THE ILUM INQUISITION

by Luxking

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The Ilum Inquisition

Introduction

The Ilum Inquisition is a short story adventure for a party of 4-5 players at the 5th Level. It takes place during the Clone Wars, but can easily be adapted to other eras. In this story the players are tasked to travel to Ilum, the frozen planet that the Jedi would send Padawan learners to collect and build their first lightsaber, using a Kyber Crystal gathered inside the caverns.

Credits

"Slyvek Infinity" creation: Darth Ryzer
Story: Kyle Kingsley, (Lux)
Images: Google, mostly, if you see an image here that your aware of its direct source please let me know
Assets and other stuff: The creators of Sw5e, who provided basically everything else, and of course, Wizards of The Coast

Background

In the middle of the Clone Wars, A group of Jedi, recovering from their wounds at a camp are attacked by members of the dark side, under the allegiance of Count Dooku. The wounded Jedi are forced to reveal information regarding Ilum and it's Kyber crystals. While many prominent dark side users, such as Count Dooku himself are already aware of the planet, many of the less acolytes and aspirants of the dark side are unaware of the planets existence. The leader of the maruaders, a dark aspirant, wants to gain favor with his master, Count Dooku, and wants to strip Ilum of all its crystals. Grand Master of the Jedi; Yoda, has sensed this disturbance and by using the force to communicate, has selected a group to go under the radar, and unknown to many, to put an end to the aspirants plans.

Setup

To begin, please use the following video prior to starting. It is a Star Wars Opening Crawl created just for this story (If you cannot access this video please let me know)

OPEN VIDEO HERE

Outline of Adventure

Act 1

The party meets in the Jedi Council Temple on Coruscant, and are promptly briefed by Yoda about the task. The players are then given access to some of the shops inside the temple that have reduced prices on certain items, as well as any necessary gear needed, such as heat sources and cold climate clothes or protection. They are then given the starship, known as the Sylvek Infinity.

Act 2

The players are on board the Sylvek Infinity and have free roam inside. They have to escape Coruscant's space that has been one of the more watched planets at the current time, by the Trade Federation, who are taxing and interrogating majority of the starships exiting or entering the planet. The Sylvek Infinity is equipped to handle both a stealth or heads on approach, and must be able to make it to hyperspace safely.

Act 3

Upon exiting hyperspace, the group will come upon the titular planet, upon entering the planets atmosphere the party must safely land, and traverse the frozen tundra in the middle of an intense blizzard, blocking vision, and slowing movement.

Act 4

Once the party reaches the Jedi Temple, they must complete puzzles and combat encounters before meeting the Dark Aspirant, known as Notrame deep within the caves. Once the encounter with Notrame is over, the party must then take on several quick skill checks in order to safely escape and return to Yoda, who will provide the players each with a special reward, and the ability to use the Sylvek Infinity as their own starship.

ACT 1

Players start at the Jedi Council on Coruscant, they have all been summoned by Grand Master Yoda, who sensed a disturbance in the force.

Yoda explains that a dark side user of the force has acquired navigational information regarding the location of one of the most sacred Jedi Temples and training grounds on the frozen planet of Ilum.

Lore Skill Check(13)
(Force users auto pass)

Players who are not force users can make a Lore skill check to learn some information about Ilum:

Ilum is the frozen desolate planet where young padawan learners would go to build their very first lightsaber using the Kyber Crystals that grow naturally in the caves of the planet. Only one crystal calls out to the padawan and it's a task they must take alone to prove that they are ready for an apprenticeship with a Jedi Knight.

Yoda explains further that he cant send any one else other than this group as the Clone War is the Jedi's main priority. He has a ship ready for them with a navigational route set to Ilum, located in the Ship Bay and allows them access to the Jedi Outfitter and Armory, which is low on armaments at the moment but does have enough equipment to spare.

Role Playing Yoda

Yoda, as we all know has a very unique way of vocalizing his words. He does seem disturbed by what could happen if all the Kyber Crystals were taken by the dark side. Yoda does have a lot of information he can give the party, regarding Ilum or the way there, including the Trade Federation Blockade looming above the planet.

Jedi Temple

The areas that the party can access are the Armory, Outfitter, and the Ship Bay.

Jedi Armory

The Jedi in charge of the Armory is a Togruta male, he seems distracted by the recent Trade Federation blocking his shipments. He can offer the party some discounted rates, at the request of Yoda, who has already notified him of the parties arrival.

Grand Master Yoda

"To Ilum you must go."

Item Cost
Blaster Pistol 200cr
Blaster Rifle 300cr
Vibroblade 150cr
Wrist Launcher 450cr
Ammunition; Darts /20 5cr
Ammunition; Missle, Fragmentation 50cr

Jedi Temple Cont'd

Jedi Outfitter

The Jedi Outfitter is a female human, who has a knack for style. She seems to be dressed in traditional Jedi robes, however she seems to wear them in a more fashionable manner. She's also been expecting the party, and is rather eager to meet them, as she doesn't see much outside the temple.

Item Cost Usage
Enviro-Suit 300cr Allows wearer to survive dangerous environments
Grappling Hook 50cr Allows a user to climb or ascend large objects. It can be mounted to a blaster, belt, or elsewhere. It has a 50-foot length
Heat Generator 100cr Portable, personal heat supply, lasts for 10 minutes, must be recharged via power cell.
Medpac 100cr You can use this medpac to restore 2d4+2 hit points to a creature within 5 feet
Repair Kit 100cr You can use the kit to restore 2d4+2 hit points to a droid or construct within 5 feet.
Jedi Council

Coruscant

Ship Bay

The last area of the Jedi Temple that the party is allowed access to. The Bay master; an Ithorian, shows the way to the ship bay that is currently housing the Sylvek Infinity.

Tech Skill Check (12)

Players upon seeing the Sylvek Infinity can make a Tech Skill check:

Semi modified Corellian freighter YT-2400 class, colored in typical Jedi colors,and the Jedi Order emblem which isn't typical for a starship favored by smugglers. .

The players are able to board the Sylvek Infinity and are then required to determine Deployments, specifically the Pilots and Gunners.

Investigation Skill Check (12)

If players explore the ship, they can find this written, Force users and Smugglers have advantage on this check.

The Jedi Code

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.


Loot

  • Jedi Robes (3)
  • Food Rations (5)
  • Medkit (2)
Smuggler Special Loot (DC 16)

if a Smuggler is looking for items on board, they can find:

  • 1lb Spice (2000cr)
  • Data Splicer (2)


The Sylvek Infinity
Semi Modified YT-2400 freighter

Tier 2 Medium starship, unaligned, freighter role


  • Armor Class 7 (reinforced)
  • Hit Points 59 (7d8+24)
  • Shield Points 59 (directional)
  • Shield Regeneration Rate 8
  • Speed 300 ft., turning 200 ft.

STR DEX CON
14 (+2) 14 (+2) 12 (+1)

  • Saving Throws Strength +1, Dexterity +2, (Add pilot prof)
  • Senses blindsight 1,000 ft

Abilities

Evasive Maneuvers. (4/maintenance) "When a deployed pilot rolls for initiative, they can immediately move the ship. This movement happens before the initiative order is determined. The amount the ship moves is determined by rolling an Evasive Maneuvers die, which is a d6, and multiplying it by 50 feet. The ship then gains that many feet that it can move or spend to turn. All expended uses are regained when the ship undergoes maintenance."

Stealth Mode. While active, this device effectively negates the use of scanners, both for and against your ship. A deployed operator can activate or deactivate the cloaking device as an action. While active, your ship has advantage on Dexterity (Stealth) checks that rely on scanners, but your ship has disadvantage on Intelligence (Investigation) and Wisdom (Perception) checks that rely on scanners. Additionally, if you try to enter hyperspace while the cloaking device is active, you must roll on the Hyperspace Mishaps table on page 76.


Armament

Turreted

Light Laser Cannons (2)


Actions

(add each gunner's proficiency to attacks)

Light Laser Turret. Makes 2 Ranged Ship Attacks: +2 to hit, range 300/600, one target. Hit: 7 (1d8+3) energy damage.

Deployments

The Sylvek Infinity has 6 deployment stations, with 2 gunnery stations.

Modifications

The Sylvek Infinity has 17 modification slots, including those granted by its size and role. It has the following stock modifications:

  • Operations: Hyperdrive Slot
  • Suites: Living Quarters, Storage Compartment

The Sylvek Infinity has 14 mod slots, filled with the following modifications:

  • Engineering: External Docking System
  • Operations: Backup Hyperdrive, Enhanced Scanner, Navcomputer Slot, Stealth Mode
  • Suites: Barracks, Two Escape Pods, Storage Compartment
  • Universal: Premium Reactor
  • Weapons: Two Fixed Hardpoints, Two Turret Hardpoints (Light Laser Cannons)
  • Hyperdrive Class 2 (Backup Class 8)
  • Required Crew 1
  • Passengers 8
  • Repair Time 8 Hours
  • Maintenance 1 Day
  • Units of Fuel 30
  • Fuel Cost/Unit 100 cr
  • Food Portions 120
  • Cargo 150‬ tons

Act 2

Exiting Coruscant Space

Any ships that pass through must deal with a Trade Federation Blockade, this is mandatory and the Sylvek Infinity is equipped to handle both a stealth approach or is combat capable if the need should arise.

The party will be asked over a Comm what their intention and assignment is for leaving the planet.

If the party fails the stealth attempt they have to fight.

Stealth Check (15)

In order for the Sylvek Infinity to pass through the Trade Federation Blockade safely, the pilot must succeed this.

If the party has any additional ways of bypassing the Blockade, the pilot gains advantage.

Space Combat

3x Trade Federation Vulture Droid - TF appear from the Trade Federation Blockade Starship.


Vulture Droid - TF

Tier 1 Tiny starship


  • Armor Class 15 (lightweight)
  • Hit Points 3 (2d4-2)
  • Shield Points — (none)
  • Shield Regeneration Rate
  • Speed 400 ft., turning 50 ft.

STR DEX CON INT WIS CHA
8 (-1) 20 (+5) 8 (-1) 14 (+2) 10 (+0) 8 (-1)

  • Saving Throws Dexterity +7
  • Skills Piloting +4, Technology +4, Mechanic’s Kit +4
  • Challenge 1/8 (25)

Armament

Forward-facing

Light Laser Cannon (1) Proton Torpedo Launcher (1)


Actions

The ship can take up to one action.

Light Laser Cannon. Makes 2 Ranged Ship Attacks: +7 to hit, range 450/900, one target. Hit: 2 (1d4) energy damage.

Proton Torpedo. (2/maintenance) Makes 1 Ranged Ship Attack: DC 17 Dex save, range 900/1,800, one target. Failure: 8 (2d8-1), or half as much on a success, energy damage.


Reactions

Droid Starfighter Swarm. When an ally of the vulture droid hits a hostile ship that it can see with a weapon attack, the vulture droid can use its reaction to make one weapon attack against that ship if it is able to.


Making the Jump TO Hyperspace

If the players are successful in bypassing the Trade Federation's Blockade they do not need to worry about any enemy starships. If the players failed however, the pilot at any time can activate the hyperdrive, but must follow the rules of activation during space combat.

If all the Vulture Droids have been destroyed, the Trade Federation will send more out until the jump has been completed.

Act 3

The Frozen Tundra

Once the party exits hyperspace they see the planet Ilum, the pilot can navigate and attempt land the ship. The vision is low due to the constant blizzards and ice storms. The pilot must make a Piloting Skill Check to determine how far away from the Jedi Temple they can safely land.

This check is important!!

It determines how long the party ventures outside.

Piloting Check Total Hours
1 5
2-9 4
10-15 3
15-19 2
20+ 1

Extreme Cold Weather

This planet is extremely cold, all players must make an Extreme Cold Weather saving throw, this is a DC 10 Constitution Saving Throw once every hour. Any failed save results in 1 point of exhaustion. Any player with resistance or immunity to cold damage automatically succeed on the saving throw, as do players with items that wear cold climate gear, or naturally adapted to cold climates.

While outside, it is considered difficult terrain, and low vision.

Random Encounters while Traversing the Tundra (optional)

For every hour roll the random encounter table

d20 Encounter
1-5 A Lisk
6-10 A pack of Asharl Panthers (2-4)
10-15 Flock of Snowfeathers (1-6)
16- 20 Nothing
Survival Skill Check (15)

Players can make Survival Skill Checks to lower the amount of time by 1 hour each check


Asharl Panther

Small Beast, unaligned


  • Armor Class 12
  • Hit Points 10 (3d6)
  • Speed 30 ft., Burrow 10ft.

STR DEX CON INT WIS CHA
12 (+1) 15 (+2) 11 (+0) 3 (-4) 12 (+1) 6 (-2)

  • Skills Perception +3
  • Damage Immunities Cold
  • Senses darkvision 30 ft., passive Perception 13
  • Languages -
  • Challenge 1/2 (100 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 an attack roll 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.



















Asharl Panther

Pack animals, they formed small family groups and hunted in pairs or groups of four.

Frozen Tundra Cont'd



lISK

Medium Beast, unaligned


  • Armor Class 16 (Natural Armor)
  • Hit Points 15 (2d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 16 (Mod) 10 (+0) 11 (+0) 9 (-1)

  • Skills Survival +2
  • Damage Immunities Cold
  • Condition Immunities Blinded
  • Senses Darkvision, Passive Perception 16
  • Languages -
  • Challenge 1/2 (100 XP)

Traits

Aggressive. As a bonus action, the lisk can move up to its speed toward a hostile creature that it can see.
Keen Sight. The gundark has advantage on Wisdom (Perception) checks that sight.

Actions

Multiattack. The lisk can make two claw attacks.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 +3) kinetic damage.

Lisk

Lisk have two pairs of large eyes, each operated independently by one hemisphere of the brain.
When sleeping, only half of a Lisk's body would sleep at one time.






























Snowfeather Bird

Tiny Beast, Unaligned


  • Armor Class 12
  • Hit Points 5
  • Speed 30ft.

STR DEX CON INT WIS CHA
5 (-3) 16 (+3) 10 (+0) 7 (-2) 14 (+2) 7 (-2)

  • Skills Insight +6, Perception +4
  • Damage Immunities Cold
  • Condition Immunities Poisoned
  • Senses Passive Perception 14
  • Languages -
  • Challenge 1/4 (50 XP)

Traits

Force Sensitive. The Snowfeather Bird's forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks). The Snowfeather bird innately knows the following force powers: At-will: Force Mask

Actions

Talons. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage.

Snowfeather Bird

The Snowfeather bird is connected to the Force. Capable of projecting illusions, Snowfeathers would make themselves appear larger and more fierce then they actually were to deter attack by other beasts.

Act 4

The Frozen Wall

Located in the glacial wall the players see a large structure appear from behind the raging blizzard. An ancient large frozen sculpture of an unknown Jedi Master, and a smaller padawan sculpture in front holding that looks to be a crystal in their hands, the Master seems at point to have had both hands resting on the smaller padawan's shoulders but time has eroded and snow has covered most of it. There is a large snow glossed staircase leading up below the sculptures.

The wind that has been constantly howling seems to be blocked by the glacial wall, aside from the sounds the party makes there is not much noise.

Into the Temple

The party ventures up the staircase, which leads into a small frozen tunnel, it is made of stone and aside from the snow thats blown in over time the erosion has not hindered the magnificant carvings on the walls, showing the several trials a young padawan must make.

At the end of this quiet tunnel it opens up to a large circular room with two gear like mechanisms in front of two large robed statues on either side.

Above the chamber the party sees a large mechanical device that seems to harness a large crystal, and a single beam of light shining through the very top of the chamber, the crystal is hung from the ceiling of the chamber with a large frozen chain. On the opposite side of the chamber from the entrance there is a massive glacial wall that seems to be blocking a corridor behind it.

Along the walls, there are several other devices that seem to be attached to a coil that wraps around the entire room, there are two coils one above the next, the lower of the two coils is just slightly higher than the top of the glacial wall.

At the very center of this large chamber, that is full of carvings and Jedi scriptures. There seems to be a small fire that is reduced to smoldering ashes, as well as 1d6 B2 Super Battle Droids that appear inactive, guarding the gears.


B2 Super Battle Droid

Medium Droid, unaligned


  • Armor Class 16 (armor plating)
  • Hit Points 26 (4d8+8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 14 (+2) 14 (+2) 11 (+0)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60ft., passive Perception 11
  • Languages Binary, Galactic Basic
  • Challenge 1 (200XP)

Traits

Circuitry. The droid has disadvantage on saving throws against effects that would deal ion or lightning damage.

Actions

Multiattack. The super battle droid makes two weapon attacks with its strike or wrist blaster.

Strike. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage.

Wrist Blaster. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage.

Wrist Blaster Volley (Recharge 6). The super battle droid sprays a 10-foot-cube area within normal range with shots. Each creature in the area must make a DC 13 Dexterity saving throw, taking normal weapon damage on a failed save.

B2 Super Battle Droid

An advanced battle droid used by the Confederacy of Independent Systems during the Clone Wars

Mirrors and Caves

after the droids are dispatched the chamber is empty. The only noise heard is the low roars of the snow storm outside. The party should long rest here. After resting over night the party must now attempt to melt the glacial wall. The wall will not melt by any means other than the puzzle shown below. The goal of the puzzle is to move the coils around the room, by using the gears.

Melting the Wall

The two gears on either side once moved rotate a coil above the chamber, each coil has 3 mirror like objects attached and angled in different ways. (see diagram for details)

  • Green shapes must line up with yellow lines, the door's top is lined with bottom of lowest coil.
Gear Controls
  • The gear on the left controls the highest coil
  • The gear on the right controls both coils(at once)
  • The large crystal in the middle also seems to be out of place

    Jedi players are supposed to use force to move the crystal so that it heats up and refracts the light to the highest set of mirrors.
    If there are no force users in the party, add a lever in the center that can be pulled up or down, but must be held be a player.

Once the mirrors line up properly the ice wall melts but seems to also slowly start to refreeze.

Into the Caves

Once through the ice door the party comes to a large staircase made entirely of carved stone, which spirals up and down with various exits scattered along the way, and lots of floors that seem to have been long since caved in.

Meditation Chambers

If the players decide to go up they will see some old padawan meditation rooms, there isn't much here, except each room has the Jedi Code written.

The Jedi Code

There is no emotion, there is peace.
There is no ignorance, there is knowledge.
There is no passion, there is serenity.
There is no chaos, there is harmony.
There is no death, there is the Force.

Building a Lightsaber

There is also a central meditation room, with what looks like an altar, but with discarded lightsaber parts. There are enough discarded parts to create at least 2 sabers, or 1 double bladed saber, however building a lightsaber requires a crystal so only a force user, wielding a lightsaber can create one.

If any player builds a saber here, they gain +1 to damage and attack rolls, and can choose a new color, except red and black (for obvious lore reasons)

Building a lightsaber requires a force point, and making a Technology Skill check (they pass regardless, if its a natural 1 the saber doesn't get the +1 property, and if its a natural 20, the player gets an additional +1)

Storage area

At the very bottom of the staircase, lies a large open room. It is full of containers and various padawan gear littered about. with only one exit, this room could be a great place to take a rest if needed, if the players look up, they can actually see part of the Main Chamber, and can see the glacial wall freezing slowly.

The Force Tunnels

The players head into the bioluminated caves. The tunnel winds and twists with several various darkened exits. The main path downwards is slightly brighter than most of the other pathways. Some pathways clearly lead to dead ends or even pitfalls that have been frozen over with ice.

Tracking the Enemy

The party can see tracks on the ground that seem to lead in one single direction.

Investigation Skill Check (10)

There are droid tracks and humanoid tracks, the humanoid tracks are less frequent than the droids.

If party is rushing, and not being stealthy they can encounter 1d6 B2 Super Battle Droids, that are patrolling the various caves.

The Tunnels of Oath

The tracks then stop at a crossroad, two paths lead on, both shrouded in darkness.

Each tunnel entrance has one word engraved on the top.

The first entrance is PASSION, and above the opposite PEACE

  • The next set is "KNOWLEDGE" & "STRENGTH"
  • The next set is "POWER" & "SERENITY"
  • The next set is "VICTORY" & "HARMONY"
  • The next set is one path, labeled "FORCE"

Aurabesh Option

In the diagram below, the words on each engraving are written here in Aurabesh this is technically just Galactic Basic but can provide a fun additional level of a challenge to the party.

Each tunnel caves in after exiting, so that the party cannot back track and must attempt each crossroad.

If players have gone through any Order of the Sith corridors the last opening has (1d4) Dark Acolytes waiting. The final passage way, marked “FORCE” casts a dark red aura, where the darkness usually would be. The party must go through the final corridor after dispatching the Dark Acolytes.

Once the party exits, they are at the beginning again and must progress via the Jedi Code.


Dark Acolyte

Medium, humanoid (any), any Dark


  • Armor Class 11
  • Hit Points 9(2d8)
  • Speed 30ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 10 (+0) 10 (+0) 14 (+2) 11 (+0)

  • Skills Lore +2
  • Senses passive Perception 10
  • Languages Galactic Basic, and one other
  • Challenge 1/4 (50 XP)

Traits

Forcecasting The acolyte is a 1st-level forcecaster. Its forcecasting ability is Wisdom (power save DC 12, +4 to hit with force attacks) and it has 6 force points. The acolyte knows the following force powers:

At-will: denounce, force push/pull, saber reflect, saber ward
1st-level: cloud mind, slow

Actions

Shotosaber. Melee Weapon Attack: +3 to hit, reach 5ft., one target. Hit: 4 (1d6+1) energy damage.

The Kyber Mining Area

The party finally makes it through the cave, to find that the caverns open up wide and vast, millions of Kyber crystals glisten far and wide, there's an underground river that snakes around several islands, and lots of pits that lead into the planets abyss below.

On one of the large islands, the party sees a hooded figure commanding several Dark Acolytes that seem to be carrying large chunks and handfuls of Kyber crystals onto a large storage unit that is almost full to the brim with Kyber crystals and destroyed droid parts. The hooded figure turns and notices you.

Roleplaying Notrame

Notrame is a Zabrak, with tan skin, and green facial tattoos. This character is one of Dooku's more experienced dark side force users, but considered unworthy as a Sith.

He was never given a chance to undergo Jedi Trials as Dooku had found him on Dathomir, already older than most.

He is unaware of any and all Jedi information, including the fact that Dooku was once a Jedi himself, who has been to Ilum before. Notrame hates Jedi, and stops at nothing to see them fall.

Notrame is arrogant, brutal and vicious as much as possible and doesn't care who gets in his way from impressing his master. Notrame hopes that Dooku will reward him with more training and more status in his plan to destroy the Jedi. Notrame snarls and menacingly laughs when ever he is hit or hits anything with an attack.

The Inquisition

“These are for my master, the Sith Lord Count Dooku” Notrame screams. "He is building an army the Jedi has never seen before, once we bleed these raw Kybers we shall have true power over the force, and the Sith will rise again. The Jedi will fall.”

Notrame sends 3 Dark Acolytes forward, all jumping across the large gap separating their island from the parties.

Every top of the initiative round, Notrame will send a large ice boulder at a random party member. The player must make a DC 13 Dexterity Saving Throw, or take 1d8 kinetic damage, if that player is not engaged with an enemy, they gain advantage on the saving throw, or can use a reaction to hit the ice boulder with a ranged attack, if they possess the ability to do so. The boulders Armor Class is 13.

Notrame

Once the Dark Acolytes are dispatched, Notrame drops his robe and jumps down. Notrame reveals his double bladed saber, the red color sparks and the saber hums almost as if it seems in pain. Notrame twirls the saber around with extreme finesse and with one leap he lands in front of the party.



Notrame

Medium humanoid (Zabrak), Chaotic Dark


  • Armor Class 12 (15 with Battle Precognition)
  • Hit Points 42 (8d6 +16)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
13 (+2) 13 (+2) 14 (+2) 10 (+0) 10 (+0) 18 (+4)

  • Saving Throws Wis +3 , Cha +7
  • Skills Lore +3, Insight +3
  • Senses passive Perception 11
  • Languages Galactic Basic, Zabrak
  • Challenge 6 (2,300 XP)

Traits

Devotion. Notrame has advantage on saving throws against being charmed or frightened.

Force Shield. 3/day Notrame can use a reaction to shroud himself in Force energy. Until the start of his next turn, he has a +4 bonus to AC.
Forcecasting Notrame is a 5th-level forcecaster. His forcecasting ability is Charisma (Power Save DC 15, +4 to hit with force attacks) and he has 24 force points.

Notrame knows the following force powers:

At-will: denounce, lightning charge, saber reflect, saber ward, shock.
1st-level: battle meditation, curse, sap vitality, hex, improved feedback.
2nd-level: drain vitality, force camouflage.
3rd-level: force lightning, choke, horror.

Actions

Multiattack. Notrame can make a second attack.

Doublesaber. Melee Weapon Attack: +5 to hit, Reach 5ft., one target. Hit 5 (1d8 +2) energy damage

Escape

With the last bit of strength Notrame has, he quickly yells out "Master, forgive me, I have failed you and the Sith!" on the final blow he drops to his knees on the ground. with his last breath, "Long live the Sith". Notrame falls forward and lies still, his lightsaber fades and a sudden blast of wind chills the air.

Notrame's Items
Doublesaber (Red)
Dark Robes
Kyber Crystals (each)
400 cr
Heat Generator

Once Notrame is taken care of, the players will have to make a speedy attempt to get out of the caves before the freeze has overtaken the doorway. The following skill checks must be completed by a player that has proficiency. If the player fails, another player can attempt to try. If no party member has a proficiency in the skill, any player can attempt the skill check.

If a check is failed, the players who attempted must make a DC 15 Dexterity Saving Throw or fall to the back of the line, behind by 10 ft.

SKill Check Reason
Nature (12) To remember that the wall is freezing still.
Investigation (13) To safely retrace your steps.
Survival (14) To evade any remaining droids on patrol.
Perception (15) To notice the stalactites forming.
Athletics/Acrobatics (15) To dodge the falling ice shards.

If the group is all within 10 ft. of each other they can successfully get under the glacial doorway. Any players stuck behind the door can attempt to shatter the door from the inside.

Nature/Survival Skill Check (10)

The newly formed door is still currently freezing over, a strong attack or any heat can may yet open it.

The glacial door has a natural Armor Class of 11, but every turn it doesn't break the Armor class increases by +1. The damage required also increases by +1 every turn. The base damage required is 8.


























Conclusion

The party safely returns to the Slyvek Infinity.

Traveling back to Coruscant and passing the blockade that is busy dealing with multiple Venator-class Star Destroyers.

Docking at the Jedi Council, Yoda greets the party and grants them the Sylvek Infinity as a reward, 250 cr per party member, as well as a Kyber Crystal necklace. This necklace is said to bring out the force within for any who wears it.

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Kyber Crystal Necklace

Requires Attunement (1 charge)

Once per day, the wearer is able to reroll one d20. This can even be used for initiative and death saves. This must be done before the GM decides success.

"I am one with the force, and the force is with me."

Once the necklace has been used, the wearer will need to find a force user to spend 1 Force Point or one hour meditating to recharge it.

 

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