heirloom. Though her family has nothing to offer as a reward, Mirna tells the characters that she might know where a valuable heirloom is hidden. When she was a young girl, she and her family fled from the town of Dusktree after undead overran the place. Her family had an herb and alchemy shop, inside which a case containing an emerald necklace was hidden beneath a section of storage shelves. She never dared to return and retrieve it. The shop was in the southeast part of Dusktree. If the characters decide to explore the ruins of Dusktree, see part 3 of the adventure.
AWARDING EXPERIENCE POINTS
Divide 200 XP equally among the characters if the party defeats the ruffians. Divide 100 XP equally among the characters if the Dendrars make it back to town alive.
6. ARMORY
The door to this room is locked from the outside. Across from the locked door is a secret door that leads to area 7. For more information on locked doors and secret doors, see the "General Features" section.
The Redbrands have ambitious plans to expand their numbers in the near future, so they have been stockpiling arms and armor. The weapon racks hold twelve vibrospears, six techblades, four vibroswords, six blaster carbines, and eight power cells.
7. STOREROOM AND WORK AREA
In this chamber, the Redbrands take stock of their stolen wares, either shipping them out through the cavern to the south or packaging them for storage in the stronghold.
The cavern continues for some distance to the south. You can make out several passages that open up off the larger cavern, and what looks like a deep pit or crevasse in the floor.
This room contains two secret doors, one leading to area 6 and the other to area 12. See the "General Features" section for more information on secret doors.
TREASURE
Most of the provisions and goods here aren't valuable, but lying among them are thirty nerf hides (20 CR each). They were looted from a transport on the Garral Trail a few days ago.
8. CREVASSE
The characters arrive here by one of three routes: the tunnel from area 1, the storeroom at area 7, or the roughhewn passage to the south, which continues off the map for about one hundred feet and emerges from a tunnel in the woods south of Tresendar Manor. The passage is an excellent way to smuggle people or goods in and out of Neo Valnor without being seen, and is thus perfect for a gang of slavers and thieves.
The guardian of this cave is a Tuk’ata - a relentless and intelligent force aberration born of Sith Alchemy. The creature, lured by a faint dark side energy emanating from the crevasse, was occupying the area when the Redbrands moved in. Iar-Noh managed to communicate with the creature, convincing it to help guard the stronghold in exchange for a steady supply of force energy. A Tuk'ata is easily enthralled by those strong in the Force.
The Tuk'ata lurks near the west ends of the two bridges. If it notices intruders entering the cave, it hides behind one of the large stone columns and watches them, attempting to use its Weird Insight (see the creature's stat block) to discern the characters' secrets.
The Tuk'ata communicates using telepathy. If there is a Force user in the party, it may negotiate and consider betraying the Redbrands for the right incentive, such as the promise of a stronger master. When roleplaying the Tuk'ata, consider speaking in whispers and throwing in some mad cackles and bits of gibberish. Also be sure to mention that the creature isn't actually talking but rather filling the characters' heads with its foul murmurings and demands for food. The Tuk'ata knows everything the Redbrands know; see the "What the Redbrands Know" sidebar on page 20.
Bridges. These bridges are made of synthwood planks and have no rails. The south one is rigged to collapse when a creature weighing more than 50 pounds moves across it. A character next to the bridge can discern that the construction is faulty with a successful DC 15 Intelligence (Investigation) check. Any creature can use an action to dislodge one end of either bridge, dropping it into the crevasse.
Crevasse. This steep-sided fissure is 5 to 10 feet wide and 20 feet deep. Its rough walls are easily climbed without an ability check. A creature that falls into the crevasse takes 2d6 bludgeoning damage and lands prone in a jumble of rubble that is difficult terrain (see "Difficult Terrain" in the rulebook).
The bottom of the crevasse feels unnaturally cold. When viewed with a Sense Force ability, the area emanates a faint dark side aura. The energy causes all organic matter in the crevasse to age and decompose at half the normal rate. Currently heaped at the bottom among broken and well gnawed bones is the half-eaten body of Thel Dendrar, the synthwood craftsman of Neo Valnor who was murdered by the Redbrands. The outlaws left his corpse here for the Tuk'ata to feed on.
TREASURE
The Tuk'ata guards its hoard in a battered plasteel chest hidden in a cubbyhole at the bottom of the crevasse, under the north bridge. The chest can't be seen from the edge of the crevasse, but is obvious to any character who descends into the fissure. The chest contains 1220 CR, five malachite gems (150 CR each), two medpacs, and an Insight adrenal (+2 Wisdom for 1 minute, Consumable).
The chest also holds a Fine vibrosword in a silver-chased scabbard. The sword is inscribed with the name "Talon," and its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great Zabrak warrior named Aldith Tresendar, known as the Black Hawk. A character who succeeds on a DC 15 Intelligence (History) check recognizes the sword and recalls this lore.
Aldith died fighting off the Gamorreans that attacked through the hidden caverns below his manor. Talon was lost here until the Tuk'ata found it.
AWARDING EXPERIENCE POINTS
Divide 450 XP equally among the characters if the party defeats the Tuk'ata or negotiates a truce with it.
9. GUARD BARRACKS
A character who listens at this door with a successful DC 10 Wisdom (Perception) check hears several gruff voices issuing demeaning commands in the Jawa tongue. Examples include "Lick the floor!" and "Roll like a dog!" The Trandoshan Thugs here are bullying their Jawa slave.
Three Trandoshan Thugs and one Jawa are present. The Jawa, Droop, falls unconscious at the sight of the party, but another creature can use an action to wake him. Otherwise, Droop remains unconscious for 1d10 minutes.
The Trandoshan Thugs work for the Black Spider and were sent here to help Iar-Noh keep the Redbrands and the citizens of Neo Valnor in line. The leader is named Mosk. He wears a jeweled eye patch even though he has both his eyes. Mosk wears the eye patch because he thinks it's fancy.
The Trandoshan Thugs avoid the human members of the Redbrands. If the characters are wearing scarlet cloaks taken from elsewhere, the Trandoshan Thugs assume that they serve Iar-Noh. Clever characters might even persuade the Trandoshan Thugs to help deal with "traitors" or "impostors" elsewhere in the dungeon. If you don't think the players are doing a great job roleplaying the deception, you can have the character who is doing most of the talking make a DC 15 Charisma (Deception) check to convince the Trandoshan Thugs to do what the party wants.
ROLEPLAYING DROOP
The Jawa, Droop, is not a threat to the party. He has been cowed by the Trandoshan Thugs and follows their orders until someone stronger comes along.
If he regains consciousness during combat, Droop hides and avoids the fight. He is such a coward that if he is ordered to fight, he does so with disadvantage (as explained in the rulebook).
Droop knows the general layout of the Redbrand hideout, as well as the location of its secret doors and traps. He doesn't think to offer up the information, but if prompted, he reveals as much as he can remember in an attempt to be useful to the party. Because the creature has been frightened and beate, some of the details might be confusing or mixed up.
If the Trandoshan Thugs are dispatched, Droop tries to ingratiate himself with the party. He doesn't remember the route to Eeze Crawler, but he knows it's up north, in the forest. He also knows that Eeze Jawas patrol around Neo Valnor, and he suggests the characters might be able to capture a patrol to learn more about the Crawler.
Characters might be inclined to keep Droop around for a while. See the "NPC Party Members" sidebar for advice on how to run Droop as a member of the party.
DEVELOPMENTS
The Trandoshan Thugs are the only ones in the Redbrand hideout who know the location of Wave Echo Cave. They won't willingly divulge this information, since they fear the Black Spider more than they fear the characters.
The Trandoshan Thugs also know the location of Eeze Crawler, but again, they don't share this information readily. A character who interrogates a captured Trandoshan Thug can pry the information loose with a successful DC 15 Charisma (Intimidation) check.
TREASURE
Mosk carries a belt pouch containing 33 CR and wears an eye patch made of black leather set with semiprecious stones (500 CR). He also has an keycard that locks and unlocks all the doors in the Redbrand hideout.
AWARDING EXPERIENCE POINTS
Divide 600 XP equally among the characters if the party defeats the Trandoshan Thugs.
10. COMMON ROOM
This area serves as the headquarters and meeting room for the Redbrands. When there is no official business to discuss, it doubles as a common room where the stronghold guards can relax while off duty.
A character who listens at the door with a successful DC 10 Wisdom (Perception) check hears the villains within engaged in a game of sabacc. This makes for a mysterious rattling sound, followed by shouts and groans and a sudden gabble of voices as wagers are paid. If the characters burst into the room, they automatically surprise its occupants.
Four tough-looking Zabrak thugs wearing scarlet cloaks are gathered around one of the tables. A stack of coins and trinkets is heaped upon the tabletop between them.
Four Redbrand ruffians are drinking and playing sabacc when the characters enter. The game isn't far from turning acrimonious, as most of them do. The cards are loaded, and the ruffian to which they belong is naturally winning. All four have been drinking heavily, and they are poisoned (see the appendix in the rule book for the effects of being poisoned).
The Redbrands immediately recognize characters wearing scarlet cloaks as impostors. However, fast talking characters might still be able to pass themselves off as "new recruits," especially if they offer to join the game. If you don't think the players are doing a great job roleplaying the deception, you can have the character who is doing most of the talking make a DC 10 Charisma (Deception) check to fool the Redbrands.
TREASURE
The wealth in the room is all on the table, having been bet in the game. (Knocking over the table or mixing up all the enemies' loot is a great way to distract them for a short time.) The total amounts to 325 CR, and a gold earring set with a tiny ruby (300 CR).
AWARDING EXPERIENCE POINTS
Divide 400 XP equally among the characters if the party defeats the Redbrands in this room.
11. FALLEN JEDI’S WORKSHOP
Faint bubbling and dripping sounds can be heard through either door of this room with a successful DC 15 Wisdom (Perception) check.
Iar-Noh has left his mouse droid here to watch for intruders. The mouse droid sends a video feed to its master, and it sends a brief warning message to Iar-Noh as soon as it detects intruders.
The mouse droid moves at a speed of 20 feet and has AC 10, 1 hit point, and no effective attacks. If the mouse droid is killed, it disappears. If the characters leave the mouse droid unharmed, it follows them around as though curious or hungry. It might even feign affection for a character who speaks to it, though it remains absolutely loyal to Iar-Noh.
Books and Datapads. Iar-Noh is trying to master the art of brewing potions and concocting alchemical mixtures. The books and datapads scattered around the room are Sith texts on alchemy. Any character proficient in Lore can see that Iar-Noh's apparatus appears to be set up to brew potions of invisibility - not that he has succeeded so far.
Among the books is a tome written in Zabraki. The journal of a Sith named Darth Urmon, it describes the history of the Lost Mine of Valnor and the Forge of Spells. (Share the information in the first and second paragraph of the "Background" section if you have not already done so.) In addition, Darth Urmon records that a Kyber-powered blaster pistol named Nightbringer was commissioned by a Dathomiri Nightsister to the Dark Jedi of the Valnor Pact. The blaster pistol was lost when Wave Echo Cave and its mine vanished from history. (Characters might find the blaster in part 4, "Wave Echo Cave.")
DEVELOPMENTS
Because Iar-Noh is receiving video from his mouse droid, the Fallen Jedi Consular (in area 12) knows the characters are coming and has time to prepare for them.
TREASURE
Most of the materials in this room have no value, but three small bottles hold rare reagents. These are worth 250 CR each to a Biochem engineer.
12. GLASSTAFF'S QUARTERS
If the characters approach this room through the secret passage from area 7, they can surprise the leader of the Redbrands - Iar-Noh "Glasstaff" Albrek. Otherwise, his mouse droid warns him of any who approach through area 11, and he flees before the characters arrive.
If Iar-Noh is surprised, add the following paragraph:
If the mouse droid in area 11 warns him that trouble is approaching, Iar-Noh the Fallen Jedi grabs his Defense Augmentation Matrix (see Appendix A) and the adrenals in his chest (see the "Treasure" section), and flees through the secret door in the northeast corner of the room. In his haste, Iar-Noh leaves behind a letter from the Black Spider (see the "Developments" section) and neglects to make sure the secret door is closed all the way. Characters gain advantage on ability checks made to find the slightly ajar secret door (see "Advantage and Disadvantage" in the rulebook). For more information on secret doors, see the "General Features" section.
If he manages to escape, Iar-Noh flees to area 1 (through areas 7 and 8) and grabs the satchel hidden in the cistern there. If the Tuk'ata is still alive in area 8, Iar-Noh instructs it to waylay any pursuers. If the characters catch up to him, Iar-Noh activates the Stealth Field Generator in the satchel and flees the hideout. At your discretion, he could reappear later in the adventure.
ROLEPLAYING IAR-NOH
A former member of the Lords' Alliance and the Jedi Order, Iar-Noh seized an opportunity in Neo Valnor to line his own pockets. Originally tasked with setting up a constabulary, the Fallen Jedi instead assembled a group of outlaws and local ruffians to secure his own position in town.
Iar-Noh knew of the Black Spider through his contacts in the Lords' Alliance and brokered a meeting. The Chiss promised to share the secrets and wealth of the Forge of Spells with the Fallen Jedi in exchange for his help and loyalty.
Iar-Noh puts on airs of gentility and courteous manners, addressing his ruffians as "my good gentlemen," and referring to sordid acts such as kidnapping or arson as "that unpleasant little business" or "those unfortunate events." He refers to the characters as "guests" and expresses regret that he cannot provide suitable entertainment for their visit. Beneath his genteel demeanor, however, Iar-Noh is just as thuggish and arrogant as any Redbrand outlaws.
If threatened, Iar-Noh uses his Defense Augmentation Matrix to techcast Energy Shield on himself. He then casts offensive force abilities at enemies he can see. Iar-Noh's stat block contains a list of the force abilities he has prepared. For descriptions of those spells and their effects, see the rule book. Iar-Noh uses the shield power of his staff for added protection.
If he is reduced to 8 or fewer hit points and has no avenues of escape, Iar-Noh surrenders. He values his life more than anything, and he remains a model prisoner in the hopes that the Black Spider will somehow learn of his predicament and "arrange for his freedom."
If he is questioned while in captivity, Iar-Noh relates the following information, all of which is true:
- The Black Spider is a Chiss.
- The Black Spider sent three Trandoshan Thugs to help Iar-Noh keep the population of Neo Valnor under control, but the Redbrands have managed without them. The Trandoshan Thugs know the way to Wave Echo Cave, but Iar-Noh does not.
- The Black Spider is searching Wave Echo Cave for the Forge of Spells. Dark Jedi of the Valnor Pact used the forge to fashion artificial Kyber Crystals.
- No other members of the Lords' Alliance know of Iar-Noh's betrayal.
DEVELOPMENTS
Various papers and notes are stacked neatly on the desk, mostly consisting of Iar-Noh's written orders to biochemists in nearby settlements for more materials for his workshop. The characters also find a letter signed with the Black Spider's symbol.
Lord Albrek, My spies in Dawn City tell me that strangers are due to arrive in Neo Valnor. They could be working for the Corellians. Capture them if you can, kill them if you must, but don't allow them to upset our plans. See that any maps in their possession are delivered to me with haste. I'm counting on you, Iar-Noh. Don't disappoint me.
If Iar-Noh is taken into custody, Silda Hallwinter arranges to have the Jedi incarcerated in the townmaster's hall until he can be safely transported back to Coruscant. Whether Iar-Noh stands trial for his crimes is beyond the scope of this adventure. The Black Spider is too preoccupied to meddle in the Fallen Jedi’s fate.
TREASURE
At the foot of Iar-Noh's bed is a sturdy, unlocked plasteel chest holding the best pickings of the Redbrands' loot over the last two months. It contains 1320 CR, and a silk pouch containing five carnelians (100 CR each), two peridots (150 CR each), and one pearl (1000 CR). It also contains two magic items that Iar-Noh brought with him from Dawn City: a Basic Computer Spike and a Fragmentation Grenade.
Iar-Noh also wields a Defense Augmentation Matrix (see appendix A).
AWARDING EXPERIENCE POINTS
Divide 200 XP equally among the characters if the party slays Iar-Noh Albrek. Double the XP award if they capture Iar-Noh and deliver him to Silda Hallwinter in Neo Valnor.
WHAT'S NEXT?
The next stage of the adventure continues with part 3, "The Spider's Web," in which the characters undertake a number of short adventures that advance the story. At some point during part 2, the characters are likely to advance to 3rd level, so make sure the players are keeping track of their XP.
PART 3: THE SPIDER'S WEB
In this part of the adventure, the characters follow up on existing leads and lines of inquiry. They can't learn much more in Neo Valnor, so they need to set out into the forests and hills surrounding the town to uncover the larger plots they are caught up in. The characters are not required to visit all the locations in this section.
Depending on which NPCs the characters met and which quests or clues they picked up, some or all of the following information might be known to them:
- “Sister” Slosh-Vero wants the characters to seek out the Force Ghost Agatha in the ruined town of Fading Light and ask her about Bowgentle's datapad.
- Daran Ederbo wants the characters to find out who is lurking near the ruins at Old Convor Well.
- Qelline Alderleaf has suggested that the characters go to the ruined town of Dusktree and consult with the Zoologist Reidoth, who might know the whereabouts of Eeze Crawler, Wave Echo Cave, or both.
- Townmaster Dur-bin Mester wants the characters to seek out a Gamorrean Raider encampment near Wyvern Tor and chase the Gamorrean Raiders away from the area.
- Silda Hallwinter wants the characters to find Eeze Crawler, search for Gundren Rockseeker, rescue him, and retrieve his map.
Each of these possible quests has its own section in this part of the adventure. The characters can remain in Neo Valnor long enough to rest up and purchase supplies. When they're done, have them pick a storyline to investigate, then set out for the appropriate destination.
GARRAL TRAIL
Neo Valnor lies in a part of the North known as "the Garral Trail," "the Garral Cutoff," or "the Fading Gap." This stretch of foothills and rolling, sparsely wooded plains extends between the Valnor Range to the south and the Nightwood to the north. The area gains its name from an old trail that runs from the distant town of Garralton to the east, winding westward about one hundred miles through the abandoned village of Fading Light, then running north of Neo Valnor on its way to the Twilit Road along the coast.
Describe the party's overland travels as vividly as you like, but keep the story moving. "You travel for several miles and encounter nothing of interest" is far less evocative and memorable than, "A light rain dampens the rolling plains as you travel north. Around midday, you break for lunch under a lonely tree. There, the scout finds a small rock that looks like a grinning face, but otherwise you see nothing out of the ordinary."
USING THE OVERLAND MAP
During this part of the adventure, the characters will frequently be traveling overland from one point of interest to another. As can be seen on the regional map, some of these areas are a good forty to fifty miles apart, requiring several days of marching overland to travel to the next adventure site.
Travel Time. Assume that the party travels twenty-four miles per day over a period of ten hours. The characters must rest for eight hours per day, with the remaining six hours consisting of making and breaking camp, preparing meals, and a little bit of foraging or hunting as the opportunity permits.
WILDERNESS ENCOUNTERS
Ask the players to tell you the party's marching order, so that you know which characters are in the lead and who's bringing up the rear. When the party camps, ask which characters are on watch. This information is important if the party encounters something dangerous.
The Garral Trail is not safe. As the adventurers travel throughout this area, they might stumble across hungry beasts, greedy bandits, or vicious monsters. Check for encounters once during the day and once at night by rolling a d20. On a roll of 17-20, an encounter takes place. Roll a d12 and consult the Wilderness Encounters table to determine what the party meets.
When an encounter occurs, and the adventurers gain XP if they defeat the monsters. Each creature's stat block has the XP value for one monster of that sort. Multiply that value by the number of creatures encountered, then divide the total equally among the characters.
WILDERNESS ENCOUNTERS
Day | Night | Result |
---|---|---|
-- | 1-4 | Mynocks (1d6 + 1) |
1-2 | -- | Zabrak Thralls (1d4 + 1) |
3-4 | -- | Wraid (1) |
5-6 | 5 | Jawas (1d6 + 3) |
7-8 | 6 | Trandoshan Thugs (2) |
9-10 | 7-8 | Gamorrean Raiders (1d4 + 2) |
11 | 9-10 | Sibian Hounds (1d4 + 2) |
12 | 11-12 | IG-86 Droid (1) |
Mynock, These flying predators drain the blood of their victims and have excellent night vision.
Thralls. These spellbound Zabrak husks wander the area aimlessly, attacking anything they see.
Wraid. The wraid is looking for an easy meal. It is too stupid to flee once combat is joined.
Jawas. The Jawas know the location of Eeze Crawler and can provide directions if they are captured and threatened. Each one carries a pouch containing 1d100 CR.
Trandoshan Thugs. This squad of Trandoshan Thugs is actively seeking the adventurers, hoping to collect on a bounty. They know the location of Eeze Crawler but won't provide directions unless they are charmed. One Trandoshan Thug carries a crudely drawn sketch of one party member, with "250 Credits for this one" and a symbol of a black spider drawn beneath it.
Gamorrean Raiders. These scouts are part of the band currently based at Wyvern Tor. As they roam, they look for travelers to ambush or homesteads to burn.
IG-86 Droid. This bounty hunter droid picks up the characters' tracks and pursues them relentlessly.
FADING LIGHT AND AGATHA'S LAIR
The town of Fading Light was sacked by Nightbrother Zabrak years ago and now lies in ruins. The Garral Trail runs right through the abandoned town, providing an easy landmark for locating the lair of the Force Ghost Agatha. From the ruins of Fading Light, an old trail leads northwest into the Nightwood. Agatha's lair is a few miles outside town.
If the characters exercise caution and remember what they've come for, they will be able to speak with the Force Ghost. When the characters enter the shelter, read the following:
Agatha senses the characters' intrusion and manifests shortly after they enter her home.
If the characters are rude, disrespectful, or threatening, Agatha scowls and disappears. She does not attack them, nor does she return if the characters call out to her.
DEALING WITH AGATHA
If the characters are respectful and polite, Agatha can be persuaded to help them with a successful DC 15 Charisma (Persuasion) check. The player whose character takes the lead in speaking with the Force Ghost makes the check. If that player role plays the encounter well, allow him or her to make the check with advantage. If any character has “Sister” Slosh-Vero's silver comb and presents it to Agatha as a gift, the check is automatically successful.
If the characters ask about Bowgentle's datapad, Agatha tells them that she traded it to a Dark Jedi named Tsernoth more than a hundred years ago. She does not know what became of the datapad afterward. Her answer is truthful, and it is all the information “Sister” Slosh-Vero needs for the Collective to resume their search.
The characters might instead choose to ask Agatha about something else - for example, the location of Eeze Crawler, the location of Wave Echo Cave, the identity of the Black Spider, or Stelven Groste's question about Old Convor Well (see that section). Agatha is well informed and a capable diviner, so she can answer almost any single question pertaining to the adventure that the characters think to ask. However, the Force Ghost answers only one question, so the characters should choose it carefully.
AWARDING EXPERIENCE POINTS
The characters gain experience for successfully persuading Agatha to answer a question. If they do, divide 200 XP equally among the characters.
OLD CONVOR WELL
Built thousands of years ago by the long-vanished Infinite Empire, Old Convor Well is a ruined watchtower that now consists of little more than a few crumbling walls and the broken stump of a tower. In the tower's courtyard stands an old well that still delivers clean, fresh water. Old Convor Well lies in the wild and rugged hills south of the Garral Trail. The site is relatively easy to find, and any NPC in Neo Valnor can provide directions to the ruins.
Recently, prospectors in the area have noted that someone has set up a campsite at Old Convor Well, and that Zabrak Force Zombies have been posted to keep intruders out.
The ruins are currently occupied by a Sith Acolyte who is busy exploring the site in the hope of gleaning arcane lore left behind by its builders. The characters can enter the site from any direction, either following old footpaths or scrambling up the slope and finding a gap in the surrounding walls of rubble.
Twelve Zabrak Force Zombies lurk inside the crumbled shell of the old watchtower and can't be seen from outside. However, any character with a passive Wisdom (Perception) score of 10 or higher senses a dark side aura from the tower's direction. When characters approach the tower or the tent, the Force Zombies shamble out of the tower.
If a battle erupts, Stelven Groste, the Sith Acolyte, emerges from his tent and asks, "What is the meaning of this?" Groste is a stout, red-robed figure with sallow skin, shaved scalp, and a black tattoo on his forehead. A character who succeeds on a DC 10 Intelligence (Lore) check recognizes Groste's tattoo as a Sith symbol. A successful DC 10 Intelligence (History) check verifies the garb as that usual for Korriban, the ancient homeworld of the Sith, where Acolytes pattern their flesh with tattoos. The tattoo on the head represents a Sith Acolyte’s devotion to an ancient Sith Lord. Groste's tattoo indicates he follows a Rakatan Sith Necromancer.
If any character attempts to talk to Groste, even by calling out a greeting or answering his questions during combat, he temporarily calls off his Force Zombies. The Acolyte is curiously not aggressive, and he is willing to strike a deal that advances his interests at the same time it helps the characters.
Groste stays tight-lipped about the reason for his presence in the region. He is, however, willing to provide information the party needs if it does a favor for him. If the characters give Groste some indication of what they want, he shares one or both of these requests:
- He wants the Gamorrean Raiders at Wyvern Tor removed, since they have scouted out his camp and seem inclined to cause trouble.
- He wants to ask a question of Agatha the Force Ghost: "What is the name of the Sith who built the tower at Old Convor Well?" Groste won't risk the Force Ghost's anger, but the characters could ask the question for him. (Agatha knows the name: Darth Arthin-Dol.)
TREASURE
Stelven Groste's tent contains a comfortable traveling suite, including a cot, a chair, a writing desk, supplies, and a footlocker of clothes. In the footlocker is a leather bag containing 805 CR, one pearl (1000 CR), a medpac, a Smoke Grenade, and a tiny jeweled box (250 CR) containing a ring of protection from an ancient Sith tomb, the Acolyte’s most interesting discovery so far.
AWARDING EXPERIENCE POINTS
Learning about the Sith Acolyte's presence at Old Convor Well completes a quest given to the party by Daran Ederbo in Neo Valnor. Divide 200 XP equally among the characters if the party parleys with Stelven Groste and reports back to Daran. Divide 800 XP equally among the characters if the party defeats Stelven Groste and his Force Zombies.
RUINS OF DUSKTREE
Near the place where the Dawn River emerges from The Nightwood stands the abandoned village of Dusktree. Once, this was a prosperous community on the outskirts of the forest, wealthy from the work of its woodcutters and trappers. Then thirty years ago, an earthquake devastated Dusktree. In the wake of the natural disaster, a plague of Gundarks swept over the area, killing or driving off those who survived the quake.
Though most of the Gundarks have long since moved on, dark force energy permeating the area has mutated the local vegetation into new and dangerous forms. Few people dare to venture into the ruined village now, and those who do so seldom stay long - with two notable exceptions. The Zoologist Reidoth (see area 4) visits Dusktree from time to time, keeping a wary eye on its dangers. Cultists have also arrived recently (see area 13) to treat with a Hssiss that claims Dusktree as its domain (see area 7).
As the party approaches the ruins, read the following:
A synthwood sign is nailed to a post nearby. It reads: "DANGER! Plant monsters AND Gundarks! Turn back now!"
Reidoth placed the sign to discourage bands of treasure seekers from stirring up the monsters in the area.
GENERAL FEATURES
Many of Dusktree's buildings have crumbled in the years since the town was abandoned, even as nature threatens to swallow what remains.
Buildings. A building in Dusktree is either ruined or intact, as shown on the map.
Ruined buildings are empty shells with plascrete walls 5 to 8 feet high. Their roofs are gone, leaving piles of debris inside the walls. The debris is difficult terrain.
Intact buildings are rundown, ramshackle plascrete cottages that are otherwise still standing. Their synthwood doors are swollen and require a successful DC 10 Strength check to force open. The windows of any intact building are 2 feet wide and covered by wooden shutters containing 6-inch wide Ventilation slits. Creatures on one side of a Ventilation slit gain three-quarters cover against attacks from the other side (see "Cover" in the rulebook). Dusty old furnishings such as simple wooden chairs and tables remain in most intact buildings.
Trees and Brush. Trees average 30 to 40 feet tall and provide cover. Brush consists of large bushes that count as difficult terrain.
1. WESTERNMOST COTTAGE
This cottage has seen better days.
Two twig blights hide among the weeds that flank the cottage's open doorway. Make a Dexterity (Stealth) check for the blights, and compare the result to the passive Wisdom (Perception) scores of the characters to determine if the blights are spotted.
The blights do not attack on their own (except in self defense) but quickly come to the aid of the twig blights in area 2 if combat erupts there.
AWARDING EXPERIENCE POINTS
Divide 50 XP equally among the characters if the party destroys the twig blights.
2. BLIGHTED COTTAGES
Wind and weather have done their work here, and little remains of these houses or their former contents.
The overgrowth conceals a deadly threat - six twig blights lurking among the ordinary foliage. Spotting them requires a successful Wisdom (Perception) check challenged by the blights' Dexterity (Stealth) check.
These plant monsters are hungry and fight until destroyed. One round after they attack, the twig blights in area 1 join the fray.
TREASURE
A merchant who once lived here had a footlocker full of Credits hidden under the allacrete floor of his home. A thorough search of the interior of the eastern cottage and a successful DC 10 Wisdom (Perception) check reveals the old footlocker among the roots of the tree growing up through the house. The footlocker contains 2300 CR.
AWARDING EXPERIENCE POINTS
Divide 50 XP equally among the characters if the party destroys these twig blights.
3. THE BROWN FATHIER
This was formerly the Brown Fathier, a tavern renowned for its excellent ale.
Three Mutant Gundarks (see the "Mutant Gundarks" sidebar) lurk in the shadows in this building, sleeping against the walls or under the bar. When living creatures enter, the Gundarks stir, slowly climbing to their feet (spending half their speed to do so-see the "Being Prone" section in the rulebook). They pursue any characters they see, attacking until destroyed.
The eastern half of the building is the old common room, while the western portion held the kitchens and the brewer's vats. Huge synthwood barrels stand to the west, and a faint smell of yeast still permeates the air. The ale is long gone.
AWARDING EXPERIENCE POINTS
Divide 300 XP equally among the characters if the party destroys the Gundarks.
MUTANT GUNDARKS
These Gundarks were attracted by the dark force energy released during the earthquake thirty years ago. They use the Gundark, Adolescent stat block, with the following additional trait.
Ash Puff. The first time the Gundark takes damage, any living creature within 5 feet of the Gundark must succeed on a DC 10 Constitution saving throw or gain disadvantage on attack rolls, saving throws, and ability checks for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on it early with a successful save.
4. ZOOLOGIST'S WATCH
When Reidoth visits Dusktree, he makes camp.
Reidoth is a gaunt, white-bearded Cathar who doesn't use two words when one word will do. Though he receives very few visitors, he is reasonably hospitable.
Reidoth is adept at staying away from the Gundarks that overrun the village, as well as avoiding the area's mutated plants. He knows that dangerous spiders lurk in the ruins at the base of the hill, and he suspects that someone is hiding out on the eastern side of town-he's seen "folk in black masks and cloaks" (the cultists) skulking around. However, he is currently most concerned by the fact that a Hssiss has moved into the tower (area 7) since the last time he was here. He warns the characters of all these threats, and suggests that they leave Dusktree before they get themselves killed.
DEVELOPMENTS
If the characters ask about Eeze Crawler, Reidoth gladly provides directions. He is a member of the Emerald Enclave, a widespread group of wilderness survivalists who preserve the natural order while rooting out troublesome threats. The enclave works to restore and preserve the natural order by keeping the elemental forces of the world in check, preventing civilization and the wilderness from destroying one another, and helping others survive the perils of the wilds. The Jawas are a threat to the delicate balance.
If the characters ask Reidoth about Wave Echo Cave, he will not divulge its location but will offer to guide the party there in exchange for a favor: he wants them to chase off the Hssiss in area 7. If they succeed, Reidoth will honor his part of the agreement but will not accompany the party inside the mine.
If the characters attack him for any reason, Reidoth activates a Smoke Grenade and scurries out of the cottage. He vanishes into the woods, then waits for the hostile characters to leave. His watch post contains nothing of value.
JOINING THE EMERALD ENCLAVE
If the party helps Reidoth by chasing off Venomfang, the Zoologist privately approaches certain members of the group and urges them to join the Emerald Enclave. He speaks with those who exemplify the ideal of protecting the natural order. If a character agrees, Reidoth gives the individual the title of Springwarden.
5. BLIGHTED FARMHOUSE
To its south, this farm abuts a field with thick patches of gorse and briars.
The thicket east of this ruin is crawling with eight twig blights. Any disturbance in the ruined farmhouse (for example, characters rooting around in the rubble) draws the blights' ire.
Each round for 3 rounds, two twig blights head for the South doorway leading into the farmhouse while two more head for the north doorway. The blights attack until destroyed.
AWARDING EXPERIENCE POINTS
Divide 200 XP equally among the characters if the party destroys the twig blights.
6. RUINED STORE
This former general store is not a complete ruin yet, with portions of its roof still intact.
Two Giant Spiders hide on the inner walls in this ruined building, so they are not visible from outside. Trailing lines from the webs in the lane allow the spiders to sense when prey is moving through the webs, at which point they nimbly scuttle over the wall and attack. The alert spiders surprise any character whose passive Wisdom (Perception) score is less than 17.
Webs. The webs fill two squares north of the doorway (and the square marked "6"). They are difficult terrain, and a creature trying to move through them must succeed on a DC 10 Strength (Athletics) check. On a failure, the creature is restrained in the webs (see the rule book for the effects of being restrained). A snared creature can take an action each round to attempt to break free with a DC 12 Strength check, or it can try to cut its way free by using a light weapon that deals slashing damage. The webs have AC 10, 5 hit points, vulnerability to fire damage, and immunity to bludgeoning, poison, and psychic damage (see "Damage Resistance and Vulnerability" in the rulebook for how vulnerability works).
Going around the webs is difficult because of the thickets on the north side of the road. Going around the ruined building to the south leads to the twig blights in area 5.
TREASURE
The corpse of an unfortunate adventurer is cocooned in spider silk in the western half of the building. The body is shriveled up and sucked dry, but appears to have been a male Zabrak. The body wears studded leather armor and a blaster pistol in the holster at its hip. A careful search also yields a medpac in a belt pouch, along with 270 CR.
AWARDING EXPERIENCE POINTS
Divide 400 XP equally among the characters if the party defeats the giant spiders.
7. HSSISS’ TOWER
This tower was formerly the home of a Zabrak Jal Shey Monk, who was killed fighting the Gundarks that overran Dusktree thirty years ago.
The corpses of two hideous giant spiders are sprawled near the edge of the pathway, apparently dragged there. Their bloated bodies are puckered and blistered, and appear to have been mauled by a large animal.
A Hssiss named Venomfang has recently claimed the tower, having passed through Dusktree while searching The Nightwood for a suitable lair. The giant spider corpses are the former residents of the tower, killed by the Hssiss after it tore its way through the roof. Since then, Venomfang has been laying low.
Tower. The Hssiss lives in the tower-a single room with a 40-foot-high ceiling. A 5-foot-wide staircase circles the interior, rising to the now-opened rooftop that allows the Hssiss easy access to its new home. Heavy wooden beams and stair supports crisscross the tower interior.
Venomfang does not want to give up such a promising lair, but if the characters reduce the Hssiss to half its hit points, it climbs to the top of the tower and flies off to fight another day.
Cottage. The cottage contains dusty furniture draped in webbing, but nothing of value. If the characters make a lot of noise in the cottage, the Hssiss hears them and steels itself for a fight.
TREASURE
An old footlocker broken open on the tower floor holds the last of the dead monk's treasure: 2300 CR, four silver goblets set with moonstones (600 CR each), a Gravity Generator, and an Electrostun Grenade. Venomfang spends much of his time greedily drinking the force energy leaking from the tower.
The footlocker has a secret compartment that contains an Ion Rifle with an inscription on the body that reads “Bugzapper”. Bugzapper is an Ion Rifle with an Accuracy Focus Mark II mod, giving it +1 to attack rolls. It also has a Burst Core, giving it the Burst property. Whoever carries the rifle feels twitchy whenever he or she travels through a forest.
AWARDING EXPERIENCE POINTS
Divide 2,000 XP equally among the characters if the party drives away Venomfang. Given their level, the characters aren't likely to slay the Hssiss, but it is worth 2,900 XP.
8. OLD SMITHY
This smithy was abandoned long ago.
Two Mutant Gundarks (see the "Mutant Gundarks" sidebar) are asleep on the floor. When the characters enter, the monsters climb to their feet (spending half their speed to do so - see the "Being Prone" section in chapter 2 of the rulebook). Then they attack. When the Gundarks have caught sight of the characters, they pursue them no matter where they go.
A variety of old tools - tongs, bellows, hammers, and a pair of durasteel anvils - are this building. scattered around the interior of this building.
AWARDING EXPERIENCE POINTS
Divide 200 XP equally among the characters if the party destroys the Gundarks.
9. BIOCHEMIST’S SHOP
This was a Biochemist’s shop belonging to the family of Mirna Dendrar, now a resident in Neo Valnor (see encounter 5 in the "Redbrand Hideout" section).
All the reagents and concoctions here have long since been ruined, and the datapads are unreadable masses of scrap. However, a small duraplast case is hidden in a compartment beneath the storage shelves. A character searching through the wreckage can find the case with a successful DC 15 Wisdom (Perception) check. The check succeeds automatically if Mirna sent the party to find the heirloom.
TREASURE
The case is worthless but contains a gold necklace with a fine emerald pendant (2000 CR).
AWARDING EXPERIENCE POINTS
Divide 200 XP equally among the characters if the party returns the necklace to Mirna instead of keeping it.
10. TOWN SQUARE
Encroaching underbrush has yet to engulf the square.
The leaning statue is ten feet tall, including the base. It depicts an ancient hero of Iridonia named Pai-Lien, who supposedly defeated several monsters in The Nightwood when Dusktree was first founded. A character who studies the statue recognizes the depiction with a successful DC 15 Intelligence (History) check. The statue can be knocked over with a successful DC 20 Strength check.
11. OLD GARRISON
For the residents of Dusktree, living so close to The Nightwood demanded constant vigilance.
Five Mutant Gundarks lurk within this building. Half-eaten bones of the former members of the garrison still wear the remnants of Light Battle Armor and soldiers' surcoats. The Gundarks attack if any living creature disturbs them.
The interior of the building still contains furnishings, and the main room has a ladder leading through a trapdoor to the roof. The chamber to the north contains two double bunks, while the chamber to the south has three double bunks, providing quarters for ten soldiers altogether. To the northwest of the main area of the barracks was a kitchen and pantry, now containing thoroughly raided plasteel containers. All the foodstuffs have long since been devoured by the Gundarks.
AWARDING EXPERIENCE POINTS
Divide 250 XP equally among the characters if the party destroys the Gundarks.
12. SYNTHWEAVER'S COTTAGE
This fallen cottage is a lure for the creatures that lair nearby.
Six twig blights lurk in the thicket south of this ruin. Allow each character to attempt a Wisdom (Perception) check contested by the blights' Dexterity (Stealth) check to avoid being surprised by them.
DEVELOPMENTS
Any loud noises here alert the cultists in area 13, who quietly and cautiously investigate.
AWARDING EXPERIENCE POINTS
Divide 150 XP equally among the characters if the party destroys the twig blights.
13. DARK SIDE CULTISTS
A group calling itself the Cult of the Poison Dark seeks to forge alliances with powerful Dark Side creatures of the galaxy. Toward that end, four cultists recently tracked a Hssiss to Dusktree (see area 7) and are waiting for the right moment to approach the Hssiss and broker an alliance. They have been spying on the Hssiss from afar, trying to gauge its demeanor and its needs.
The doors to this cottage are barred from the inside, requiring a successful DC 20 Strength check to force open. The shutters are also barred from inside and can be forced with a successful DC 15 Strength check.
Six Rattataki cultists are hiding in the house. Four stand guard (two in each room) while the others rest in the larger chamber. The cultists wear black cloaks cut to resemble Hssiss wings, and black leather masks with stylized Hssiss horns. In addition to the Common tongue, these cultists speak Sith.
The interior of the house is dusty and strung with cobwebs. The only furnishings are a small stove, a table, two chairs, and a bunk (which the cultists share).
ROLEPLAYING THE CULTISTS
The cultists are not interested in fighting anyone (other than Jedi) and prefer to be left alone. The leader of the group is an evil and ambitious young Rattataki named Davric, who hopes to rise through the ranks quickly by earning the allegiance of the Hssiss in area 7. His fellow cultists lack Davric's ambition and flee if he is captured or killed.
If the characters talk to the cultists, Davric explains that they have come to treat with the Hssiss (whose name he doesn't know). If the characters express a similar desire, Davric suggests an alliance. He really plans to offer the characters to the Hssiss as part of his tribute, and if a fight ensues, the cultists side with the Hssiss.
TREASURE
In the main room, Davric has a small coffer containing tribute for the Hssiss: three kyber crystals (1000 CR each). He also carries a jetpack on his back. It is very likely that the jetpack will be damaged if the party defeats Davric.
AWARDING EXPERIENCE POINTS
Divide 150 XP equally among the characters if the party defeats or drives away the cultists.
WYVERN TOR
This crag is a prominent landmark in the rugged hills northeast of the Valnor Range, and is easily visible from twenty miles away. People traveling along the Garral Trail in the vicinity of Fading Light catch glimpses of Wyvern Tor to the south as they go. The tor was formerly the home of a large and dangerous nest of Krayt Dragons, but a band of bold adventurers dealt with the monsters years ago. Though the Krayts never returned, other creatures lair here from time to time. Wyvern Tor's current squatters include a band of Gamorrean Raiders and their Lasat ally.
The Gamorrean Raiders are scouts of a powerful Hutt clan. These Gamorrean Raiders often roam into the less civilized planets of the Mid and Outer Rims, spying out settlements, waylaying transport ships, and looting and plundering as opportunities present themselves. Stories of new settlers near Neo Valnor and renewed traffic along the old Garral Trail drew this band to the planet. Their leader is Brughor Axe-Biter - a savage brute who is more interested in murdering and looting than scouting.
GAMORREAN RAIDER CAMP
Wyvern Tor is a sizable hill, with miles of rugged terrain on its flanks and slopes. Searching for the hidden Gamorrean Raider camp takes time. The party can attempt one DC 15 Wisdom (Perception) check or DC 10 Wisdom (Survival) check per hour to find the camp, made by the character leading the way. When the characters find the camp, read the following:
If the characters can quietly and expeditiously take out the lone Gamorrean Raider, they have a chance to surprise the Gamorrean Raiders in the cave. If the sentry spots the characters sneaking up, or if it is not silenced during the surprise round, the Gamorrean Raider retreats back to the cave to warn the others.
The marauders in the cave include Brughor Axe-Biter (an Gamorrean Raider with 30 hit points), six ordinary Gamorrean Raiders, and a filthy Lasat named Gog’grorrka. Gog’grorrka fights until slain, while the Gamorrean Raiders fight until Brughor is killed, at which point any remaining Gamorrean Raiders flee.
TREASURE
Brughor's band plundered several homesteads farther north on their way to Wyvern Tor. An unlocked footlocker in the cave holds 865 CR and three vials of perfume (100 CR each).
AWARDING EXPERIENCE POINTS
Defeating the creatures at Wyvern Tor completes a quest given to the party by Townmaster Dur-bin Mester in Neo Valnor, and it delivers on a promise to Stelven Groste at Old Convor Well. Divide 1,250 XP equally among the characters if the party deals with the Gamorrean Raiders and the Lasat.
EEZE CRAWLER
Jawas are commonly tribal, and maintain intense rivalries with other tribes. However, one chieftain is grudgingly recognized by all others as supreme: King Tootachi’i of the Eeze Tribe.
Eeze Crawler is a Jawa sandcrawler, but it was not built by the Eeze tribe. The tribe discovered it abandoned when they first traveled to Iridonia from Tatooine. They neither know nor care who built it, as long as the original owners never return. The giant sandcrawler consists of seven overlapping levels; however, its upper levels have long since collapsed to heaps of rusted scrap metal. Only the ground floor is still sound enough to be habitable.
GENERAL FEATURES
The centuries have not been kind to Eeze Crawler. The Jawas have shored up the weakest areas beneath its falling ceilings with towers of welded scrap, but it's only a matter of time before the crawler collapses completely.
Ceilings. Ceilings are 15 feet high unless noted otherwise.
Doors. Interior doors are made of bronzed tempersteel. They have neither locks nor keyholes. It takes a successful DC 15 Strength check to break down a door that is barricaded shut.
Floors. Rusted and uneven tempersteel slats conceal the non-functional vehicular mechanisms underneath.
Light. A small amount of natural light filters through the Ventilation slits around the Crawler. During the day, this provides dim light in most areas. At night, all areas are dark.
Walls. The walls of the sandcrawler are 5 feet thick bronzed tempersteel. Interior walls are I-foot-thick plascrete.
Ventilation slits in the Crawler walls are 10 feet above the outside ground level, 4 feet above the interior floor level, 8 inches wide, and 4 feet high. A creature on one side of a Ventilation slit gains three-quarters cover against attacks from the other side (see "Cover" in the rulebook).
1. CRAWLER ENTRANCE
The entrance ramp between areas 1 and 2 is made of bronze tempersteel, but has corroded and cracked.
No monsters dwell here, but the Jawa sentries in area 3 are supposed to be keeping watch. They glance only occasionally out of the Ventilation slits, however, so characters who move quietly might be able to creep past them. Have each character make a Dexterity (Stealth) check. The lowest check is the DC for the Jawas' Wisdom checks to notice the party.
DEVELOPMENTS
If the Jawas spot the characters (or if the characters approach openly), the Jawas shoot blaster pistols from behind the Ventilation slits. However, they can't fire directly at enemies at or past the entryway. The Jawas also shout loudly enough to alert their comrades in areas 4 and 6 that the Crawler is under attack.
DISGUISED CHARACTERS
Rather than storm Eeze Crawler with weapons in hand, clever characters might try to talk their way inside. For example, they might don the scarlet cloaks of the Redbrands and claim to be emissaries sent by Iar-Noh "Glasstaff" Albrek, the Redbrand leader, to meet with King Tootachi’i. A good DM rewards this kind of clever thinking by giving the characters a chance to succeed.
It's okay if the characters way past Crawler defenders. circumvent combat and talk their way past castle defenders. Both the Eeze tribe and the Redbrands work for the Black Spider, so the Jawas aren't likely to attack the party if they claim to be working in the Black Spider's interest.
If the characters try to perpetrate a deception as a group, have them each make a Charisma (Deception) check contested by the monsters' Wisdom (Insight) checks, and give the characters advantage on their checks if the deception is particularly well planned or roleplayed. If at least one character wins the contest, the deception is a success. You may award XP for monsters fooled by the deception. As the party makes its way deeper into the Crawler, additional checks might be required, at your discretion.
2. TRAPPED HALL
Once the Crawler's workshop, this wide hall makes a dangerous battleground.
If the Jawa sentries in area 3 raised the alarm, the Jawas and Trandoshan Thugs in areas 4 and 6 come running out of the north and south doors at the same time. They attack from both directions, trying to overwhelm the adventurers and drive them out of the Crawler.
Trap. The dusty rubble and scrap in front of the door leading to area 8 conceals a tripwire connected to linchpins hidden in the ruined ceiling. Spotting the tripwire requires a passive Wisdom (Perception) score of at least 20, or a successful DC 10 Wisdom (Perception) check if characters are actively searching for traps in the area. Once spotted, the tripwire is easily avoided and disarmed (no ability check required).
Any creature that walks over or through the rubble without avoiding the tripwire triggers a cave-in of welded scrap metal. (The area of the collapse is marked on the map.) Any creature in the area when the trap triggers must succeed on a DC 10 Dexterity saving throw or take 3d6 bludgeoning damage from the falling rubble (half as much damage on a successful save). The noise of the collapse puts the creatures in areas 3, 7, 8, and 9 on alert.
AWARDING EXPERIENCE POINTS
Divide 100 XP equally among the characters if the party detects or survives the trap.
3. GUNNER POST
Eeze Crawler's main defenses are its secret location and the appearance of having been abandoned. In addition, King Tootachi’i posts sentries to drive off intruders who get too close.
Two Jawas occupy each of these two rooms. By taking turns shooting blaster pistols and ducking back, both gunners can fire each round at targets outside.
AWARDING EXPERIENCE POINTS
Divide 100 XP equally among the characters for each pair of Jawa gunners the party defeats.
4. RUINED BARRACKS
The Eeze Jawas make use of every bit of available space in the Crawler.
Three Jawas bunk here. Though the rubble appears dangerous, the area is stable, and the eastern passage is safe.
DEVELOPMENTS
Any loud noises here attract the attention of the Jawas in area 7. One Jawa comes to investigate the disturbance. If it doesn't return, or if it spots trouble and sounds the alarm, the others investigate.
AWARDING EXPERIENCE POINTS
Divide 150 XP equally among the characters if the party defeats these Jawas.
5. STOREROOM
Caravans raided by the Eeze along the Twilit Road and the Garral Trail supply provisions for the Crawler.
Though the stores here are not edible by human standards, the Jawas can tolerate them when fresher food isn't available.
One small cask is filled with an exceptional Corellian brandy, which the Jawas overlooked because of its size. The cask contains the equivalent of twenty glasses. A character who imbibes a glass of brandy regains 1 hit point, but a character who drinks two glasses within 1 hour becomes poisoned for 1 hour.
Silda's Gear. The Durasteel Armor and Vibrorapier belong to Silda Hallwinter. Silda is grateful if at least his Vibrorapier is returned to him.
6. TRANDOSHAN BARRACKS
The Eeze are a tribe of Jawas, with a handful of Trandoshan Thugs lording over larger numbers of miserable Jawas and a few Gamorrean Raiders. The Trandoshan Thugs plan to dispose of the Jawas and take over someday, but for now, the Jawas are too strong a threat.
Four Trandoshan Thugs are quartered in this room. Because their Jawa neighbors are always getting into fights, they don't pay attention to noise in areas 2 or 3. However, they are quick to defend their tower if any intruders appear, or to respond to an alarm raised by the Jawa sentries.
TREASURE
Mounted to the walls are five vibrospears, four blaster rifles, three ion pistols, two vibroswords, and a fine vibrostaff. The vibrostaff is engraved with stylized feathers, is surprisingly light (1 Ib.), and worth 100 CR.
AWARDING EXPERIENCE POINTS
Divide 400 XP equally among the characters if the party defeats the Trandoshan Thugs in this room.
7. BANQUET HALL
The original owners of the Crawler once entertained guests here, throwing lavish banquets and dances. Now this place is a foul Jawa mess hall.
This hall holds seven miserable Jawas and their leader - a fat, cantankerous Jawa with 12 hit points named Yegg. Yegg is the chief cook for the Eeze, and he viciously bullies his unwilling assistants as they go about the work of putting food on the tribe's table. If Yegg is killed, any Jawas left alive flee to the east or west, avoiding the north door because of the trap in area 2.
AWARDING EXPERIENCE POINTS
Divide 400 XP equally among the characters if the party defeats the Jawas in this room.
8. DARK HALL
Even by day, this area has no exterior light. The boxed text assumes that the characters have darkvision or a light source.
This chamber contains an Adolescent Dianoga - the special pet of the Jawa Lhupo (area 9). The Dianoga likes to climb up to a ledge hidden in the shadows of the statuary in the higher reaches of the room. It quietly observes intruders that enter the area before dropping down to strike. Compare the Dianoga's Dexterity (Stealth) check to the characters' Wisdom (Perception) checks (or their passive scores) to determine who among them is surprised. The Dianoga knows that Jawas are not to be eaten unless Lhupo says so. The rest of the Eeze are terrified of Lhupo's pet and hurry through this room, preferably in twos or threes.
Any scholar or Jedi who examines the chapel's decor can attempt a DC 10 Intelligence (Lore) check to identify what was once revered here: The Diathim Angels of Iego.
DEVELOPMENTS
If combat erupts here, the Jawas in area 9 cannot be surprised.
TREASURE
The stone brazier contains a mound of coal, buried under which is a gold statuette of a Echani woman (1000 CR) wrapped in crimson cloth. A Jawa hid the figurine here, hoping his fellow Jawas wouldn't steal it from him.
A Sense Force ability reveals that the statuette is imbued with the “Force Vision” power. Any non-evil creature grasping the statue can ask it a question and receive a vision, as though it had cast Force Vision. Once a creature has asked its question and received a response, it can never activate the statuette again.
AWARDING EXPERIENCE POINTS
Divide 450 XP equally among the characters if the party defeats the Dianoga.
9. JAWA SHRINE
The Eeze have rededicated this place to Great Jawenko, a god of Jawas and Tuskens.
This shrine is home to Lhupo (a Jawa with 12 hit points) and two ordinary Jawas that serve as his "acolytes." They all wear particularly filthy Jawa robes, but none of them possess Force powers (although Lhupo claims to hear Great Jawenko speaking to him). If the Jawas heard the characters fighting the Dianoga in area 8, they hide behind the altar and attempt to surprise the characters. Otherwise, all three Jawas are kneeling before the altar, praying to their evil god.
The bloodstained cloth completely covers the stone altar, the sides of which are engraved with images of The Unifying Force, as seen in the decor found in area 8.
TREASURE
The chalice, knife, and censer are human - made art objects worth 1500 CR, 600 CR, and 1200 CR, respectively.
AWARDING EXPERIENCE POINTS
Divide 150 XP equally among the characters if the party defeats the Jawas.
10. POSTERN GATE
This side entrance to the Crawler is locked but unguarded.
The door is locked. It can be opened with a slicer’s kit and a successful DC 15 Dexterity check, or knocked down with a successful DC 25 Strength check.
Ventilation Slits. Any character who pauses and listens near the Ventilation slits hears, from area 7, an occasional clatter of crockery and angry Jawas arguing over whether the dishes need cleaning. The Jawas aren't keeping watch from these Ventilation slits. However, if the characters make a lot of noise or commotion, such as knocking down the door, the Jawas come and look. If they see intruders outside, they shout an alarm.
11. RUINED LOOKOUT
Dusty canvas (marked with a "C" on the map) hides the northern entrance to this area, blending in with the surrounding rubble. A character who succeeds on a DC 15 Wisdom (Perception) check spots a footpath leading up to the hidden entrance. If the characters are actively searching the outside of the Crawler for a hidden entrance, they can make a DC 10 Wisdom (Perception) check to spot the canvas "door."
12. GUARD BARRACKS
The creatures here keep watch from the Ventilation slit, so any characters creeping around the east side of the Crawler are likely to be spotted and attacked.
Two Gamorrean Raiders stand guard in this room. They are dumb, tough, and loyal to King Tootachi’i. At the start of combat, one Gamorrean Raiders runs to warn the king in area 14, then returns 2 rounds later to rejoin the fray. This area was once a parlor for the Crawler's human occupants, though its rotted furnishings were broken up by the Eeze and used for firewood.
AWARDING EXPERIENCE POINTS
Divide 200 XP equally among the characters if the party defeats the Gamorrean Raiders.
13. DROID REEDUCATION WORKSHOP
The door to this room is held shut with a heavy synthwood bar - a subtle warning that danger lies beyond. When the bar is lifted, the droid in the room powers on and attacks without discretion. The Ventilation slits here are shuttered, leaving the room dark. The boxed text assumes that the characters have darkvision or a light source.
The Eeze have captured an IG-86 Droid and are in the process of reprogramming it, but King Tootachi’i doesn’t have an engineer familiar with IG droids. If an engineer can get to it, they can attempt to power down the droid. Otherwise, it attacks the first creature it sees in the doorway.
This room was clearly once a library, but has been repurposed as a droid workshop.
DEVELOPMENTS
If the characters manage to reprogram the IG droid, they can direct it to patrol the Crawler. The droid will attack anything that gets in its way.
TREASURE
All that remains of the tower's second floor is a jagged ledge, upon which sits a battered footlocker. The footlocker is hard to see from the floor, requiring a successful DC 15 Wisdom (Perception) check to notice. The footlocker is unlocked and contains 1650 CR, a medpac, a vocoder mask, and a medkit.
AWARDING EXPERIENCE POINTS
Divide 700 XP equally among the characters if the party defeats the IG-86 droid or reprograms it.
14. KING'S QUARTERS
Any character who listens at the door hears two voices in a heated discussion - a loud, growling voice demanding payment for something, and a silky smooth reply.
King Tootachi’i is a fierce old Jawa with 45 hit points. He rules the Eeze through intelligence and strength. It is difficult to tell a Jawa’s age, but the glowing yellow eyes visible from under his hood seem dim compared to the other Jawas the party has seen in the Crawler. He is demanding and vindictive, and no Eeze dares to cross him.
Tootachi’i is attended by Snarl, a Sibian Hound with 18 hit points, and a Clawdite Agent disguised as a female Chiss. The Clawdite, Vyerith, is a messenger from the Black Spider, come to collect Gundren Rockseeker and the map of Wave Echo Cave from King Tootachi’i. Tootachi’i wants to sell the map instead of surrendering it, and he and the Chiss are negotiating a price. Vyerith first wants to question Gundren to find out if anyone else knows the location of the mine. Then the Clawdite intends to kill the human and destroy the map.
If the villains have been warned that an attack is imminent, Vyerith hides behind the door to the northeast, leaving it open a crack and hoping to attack an intruder from the rear. Tootachi’i holds Gundren hostage, ready to kill the human if the characters don't back off.
Ventilation slits. The Ventilation slits are 15 feet above the ground outside, and the creatures here aren't keeping watch. They are unlikely to notice intruders moving around the exterior of the Crawler.
Northwest Room. This partially collapsed chamber was once a comfortable bathroom. It still contains a large tile tub, unused by the Crawler's current occupants.
Unconscious Corellian. Near the southwest corner of the room is Gundren Rockseeker, a Corellian human. He is unconscious but stable at 0 hit points.
DEVELOPMENTS
If Tootachi’i is killed, Vyerith tries to kill Gundren and flee with the map, heading toward area 11 and escaping through the concealed canvas door. If cornered, the Clawdite fights to the death rather than allow herself to be captured. If Gundren is revived, he thanks the party for coming to his rescue but won't leave Eeze Crawler without his map. Unfortunately, he doesn't know where King Tootachi’i has hidden it (see the "Treasure" section).
TREASURE
Hidden under Tootachi’i's bed mattress is a stitched leather sack containing 1020 CR, three medpacs, and Gundren's map to Wave Echo Cave.
AWARDING EXPERIENCE POINTS
Divide 950 XP equally among the characters if the party defeats King Tootachi’i, the Sibian Hound, and the Clawdite. Award an additional 200 XP to the party if the characters rescue Gundren Rockseeker and escort him safely back to Neo Valnor.
RETURNING WAR BAND
You can add a complication in the form of a Gamorrean Raider war band returning home, just as the characters are preparing to leave. This war band consists of three Gamorrean Raiders led by Blissss Hissai, a Trandoshan Thug with 20 hit points. Blissss also has two Sibian Hounds as pets.
The Gamorrean Raiders have no treasure, but 1d4 of them carry bloody sacks, each containing a severed Zabrak head. The severed heads are trophies from the Gamorrean Raiders’ recent victory over an Zabrak hunting party.
Clever characters might try to reason with Blissss by urging him to think of himself as Tootachi’i's successor rather than Tootachi’i's avenger. Blissss has long aspired to lead the Eeze tribe, so he might do the adventurers the favor of not killing them, provided one or more characters succeed on a DC 15 Charisma (Persuasion) check.
AWARDING EXPERIENCE POINTS
Divide 500 XP equally among the characters if they defeat the Trandoshan Thug war band or come to terms with Blissss.
WHAT'S NEXT?
If Gundren Rockseeker survives the ordeal at Eeze Crawler, he offers the characters his thanks and asks that they escort him back to Neo Valnor and then venture to Wave Echo Cave to learn the fate of his brothers, Nundro and Tharden. He knows that someone called the Black Spider orchestrated his capture and hopes that the characters stop the villain. Upon returning to Neo Valnor, Gundren offers the characters 250 CR each for their assistance and promises the party a 10 percent share of the mine's wealth once his operation there is up and running.
Whether the characters sought the information from Agatha or Reidoth, negotiated with Stelven Groste, or recovered Gundren and his map from Eeze Crawler, they now know the location of Wave Echo Cave. The only thing left for them to do is seek out the old dwarven delve and discover for themselves who the Black Spider is, and why he's so interested in the Lost Mine of Valnor.
PART 4: WAVE ECHO CAVE
Fifteen miles east of Neo Valnor, in the deep vales of the Valnor Range, lies Wave Echo Cave. The rich mine of the Valnor Pact was lost four thousand years ago during a battle between Dark Jedi that devastated this area.
In the centuries since, countless prospectors and adventurers have searched for the lost mine, but none succeeded until the Rockseeker brothers found the entrance a month ago. Unfortunately, the Rockseekers did not realize they were being trailed by spies working for Nezznar, the Black Spider, and they inadvertently led the Chiss villain to their prize. Nezznar and his followers dealt with the two Rockseekers who were guarding their find, then arranged for Gundren's ambush. Learning of the adventurers' involvement with Gundren or their exploits in and around Neo Valnor, the Black Spider has given orders for the characters to be dealt with. Meanwhile, Nezznar has begun his exploration of Wave Echo Cave.
The Chiss is searching for the Forge of Spells, where the Dark Jedi of old Neo Valnor created artificial Kyber Crystals. However, Nezznar's exploration has been hindered by the restless undead and dangerous monsters that lurk in Wave Echo Cave, forcing him to proceed with great caution.
The adventurers now have the chance to aid Gundren, avenge his kin, and put a stop to the nefarious schemes of the Black Spider. And of course, the hoard of powerful Force energy rumored to be hidden in the mines is a rich prize.
CHARACTER LEVEL
This part of the adventure is designed for characters of at least 4th level and assumes that each character has earned at least 2,700 XP. If the adventurers skipped too many of the optional investigations and encounters in part 3, they might not be 4th level, and many of the encounters in this section might be difficult for them.
EXPERIENCE POINT AWARDS
In this part of the adventure, XP is awarded for overcoming monsters, as in parts 2 and 3. However, XP awards for monsters is not given in the encounter description. Instead, the amount of XP that a monster is worth is noted in its stat block (see appendix B). You calculate the award by totaling the value for each monster the characters overcome. Additional XP awards, and the reasons for them, are described in the text, under the "Awarding Experience Points" heading.
WANDERING MONSTERS
Monsters roam through all areas of the mine. Random encounters remind players that monsters aren't necessarily confined to specific areas, and that no part of the dungeon is safe. Encounters with wandering monsters are an effective way to keep the players and characters on their toes, alleviate player boredom, and tax party resources. However, having too many random encounters can become tedious, so use them sparingly.
If the characters spend a long time in a given area, you can check for wandering monsters by rolling a d20. On a roll of 17-20, an encounter takes place. Conversely, if the players seem restless, you can decide that an encounter occurs. Roll a d12 and consult the Wandering Monsters table to determine what the party meets.
WANDERING MONSTERS
d12 | Encounter |
---|---|
1 - 3 | Mynocks (2d4) |
4 - 5 | Flesh Raider Berserkers (1d4) |
6 | Adolescent Dianogas (1d4) |
7 - 8 | Viper Probe Droids (1d4) |
9 | Zabrak Thralls (1d6) |
10 | Force Zombies (1d6) |
11 - 12 | Living Tree (1) |
GENERAL FEATURES
The mine is cold, damp, and surprisingly drafty. A noticeable breeze blows through many of its passages, flowing from area 1 toward area 16.
Ceilings. Tunnels are 10 feet high unless noted otherwise. Rooms have 20-foot-high ceilings, while natural caverns have 30-foot-high ceilings dotted with stalactites.
Doors. Unless noted otherwise, all doors are 6 feet tall, 4 feet wide, and made of six-inch-thick cut slabs of stone fitted with durasteel handles and hinges.
Walls.The walls are hewn stone. In a few areas (14, 15, 19, and 20), they are dressed with well-fitted stone blocks.
Floors. All floors are smooth, natural stone.
Light. None unless otherwise indicated. The boxed text assumes that the characters have light sources or darkvision.
Stalagmites. Found in many of the natural caverns, these spires of rock rise up from the floor and can be used for cover (see "Cover" in the rulebook).
KEYED ENCOUNTERS
All the encounters in this part of the adventure are keyed to the map of Wave Echo Cave.
Booming Waves
All good dungeons have characteristics that make them unique, and Wave Echo Cave is no exception. The rhythmic thunder of pounding waves echoes throughout the mine, loud enough to make the stone underfoot shiver. Waves come about two minutes apart, growing louder toward the northeast.
Wave Echo Cave is nowhere near an ocean, but a water-filled cavern deep in the mine is connected to a font of dark side energy. That font boils over continuously to produce a surge that slams into a narrow funnel, making a sound like breaking surf. Describe this sound to players on occasion. It will pique their curiosity and lure them toward its source, drawing them deeper into the mine as a consequence.
1. CAVE ENTRANCE
Whether the characters follow Gundren's map or receive directions to Wave Echo Cave from another source, their initial approach leads them to a narrow tunnel whose entrance is hidden within the Valnor Range foothills.
This was the campsite of the Rockseekers. The dead human is Tharden, Gundren's brother, who was killed by the Black Spider. Gundren's other brother, Nundro, was here as well and is currently the Black Spider's prisoner in area 20.
The mens’ supplies are potentially useful, but not particularly valuable.
Open Pit. Climbing up or down the wall of the pit without a rope requires a successful DC 15 Strength (Athletics) check. A character who fails the check by 5 or more falls and takes 1d6 kinetic damage per 10 feet fallen, landing prone at the bottom. The tunnel at the bottom of the pit leads northwest toward area 2 and east toward area 3.
TREASURE
Tharden wears a pair of Rocket Boots (with one power cell). In his haste to explore the rest of Wave Echo Cave, Nezznar overlooked them.
2. MINE TUNNELS
This maze of passages is an old section of Wave Echo Cave's original mine site.
The dead-end passages are places where the miners gave up and decided to move on to other spots. Patiently lurking in one is a Living Tree. When the party enters this section of the mine, the tree begins to stalk the group, instinctively waiting for an opportunity to attack a lone target.
3. OLD ENTRANCE
The tunnel that runs south was the original entrance to Wave Echo Cave, but it was buried by the destruction that wracked the mines millennia ago. A pitched battle was fought here when the Zabrak Thralls stormed the mines. The dead still lie where they fell.
Clinging to the ceiling like bats are ten mynocks. The monsters find scant living prey in the mines, and they are ravenous. If the characters are looking down at the skeletons on the floor, the stirges are likely get the drop on them. Any character who isn't watching the ceiling is surprised unless his or her passive Wisdom (Perception) score is higher than the stirges' Dexterity (Stealth) check total (roll once for all of them). Characters who aren't surprised hear a flapping noise as the mynocks descend to attack.
The glow rods and the carvings of miners at work were meant as a welcome to newcomers.
4. OLD GUARDROOM
This guardroom once protected the nearby entrance to the mine, but it was overrun early in the fighting when the Dark Jedi warred with each other.
In the round after any living creature enters this chamber, the corpses begin to stir and rise as nine Zabrak Thralls. They fight until dead.
5. ASSAYERS' OFFICE
The mine's assayers worked here, weighing and assessing ore samples and paying the minors for their labor.
The centuries-old paper in the cubbyholes disintegrates if touched, but a character who reads Zabraki can see faint markings on a few scraps, recording weigh-ins and disbursements.
TREASURE
Behind the counter sits a locked durasteel strongbox, requiring a slicer’s kit and a successful DC 20 Dexterity check to open. This pay chest was overlooked in the fighting and contains 1,236 CR.
6. SOUTH BARRACKS
This was a miners' barracks, where the skilled delvers working in Wave Echo Cave rested between shifts. Any character who listens at the partially open door hears faint crunching and splintering sounds with a successful DC 10 Wisdom (Perception) check.
Three Flesh Raider Berserkers from the pack in area 9 are here, cracking and gnawing on the ancient bones of the fallen in the vain hope that some tasty morsel of marrow remains. The Flesh Raiders, eager for a fresh meal, attack immediately.
7. RUINED STOREROOM
Despite the destruction all around, the northern part of this storage area has survived intact.
It's not comfortable, but the storeroom is a secure resting place. No monsters come this way. Moreover, the storeroom door is in good shape and can easily be blocked or barred from the inside.
The contents of the kegs have long evaporated.
8. FUNGI CAVERN
This cave has hindered Nezznar's explorations. The Chiss suspects that the mine's Crystal refining workshops are close by, but he's reluctant to risk dealing with the monsters here.
Most of the fungi are harmless, and the green-glowing fungi allow creatures to see the entire cavern without the aid of darkvision or a light source.
Poison Gas. Whenever a creature attempts to cross the cavern, the carpets of fungi that cover most of the floor release poisonous gas into the air. Each creature in the cavern must succeed on a DC 11 Constitution saving throw or take 3d6 poison damage and be poisoned for 10 minutes (see the rulebook for more information on the poisoned condition). The gas disperses after 1 minute, but until then, any living creature that ends its turn in the cavern must repeat the saving throw.
9. GREAT CAVERN
This cave once served as the banquet room, meeting area, and mead hall for the Dark Jedi, served by their Zabrak servants and Wookie slaves.
Seven Flesh Raider Berserkers lurk in the shadows on the Western ledge. They notice any light or noise elsewhere in the cave and quickly bound down to attack. The creatures are hungry and fight until destroyed.
The escarpments are 10 feet high and require a successful DC 12 Strength (Athletics) check to climb. A creature that falls or is knocked from the top of a ledge takes 1d6 kinetic damage and lands prone.
10. DARK POOL
Treasure is concealed in this water-filled cave.
A passage leads south from this area, and a set of steps climbs up to the east. A sluggish stream flows out of the cave to the northeast.
The pool is 20 feet deep in the middle. The stream to the Northeast is 3 feet deep, and the ceiling of the passage is 2 to 3 feet above the water. Characters can easily wade through the stream to area 18.
A character who explores the pool finds an old Kaleesh skeleton lying on the bottom, 10 feet from the shore and under 10 feet of water. These are the remains of one of the Dark Jedi from old Valnor who died defending the assaulting mines against his partner. Signs of lightsaber wounds are still visible on the skeleton's ribcage.
TREASURE
The skeleton wears two platinum rings (750 CR each) and a Wrist Launcher with 2 Frag Missiles and 2 Plasma Missiles wrapped around its bony wrist.
11. NORTH BARRACKS
The eastern door is barricaded from inside the room and requires a successful DC 20 Strength check to force open. A character who listens at either door and succeeds on a DC 10 Wisdom (Perception) check hears gruff voices speaking Dosh and talking about how hungry they are.
If the party enters from the west, add:
Five Trandoshan Thugs reside in this chamber. They are loyal minions of Nezznar. This room marks the front line in the Black Spider's assault on Wave Echo Cave, and the Trandoshan Thugs are here to prevent Flesh Raiders, Force Zombies, or other creatures from troubling their master in his lair (area 19).
Like area 6, this was formerly a barracks for miners. Nezznar's Thugs removed the corpses they found here and built the barricade.
TREASURE
The leader Trandoshan carries a pouch containing 67 CR and a * Physical Barrier*.
12. SMELTER CAVERN
Like the fungi cavern at area 8, this chamber poses a serious obstacle that prevents Nezznar from reaching his objective -- the Forge of Spells (area 15). The Chiss is still formulating a plan to get past the ancient guardians in this area.
More than a dozen withered corpses are scattered around the room. These slain Zabrak and Wookies are still wearing the remnants of their armor. Floating above them is a skull engulfed in green flame.
Eight of the fallen Zabrak warriors are Force Zombies. They rise and pursue any living creatures that enter the room, but they do not pursue creatures outside this area for more than 1 round. In addition, a far more intelligent undead guards this area: a Dark Side Spirit named Garr San Dighit. This creature is the spirit of the Dark Jedi skeleton found in area 10, and it continues to protect its ancient claim.
This impressive chamber was the heart of the Wave Echo Cave mining operation. Here, the Dark Jedi melted down their ore to refine ingots of silver, gold, and platinum. The dry channel is where the miners diverted the stream from area 18 to power the waterwheel here. That in turn operated the bellows that fed the furnace.
The channel's bottom is 5 feet below floor level, and no ability check is required to scramble in or out. Characters in the channel can follow it out of this room to the north or to the east, though the ceiling is only 5 feet high after the channel exits this room.
13. STARRY CAVERN
The structural damage and the skeletal remains in this area are evidence of the destructive spell battle fought here centuries ago when the orcs and their mercenary wizards stormed the mines.
The cave is large enough that it contains two freestanding structures. Each of these stone buildings is proportioned for human use, as opposed to the human-sized doorways and furnishings you've seen elsewhere in the mines. Both masonry walls, their structures have battered and blackened double doors cracked and scorched.
The cavern is divided by an escarpment, into which a flight of stairs has been cut. Passages lead out of this area to the north, south, and west.
The damaged buildings are described in areas 14 and 15. Minerals in the ceiling are pretty, but they are neither magical nor valuable.
Any force-user can sense a subtle dark side aura in this cavern. (A Sense Force ability reveals the same.) The aura becomes stronger as one approaches the northern building (area 15).
14. DARK JEDIS’ QUARTERS
The doors leading into this area are cracked, their iron hinges partially melted. Wrenching or smashing open the doors requires a successful DC 15 Strength check.
This room contains the restless spirit of the other Dark Jedi to die here: Mormesk the Dark Side Spirit. He is not immediately visible but rises up out of the floor when a living creature enters the room.
Mormesk was a powerful Dark Jedi until he met his end in the battle at the climax of the revolt. His spirit remained as a Force Ghost as a result of the Dark Jedi’s pure hatred of his former partner and avarice towards the Forge of Spells he created.
Mormesk leads the creatures that haunt Wave Echo Cave. The Spirit spends his time here because the treasure he had amassed in life is in the scorched footlocker (see the "Treasure" section). No longer corporeal, he cannot touch or possess the wealth he enjoyed in life.
This building served as the base of operations for the Dark Jedi duo working at the Forge of Spells (area 15).
ROLEPLAYING MORMESK
In life, Mormesk was a Sith Pureblood. He speaks in grave whispers. When the Spirit first rises up from the floor, it says, "Your presence is offensive to me, your life forfeit. My treasures are mine alone, not yours to plunder!" If the characters make no attempt to reason with the Spirit, it attacks.
If the characters try to reason with the Spirit, it listens to what they have to say, provided they have not harmed it in any way or seized any of its property. The Spirit is irrevocably evil, so the only way the characters can stay its spectral hand is to offer it something a former Dark Jedi would consider valuable in exchange for their lives. Mormesk values Jedi artifacts, holocrons, and arcane knowledge. Whatever the gift, a character must succeed on a DC 10 Charisma (Persuasion) check to convince the Spirit of its value.
Regardless of what the characters offer it, the Spirit won't relinquish the wooden pipe in the scorched footlocker. It will, however, part with the coins and gems if the characters agree to kill the spectator in the Forge of Spells. (The Spirit doesn't explain what a spectator is. It merely points toward area 15.) Once it receives its gift, the Spirit allows characters to peruse its holocrons and ancient texts and keep the secret map in one of them (see the "Treasure" section).
TREASURE
The scorched footlocker is unlocked and contains 320 CR, three diamonds (1000 CR each), and a wooden pipe adorned with platinum filigree (1500 CR).
A handful of mystically preserved tomes remain on the shelves. Most are just Sith histories, but one has a map sewn into its cover. The map's presence can be discerned with a successful DC 12 Intelligence (Investigation) check. The shows the location of a dungeon of your own creation. When the characters finish their explorations here, this old map can lead them to their next adventure.
15. FORGE OF SPELLS
Here is where the Dark Jedi manipulating the Zabrak of the Valnor Pact channeled the dark force energy of these caverns to create artificial Kyber Crystals. The northernmost door is scorched and cracked, its durasteel hinges partially melted; forcing it open requires a successful DC 15 Strength check. The Western double doors are just as damaged but stand slightly ajar.
Behind the brazier of green flame floats a spherical creature measuring roughly four feet in diameter. Four eyestalks protrude from its central mass, two on each side. In the center of the body is a large eye that stares at you. "Hello," says a thick, burbling voice inside your head.
The monster that guards this room is a spectator. The Dark Jedi Garr who worked in the Forge of Spells brought the ancient Sith creature to assist in the revolt against Mormesk. When the mine was sacked, the combat between Garr and Mormesk sent powerful ripples through the dark force energy in the area, unhinging the spectator's grip on reality. It has become deranged and believes that the mine is still in use, ignoring all evidence to the contrary.
The Spirit (area 14) wants to drive off or kill the spectator, but so far, the creature has easily handled the assaults of Mormesk's Force Zombies and Flesh Raiders while seeing nothing strange about undead roaming the mine. If the party attempts to remove anything from this area, the spectator attacks. If the spectator is blinded somehow, it disappears back to its home plane, convinced that it can no longer perform the task with which it was charged.
With a successful DC 15 Charisma (Deception) check, a character can trick the spectator into thinking one or more party members are miners who serve the masters of Wave Echo Cave, sent to terminate the spectator's employment. If the deception succeeds, the spectator believes it is released from its obligations, and it disappears and returns to its home plane.
Brazier of Green Flame. A successful DC 15 Intelligence (Lore) check identifies the brazier as the source of the force energy that suffuses the surrounding caverns. This strength has waned over the years, to the extent that it can no longer be harnessed to create the artificial Kyber Crystals. However, any lightweapon or Jedi robes bathed in the green flame for at least 1 minute becomes a +1 weapon or +1 armor, respectively, for 1d12 hours (see Appendix A). The brazier cannot be removed from the Forge of Spells.
Northern Room. This small room is a separate workspace, where rough crystals being prepared for refinement were polished, cut, and otherwise finished. Like the main workshop, it has been almost completely destroyed.
TREASURE
On the worktable in the southeast corner of the room are the last items the spectator was charged to protect: Nightbringer and Sith War Armor.
Nightbringer. This Kyber-powered +1 blaster pistol was made for a Dathomiri Nightsister, a lover the Dark Jedi Garr. The barrel of the pistol ends in a likeness of a Krayt Dragon’s head and made of an unknown metal. Named Nightbringer, this weapon’s energy blasts glow a luminous, pitch black. When fired, the blaster’s shots have a chance to inflict the blind condition on the target for 1d4 turns (DC 15 Reflex Save).
Sith War Armor. This +1 Battle Armor has a shimmering Rancor motif worked into its design. Created for Mormesk’s own personal use, it grants its wearer advantage on saving throws against force abilities that have the Light or Universal type.
16. BOOMING CAVERN
The sound of pounding surf that gives Wave Echo Cave its name can be traced to this water-filled cavern.
The ledge that hugs the south wall is 15 feet above water level. However, when water surges into the cave every 2 minutes, it raises the water level by 10 feet. After a minute, the water level returns to its normal depth of 20 feet.
17. OLD STREAMBED
The stream flowing from area 10 to area 18 used to continue through this low passage, eventually emptying out into area 16.
The Zabrak diverted the stream into the channel leading to area 12 to drive the waterwheel in the smelter. Then the earthquakes that rocked Wave Echo Cave during the final battle of the revolt collapsed the floor in area 18, diverting the stream once again. The old streambed remains as a usable passage that circumvents the creatures in area 12, although Nezznar has not yet discovered this.
18. COLLAPSED CAVERN
Nezznar's servants occupy this cavern, guarding against Force Zombies and flesh raider incursions and carefully sifting through the rubble. The Black Spider's intel suggests that some valuable treasure is hidden at the bottom of the rift that was created when this area was destroyed.
Three Trandoshan Thugs are stationed here. Two of them are clearing rock on the rift floor while one more stands guard in the Western half of the cavern. A Clawdite Agent named Vhalak supervises the operation in the guise of a male Chiss. If a fight breaks out in the main cavern, the two Trandoshan Thugs in the rift climb up the ropes to join the fray.
Rift. The rift is 20 feet deep. Climbing up or down without using a rope requires a successful DC 10 Strength (Athletics) check. A creature that fails the check by 5 or more falls and takes 1d6 kinetic damage per 10 feet fallen, landing prone at the bottom.
DEVELOPMENTS
If two or more Trandoshan Thugs are killed, the Clawdite Agent tries to retreat to area 19 to warn Nezznar.
TREASURE
Nezznar's intel is accurate. Buried under heavy rubble at the bottom of the rift is the crushed skeleton of a Wookie wearing Reverse-Engineered Crushgaunts. The remains are hidden from view but can be found with a successful DC 20 Wisdom (Perception) check. Each character searching can attempt one check per hour.
19. TEMPLE OF THE UNIFYING FORCE
Nezznar uses this room as his headquarters while he explores the mines and searches for the Forge of Spells.
The dust and debris covering the floor has been swept to one side, and a campsite of sorts now spreads in front of the statue. Half a dozen bedrolls and packs are neatly arranged around a rough-built fire pit. A wooden table stands on the West side of the room between two pillars.
If the room's occupants are not aware of the characters as they enter, add the following:
Nezznar the Black Spider is joined by four giant spiders that defend their master to the death. If they are expecting trouble, the spiders hide behind pillars, and Nezznar engages his Stealth Field Generator on himself and stands near the table. Make a Dexterity (Stealth) check for the spiders. When intruders appear, the spiders try to entangle them in webs before closing to melee range. Nezznar joins the fray on the round after the spiders attack.
If the Clawdite Agent from area 18 retreated to this area, it assumes the guise of Nundro Rockseeker so that Nezznar can use the "human" as leverage to force the party's surrender (although the Chiss won't actually harm the Clawdite Agent). See the "Roleplaying Nezznar" section for more information on the Chiss villain.
Statue. The statue depicts The Father, a depiction of the Unifying Force. Any character who has proficiency in Lore recognizes the deity. The statue is beautifully carved, and its emerald eyes appear extremely valuable. However, the jewels are clever fakes made of worthless glass, as close inspection and a successful DC 15 Intelligence (Investigation) check reveals. Nevertheless, powerful dark force energy protects them, and a Sense Force ability reveals a strong aura surrounding the statue.
A character can climb the statue easily and pry a jewel loose with a successful DC 10 Strength check. However, if either eye is removed, the pillars that line the walls crack, triggering a ceiling collapse. Each creature in the room must make a DC 15 Dexterity saving throw, taking 4d10 kinetic damage from falling rubble and falling prone on a failure, or taking only half the damage on a success.
Table. The table is strewn with notes and datapads showing Nezznar's efforts at exploring the mine so far. A black leather sack of treasure is amid the papers (see the "Treasure" section).
ROLEPLAYING NEZZNAR
Even though he intends to kill the characters, Nezznar is curious about them. Given the chance, he quizzes the characters at length regarding their identities, allegiances, interests, and goals,. He files it all away in memory in the hope that someday he might find a use for what he learns.
Nezznar admits to being the Black Spider, and to using the Eeze Jawas and the Redbrands to ensure that Wave Echo Cave remains his secret. He will say or do anything to put the characters off their guard, including promising to surrender or proposing cooperation against the creatures impeding his progress toward reaching the Forge of Spells. However, he betrays the characters as soon as they outlive their usefulness.
DEVELOPMENTS
The creatures in area 18 can hear sounds of combat in this room. If they haven't already been dealt with, they arrive after 3 rounds and act immediately after Nezznar's giant spiders in the initiative count.
If the characters capture Nezznar and deliver him to the town master's hall in Neo Valnor, the Chiss is locked up until Silda Hallwinter or another representative of the Lords' Alliance can escort him to Dawn City to face justice and interrogation. However, unless the characters post guards outside Nezznar's cell, Hala Thorsiks (see page 17) breaks him out of jail, smuggles him out of Neo Valnor, and delivers him into the waiting arms of the Canted Circle. The secret society wants to learn everything the Black Spider knows about Wave Echo Cave. What happens to Nezznar at that point is up to you.
TREASURE
Nezznar carries a medpac and a spider staff. In addition, the Chiss carries a keycard displaying an image of an anvil. This keycard unlocks the door to area 20. Nezznar's exploration of Wave Echo Cave has yielded some treasure, which the Chiss keeps in the sack on the wooden table. The sack contains 3750 CR, nine small gemstones (100 CR each), and an artificial Kyber Crystal (1000 CR).
AWARDING EXPERIENCE POINTS
If Nezznar is captured alive and delivered to Silda Hallwinter or Townmaster Mester in Neo Valnor, award the party double his XP value.
20. PRIESTS' QUARTERS
The door to this room is locked, requiring a slicer’s kit and a successful DC 15 Dexterity check to open. Nezznar (area 19) carries the keycard.
Unless the characters are being stealthy, any activity at the door attracts the attention of Nezznar and his allies in area 19, prompting the Chiss to send his giant spiders to investigate.
This room formerly belonged to the priest in charge of Dumathoin's temple (area 19), but Nezznar has appropriated it for use as a cell. The figure lying on the floor is Nundro, a human commoner and the youngest of the three Rockseeker brothers. Nezznar spared him because he thought the human might know more about the mine than he admitted. The Chiss has interrogated Nundro harshly once or twice a day ever since capturing him.
DEVELOPMENTS
Nundro is grateful if the adventurers rescue him, and he offers to tag along for the duration of their stay in Wave Echo Cave. Nundro doesn't know any more about the layout than the characters, so he hasn't much to offer in the way of useful information. See the "NPC Party Members" sidebar for tips on running Nundro.
If the characters deal with Nezznar and his minions, this area serves as a safe and comfortable place to rest before continuing their explorations of the mine.
AWARDING EXPERIENCE POINTS
If Nundro is rescued and survives the adventure, divide 200 XP equally among the characters in the party.
CONCLUSION
With hard work and a little luck, the adventurers have defeated the Black Spider and undone his destructive plots, cleared Neo Valnor of the ruffians who threatened its people, and reclaimed the lost mine of Wave Echo Cave. Their deeds will be long remembered on Iridonia. In years to come, the restored mines of the Valnor Pact will bring great riches to Neo Valnor and help establish peace and prosperity in the area.
Gundren and Nundro Rockseeker take over administration of the new mine. For the adventurers' service to their family, they gladly award the party a 10 percent share of the mine's profits. If the characters want to remain in Neo Valnor and perhaps restore Tresendar Manor or establish homes of their own, the people of the area are glad to have them stay. Even if they choose to move on in search of new adventures, they'll always have a warm welcome in Neo Valnor.
Appendix A: Enhanced Items List
Every adventure holds the promise -- but not a guarantee -- of finding one or more enhanced items. Lost Mine of Valnor contains an assortment of enhanced items that hints at the wider variety of enhanced items waiting to be found in the Galaxy.
Using an Enhanced Items
Cretain enhanced items require a user to attune to them before their properties can be used. Attuning to an enhanced item requires that you spend a short rest concentrating on it. Depending on the nature of the item, this concentration can take the form of prayers, weapon practice, or meditation. In any case, the concentration period must be uninterrupted. One you are attuned to an item, you can use its special properties.
An item can be attuned to only one creature at a time. A creature can be attuned to no more than three enhanced items at any given time, and you can attune yourself to only one item during a short rest.
Your attunement to an item ends if it has been moore than 100 feet away from you for 24 hours or if you die. You can also voluntarily end your attunmnent to an item with another short rest.
Item Descriptions
+1 Armor
The most basic form of enhanced armor is a superb product of craft. You have a +1 bonus to your Armor Class while wearing this armor.
+1 Weapon
Enhanced weapons are unmistakably finer in quality than their ordinary counterparts. You have a +1 bonus to attack and damage rolls you make with this weapon.
Some +1 weapons have additional properties, such as shedding light.
Basic Computer Spike
When you make an Intelligence (slicer’s kit) check, you can use the spike (no action required) to reroll the check. You must use the new roll. You can wait until after you roll the d20 before deciding to use the spike, but you must decide before the GM says whether the check succeeds or fails.
Defense Augmentation Matrix
A personal shield item that allows the untrained use of the tech power Energy Shield.
Energy Shield. You quickly create an energy shield. Until the start of your next turn, you have a +5 bonus to AC. This includes the triggering attack.
Electrostun Grenade
Electrostun grenades are usually used when the object of a mission is to detain, capture, or subdue rather than kill. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 1d6 lightning damage on a failed save, or half as much as on a successful one. Additionally, on a failed save, the creature is stunned until the end of its next turn.
Fragmentation Grenade
Frag grenades are cheap, low-damage grenades used mainly by military personnel, mercenaries, bounty hunters, and adventurers. Grenades can be set to detonate on impact or set with a timer that lasts several seconds before detonating. Grenades have a range equal to 30 feet + your Strength modifier x 5. As an action, you can throw a grenade at a point you can see within range. Each creature within 10 feet must make a DC 13 Dexterity saving throw. A creature takes 2d6 kinetic damage on a failed save, or half as much as on a successful one.
Fragmentation Missile
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes. The target and each creature within 5 feet must make a DC 13 Dexterity saving throw, taking 1d6 kinetic damage on a failed save or half as much on a successful one.
Gravity Generator
Gravity generators are special devices typically worn on belts that function as a portable, personal artificial gravity source. Activating or deactivating the belt requires a bonus action and, while active, you are able to move as if in a standard gravitational pull. The generator lasts for 10 minutes and can be recharged by a power source or replacing the power cell.
Jetpack
Jetpacks are personal aerial transportation devices that allow the operator to fly into and through the air with great mobility. Activating or deactivating the jetpack requires a bonus action and, while active, you have a flying speed of 30 feet. The jetpack last for 1 minute per power cell (to a maximum of 10 minutes) and can be recharged by a power source or replacing the power cells.
Medkit
A common medkit can be stocked with bacta packs, and contains spray-bandages, bone stabilizers, antiseptics, and other essentials for the treatment of wounds. As an action, you can expend a use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check. A medkit can be used to stabilize 5 times before it must be restocked at its original cost.
Medpac
A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore 2d4+2 hit points to a creature within 5 feet.
Physical Barrier
A shimmering barrier springs into resistance around you that lasts 8 hours. The barrier has 10 hit points. Whenever you take damage (one of energy, ion, or kinetic, chosen by the GM when the item is created), the barrier takes the damage instead. If this damage reduces the barrier to 0 hit points, you take any remaining damage.
Plasma Missile
This wrist launcher ammunition deals 1d6 kinetic damage on a hit. Additionally, hit or miss, the missile then explodes, setting the ground beneath it in a 15 foot radius ablaze for 1 minute. When a creature enters the fire or starts its turn there it must make a DC 13 Dexterity saving throw. On a failed save, the creature takes 1d8 fire damage or half as much on a successful one. A construct makes this save with disadvantage.
Reverse-Engineered Crushgaunts
Though the knowledge to forge a pair of true shuk’orok is a closely-guarded Mandalorian secret, the effects of these gloves are desirable enough to spawn numerous imitators.
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
Ring of Protection
While you are wearing this ring and are attune to it, you have a +1 bonus to your Armor Class and saving throws.
Rocket Boots
Rocket boots are a form of rocket propulsion system affixed to a pair of boots instead of being worn on the back like a standard jetpack. Activating or deactivating the boots requires a bonus action and, while active, you have a flying speed of 20 feet. The rocket boots last for 1 minute and can be recharged by a power source or replacing the power cell.
Spider Staff
The top of this black, durasteel staff is shaped like a spider. The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its abilities.
The staff can be wielded as a vibrostaff. It deals 1d6 extra Poison damage on a hit when used to make a weapon attack.
The staff has 10 charges, which are used to fuel the powers within it. The staff has the following capabilities: Grappling Hook (1 charge, adventuring gear) or Electromesh (2 charges, tech power). No components are required.
The staff regains 1d6 + 4 expended charges each day at dusk. If you expend the staff's last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.
Stealth Field Generator
Stealth field generators are special devices typically worn on belts that function as a portable, personal cloaking device. Activating or deactivating the generator requires a bonus action and, while active, you have advantage on Dexterity (Stealth) ability checks that rely on sight. The generator lasts for 1 minute and can be recharged by a power source or replacing the power cell. This effect ends early if you make an attack or cast a force- or tech- power.
Vocoder Mask
A vocoder mask is worn over the nose and mouth of a creature, and can translate verbal communications between up to 15 languages.The languages can be changed out while interfaced with a protocol droid or appropriate computer.
Wrist Launcher
Properties: Ammunition (range 30ft/60ft), reload 1, special
Rather than traditional power cells, the wrist launcher fires specialized projectiles in the form of darts, small missiles, or specialized canisters.
Appendix B: Monster Descriptions
Clawdite Agent
Medium humanoind (Clawdite), Neutral
- Armor Class 14
- Hit Points 52 (8d8 + 16)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 17 (+3) 14 (+2) 12 (+1) 12 (+1) 14 (+2)
- Skills Deception +6, Insight +3
- Condition Immunities Charmed
- Senses Darkvision 60 ft., Passive Perception 11
- Languages Galactic Basic, Clawdite
- Challenge 3 (700 XP)
Traits
Shapechanger. The clawdite can use its action to shapeshift into a Medium humanoid it has seen, or back into its true form. Its statistics are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.
Ambusher. The clawdite has advantage on attack rolls against any creature it has surprised.
Surprise Attack. If the clawdite surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.
Unsettling Visage. When an enemy the clawdite can see makes an attack roll against it, it can use its reaction to impose disadvantage on the roll. Using this trait reveals the clawdite's shapeshifting nature to any creature within 30 feet that can see it.
Actions
Shotgun. Ranged Weapon Attack: +5 to hit, range 30ft/120ft, burst 2, reload 4, strength 13, two-handed. Hit: 7 (2d4 + 3) Kinetic Damage
Wrist Launcher. Ranged Weapon Attack: +3 to hit, range 30ft/60ft, reload 1. Hit: If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is takes 1d4 poison damage on its turn. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Slam. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d6 + 1) kinetic damage.
Commoner
Medium Humanoid (any species), any alignment
- Armor Class 10
- Hit Points 4 (1d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)
- Senses passive Perception 10
- Languages any one (usually Galactic Basic)
- Challenge 0 (10 XP)
Actions
Slam. Melee Weapon Attack: +2 to hit, Reach 5 ft., one target. Hit: 2 (1d4) bludgeoning damage.
Commoners include peasants and serfs, slaves and servants, pilgrims, merchants, artisans, and hermits.
Dark Side Spirit
Medium undead, neutral Dark
- Armor Class 13
- Hit Points 40 (9d8)
- Speed 30 ft., fly 40 ft. (hover)
STR DEX CON INT WIS CHA 6 (-2) 17 (+3) 10 (+0) 17 (+3) 15 (+2) 16 (+3)
- Saving Throws Int +6, Wis +5
- Skills Perception +5, Stealth +6
- Damage Resistances Acid, Fire, Sonic, Kinetic
- Damage Immunities Cold, Necrotic, Poison
- Condition Immunities Charmed, Frightened, Grappled, Paralyzed, Petrified, Poisoned, Prone, Restrained, Exhaustion
- Senses darkvision 60 ft., passive Perception 15
- Languages languages it knew it life
- Challenge 5 (1,800 XP)
Traits
Incorporeal Movement. The spirit can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.
Actions
Maddening Touch. Melee Power Attack: +6 to hit, reach 5 ft., one target. Hit: 17 (4d6 + 3) Psychic damage
Whispers of Madness. The spirit chooses up to three creatures it can see within 60 feet of it. Each target must succeed on a DC 14 Wisdom saving throw, or it takes 7 (1d8 + 3) psychic damage and must use its reaction to make a melee weapon attack against one creature of the spirit's choice that the spirit can see.
Howling Babble (Recharge 6). Each creature within 30 feet of the spirit that can hear it must make a DC 14 Wisdom saving throw. On a failed save, a target takes 12 (2d8 + 3) psychic damage, and it is stunned until the end of its next turn. On a successful save, it takes half as much damage and isn't stunned.
Cultist
medium humanoid (any species), any non-light alignment
- Armor Class 12
- Hit Points 9 (2d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 12 (+1) 10 (+0) 10 (+0) 11 (+0) 10 (+0)
- Skills Deception +2, Religion +2
- Senses passive Perception 10
- Languages Galactic Basic, Native Language
- Challenge 1/8 (25 XP)
Traits
Dark Devotion. The cultist has advantage on saving throws against being charmed or frightened.
Actions
Wrist Blade. Melee Weapon Attack: +3 to hit, reach 5 ft., fixed, one target. Hit: (1d6 + 1) kinetic damage.
Dianoga, Adolescent
Large beast, unaligned
- Armor Class 13
- Hit Points 51 (6d10 + 18)
- Speed 15 ft., swim 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 16 (+3) 4 (-3) 12 (+1) 5 (-3)
- Skills Stealth +3
- Senses darkvision 60 ft., passive Perception 11
- Languages Dianoga
- Challenge 2 (450 XP)
Traits
Limited Amphibiousness. The dianoga can breathe air and water, but it needs to be submerged at least once every 4 hours to avoid suffocating.
Actions
Multiattack. The dianoga makes two attacks: one with its tentacles and one with its bite.
Tentacles. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 4 (1d4 + 2) Kinetic damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained.
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 2) Kinetic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. Until the poison ends, the target is paralyzed. The target can repeat the saving throw at the end of each of its turns, ending the poison on itself on a success.
Fallen Jedi
Medium humanoid (any species), Lawful Dark
- Armor Class 12
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 14 (+2) 11 (+0) 12 (+1) 17 (+3) 11 (+0)
- Saving Throws Int +5, Wis +3
- Skills Force +5, History +5
- Senses passive Perception 11
- Languages Galactic Basic, Sith, one other (Species language)
- Challenge 1 (200 XP)
Forcecasting. The Jedi is a 4th-level forcecaster that uses Wisdom as its spellcasting ability (spell save DC 13: +5 to hit with Force attacks). The Jedi knows the following spells from the Force powers list:
- At Will: Force Push/Pull, Burst, Affect Mind
- 1st Level (4 slots): Project, Cloud Mind
- 2nd Level (3 slots): Stun, Coerce Mind
Actions
Lightsaber. Melee Weapon Attack: +1 to hit, reach 5 ft., luminous, hidden, one target. Hit: 2 (1d6 - 1) Energy damage, versatile [3 (1d8 - 1)].
Flesh Raider Berserker
Medium aberration, Unaligned
- Armor Class 13
- Hit Points 19 (2d12 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 10 (+0) 16 (+3) 10 (+0) 10 (+0) 10 (+0)
- Saving Throws Strength +4
- Skills Athletics +4
- Senses passive Perception 10
- Languages Rakata
- Challenge 1 (200 XP)
Traits
Rage. On it's turn, the flesh raider berserker can enter a rage as a bonus action in combat. The rage lasts for 1 minute and can be used once per day, gaining the following abilities: - +2 damage on all melee attacks. - Resistance to kinetic damage.
Actions
Blade Strike. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) Kinetic damage
Feasting Bite (3/Day). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) Kinetic damage and the flesh raider berserker takes a chunk of flesh out of its target, swallowing it whole and gaining temporary hit points equal to its constitution modifier.
Gamorrean Raider
Medium humanoid (Gamorrean), Chaotic Dark
- Armor Class 13
- Hit Points 18 (3d8 + 6)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 12 (+1) 16 (+3) 7 (-2) 11 (+0) 10 (+0)
- Damage Resistances kinetic and energy from unenhanced weapons.
- Senses passive Perception 10
- Languages Gamorrese, Galactic Basic (Understands)
- Challenge 1/2 (100 XP)
Traits
Aggressive. As a bonus action, the Gamorrean can move up to its speed toward a hostile creature that it can see.
Actions
Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) slashing damage.
Vibrospear. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage.
Vibrospear. Ranged Weapon Attack: +5 to hit, reach 30ft/120ft, one target. Hit: 6 (1d6 + 3) piercing damage.
Giant Spider
Large beast, unaligned
- Armor Class 14
- Hit Points 26 (4d10 + 4)
- Speed 30 ft., climb 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 16 (+3) 12 (+1) 2 (-4) 11 (+0) 4 (-3)
- Skills Stealth +7
- Senses Blindsight 10 ft., Darkvision 60 ft., passive Perception 10
- Languages --
- Challenge 1 (200 XP)
Traits
Spider Climb. The spider can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.
Web Sense. While in contact with a web, the spider knows the exact location of any other creature in contact with the same web.
Web Walker. The spider ignores movement restrictions caused by webbing.
Actions
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) piercing damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.
Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to bludgeoning, poison, and psychic damage).
Gundark, Adolescent
Medium beast, unaligned
- Armor Class 13
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 12 (+1) 11 (+0) 4 (-3) 12 (+1) 8 (-1)
- Skills Perception +3
- Senses darkvision 60 ft., passive Perception 13
- Languages --
- Challenge 1/2 (100 XP)
Traits
Rampage. When the gundark reduces a create to 0 hit points with a melee attack on its turn, the gundark can take a bonus action to move up to half its speed and make a claw attack.
Keen Hearing and Smell. The gundark has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Actions
Multiattack. The gundark makes two claw attacks
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage
Hssiss
Large aberration, Chaotic Dark
- Armor Class 18
- Hit Points 125 (15d10 + 45)
- Speed 30 ft., swim 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 14 (+2) 17 (+3) 9 (-1) 12 (+1) 8 (-1)
- Saving Throws Dex +5, Con +6, Wis +3, Cha +5
- Skills Perception +6, Stealth +5
- Senses Darkvision 60 ft., passive Perception 13
- Languages Sith (Understands)
- Challenge 7 (2,900 XP)
Traits
Amphibious. The dragon can breathe air and water.
Sith-born. Dark forcecasters and Sith (species) have advantage on Animal Handling checks against Hssiss.
Actions
Multiattack. The Hssiss makes three attacks, once with its bite and twice with its claws.
Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 14 (3d8+4) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 17) or become poisoned and take 6 (2d6) toxin damage per turn. The target is also grappled (escape DC 16). Until this grapple ends, the target is restrained, and the Hssiss can't bite another target
Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 11 (3d6+4) kinetic damage. The creature must then succeed on a Constitution saving throw (DC 15) or become poisoned and take 6 (2d6) toxin damage per turn.
Invisibility. The Hssiss uses the Force to turn Invisible until it attacks, or until its Concentration ends (as if concentrating on a power).
IG-86 Droid
Medium droid, unaligned
- Armor Class 16
- Hit Points 58 (9d8 + 18)
- Speed 30 ft.
STR DEX CON INT WIS CHA 14 (+2) 17 (+3) 15 (+2) 14 (+2) 13 (+1) 7 (-1)
- Skills Perception +3, Stealth +5, Survival +3
- Damage Vulnerabilities Ion
- Damage Resistances Necrotic, Poison, Psychic
- Condition Immunities poison, disease
- Senses darkvision 60 ft., passive Perception 13
- Languages Binary, Galactic Basic
- Challenge 3 (700 XP)
Traits
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Sneak Attack (1/Turn). The assassin droid deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the assassin droid that isn't incapacitated and the assassin doesn't have disadvantage on the roll.
Actions
Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150ft/600ft, reload 4, strength 13, two-handed, one target. Hit: 9 (1d12+3) energy damage.
Stock Strike. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.
Jawa
Small humanoid, Chaotic Balanced
- Armor Class 13
- Hit Points 10 (2d6 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 12 (+1) 11 (+0) 10 (+0) 8 (-1)
- Skills Stealth +6
- Senses darkvision 60 ft, passive Perception 10
- Languages Jawaese, Galactic Basic (Understands)
- Challenge 1/4 (50 XP)
Traits
Nimble Escape The Jawa can take the Disengage or Hide action as a bonus action on each of its turns.
Actions
Blaster Carbine. Ranged Weapon Attack: +4 to hit, range 60ft/240ft, reload 16, one target, Hit: 5 (1d6 + 2) Energy Damage
Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5ft, one target. Hit: 1 (1d4 - 1) Kinetic Damage
Lasat
Medium Humanoid (Lasat), Chaotic Balanced
- Armor Class 11
- Hit Points 59 (7d10 + 21)
- Speed 40 ft.
STR DEX CON INT WIS CHA 19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)
- Senses Darkvision 60 ft., Passive Perception 8
- Languages Shyriiwook, Galactic Basic
- Challenge 2 (450 XP)
TRAITS
Aggressive. As a bonus action, the lasat can move up to its speed toward a hostile creature that it can see.
Reckless. At the start of its turn, the lasat can can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn.
Blood Rage. When a creature within 5 feet of the lasat hits it with an attack, the lasat may use its reaction to immediately make a melee weapon attack with advantage against that creature.
ACTIONS
Bo-rifle Staff. Melee Weapon Attack: +6 to hit, one target, double (1d6). Hit: 7 (1d6 + 4) kinetic damage. The target must then succeed on a Constitution saving throw (DC 11) or become shocked for 1d4 turns.
Modified Bo-rifle. Ranged Weapon Attack: +6 to hit, reload 6, range 100ft/400ft, one target. Hit: 2 (1d6 - 1) + 4 (1d8) Energy damage. Equipped with a Quantum Splitter Mark III.
Living Tree
Large plant, unaligned
- Armor Class 13
- Hit Points 73 (7d10 + 28)
- Speed 20 ft.
STR DEX CON INT WIS CHA 21 (+5) 6 (-2) 18 (+4) 10 (+0) 10 (+0) 7 (-2)
- Damage Vulnerabilities Fire
- Damage Resistances Kinetic
- Condition Immunities Blinded, Charmed, Deafened, Prone
- Senses Tremorsense 120 ft. (blind beyond this radius), passive Perception 10
- Languages --
- Challenge 2 (450 XP)
Traits
False Appearance. While the tree remains motionless, it is indistinguishable from a normal tree
Actions
Slam. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 23 (4d8 + 5) Kinetic) damage
Mynock
Small beast, unaligned
- Armor Class 14
- Hit Points 7 (2d6)
- Speed 5 ft., fly 40ft.
STR DEX CON INT WIS CHA 4 (-3) 16 (+3) 11 (+0) 2 (-4) 8 (-1) 6 (-2)
- Senses darkvision 60 ft., passive Perception 9
- Languages --
- Challenge 1/8 (25 XP)
Traits
Atmosphere Agnostic. The mynock can survive in any type of atmosphere or vacuum.
Battery Drainer. If the mynock attaches itself to a piece of equipment that needs energy to function, that piece will stop working until the Mynock is removed.
Pack Tactics. The mynock has advantage on an attack roll against a creature if at least one ally of the mynock is within 5 feet of the creature and the ally isn't incapacitated.
ACTIONS
Energy Drain. Melee Weapon Attack: +5 to hit, reach 5 ft., one creature. Hit: 5 (1d4 + 3) kinetic damage, and the mynock attaches to the target. If attached to a droid or construct, at the start of each of the mynock's turns, the target loses 5 (1d4 + 3) hit points due to energy being drained.
The mynock can detach itself by spending 5 feet of its Movement. It does so after it drains 10 Hit Points of energy from the target or the target dies. A creature, including the target, can use its action to detach the Mynock.
Nezznar the Black Spider
Medium humanoid (Chiss), Neutral Dark
- Armor Class 11
- Hit Points 27 (6d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 9 (-1) 13 (+1) 10 (+0) 16 (+3) 14 (+2) 13 (+1)
- Saving Throws Int +5, Wis +5
- Skills Lore +5, Perception +4, Stealth +3
- Senses darkvision 120 ft., passive Perception 14
- Languages Cheunh, Galactic Basic
- Challenge 2 (450 XP)
Traits
Special Equipment. Nezznar has a spider staff and a Stealth Field Generator
Tech Resistance. Nezznar has advantage on saving throws against tech powers.
Techcasting. Nezznar is a 4th-level techcaster that uses Intelligence as his techcasting ability (ability save DC 13; +5 to hit with tech abilities). Nezznar has the following powers prepared from the tech powers list:
- At Will: Rime Shot, Mobile Lights, Electrical Burst, Combustive Shot
- 1st Level (4 slots): Energy Shield, Tranquilizer, Absorb Energy
- 2nd Level (3 slots): Mirror Image, Concealed Caltrops
Actions
Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100ft/400ft, reload 12, two-handed, one target. Hit: 6 (1d8 + 2) Energy damage
Spider Staff. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) Kinetic damage
Redbrand Ruffian
Medium humanoid (Zabrak), Neutral Dark
- Armor Class 14 (Heavy Combat Suit)
- Hit Points 16 (3d8 + 3)
- Speed 30 ft.
STR DEX CON INT WIS CHA 11 (+0) 14 (+2) 12 (+1) 9 (-1) 9 (-1) 11 (+0)
- Skills Intimidation +2
- Languages Zabraki, Galactic Basic
- Challenge 1/2 (100 XP)
Actions
Multiattack. The ruffian makes two Slugpistol attacks
Slugpistol. Ranged Weapon Attack: +4 to hit, range 40ft/160ft, reload 12, one creature, Hit: 5 (1d6 + 2) Kinetic Damage.
Vibrodagger. Melee Weapon Attack: +2 to hit, reach 5ft, one target. Hit: 2 (1d4) Kinetic Damage.
Redbrand ruffians are petty thugs and ruthless enforcers skilled at intimidation and violence. They work for money and have no scruples.
Sibian Hound
Medium Beast, Unaligned
- Armor Class 13
- Hit Points 11 (2d8 + 2)
- Speed 40 ft.
STR DEX CON INT WIS CHA 12 (+1) D15ex (+2) 12 (+1) 3 (-4) 12 (+1) 6 (-2)
- Skills Perception +3, Stealth +4
- Senses passive Perception 13
- Languages --
- Challenge 1/4 (50 XP)
Traits
Keen Hearing and Smell. The hound has advantage on Wisdom (Perception) checks that rely on hearing or smell.
Pack Tactics. The hound has advantage on attack rolls against a creature if at least one of the hound's allies is within 5 feet of the creature and the ally isn't incapacitated.
Actions
Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) kinetic damage. If the target is Large or smaller, it must succeed on a DC 11 Strength saving throw or be knocked prone.
Silda Hallwinter
Medium humanoid (Zabrak), Neutral Light
- Armor Class 16
- Hit Points 27 (5d8 + 5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 13 (+1) 10 (+0) 12 (+1) 11 (+0) 11 (+0) 10 (+0)
- Saving Throws Str +3, Con +3
- Skills Perception +2
- Senses passive Perception 12
- Languages Zabraki, Galactic Basic
- Challenge 1 (200 XP)
Actions
Multiattack. Silda makes two melee attacks.
Vibrorapier. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 5 (1d8 + 1) piercing damage.
Bowcaster. Ranged Weapon Attack: +2 to hit, Reach 40ft/160ft, burst 8, reload 8, strength 13. Hit: 5 (1d10) Energy damage.
Reactions
Parry. When an attacker hits Silda with a melee attack and Silda can see the attacker, he can roll 1d6 and add the number rolled to his AC against the triggering attack, provided that he's wielding a melee weapon.
Silda Hallwinter is a retired soldier and sellsword who hails from Dawn City. He is a loyal member of the Lords' Alliance, a political organization that unites the various planets of the Mid Rim.
Sith Acolyte
Medium humanoid (any species), Lawful Dark
- Armor Class 12
- Hit Points 22 (5d8)
- Speed 30 ft.
STR DEX CON INT WIS CHA 12 (+1) 14 (+2) 11 (+0) 11 (+0) 9 (-1) 17 (+3)
- Saving Throws Int +5, Wis +3
- Skills Force +5, History +5
- Senses passive Perception 11
- Languages Galactic Basic, Sith, one other (Species language)
- Challenge 1 (200 XP)
Forcecasting. The Sith is a 4th-level forcecaster that uses Charisma as its spellcasting ability (spell save DC 13: +5 to hit with Force attacks). The Sith knows the following spells from the Force powers list:
- At Will: Force Push/Pull, Shock, Denounce
- 1st Level (4 slots): Wound, Dark Side Tendrils
- 2nd Level (3 slots): Force Throw, Hallucination
Actions
Lightsaber. Melee Weapon Attack: +1 to hit, reach 5 ft., luminous, hidden, one target. Hit: 3 (1d6 + 1) Energy damage, versatile [5 (1d8 + 1)].
Spectator
Medium aberration, Lawful Dark
- Armor Class 14
- Hit Points 39 (6d8 + 12)
- Speed 0 ft., fly 30 ft. (hover)
STR DEX CON INT WIS CHA 8 (-1) 14 (+2) 14 (+2) 13 (+1) 14 (+2) 11 (+0)
- Skills Perception +6
- Condition Immunities Prone
- Senses Darkvision 120 ft., Passive Perception 16
- Languages Telepathy 120 ft., Sith
- Challenge 3 (700 XP)
Actions
Bite. Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 2 (1d6 - 1) Kinetic damage
Eye Rays. The spectator shoots up to two of the following eye rays at one or two creatures it can see within 90 feet of it. It can use each ray only once on a turn.
Confusion Ray. The target must succeed on a DC 13 Wisdom saving throw, or it can’t take reactions until the end of its next turn. On its turn, the target can’t move, and it uses its action to make a melee or ranged attack against a randomly determined creature within range. If the target can’t attack, it does nothing on its turn.
Paralyzing Ray. The target must succeed on a DC 13 Constitution saving throw or be paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Fear Ray. The target must succeed on a DC 13 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the spectator is visible to the target, ending the effect on itself on a success.
Wounding Ray. The target must make a DC 13 Constitution saving throw, taking 16 (3d10) necrotic damage on a failed save, or half as much damage on a successful one.
Reactions
Force Reflection. If the spectator makes a successful saving throw against a force power, or a force power attack misses it, the spectator can choose another creature (including the caster) it can see within 30 feet of it. The power targets the chosen creature instead of the spectator. If the force power forced a saving throw, the chosen target makes its own save. If the force power was an attack, the attack roll is rerolled against the chosen target.
Thrall
Medium undead, Lawful Dark
- Armor Class 13
- Hit Points 13 (2d8 + 4)
- Speed 30 ft.
STR DEX CON INT WIS CHA 10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)
- Damage Vulnerabilities kinetic
- Damage Immunities Mind Affecting
- Condition Immunities Exhaustion, Poisoned
- Senses Darkvision 60 ft., passive Perception 9
- Languages Zabraki (Understands), Galactic Basic (Understands)
- Challenge 1/5 (50 XP)
Actions
Slam. Melee Weapon Attack: +4 to hit, Reach 5 ft., one target. Hit: 3 (1d6) bludgeoning damage.
Light Pistol. Ranged Weapon Attack: +4 to hit, range 40ft/160ft, light, reload 20, one creature, Hit: 4 (1d4 + 2) Energy Damage.
Trandoshan Thug
Medium humanoid (Trandoshan), Chaotic Dark
- Armor Class 16 (Heavy Combat Suit, Medium Shield Generator)
- Hit Points 27 (5d8 +5)
- Speed 30 ft.
STR DEX CON INT WIS CHA 15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)
- Skills Stealth +6, Survival +2
- Senses darkvision 60 ft., passive Perception 10
- Languages Galactic Basic, Dosh
- Challenge 1 (200 XP)
Traits
Infrared Vision. The trandoshan has advantage on Wisdom (Perception) checks that rely on sight.
Minor Regeneration. The trandoshan regains 5 hit points at the start of its turn if it has at least 1 hit point.
Double Weapon. When the trandoshan attacks uses its multiattack, it can use a bonus action to make another attack. The trandoshans doesn't add its ability modifier to the damage of this attack.
Actions
Multiattack. The trandoshan makes two melee attacks.
Trandoshan Double-Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.
Trandoshan Double-Sword (Bonus Action Attack). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d8) kinetic damage.
Blaster Pistol. Ranged Weapon Attack: +4 to hit, range 40ft/160ft, reload 16, one target. Hit: 5 (1d6 + 2) Energy damage.
Tuk'ata
Large aberration, Lawful Dark
- Armor Class 14
- Hit Points 59 (7d10 + 21)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 11 (+0) 16 (+3) 10 (+0) 11 (+0) 4 (-3)
- Skills Perception +2
- Senses Darkvision 60ft., passive Perception 12
- Languages Sith (telepathically)
- Challenge 2 (450 XP)
Actions
Multiattack. The Tuk'ata makes two attacks, once with its bite and once with its claws or poisonous stingers.
Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) Kinetic damage.
Claws. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) Kinetic damage.
Poisonous Stingers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) Kinetic damage. The target must then succeed on a Constitution saving throw (DC 13) or become poisoned.
Twig Blight
Small plant, Neutral Dark
- Armor Class 13
- Hit Points 4 (1d6 + 1)
- Speed 20 ft.
STR DEX CON INT WIS CHA 6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)
- Skills Stealth +3
- Condition Immunities Blinded, Deafened
- Senses Blindsight 60 ft. (blind beyond this radius), passive Perception 9
- Languages Galactic Basic (Understands)
- Challenge 1/8 (25 XP)
Traits
False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.
Actions
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4 + 1) piercing damage.
Viper Probe Droid
Large Droid, unaligned
- Armor Class 14
- Hit Points 37 (5d10 + 10)
- Speed 5 ft., fly 40 ft.
STR DEX CON INT WIS CHA 11 (+0) 15 (+2) 12 (+1) 17 (+3) 14 (+2) 7 (-2)
- Skills Investigation +5, Perception +4
- Damage Vulnerabilities Ion
- Damage Resistances Necrotic, Poison, Psychic
- Condition Immunities poision, disease
- Senses Darkvision 120 ft., passive Perception 14
- Languages --
- Challenge 1 (200 XP)
Traits
Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.
Keen Hearing and Sight. The probe droid has advantage on Wisdom (Perception) checks that rely on hearing or sight.
Actions
Blaster Cannon. Ranged Weapon Attack: +4 to hit, range 60ft/240ft, one target. Hit: 7 (1d10 + 2) Energy) damage
Self-Destruct. When the probe droid is reduced to half of its hit point maximum, it attempts to self-destruct. Each creature within 20 feet of it must make a DC 13 Dexterity saving throw, taking 6d6 fire damage on a failed save, or half as much on a successful one.
Wraid
Large beast, unaligned
- Armor Class 16
- Hit Points 68 (8d10 + 24)
- Speed 30 ft.
STR DEX CON INT WIS CHA 16 (+3) 8 (-1) 17 (+3) 4 (-3) 10 (+0) 8 (-1)
- Skills Athletics +5
- Senses passive Perception 10
- Languages --
- Challenge 2 (450 XP)
Traits
Charge. If the Wraid moves at least 20 feet straight toward a target and then hits it with a ram Attack on the same turn, the target takes an extra 4 (2d8) kinetic damage. If the target is a creature, it must succeed on a DC 10 Strength saving throw or be knocked prone.
Actions
Multiattack. The Wraid makes two attacks, once with its ram and one with its claws.
Ram. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 11 (3d6 + 3) Kinetic damage.
Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 7 (2d4 + 3) Kinetic damage.
Zombie
Medium undead, Neutral Dark
- Armor Class 8
- Hit Points 22 (3d8 + 9)
- Speed 20 ft.
STR DEX CON INT WIS CHA 13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)
- Saving Throws Wis +0
- Damage Immunities Poison
- Condition Immunities Poisoned
- Senses Darkvision 60 ft., passive Perception 8
- Languages Species Language (Understands), Galactic Basic (Understands)
- Challenge 1/4 (50 XP)
Traits
Undead Fortitude. If damage reduces the Force Zombie to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is luminous or from a critical hit. On a success, the Force Zombie drops to 1 hit point instead.
Actions
Slam. Melee Weapon Attack: +3 to hit, Reach 5 ft., one target. Hit: 4 (1d6 + 1) bludgeoning damage.