Shadows on Zarkura (SW5e)

by Dozus

Search GM Binder Visit User Profile
Shadows on Zarkura

INTRODUCTION

Shadows on Zarkura is an adventure set that will take characters from 1st through 4th level. The story takes place during the Clone Wars, but it could easily be adapted to other era settings. In the central story plot, the players will uncover a dark side cult operating on the wild Mid Rim world of Zarkura. Traversing ancient tombs and battling Sanyassan marauders, they will reveal a plot by a dark Force user attempting to transform Zarkura's population into an army of rakghouls. There are several side quests, including adventuring in Zarkura's forests, dealing with bounty hunters, and uncovering a conspiracy within the Zarkuran government. This adventure series was designed for the SW5e system. See SW5e.com for more information.

Credits

Story Based on Kristjan Matthiasson's adventure series: "A Chance Encounter," "The Mystic Circle," "An Urgent Rescue," and "A Dark Veil Falls." Adapted by Dozus.

Maps Created by Dozus using RPG Map Editor II

Images Wookieepedia and Google. If you see an image here that your aware of its direct source please let me know

Assets. SW5e, Fisto's Codex, adapted from D&D 5e PHB & DMG

BACKGROUND

"Shadows on Zarkura" is set in 22 BBY, about six months after the Battle of Geonosis. Fifteen years ago, a group of Ithorian scientists arrived on the Mid Rim planet of Zarkura to research the local flora and fauna. The world has been occupied at least three times in known history, hosting a civilization that was lost several millenia ago, and then briefly as a High Republic military outpost. Since then, the planet's only permanent sentient residents have been a tribe of Sanyassan marauders who crashlanded on the planet a century ago. But the Ithorians believed the genetics of the planet's native species to be unique in the galaxy, distinctive enough to protect. Ithor sent a delegation to establish a scientific outpost in the Veridan Forest, the heart of Zarkura's unique ecosystem.

The Ithorians soon found a problem: the period of Republic occupation and scattered smuggling outposts had introduced numerous invasive species. Gizka came with the Republic military two centuries before, and criminals who favored exotic pets - nexu, kinrath, and other big game animals - allowed them to run rampant. Saving the planet's ecosystem would require extensive effort and credits. Fortunately the chief administrator of Zarkura had a plan: establish Zarkura as a hunting ground, issuing licenses to tourists interested inremoving the invasive species in the forest. By limiting transportation to animals and dispersing settlements to small outposts, they could remove the environmental threats while maintaining an income to fund their scientific efforts.

After a decade of galaxy-wide advertising, Zarkura has a small but thriving tourism market surrounding the spaceport of Talbet. Of course, with the growing tourism comes growing problems. While the government focuses most of its efforts on science and income, little attention is paid to safety and infrastructure. Corruption runs rampant in the lower tiers of the Zarkuran government: a bribe to the right bureaucrat can easily skirt challenging licensing flimsiwork or turn blind eyes to breaking restrictive laws. There is a thriving underground swoop racing scene in Talbet, with the chief constable on the take of the racing overseers. Smugglers move small goods in and out of the spaceport with ease, so long as they don't bring any potentially invasive lifeforms. And with the galaxy at war, interested parties have made numerous inquiries into opening mining operations on the planet's moon Mulliv, a massive satellite rich in metals and minerals. While the Zarkuran Defense Force minister is concerned with the rising number of raids by the local Sanyassan marauders, the Governing Council sees no need to invest more resources in protection, pouring it instead into marketing and environmental research.

Adventure Outline

Adventure I

First, the players will stumble upon a wrecked Talbet Constabulary speeder on the way to Myrefall. Clues will lead them to a marauder den in the forest where they come across Rafan Cadar, a wanted man with an urgent secret. In the process, they'll discover the Sanyassans have become involved with a cult of Bogan worshipers, some even training in the use of the Force.

Adventure II

Safely in Myrefall, the players meet the hermit Chariz. Chariz reveals his connection with Cadar, suggesting the cult that has enthralled the marauders may have a wider goal. Chariz will direct them to an ancient tomb that has an artifact associated with ancient Force religions on the planet. The party will find a way into the tomb to recover the artifact.

Adventure III

The players mount a rescue mission after Sanyassans strike Myrefall at night and carry away several civilians, including Rafan. They trek through the forest, encountering dangerous wildlife and bounty hunters. Rescuing the captives, they uncover a small part of the greater dark side cult, and get more clues as to their adversary's goals.

Adventure IV

A missing treasure hunter has vital information about the source of the cultists' power. When the players attempt to recover the adventurer from an abandoned Republic fort, the dark plot of the cultists is finally revealed. The party races to an ancient tower to thwart their leader, before it's too late.

Opening Crawl

SHADOWS ON ZARKURA

War has broken out in the galaxy. The Confederacy of Independent Systems, led by the fallen Jedi COUNT DOOKU, wage war against the Republic's forces.

As the Jedi Council seeks to reveal the nature of the revived Sith, Master ADI GALLIA receives a message from a contact on the isolated planet of Zarkura. Republic Intelligence has tracked a fugitive criminal named RAFAN CADAR to the same planet.

Fate draws a group of heroes to Zarkura's spaceport of Talbet. Unbeknownst to them, the cloud of the Dark Side is gathering on this world....

Adventure Hooks

You can let players invent their own reasons for visiting Zarkura, or you can use the following adventure hooks. Player backgrounds and secondary goals could also provide characters with motivations for visiting Neo Valnor.

Favor of the Council. Jedi Master Adi Gallia received a message from an old friend, the Anx hermit Chariz. He has long lived on Zarkura, meditating and studying its ancient artifacts associated with the Force. Chariz has requested a team with a demolitions specialist for some unspecified purpose. Trusting the hermit's need, she dispatches Jedi and Republic trooper characters to help him.

Wanted Man. Several months ago, a CorSec agent named Rafan Cadar went rogue, stealing a ship and vanishing. Numerous secure data streams - Republic, Separatist, and otherwise - have since been sliced using distinctive CorSec methods. Recently, a ticket for a passenger ship to Zarkura was purchased by someone using a name flagged as a CorSec secure alias. The players have been dispatched to track down Cadar, either by Senate Intelligence, Corellian Security, or the bounty hunting guild.

Smuggling Job. Less reputable players receive a message on a dark Holonet server. Someone by the name of Broc in the Zarkuran settlement of Myrefall is looking to move a valuable item off world. Details are scant - as they often are in such transactions - but the client's message assures the players a sizable cut on completion of the job.

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:

Adventure I: The Wrecked Speeder

The adventure begins as the players arrive at Talbet, Zarkura's only sizable settlement. Even this isn't very large: the Ithorian government wants to keep their environmental footprint on the planet small, so they discourage sprawl in favor of small, isolated outposts. Talbet has only a handful of shops, most catering to tourists looking for charters to surrounding settlements.

You can introduce the players to Talbet by reading the following:

Talbet is, unimaginably, the largest spaceport on Zarkura. It consists of only a handful of docking pads and some scattered buildings, mostly prefab plasteel and duracrete constructs, some with organic Ithorian architecture stacked on top. The administrative complex hosts the largest buildings in town, rising a few stories above the landscape, housing what government there is on this backwater. However, most of the activity in the streets seems to be happening at a lively-looking covered plaza with an enthusiastic holo sign labeling it "Zarkura Exploration & Adventure Information Center." Nearby to the spaceport is an underpopulated caf bar with a small sign simply saying "Grimbel's".

The population here consists of mostly humans and Ithorians, with a smattering of other common sentients in this part of the galaxy. Oddly missing from the streets is any significant presence of vehicles - most people are on foot or on the back of a kaadu. In the distance to the west is the vast expanse of the Veridan Forest, its curious green-and-violet foliage waving gently in the breeze.

Some locales the players might visit include the following:

  • Government Liaison Center. This building at the administrative complex offers hunting licensing, area maps, and other government business. Official records, such as starship arrivals and departures, might be gleaned here if players can navigate local bureaucracy.
  • Zarkura Exploration & Adventure Center. This is a starting point for anyone looking to get out of Talbet. Guides to the Veridan Forest, adventure safaris, and officially-licensed mounts can be acquired here. There's also a crowd of people and vendors that could be pressed for rumors.
  • Talbet Cantina. Officially licensed bar & restaurant. Too clean & overpriced by most cantina standards.
  • Grimbel's. A small caf bar near the spaceport ran by a friendly Nautolan. Grimbel is a ready source of in-the-know information and rumors.

Notable NPCs

Here is a quick summary of the most important NPCs in Talbet, and their relevance to the adventure.

Grimbel. Nautolan male. Owner of the local caf bar. Surprisingly muscular for a simple bartender, he has a bit of a checkered past but is eager to chat and happy to help with local information and rumors.

Yuvis. Ithorian male. Bartender of Talbet cantina. Mostly uninterested in his job, but a good source of rumors.

Womwa Lis. Ithorian female. Chief administrator of Zarkura. Exceedingly polite and diplomatic. Players would need a good reason to get an audience with her, but she may be willing to grant government resources to ventures significant to the settlement's safety.

Ixxith Toran. Ithorian male. Chief of Talbet Constabulary. He has little patience for off-worlders, unless they're offering a bribe.

Baiz Batik. Muun female. Covert diplomat for the CIS. Trying to get Separatist mining rights on Zarkura's moon.

Palanarch Skozubudo. Devaronian male. Proprietor of Pally's Mounts & Sundry. Can offer the players mounts for a shorter ride to Myrefall.

Xuxarra Kost. Human female. Owner of Xuxarra Kost's Adventure Excursions.

Khrussk & Thra'sha. Trandoshan male & female, married. Bounty hunters. Khrussk is meatheaded and obsessed with big game hunting. Thra'sha is more business-like. Both are short-tempered and aggressive, to each other and everyone else. They are tracking Rafan Cadar to collect a Separatist bounty.

Nolwenn. Miraluka female. Organizer of underground swoop racing circuit. Boastful and eager for adventure. Can get the party involved in races, or sell them an illegal swoop.

Forrid Dag. Besalisk male. Pilot of the Stiff Breeze, a freight carrier. His ship has been grounded for decontamination, putting him in a terrible mood.

City Description

Talbet is relatively small to be a capital city, due in no small part to the Ithorian government's efforts to keep Zarkura sparsely populated and protected. Everywhere in Talbet could be visited in a single day.

Spaceport

Talbet's spaceport consists only of a handful of docking bays and landing pads. Each ship is thoroughly examined by an inspection team, ensuring that all proper forms have been completed and that no potentially invasive species are aboard. If the players brought their own ship to Zarkura, they may be accosted by the Ithorian inspectors, who may even find reason to quarantine their ship for decontamination. Most of these difficulties can be overcome with a handful of credits placed in the right palms, though some inspectors take their jobs very seriously.

Quest: Grounded. Hanging around the spaceport is Forrid Dag, a Besalisk freight pilot. His ship, the Stiff Breeze, has been impounded by Talbet officials. Among the foodstuffs he was delivering to the planet was a gizka, a pest notorious for its rapid reproduction. The Ithorians spent hours decontaminating everything in his ship - with a steep fine to boot - but they now insist his ship stay grounded for another week. Forrid is distressed, as he has a shipment of self-sealing stem bolts to deliver to a factory on Corellia that's due in a a few days. He's liable to lose clients if he falls far behind on his schedule. The desperate pilot is willing to give 700 credits to anyone who can get his ship out of impound, either by getting the code to the gravity lock installed on his ship, or getting some kind of official permission to leave the planet.

There are a few ways players might try to help Forrid get moving. The gravity lock is an outdated model and doesn't have terribly robust security; an Intelligence (Technology) check (DC 18) could disable it. However, the area is crawling with inspectors and security, so they would need to be distracted. In the Government Liaison Center, there is bureaucrat at the Dispatch window who has the authority to lift flight restrictions. He could be convinced with a Charisma (Persuasion) check DC 17 to grant passage; plying him with 500cr lowers the DC to 12. Chief Administrator Womwa Lis can also grant a stay of order to allow Forrid to leave, if the players can get an audience with her.

























Administrative Complex

The tall capitol offices building is in the center of this complex, with various smaller wings attached via covered corridors.

Government Liaison Center

Most people who need to contact the Zarkuran government come here first. The building itself is sizable, but the main entrance leads into a large, circular lobby with a desk in the center. Along the walls are windows with clerks behind them, each with a different label - "9: LICENSING," "3 - DISPATCH," etc. Standing behind the desk is an older model protocol droid. Its programming is quite basic, responding to keywords in questions by directing customers to different windows. Navigating the liaison center requires waiting in long lines, dealing with flimsiwork, and trying to negotiate with bored or outright hostile civil service bureaucrats. However, a great deal of official information can be acquired here, if the clerks can be sufficiently persuaded or bribed.

Central Capitol

The chairpersons and other top officials have offices in the central capitol building. This area is inaccessible without permission, but if the players meet Womwa Lis in Talbet's streets, she may grant them access.

Constabulary Office

Talbet Constabulary polices the town, under the direction of Chief Ixxith Toran. The constables mostly help enforce customs, issuing fines and overseeing environmental inspections. More than anything they seem to be a profit-driven department, finding many reasons to distribute citations or accept bribes.

Chief Toran has little interest in the party, and is tight-lipped about any security issues Talbet may face. While he officially works for the government, in secret he has been collaborating with the Confederacy of Independent Systems, covertly collecting data on strategic locations for staging an invasion. The Separatists have promised him a significant cut of any profits they make in mining Mulliv, which is rich in ores needed to feed the Confederate war machine. A thorough inspection of the crashed speeder's datacore on the Myrefall road (see Part 1) will reveal a trove of intelligence that's been acquired and sent in encrypted data streams. This information can be brought to Womwa Lis for the good of Zarkura, or to Toran for blackmailing the constable.

Grimbel's Caf Bar

A simple wooden sign marks this shop, an open-air cafe near the spaceport. A few souls pass in and out of the area, buying hot cups of caf from the Nautolan barista standing behind the long wooden bar. Although it's not exactly hopping, Grimbel's business seems to be doing well enough.

Roleplaying Grimbel

Grimbel is a large, muscular Nautolan male with a friendly and outgoing demeanor. Although he's a straightlaced businessman now, he used to run with a few smuggling crews in his younger days, and he still has a favorable view of the profession. He's happy to chat with visitors to the planet and quick to share gossip.

If the players pick up a cup of caf or talk with Grimbel, their conversation will be interrupted by Khrrusk and Thra'sha, the former slamming a fist on the bar and demanding service. This married Trandoshan couple are professional bounty hunters, on the planet to track down the fugitive Rafan Cadar in order to collect a Separatist bounty. They aren't much for productive conversation, Thra'sha keeping quiet their objective if they suspect the players might be after the same bounty. They speak freely in Dosh to each other, not bothering to check if anyone around them is fluent in the language.

Roleplaying Khrrusk & Thra'sha

Khrrusk is short, heavy-set, and dimwitted, with a mean-spirited sense of humor. Although he's on the job, he tries repeatedly to convince his wife they could be out in the forest hunting big game instead. Thra'sha is tall and serpentine, with a sharp tongue and short temper. She is much more professional, wanting only to hunt their quarry and collect the bounty. The two bicker constantly.

Rumors Around Town

  • The number of marauder attacks in the outlying settlements has increased in the last month. No one knows why.
  • There's a Muun dignitary that's been hanging around the cantina the last few days. No one knows why she's here.
  • Some of the old ruins in the forest are haunted.
  • Trompas - dark-furred relatives of wampas - have been spotted in the Veridan Forest. A few hunters went out to bag one, but they never returned.
  • The Ruling Council cut the budget for the Zarkuran Defense Force again this quarter. Some are worried the city is too poorly protected, but others say Zarkura's too isolated for anyone to want to invade.

Talbet Cantina

Situated between the spaceport and the administrative complex is the Talbet cantina. This business is a front for the government, another revenue stream to fund scientific research and conservation. The cantina is a little too clean, every surface new and shining. A standard array of beverages is available, but the prices are double what one would expect to pay in any other bar. Still, as the only real business that serves intoxicating beverages, it has a moderate crowd.

The bartender is Yuvis, an Ithorian man who sees himself mostly as a government worker. He'll serve drinks, but balks at requests for elaborate cocktails and isn't much for conversation.

A distinct figure in the cantina is a Muun woman wearing a business suit in the a back corner booth. This is Baiz Batik, a businesswoman whose business is apparently private. She declines any attempt at small talk, and if pressed a growling Defel body guard will emerge from somewhere nearby to politely ask for privacy. Batik is secretly an agent of the Confederacy, meeting with Chief Ixxith Toran to plot an overthrow of the Zarkuran state. The Confederacy wants to mine the moon Mulliv, which the envrionmentally-minded Zarkuran government of course refuses. Toran is less inclined to conservancy than his Ithorian brethren and has been promised a significant finder's fee.

If the players wait & watch from afar, Toran will eventually come and talk business with Batik, perhaps giving them enough clues to bring back to Womwa Lis (see below).

Exploration Center

A lively-looking pavillion complex, an enthusiastic holo sign labels this place the "Zarkuran Exploration & Adventure Center." Compared to the rest of the quiet town, the information center is bustling. Kiosks and sales desks abound, each one with a different logo or title: "Jozan's Safaris," "Xuxarra Kost Adventure Excursions," "Zarkura No. 1 Hunting Fishing Satisfactory Guaranteed." Protocol droids and sentients working as hosts either sign visitors onto their excursions, or yell across the tented pavillion to advertise.

Here the party can acquire maps of the area or rent transportation to get to Myrefall. Of the various proprietors offering their services, two stand out.

Pally's Mounts & Sundry

While looking around, a smooth-tongued Devaronian will beckon the players over. This is Palanarch Skozubudo, a heavily-scarred man gesturing with an oversized hunting knife. "Pally," as he calls himself, freely offers information and maps, but as a means to selling the party on renting his steeds. He seems to be operating without a kiosk, though when he's ready to sign the party onto his service, an astrometch unit with a keyboard and desk attachment rolls out of the crowd.

Roleplaying Palanarch Skozubudo

Despite his rough visage, Pally is a silver-tongued salesman who has a knack for pinpointing a potential customer's desires. He has an odd habit of referring to himself in the third person. If any of his tricks are found out, he will reply with a coy smile that it's part of his showmanship and everything is business.

Pally has a few basic mounts in stock:

Mount Rental price (per day)
Kaadu 50 cr
Blurrg 65 cr
Falumpaset 80 cr

In addition to the mounts, he offers a Gold Premium Insurance Package, which he says covers theft, accidental death and dismemberment, injuries sustained while riding, and any equipment eaten by the mount. The package costs 200cr per week. A careful reading of the flimsiplast receipt on this shows a number of loopholes that makes the insurance practically worthless.

If the party avails themselves to Pally's services, he will meet them outside of the city to distribute the mounts. He will also hand one party member his large vibroknife, saying, "You take it, put it to use. Pally hasn't hunted since the acklay took his eye. Remember Pally when you use it." A careful examination of the knife shows it to be a cheap, mass produced reproduction (-1 on attack & damage rolls); Palanarch makes a show of giving these to customers whenever he makes a sale, but he has a large crate of them at home.

Xuxarra Kost's Adventure Excursions

On a raised dias flanked by a pair of desks stands Xuxarra Kost, a reputable safari guide, advertising the "real Xuxarra Kost experience" to potential customers. Xuxarra's assistants are signing plenty of tourists up for her sightseeing and hunting safaris. Her stand is much more glamorous than most others, and it seems to have an effect, with plenty flocking to the sales desks to sign up. All rentals must be paid for upfront, and any extra time or missing goods will be deducted automatically from the party's accounts.

Rather than renting mounts piecemeal, Kost sells service packages that come with more bells and whistles. Each package provides rental services for five days.

Package Included (per person) Price
Zarkuran Classic Kaadu mounts, luxury rations, slugthrower 600cr
True Adventurer Varactyl mounts, tent (per 2 people), macrobinoculars 800cr
Hunter's Exclusive Fathier mounts, luxury rations, tent (per 2 people), safari guide hireling 1000cr
Womwa Lis

Walking by herself and politely speaking to patrons of the information center is an Ithorian woman wearing fine clothes and jewelry. This is Womwa Lis, the chief administrator of Zarkura. As the head of government, she regularly makes the rounds to meet the denizens of Talbet. She greets the party and asks what brings them to Zarkura. She'll politely decline to aid them in any way, except to suggest booking with the local merchants.

Quest: Hidden Agenda. If they ask if she needs help, she will quietly ask them to find out what the Muun businesswoman in the Talbet cantina is on Zarkura for. Her chaincode passport identifies her as a banker, but the woman has declined to meet with her or divulge her purposes. With the war going on she is worried about outside forces interfering with Zarkuran neutrality, but doesn't want to risk causing political incident by directly engaging the Muun. She takes the players' names and tells them to bring any information to her offices at the capitol building. In exchange she offers a favor or information - offering money would be improper for someone of her office.

The Road to Myrefall

Part 1 - The Damaged Speeder

After getting directions from the locals, they set off along the Talbet road for Myrefall. This part of Zarkura is in its springtime. The sun is out and the birds are singing their spring songs. The road passes through the bright Veridan Forest, purple and green foliage flanking on either side. As the morning passes they see black smoke rising from beyond a hill the road goes around.

As they pass the hill they discover that the source of the smoke is a crashed landspeeder bearing the livery of the Talbet Constabulary. Around the speeder are signs of struggle and some blood, yet no bodies. The contents of the speeder, food and building material, have been scattered about the area.

The speeder has been damaged by blaster fire and vibroweapons - sloppy attacks, based on the random blast marks. If they examine the interior, they will find the computer core is still active, but much of the data encrypted. An Intelligence (Technology) check of DC 13 can get around the relatively basic encryption. It appears to be a collection of geographic scans around Talbet, focused on infrastructure points. There is also a log of messages between Chief Ixxith Toran and Baiz Batik, a strategist for the Banking Guild. Based on the logs, Toran was planning to aid the Separatists in overthrowing the Zarkuran state - information that Chief Administrator Womwa Lis would find valuable.

In the grass beside the road they will find a datapad with the Aurebesh letters for "CHAR" smeared in blood. If they activate the datapad, they’ll find it’s been encoded. An DC 20 Intelligence (Technology) check can bypass this code. The datapad contains only a handful of text files:

  • Ticketing data for a scheduled chartered flight from Onderon to Zarkura
  • Four separate chaincode IDs under various names
  • Two lists of planets throughout the known galaxy, some with specific coordinates, others with references to local geography

If the players decide to deliver the datapad to the hermit then continue with part 2. Should they decide to try to figure out what happened at the wagon site then continue to Part 3.

Part 2: The Hermit

The journey to the village is eventless. Myrefall is a patchwork colony, consisting of organic-looking wood buildings and some plasteel prefabricated buildings. Ithorian scientists live and work in the wooden ones, while a number of other traders and colonists live in the plasteel ones. One structure looks older than the rest: two prefabricated structures stacked on top of each other, with vines and woody growth covering it, and a very tall door. A chat with any of the local denizens will direct the party to that structure, the hermitage of Chariz.

Roleplaying Chariz

Chariz is very old and very wise, never rushing and always choosing his words wisely. His tell is his Anx crest: it reddens with anxiety, and turns greener with relief.

As the players knock on the door it is immediately opened. In the doorway stands an aging Anx male, wearing a long blue robe. He peers down at the party and demands to know what the players want. When they offer him the datapad he looks at it and speaks.

Please come inside. Tell me how you came about this datapad.

Assuming the players explain about the attack on the speeder he speaks again.

This datapad belonged to Rafan Cadar. I know that he is wanted by Corellian Security, but the matter is… complicated. I have been in contact with him for some time. His research is very important to my work here. The fact that he’s been attacked is deeply concerning.

If there are Jedi/Republic soldiers in the party:

That you have been sent here is good. It must be the will of the Force.

If the party is non-Jedi/Republic:

I imagine you are on Zarkura for a reason, and probably not for the vegetation. I can offer you a reward if you will look for Rafan for me. Say, 750 credits for each of you?

Please, return him here before you make any report to Republic Intelligence. I can vouch for the accusations against him.

If the players haggle he will go up to 1000 gold pieces, albeit reluctantly.

Should the players accept, Chariz asks them to go immediately to the site of the attack, track down the perpetrators and if possible, to eliminate them. Should the players accept his offer go to part 3.

Other Engagements

Having arrived at Myrefall, the players may wish to explore the town or find their smuggling client rather than track down Rafan. Chariz may plead with them to find the man before it's too late. If they insist on leaving the fugitive to his own devices, you may skip to Adventure 2, though they will miss out on the experience and treasure of the first adventure.

Part 3: Following the Trail

The speeder can be examined with an Intelligence (Investigation) check or an Intelligence (Technology) check. Players can discern the following depending on their roll:

DC Result
10 The speeder bears cuts from vibroweapons and blast points.
12 The blast points are sloppy and random. Two of the three turbines have been destroyed.
15 A panel near the driver's seat has been opened. It looks like the speeder was hotwired sometime before it was destroyed.

Investigating the area around the speeder requries a successful DC 10 Wisdom (Survival) check. This will reveal numerous humanoid tracks which lead into the forest towards the north. They will also find a small amulet made of cheap metal with an unusual shape. The size of its string suggests this was worn by a medium-sized creature.

The players will find it easy to follow the trail after they have found it, as if whomever left it was in a hurry to get away. The trail winds deeper into the forest, ending at a small opening into a hillside. (See Appendix B: Maps)

The opening is only about 5 feet high and just 4 feet wide and if the players decide to enter the opening they discover a tunnel which is also just about 5 feet high and 4 feet wide requiring larger players to crouch.

As the players follow the tunnel they begin to hear strange whispers ahead. As the players approach the sounds they will suddenly stop.

The tunnel ends after about 500 feet in a large cavern, which has an irregular radius of about 50 feet and is about 7 feet high. With a light source the players see it is filled with piles of mechanical junk and stinking animal parts. There is nothing else in this room and no exit is obvious.

Should the players start searching the room a group of three Sanyassan marauders jump out from the piles of trash and attack them, possibly surprising the players. Unlike typical healthy Sanyassans, these look starved and lithe. They have a crazed look in their eyes.

If they continue to search the room after the battle they will find 120 in credit slips in a small pile and another datapad. An Intelligence (Investigation) check (DC 15) shows this is the same model as the previous one the party found. This datapad is also encoded; a successful Intelligence (Technology) check (DC 20) will unlock it, but the data is too damaged to read.

A successful Wisdom (Perception) check (DC 12) will reveal a small secret entrance which leads to another tunnel (the same size as before) that exits into the open forest again. However, this time there is a trap in the tunnel. The PC in the front of the group must pass a Wisdom (Perception) check (DC 15) to spot the trap. The trap cannot be disarmed, but it can be avoided.

The trap will cause an eruption of noxious fumes from underneath the tunnels. The fumes do not cause any damage, but the PC’s become nauseated for half an hour unless they pass a Constitution check (DC 13). They will also stink until they get a chance to change clothes and bathe.


Sanyassan Marauder

Medium humanoid (Sanyassan), Chaotic Dark


  • Armor Class 12 (unarmored)
  • Hit Points 11 (2d6+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (0) 12 (+1) 8 (-1) 11 (0) 8 (-1)

  • Senses passive Perception 10
  • Languages Galactic Basic, Sanyassan
  • Challenge 1/8 (25 XP)

Pack Tactics. The marauder has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated


Actions

Vibrospear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, or 5 (1d8 + 1) kinetic damage if used with two hands to make a melee attack.

Blaster pistol Ranged Weapon Attack: +2 to hit, range 40/160. Hit: 1d6 energy damage.

Part 4 – Rafan Found

No matter which side the players exit the tunnel, they will find an injured man lying outside the exit of the tunnel. On seeing the party, he shakily brandishes a vibroknife at them.

Stay back! I'm not going back to Coruscant or Raxus or Corellia or wherever the hell your client is!

Rafan must be convinced the party isn’t trying to take him back to CorSec. Mentioning Chariz will calm him down.

So… you’re not here to collect a bounty? Thank the Force. Some Sanyassans attacked my speeder on my way to Myrefall. Usually they stay in the forest. I don’t know what would make them attack in the open like that.

Was that you making all that noise in the tunnel? It scared them off. They took my blaster, but I hid the vibroknife in my boot. I managed to get away when they panicked - not clean, though.

They also took one of my datapads. Chariz is going to need that... I appreciate the help, but I’d rather you chase after those Sanyassans than escort me. If you’ve got some bacta spray, I should manage well enough to get back to Chariz.

If the party brought mounts, Rafan will offer to take them back before predators emerge.

Part 5 – The Chase is On

Should the players decide to follow the Sanyassans they will easily pick up the trail. They can also take a short or long rest at this point without anyone disturbing them.

As evening approaches, they will find the trail ends at another small opening into a hillside with obvious signs of occupation, such as debris scattered around the area and a foul smell coming from within. (See Appendix B: Maps)

1. The tunnel entrance

This tunnel is a little bigger than the last, reaching 6 feet in height and 5 feet wide. A DC 12 Wisdom (Perception) or Intelligence (Investigation) check reveals that this tunnel doesn’t appear hand-dug like the previous one, but rather hewn into the rock. It looks very old. This tunnel runs for 300 feet before opening into a small cavern-like room about 40x50 feet. The cavern is covered with trash and strange symbols on the walls. As the players enter a group of four Sanyassan marauders jump out from hiding and attack.

As the players defeat them they hear a loud cry coming from the other opening in the cavern. If the players do not investigate immediately the Sanyassans in the next room will come through the tunnel and attack them in the first cavern.

2. The second cavern

The tunnel to this cavern is only 100 feet long and as the players enter this cavern they see that it is also roughly 40x50 feet. This time there is no trash and in the center is a small altar. Lying dead at the altar is an Ithorian and a Sanyassan Adept standing over him. As the player enter the Sanyassan roars at them and immediately casts Force Push at the first player that enters.


Sanyassan Adept

Medium humanoid (Sanyassan), Lawful Dark


  • Armor Class 15 (scrap plate)
  • Hit Points (5d6 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 14 (+2) 10 (0) 9 (-1) 14 (+2)

  • Skills Lore +2, Medicine +1
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Galactic Basic, Sanyassan
  • Challenge 1 (200 XP)

Pack Tactics. The Sanyassan has advantage on an attack roll against a creature if at least one of the Sanyassan's allies is within 5 feet of the creature and the ally isn't incapacitated .

Forcecasting. The Sanyassan Adept is a 3rd-level Forcecaster. The Sanyassan Adept's Forcecasting ability is Charisma (spell save DC 12, +4 to hit with Force attacks, 5 Force points). The Sanyassan Adept knows the following Force powers

At will: saber throw, force push/pull, slow, enfeeble
1st level: phasestrike, burst of speed, dark side tendrils
2nd level: drain vitality


Actions

Vibrodagger. Melee Kinetic Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) kinetic damage.

From behind the altar a couple of other Sanyassan marauders also attack the players.

During the battle, the Sanyassan Adept will try to flee back though the opening the players entered if he gets the chance. If escape is impossible, he will fight to the death, focusing on killing one player at a time. The other Sanyassans will fight to the death.

This cavern contains no other openings and if the players search it they will find a plasteel box. The box contains 410 credit slips, a single kyber crystal shard worth 150 cr, and a wrist-mounted grapple hook. The box is trapped. If searched, a successful DC 12 Wisdom (Perception) check will reveal it. A DC 12 Dexterity check is needed to disarm the trap. If that fails or the box is opened it explodes, causing 1d6 damage to whomever is holding the box. Each player has also a 10% chance of getting hit with shrapnel doing 1d2 damage.

The Ithorian is clad in a worker’s uniform. A DC 10 Intelligence (Investigation) check will reveal a chaincode card with the name “Thodo Nogat.” A DC 15 Wisdom (Medicine) check reveals he’s been dead at least a few days, killed by stab wounds to the torso. The players will also find a strange amulet on the altar made of a cheap metal. It looks rather like a bad attempt at imitating an ancient artifact. On a successful DC 15 Intelligence (Lore) check, the player will recognize it to be an ancient emblem of the Dark Side of the Force.

Part 6 - Returning to the Hermit

Having found Rafan and killed the remaining Sanyassans the players can return to the hermit for their reward.

Chariz will thank them for their assistance and since they found Rafan alive he will also give them a standard enhanced item of the DM’s choice, or to teach any Force users in the party an at-will Force power. If the players tried to haggle with Chariz earlier, he will only give them the amount they previously agreed upon.

If the players try to cheat Chariz he will not give them any reward, telling them he kept an eye on their activities and suggests that they should leave the outpost.

Should the players show him the amulet he will say:

This is… interesting. And alarming. This is an ancient symbol of Bogan - what some ancient Force religions called the Dark Side. I have suspected there to be an ancient shrine here, but this does not look like a very old artifact. It was created recently. I’m… not sure what that means.

This needs immediate attention. This Sanyassan tribe largely keeps to itself. If the Sanyassans attacked you, and they are even using the Force in this dark manner you’ve described, they may be being manipulated by someone else.

This means Rafan’s research is vital. And urgent. I must contact the Jedi Council about this.

Listen. I may - no, I will need your continued help. I will have more work for you in the coming days. I don’t have much room for you here, but if you speak to Immeb Bata at the Ithorian compound and tell him I sent you, I’m sure he will arrange a place for you to stay. Here, take this comlink. I will contact you when you are needed.

If the players do not show him the amulet he will merely tell them he might have another rewarding task for them in a few days and directs them to Immeb.

A short distance down the road, the party finds a collection of huts, one with a Ithorian llim lantern hanging from it. A knock rouses the Ithorian within, dressed in loose pajamas. At the mention of Chariz, Immeb Bata speaks a long bit of soothing Ithorese and he opens a large cabin for them. Inside are rope hammocks lined with thick cushions. Immeb leaves the llim at the door, says something that must mean good night in Ithorese, and returns to his own cabin.

Experience rewards

If the players completed the adventure they will get 100 experience points each and 400 experience points divided between the players.

Should they not complete the adventure they should only get the experience points for the creatures they killed.

Adventure 2: The Tomb

After a well-earned night of sleep, the players awaken at Immeb Bata's hostel. The simple but comfortable lodgings in the Ithorian's cabins leave them feeling refreshed and ready to face the adventures of the day.

As the adventure starts, read the following:

Late the next morning, sunshine filters into the small cabin. Birdsong carries through the trees on a breeze, along with the scent of cooking food. The sonorous rumbling of an Ithorese song hums nearby.

You find Immeb in a large gazebo nearby, equipped with a long wooden table and a kitchenette. He rumbles on for a time in Ithorese, gesturing at the food on the pan.

As Immeb prepares breakfast, his protocol droid, M8-T37 - or "Matey" - scuttles in. The droid starts to greet the party, but begins stuttering and malfunctioning halfway through his introduction. Immeb sighs dramatically and slams his fist on the back of the droid's head. It sputters back to life and finishes its speech.

Roleplaying Immeb & Matey

Immeb is a consummate host, happy to cook meals & serve his guests. His rather unique cooking style is an acquired taste. He carries no translator - it makes his neck itchy - and relies on M8-T37 to translate his Ithorese. The droid is extremely happy to work for Immeb, but is in bad need of repair and constantly malfunctioning.

Myrefall Outpost

The morning gives the party time to explore Myrefall Outpost, the tiny settlement within Veridan Forest. There are several areas in the settlement that they might visit. (See Appendix B: Maps)

  • Chariz's Hermitage. The old man's house is at the western edge of the village. It's tall and narrow, sporting a sizable rectenna on top. Most of the central quests start here.
  • Immeb Bata's Hostel. Just east of Chariz's house is the humble Ithorian's hostel. The players can rest safely here and get a meal.
  • Ithorian Compound. Complex of organic Ithorian homes that house botany lab workers & families. Most of them are quiet & polite, but some rumors could be gathered here.
  • Mercantile Area. The officially designated area for commerce in Myrefall, on the path into the settlement from Talbet. There are a handful of shops, some useful (see more below).
  • Hunting Camp. Across the river to the south is a collection of tents and lodges, overseen from a pair of short lookout posts. Also sports a makeshift cantina in an old shipping container. Both the big game hunters and treasure seekers hang around here, some offering side quests.
  • Botany Lab. Across from the hunting lodges, this is the official scientific outpost of the Zarkuran government. Adventure 3 starts with an attack on this lab.

Notable NPCs

  • Broc Zees. Gran male. Gunrunner & equipment salesman. Dimwitted and something of a coward. Target of the Smuggling Run hook.
  • Alara Sekel. Human female. Head of safari hunters. No-nonsense Eriadu native. Can offer some wildlife information & hunting quest.
  • Miilaw. Chadra-Fan female. Supply & equipment merchant. Has a tiny but well-stocked hut in the mercantile area. Doesn't speak a word of Galactic Basic, but negotiates with gestures.
  • Garmo Haarox. Ithorian male. Chief scientist of botany outpost. Enthusiastic about his work & concerned about Zarkura's environment. Offers collection quests.
  • Lan-Cai Qualto. Iktotchi male. Archaeologist & member of the Shadow University. Willing to trade in information & Zarkuran artifacts. Can recruit players into the Shadow University faction.
  • Twaleersh. Quarren female. Owner of the unnamed cantina in the hunting lodge area.

Village Description

Myrefall is small, so the characters can visit multiple locations and NPCs throughout a given day. The following sections detail specific locations in town.

Chariz's Hermitage

While the players have stopped by to talk to the old man before, they may not have actually stepped into his home yet. When he summons them back to start the next portion of the adventure, he will welcome them in. The lower floor of Chariz's home opens into a small atrium. To the back is a simple bedroom where he sleeps. To the right is the entry into a sitting room. In the center of the room is a dejarik holotable, surrounded by a small couch and a pair of arm chairs. The walls are covered in shelves featuring curios and artifacts, many recovered from Zarkura's ruins. One of these is a replica Sith Holocron, which matches the description of an artifact Broc Zees has lost. On the right in the sitting room is a door that leads to Chariz's meditation chamber. In the back of the sitting room is a small stairwell. The stairs go up to a guest room that Rafan Cadar is currently staying in. Rafan's room features a bed, a simple chest of drawers, and a desk with a built-in computer console. The computer console is locked with a passcode and a variety of encryption keys. The stairwell continues to a tiny attic with a communications array. The rectenna on top of the house is strong enough to get a message out as far as Coruscant, though only when the moon Mulliv is on the other side of the planet.

Immeb Bata's Hostel

By now the players should be somewhat familiar with the simple lodgings at Immeb's. The complex features a circle of wooden cabins surrounding a large, open air gazebo. Each cabin has a number of cushioned hammocks. The gazebo features a kitchen and several rows of tables. Aside from Immeb and the party, there are no other guests at the hostel currently - one gets the impression Immeb receives few patrons at his business.

Mercantile Area

This paved area stands in stark contrast to the rest of the village. It consists of a few rows of small shops, most simple stands or even just upturned crates. A number of merchants hawk their wares, some of which may be helpful to the players.

Broc's Place

Broc is a male Gran who sells odds and ends out of a small shed on the roadside. He has a variety of small arms and adventuring equipment, mostly overpriced. Broc seems a little on edge, and while denying up and down anything is wrong, he will quickly spill the proverbial beans to anyone who asks.

Quest: Missing Goods. If the players were brought to Zarkura with the Smuggler's Run hook, or if they ask Broc about his he has a quest for them. Broc acquired an artifact on Zarkura some time ago. Though he doesn't know what exactly he found, he found a buyer for it over the dark Holonet and is looking to smuggle the item off-world. Trouble is, the object went missing a few days ago. He desparately needs to get it back, as his buyer - a Hutt in Mos Entha - already paid half up front.

He describes the item as a palm-sized pyramidal red crystal, with a metallic gold-bronze setting. A successful Intelligence (Lore) check (DC 20) would suggest he found a Sith holocron, though it's clear Broc has no idea its significance and is interested only in its value. Broc suggests you ask "the old man" about it, or perhaps the treasure hunters.

Roleplaying Broc Zees

Broc is a simple man: he wants to make money, and he doesn't want to get hurt. His prices are outrageous (typically twice their standard cost), and he will only bring down his prices slightly in negotiating. He is something of a simpleton, not putting together sometimes obvious conclusions. The Gran is also a terrible liar, spilling secrets while denying knowing them. Despite his occupation as a gunrunner, Broc is terrified of fighting.

Rhogen's Souvenirs

Rhogen is a human male who hawks what he calls "genuine Zarkuran crafts." These consist almost exclusively of poorly-made wooden statuettes, bits of stone that are "authentic ancient Zarkuran architecture," and other baubles. He's desparate to get anyone to buy something from him.

The only valuable item he has is a small jade statue. This is the Idol of R'shar, an item sought by the Shadow University (see "Quest: It Belongs in a Museum"). Rhogen believes it to be a good luck charm; however, given his spate of bad luck, he could be persuaded to part with it for enough credits.

Shop of Miilaw

In a wide but very short tent dwells Miilaw, a Chadra-Fan woman who sells adventuring goods at better prices than Broc. She somehow doesn't speak a word of Galactic Basic, and she has no protocol droid. She is happy to have business and will communicate with gestures, haggling hard bargains with her customers.

Most of her visible stock is survival sundry: medpacs, fibercord, survival kits. If asked about explosives, she'll knock on the GNK unit in her shop and a panel on its side opens up, revealing a well-stocked array of grenades and other explosives.

Hunting Camp

This area of Myrefall is just on the outskirts of the forest, with several large prefab lodges and tents. There are a few makeshift watchtowers made from downed logs, where guards watch for marauder attacks. Quite a few people mill about, bragging about their latest adventure. There are two groups of hunters: big game sportsmen who carry long slugthrowers and trackers, and treasure hunters with bags full of exploring gear and scout droids.

Hunters' Guild

The whole area is under the purview of Alara Sekel, boss of the Hunters' Guild. Members of the guild track and kill invasive species for the Zarkuran government, collecting bounties by bringing in wild game to Talbet. Sekel can be a source of information for the party if she's impressed enough by their skills.

Quest: Call the Exterminator. Alara will mention in conversation that her hunters have been trying to track down a kinrath den somewhere in the forest. While typically they have no problem flushing out nests of kinrath, this particular hive has been elusive. Finding the den and bringing back the matriarch's mandible will win the approval of the Hunters' Guild, in addition to a reward of 2000 credits.

Roleplaying Alara Sekel

Alara is a hard-nosed Eriaduan who has a mind for business. She isn't easily impressed, but will give passing compliments to satisfactorily impressive weapons technology. She doesn't care much for the Ithorian environmental strategy, seeing the government's main purpose as providing her hunters with income.

The Cantina

An assembly of modified shipping containers houses what passes for a cantina in Myrefall. Its proprietor is Twaleersh, a Quarren woman who has little interest in the braggadocio of her clientele. Twaleersh serves harder beverages than Immeb's simple teas, and cooks up whatever game of the day her clients bring in.

Also hanging around the cantina is Lan-Cai Qualto, an Iktotchi scholar who buys the players round of drinks and asks them about their business. Lan-Cai expresses an interest in artifacts and history, admitting envy of Chariz's collection. He's coy about his business, but after on hearing the party is going to (or has already returned from) the cairn tomb for Chariz, his attention is piqued and he reveals his true purpose.

Quest: It Belongs in a Museum. Lan-Cai is a member of the Shadow University, a quasi-scholarly and criminal collective that seeks secret knowledge and rare artifacts from around the galaxy. The University sent him to Zarkura to find some artifacts from the ancient Force religions that once operated on the planet. However, he's had trouble gaining much ground, with various other treasure hunters having taken many of the valuable goods. He asks the party to keep an eye out for a set of items, and guarantees admission to the Shadow University if they're brought to him. He's also willing to pay them for each one they find.

Joining the Shadow University

If the players bring three of the following items to Lan-Cai, they will gain first rank membership into the Shadow University faction.

Item Description Location Payout
Idol of R'shar Small jade statuette of a humanoid holding a double-bladed sword Rhogen's souvenir stand 350cr
Jeweled Bogan Amulet Golden amulet with a red gem in the center Cairn tomb, on the altar 500cr
Ashla Tablet Stone tablet covered in writing Chariz's study on the curio shelf 400cr
Protosaber Hilt Broken hilt of an early lightsaber Kinrath den 700cr
Gen. Starfire's Blaster Heavy blaster pistol plated in electrum Abandoned Fort, office desk drawer 850cr

Botany Lab

The Zarkuran government's official business in Myrefall is studying the flora of the Veridan Forest. Chief Scientist Garmo Haarox keeps his office here, next to a greenhouse filled with a variety of local plant life. There are a few other scientists busy at work here, studying genetics and conducting chemical analyses.

Quest: Specimen Collection. Last week a scientist named Thodo Nogat went into the forest to find specimens of an unusual flower. Oxydendrum macrantha, or the "celestial orchid" as the more fanciful Ithorians have called it, may have some unusual chemical and genetic properties. Nogat has failed to return - Haarox assumes he abandoned his post and is already off world (his corpse is found on the stone altar in Adventure I) - but he still needs the samples to complete his experiment. He's willing to pay with a vitapac and a stimpac of choice for whoever can bring back five samples of the plant.

Players can find the plant in the deeper parts of the forest by passing a DC 13 Wisdom (Survival) check. They can confirm the plant with a DC 12 Intelligence (Nature) check. Celestial orchid has clusters of vivid blue flowers with serrated bipartite leaves. This distinguishes it from cerulean nettle, which has clusters of violet-blue flowers with undulate tripartite leaves, and is poisonous to the touch (1d2 poison damage to bare skin). Haarox does not share this information unless the party returns with the wrong plant - he assumes no one would be foolish enough to mistake the two species.

Roleplaying Garmo Haarox

Haarox is a consummate scientist, his enthusiasm for granular data palpable. He is thrilled to show off his findings, which consits mostly of pointing excitedly to displays of DNA sequences that few would see as interesting or significant. His scientific passion blinds him to practical matters, and he is aggressively brusque in dismissing anything that his data doesn't support.

Part 1 - The Hermit's Request

When you're ready to move the players along in the adventure, the comlink Chariz gave them chirps and the hermit's voice comes in:

Good morning, I hope you all slept well after yesterday's events. I have a task that I need assistance with. I believe you are the only ones in Myrefall capable of this at the moment. Can you be here shortly?

Assuming the players agree to meet with the hermit, Rafan Cadar greets them cautiously as the door. He escorts them into Chariz’s house, asking if anyone in Myrefall has been asking questions about him. Rafan brings them to a small but comfortable sitting room. Shelves line the walls, filled with old codices and various artifacts. A dejarik board and simple wooden chairs are here. After a short while, Chariz enters the room from another door and sits at the table.

Before I brief you on the task I need you for, I think it's important we discuss yesterday's discoveries, in light of what Rafan has found.

Rafan puts down his caf mug. He looks exhausted still from yesterday's rescue.

Roleplaying Rafan Cadar

Rafan is smart and has the skills of a good intelligence officer, but his conspiracy research has clearly affected him. He is paranoid and untrusting, seeing threats around every corner. He has a dark sense of humor.

I've got a working theory. I've been monitoring the Separatists for months, even before the war started. I started noticing patterns in the systems they targeted. There was the obvious systems - factory worlds, strategic points on hyperlanes, that kind of thing. But they also went to other systems that were more out of the way. They didn't fit a pattern. And that was the pattern.

Rafan takes the two datapads the party recovered in Adventure 1 and synchs them to the dejarik board. Four lists of text appear in the air from the board's holoemitter. Rafan's fingers move rapidly across the datapad, and the four lists converge into one. As he enters a decryption cipher, the scrambled text becomes more coherent.

Koros. Empress Teta's homeworld. She was one of the founding figures of the Republic - sort of, it's a long story. Point is, the Republic was fighting the ancient Sith Empire. The Jedi sided with the Republic, and some Jedi master was living on Koros at the time. That system's government sided with the Separatists a year and a half ago - rumored under the influence of Count Dooku.

Okay, this. Onderon. Just a jungle world, right? Some thousands of years ago, Onderon's moon Dxun was a battleground during the Jedi Civil War.

And here, Iktachon. It's moon Ikotch is what Force-worshipers apparently call a 'vergence,' whatever that means. Point is, they think it's important. And the Separatists sent an expedition there. The Ikotchi didn't join, but still.

That's what brought me here, too. Zarkura was a member system during the High Republic era, and before that there was some prominent Force worshipping cult here. That's where I ran into Chariz, and showed all this to him.

I had to keep digging. CorSec's files only went so far, so I had to steal some Republic ones. And Separatist ones. There were a couple of Hutt cartels I had to infiltrate too...

Look, point is, the Force-worshippers are behind all this. They're the ones that started the Separatist movement, they're invading or stealing from these worlds, and the Jedi-

At this point, Chariz cuts Rafan off. They have a brief but heated discussion, Rafan accusing the Jedi and Sith of being "two sides of the same coin," and rattling off a list of other Force groups like the Potentium and Jensaarai. Chariz gently but firmly tells Rafan "enough." The Corellian's face turns red and he storms upstairs.

I apologize for his outburst. Rafan is under much stress. And something of a conspiracy theorist, I fear. But I don't think he is entirely wrong. The state of these Sanyassans is evidence of that. Your investigation will hopefully shed light on these matters.

Which brings us to your purpose here. Not far from here, in the forest, is an ancient cairn. Based on my scans of the area, there is a structure carved into the stone beneath the cairn. I believe this may be the tomb of a group of Force sensitives that once dwelled on this planet. I know the Jedi Council is concerned about the Sith and other Dark Side cults seeking sites such as this. It is better than the Jedi know what is in there before anyone else does.

I have tried to enter the tomb myself, but the stone that covers the entrance is quite large. I fear that, without a full extraction team, explosives are the only practical way to displace it. The stone around here is quite thick, and I don’t think the tomb itself would be damaged. I have several theories on what may be in the tomb, but my most interesting one is that it contains an artifact attuned to the Force. It has the appearance of a silver disk, roughly the size of your hand, with a number of symbols carved into it.

I understand this will take a valuable portion of your time. I can offer you 1000 credits each if you accept this task. I’d like to study whatever you find in the tomb, but you may keep whatever you find. I only ask for the silver disk.

If the players accept then he reaches for a datapad and produces a map of the area to give to the players. He then points out the location of the stone circle and wishes them luck.

There were several Force religions that dwelt here centuries ago. Some quite powerful. If this is the tomb I think it is, it was a cult that worshiped the Dark Side. So you must be prepared for any eventuality and danger. Take these. You may need them.

He gives the players two medpacs each. The players should make plans for detonating the seal. They will need a breaching charge or thermal detonator to open it. If they did not bring any suitable item, Broc or Miilaw will have the suitable explosives available for sale.

Part 2 - The Stone Cairn

The journey to the stone cairn is eventless unless the GM decides otherwise (see "Forest Encounters" in Appendix A: Reference). The journey takes over a day so the players need to make camp for a single night.

As the players reach the stone cairn they see that it lies upon a gentle hill reaching slightly over the tallest trees around. The stones that make the circle are large and made of a different material than the local stone.

When the players start searching the area for an entrance to the underground dungeon they will soon find what appears to be a rock slab embedded into the hill.

A breaching charge will destroy the slab. Failing that, a Strength (Athletics) check (DC 25) is needed to move the rock, the players can assist each other and get an advantage on the roll.

If that consistently fails other means such as an hour of lightsaber cutting can damage it enough to make the slab crumble.

Part 3 – Under the Stones.

During this dungeon crawl the players can take rests as they need since nothing in the dungeon will disturb them.

Beneath the rock is a set of stairs leading about 20 feet down. A dark tunnel lies ahead which leads for 120 feet into the hill before reaching a large hall. The tunnel becomes quite wide, about 10 feet and soon turns into a hallway with stone walls. The air in the dungeon is surprisingly clear; a DC 15 Investigation or Nature check suggests the tunnel may connect to a cavern system underground. At the end of this tunnel is a large room.

1. The Entrance Room.

As there is no source of light the players will not notice the three hawk-bats as they descend from the ceiling unless passing a DC 15 Wisdom (Perception) check. As soon as the hawk-bats descend they will attack the players in a random fashion.

After the battle the players have a chance to explore and search the room. The stone from the walls and ceiling has begun to crumble and some strange fungus is to be found in the cracks. There are four stone slabs here, each with a humanoid skeleton on it. The remains of cloth lie tattered upon the bodies. There is nothing of value in this room.


Hawk-bat

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6
  • Senses blindsight 60 ft., passive Perception 16
  • Languages -
  • Challenge 1/4 (50 XP)

Echolocation. The hawk-bat loses blindsight when deafened.

Keen Hearing and Sight. The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Pack Tactics. The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.

The hallway leading from this room is closed with a simple metal door which is severely rusted but unlocked. The hinges are also rusty so it makes a loud noise when opened.

2. The Crossroads.

Here the players come upon a crossroad. Straight ahead they can see a door made of steel. On each side, they see hallways which turn in the same direction. At the end of these hallways there are traps marked A. Each trap can be spotted by a DC 13 Wisdom (Perception) check. If spotted it can be easily avoided as it is triggered by a pressure plate on the ground.

However, if it is not spotted there is a 25% chance for each player that passes to trigger the trap dealing 1d8 in fire damage to that player. A successful DC 10 Dexterity (Acrobatics) save will reduce that by half.

3. The Bogan Emblem

Within this room, a bright red Bogan emblem has been drawn on the floor. At its center lies a star-shaped key. Splatters of dark blood stain the walls of the room. Should the players enter the emblem, nothing will happen, as any Force energy here has faded.

4. The Flooded Room.

The hewn stone floor gives way to scattered rock as it slopes down into a dark pool of stagnant water. There are three small, elevated stone platforms a couple meters apart rising from the water. There are also scattered humanoid skeletons throughout, jutting from the water and littering the platforms. An DC 14 Intelligence (Investigation) check (DC 14) or DC 16 passive Perception check will show something gleaming beneath a skeleton on the furthest platform - another star-shaped key.

The players will either need to hop across the platforms or otherwise remove the key. But as they set to work to do so, the water bubbles and an adolescent dianoga bursts from the depths. As the dianoga emerges, it knocks the skeleton on the furthest platform into the water and the star key is clearly visible. When the dianoga’s hit points are reduced to 20 or less, it flees, giving the party a chance to get the key.


Dianoga, Adolescent

Large beast, unaligned


  • Armor Class 13 (Natural armor)
  • 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)

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 can make two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +6 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: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 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.

5. A Locked Metal Door.

If they investigate the door they find that it is locked and there are two slots on the door in the shape of an eight-point star. It is also completely unrusted.

To open this door the players will need to collect the two star keys from the side rooms. Any attempt of forcing the door will fail. A lightsaber that strikes the door shorts out for 1d4 minutes. When the players have the star keys they can place them in the slots which will cause the door to open on its own.

Behind this door is a hallway to another crossroad much like the one before. Here there is a trap that is sprung as soon as the players enter this area. A blazing light bursts from the ceiling causing everyone to become disoriented for a few minutes and deals 1d2 burn damage. This trap is Force imbued and can only be detected by a Sense Force power.

6. The Statue Room

At the end of this room opposite the entrance lies a chest. On the players left side is a humanoid statue, which is also in surprisingly good shape.

The chest is not trapped, but when opened it triggers the statue which is an ancient security droid to attack the players. Should the players touch the "statue" before opening the chest, it will make a surprise attack at the players doing so and then attack the rest of the players.

The chest contains a silver cube that is needed to open the door and an ornate leather amulet. This is a Taozin Amulet.


Ancient Security Droid

Medium Droid, unaligned


  • Armor Class 18
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 13 (+1)15 (+2) 7 (-2)

  • Skills Athletics +7, Perception +4, Intimidate +2
  • Damage Vulnerabilities Ion, Lightning
  • Condition Immunities Poisoned, Diseased
  • Senses darkvision 60ft, passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge 1 (200 XP)

Traits

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

Actions

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.

Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) kinetic damage.

7. The Altar Room

Opposite the entrance to this room is an altar with a couple of degrading books, three rusty daggers, the jeweled Bogan amulet, and a silver cube. On each side of the altar hang an elaborate sword crossed over a metal shield. Above the altar is a rusted Dark Side emblem.

If the players attempt to take the cube or touch the swords, the shields suddenly move forward, sending the swords clattering to the ground. These are shield droids that begin attacking the players.

If the players search the altar after the battle a successful DC 13 Intelligence (Investigation) check will reveal a hidden compartment containing an electrum amulet worth 70cr and four small crystals worth 25cr.

A DC 15 Intelligence (Technology) check shows that the cubes are filled with complex circuitry. It would require a specialized lab to properly analyze them, but there are faint contact points on the surface, as though the cube could be placed into a device to read.


Shield Droid

Tiny droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 10 (4d4)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (0) 5 (-3)

  • Damage Vulnerabilities Ion, Lightning
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 11
  • Languages Binary
  • Challenge 1/4 (50 XP)

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


Actions

Blaster. Ranged Weapon Attack: +4 to hit, range 40/160. Hit: 1d6+2 energy damage.

Slam. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) kinetic damage.

8. Another Locked Metal Door

If they investigate the door they find that it is locked like the former one and there are two slots on the door in the shape of a square. To open this door the players will need to collect two silver cubes from the side rooms. Any attempt of forcing the door will fail. When the players have the silver cubes they can place them in the slots which will cause the door to open on its own.

9. The Silver Disc

In this room the players will finally find the silver disc the hermit sought. It rests upon a pedestal in the center of the room. The room itself is covered in arcane symbols and any Force user will sense a faint energy emanating from the silver disc.

In one of the corners there stands a well-preserved ornate vibroaxe. This is a vibroaxe +1. (This could be replaced with any suitable weapon or leveled loot.)

When the players take the disc, they feel a tremor in the ground. The tremor slowly builds up and soon cracks start to form in the stone walls. This is followed by some debris falling from the ceiling and then larger rocks.

The players should get the hint and run out of the dungeon before it collapses. If they start running out soon enough they will easily escape.

As they exit the dungeon, they hear the dungeon collapsing and soon after the tremors stop. If they climb the hill to investigate they will see that the stone cairn on top has collapsed in on itself.

Part 4 - Returning to the Hermit.

After the players return to Chariz with the disk he congratulates them on a job well done and gives them their rewards. In addition, he will offer to teach any Force user in the group a single 1st level defensive or utility Force power of the GM's choice.

The silver cubes are worth 500cr each and can be sold to a suitable buyer.

Experience rewards

200 experience for each player for completing the adventure.

600 experience divided among the players.

Adventure 3: The Rescue

After the adventure at the cairn, the party rests in Myrefall, perhaps completing a side quest or two. After they complete a long rest at Immeb Bata's hostel, they are awaken from their slumber by panicked shouting. The sun is just barely rising above the forest canopy, the sky still mostly dark.

Part 1 - An Urgent Summons

The door bursts open and M8-T07 scuttles in.

Sirs! Please come with me at once! Master Immeb has sent me to get you. Something has happened at the botany lab. Please hurry.

Assuming the players cooperate they will find Immeb Bata, Garmo Haarox, and Alara Sekel at the botany lab on the outskirts of the Ithorian compound. The bay has been clearly damaged, and several blaster fire holes smolder in the side of the structure.

Oh, good! I was afraid you might have left.

Something terrible has happened here. I awoke early this morning and heard scuffling and blaster fire. One of Alara's guards, Kenth, was on duty - he's missing. So are Roron and Mata, two of the scientists. Usually the Sanyassans just kill in their raids - do you think they've been taken somewhere?

I sent Matey to tell Chariz right away. You should go and see if he heard anything.

If the players investigate the damaged greenhouse, they will find a perfectly square hole cut around the door handle. It appears to have been made with an energy weapon.

Part 2 - The Hermit’s Counsel

Garmo Haarox joins the party in returning to Chariz. No one answers at the door of Chariz’s home, but the door is unlocked. If the players are reluctant to go inside, Haarox will insist and enter himself. Through the door to the study they will find an open door into Chariz’s meditation chamber. The Anx is inside, sitting cross-legged on the floor. Just as they find him, he gasps and his eyes open. He shakily stands and struggles over to the dejarik board. With a few button presses, the board displays a map of the area. He points to a spot southwest of Myrefall.

I reached out with the Force and found them. Rafan was taken with them.

Here. Not very far. They are alive. I… cannot see who has them.

Garmo speaks up.

I know this place. It is deep in the forest, a different biome. We had problems in the past with spice smugglers here using it as a hideout, until one of their freighters crashed. I fear they introduced some invasive species which have taken to the forest too well.

Chariz sits down.

I wish that I could help you more, but I am drained. If anyone can rescue these people, it’s you. And you know how important Rafan’s work is to mine. Please recover who you can, and quickly.

Part 3 – To the Rescue

As the players are traveling to the wrecked freighter they notice that the light starts to dim as they enter deeper into the forest, becoming no more than that during the twilight hours.

As they are halfway to the ruins, they notice around them heavy cobwebs, as if huge spiders have been spinning their webs. They also take note of the lack of birdsong. This will no doubt arouse suspicion in the players and if the players succeed a DC 12 Wisdom (Perception) check they will soon notice a couple of energy spiders preparing an ambush for them. If they fail, the spiders will drop on them with a surprise attack.

If the players search the area after the battle they will find a spider den with some treasure, apparently collected from their victims. A blaster pistol, a card of credit worth 340cr, a pair of manacles, and two unused glowrods. Inside the den are also the desiccated remains of several wildlife creatures and a few unidentifiable humanoids.

As they press on through the forest, the sun sets in the sky, plunging the forest quickly into darkness.


Energy Spider

Small beast, unaligned


  • Armor Class 13
  • Hit Points 18 (4d6+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Energy
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 1/2 (100 XP)

Energy Absorption. Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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 target. Hit: 6 (1d6 + 3) kinetic damage.

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 kinetic, poison, and psychic damage).

Part 4 - The Bounty Hunters

The players approach a clearing in the woods up ahead. Night has now fallen, but there are a number of bright lights clearly visible ahead, and the sound of conversation. In the clearing is a light freighter, and a number of individuals are setting up equipment nearby. A DC 15 Wisdom (Perception) counts five: a human man, a Mirialan woman, two Rodians, and a red Nikto.

There are a number of movement sensors hidden in the area. These can be noticed with a DC 20 Wisdom (Perception) check. If they get too close without avoiding the sensors, an alarm will sound and the strangers will be alerted to their presence. While they are quick to draw weapons, they do not immediately fire. The human male demands whomever is there to make themselves known.

Crew of the Vandor Spike

The Vandor Spike is a customized Stalwart-class light freighter, owned by Seylin Ulassa (Mirialan female) who heads the crew. Seylin is a sly mercenary, willing to play "good cop" to lull potential targets into a sense of security. She lets her business partner Carthalo Hask (Human male) act as the face of the group, his gruff demeanor and quick trigger finger making a good first impression. Matarasian (Red Nikto male) is the group's short-tempered muscle. Weesh Chekkoo (Rodian male) keeps the ship running and tracks down leads on the HoloNet, while his twin sister Grexi (Rodian female) gathers intel and lays out plans. Altogether, this is a formidable & effective crew of mercenaries.

If the players attempt to engage in combat, the ship will fire warning shots from a pair of Ax-108 turrets. The crew will scramble their equipment and fly off in the ship, yielding nothing to the party.

If the players bring themselves out in the open, the man will order them to stand down, and has his people do the same. He walks up to the party.

You trying to get yourselves killed? What are you doing out here in the middle of the night sneaking around like that?

A conversation with the man will yield the following.

Carthalo Hask. These are my associates. I didn’t take your people. Can’t say I’ve seen anything either. We’re looking for this man.

He produces a bounty puck. The hologram has Rafan Cadar’s face and name.

Rafan Cadar. Dangerous criminal. You seen him?

Players will need to pass a Charisma (Deception) check (DC 20) to convince Carthalo they haven’t seen Rafan.

On failure, he turns off the puck and shakes his head.

Fine. You won’t help me, I won’t help you. Hope your people didn’t get eaten by a nexu.

He then turns and ignores the party, continuing to set up his equipment.

On success, Carthalo says:

Well, do me a favor and keep an eye out. If you’re looking for your friends, we won’t get in your way.

If the party hangs around long enough, the Rodians will flag Carthalo over because they’ve picked up something on their listening equipment. They hear a rather ominous chanting - the Rodian woman identifies it as Sanyassan. They’re able to pinpoint it to a site about a kilometer south-southwest.

When the party leaves, Seylin will stop them. She’ll hand one of the party members a repeating blaster, to Hask’s apparent chagrin. She says

Get your people out of there. Good luck.

If the players pass a Intelligence (Investigation) check (DC 18) on the rifle, they’ll find a panel hidden in the stock. Inside is a tracker and listening device.

Part 5 - The Ruins

The ruins are that of an old bulk freighter that wrecked some years ago. Vines and greenery have overgrown it, and though there are few tall trees immediately around it, the forest has reclaimed most of this area. As the players approach, they see a large bonfire has been raised in the center of the clearing.

Around the bonfire, a group of 8 Sanyassans marauders are chanting, with one larger Sanyassan soldier dressed in strange ceremonial garb leading the chant. The Sanyassans are all well-armed.

A light can be seen streaming out of the ruins of the freighter. Inside is a hooded Bogan cultist with two Sanyassan Soldiers. The human is speaking to a figure on a holo comlink. After a few moments, the comlink shuts off, and the human begins a ritual of his own. A DC 20 Intelligence (Lore) check shows that this is a Dark Side ritual of the cult of Bogan.


Bogan Cultist

Medium humanoid, Lawful Dark


  • Armor Class 13
  • Hit Points 33
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 12 (+1) 10 (0) 13 (+1) 14 (+2)

  • Skills Lore +2, Deception +4, Persuasion +4
  • Senses passive Perception 11
  • Languages Galactic Basic
  • Challenge 2 (450 XP)

Forcecasting. The cultist is a 4th-level Forcecaster. Its Forcecaster ability is Charisma (Force save DC 25, +4 to hit with Force attacks, 12 Force points). The cultist knows the following Force powers:

At-will: saber throw, Force push/pull, slow, enfeeble
1st-level: phasestrike, burst of speed, dark side tendrils
2nd-level: drain vitality, Force throw


Actions

Lightdagger. Melee Energy Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) energy damage.

Both sets of Sanyassans are too distracted by their rituals to take note of the players unless they do something to draw their notice, and if attacked will be surprised for two rounds.

The players have a few options now. They can attack, which might end badly, or they can scout around and see if they can locate the kidnapped civilians. These are being held in a broken cargo container marked on the map.

If they attack, the Sanyassans will be surprised, but not for long. They will all attack the players in a mighty frenzy and try to swarm over them as quickly as possible. Of course, a clever ambush by the players might do the trick.

Should the players defeat the Sanyassans they will find a cryogen grenade, a tactical barrier generator, and a handful of crystal shards worth 80cr. The human consular also carries a +1 lightdagger.

Two Ithorians, Rafan, and Broc the merchant are imprisoned in the broken cargo container behind a force field. The passcode to the field can be disabled by a DC 15 Dexterity (Sleight of Hand) check, or the generator attached to the side of the container could be broken (AC 10, 10 HP). Destroying the generator will be loud and possibly attract attention.

If the players decided to sneak the group out go to Part 6; if they attacked and won the battle go to Part 7.


Sanyassan Soldier

Medium humanoid (Sanyassan), Neutral Dark


  • Armor Class 15 (heavy scrap)
  • Hit Points 44 (8d6+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 8 (-2) 9 (-1) 10 (0)

  • Skills Perception +1
  • Damage Resistances Psychic
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, Sanyassan
  • Challenge 1 (200 XP)

Dark Resistance. The Sanyassan is wearing a Bogan amulet that grants resistance to psychic damage.

Aggression. If the Sanyassan is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all Sanyassans within 30 feet. Any Sanyassan that benefits from this trait has an advantage on its next attack roll.

Pack Tactics. The Sanyassan soldier has advantage on an attack roll against a creature if at least one of the Sanyassan soldier's allies is within 5 feet of the creature and the ally isn't incapacitated .


Actions

Multiattack. The Sanyassan soldier makes two melee weapon attacks.

Vibrospear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 5 (1d6 + 2) kinetic damage in melee, or 5 (1d6 + 2) kinetic damage at range.

Blaster pistol. +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage.

Part 6 - Fleeing the Scene

The freed prisoners are tired and hurt but they will do their best to escape. Kenth is quite badly injured - Roron and Mata will help him move, but slower than optimal. The Sanyassans will not notice they are missing for a couple of hours, at which point they will start searching.

As it is pitch dark, the Ithorians and Rafan will need some source of light to move in the forest and will mention it if needed.

During the journey back to Myrefall, a group of Sanyassans will manage to catch up with the players and attack. They are noisy and frenzied so the players will get ample warnings of their approach and can set up an ambush.

If the players try to hide, the Sanyassans will be able to sniff them out unless they come up with an unusually clever plan.

The chasing group consists of four corrupted Sanyassans and a single Sanyassan Soldier which is leading them. During the battle, if any Sanyassans make it past the players, Rafan and Broc will defend themselves with makeshift daggers they took from the freighter wreckage.

After the battle the group will move on but will go only at a very slow pace until morning.

Should the players pause to search the Sanyassan remains they will find a handful of credit chits worth 343 credits.

Part 7 - Morning Dawns.

Regardless of how the event of the night turned out, as morning breaks the players will hear heavy footsteps approaching from the direction of the village. Soon they will see Chariz and two Ithorians approaching on kaadus. As he dismounts the hermit rushes toward them.

By the Force, what a state. Let’s get them mounted up and lead them back to Myrefall. I will return with our friends.

He then approaches the players as the rescued victims are assisted onto the kaadu and led away. The Ithorian medics will administer bacta patches to anyone who needs it.

I am glad to see you managed to rescue everyone. So, tell me who abducted them and what transpired.

...

So it is as I thought. Someone has manipulated these Sanyassans, trained them in the ways of the Force. They are a warlike people, but they’ve been contented to hunt in their own territory for years now.

They must be driven by a greater power. The Jedi Council was worried the Sith might seek out Dark Side nexuses. If they are behind this…

I must continue to investigate this, and update the Council. But I’m sure you’re tired from your journey. Come, let us return to Myrefall. You can rest before we decide what to do next.

As the players return to Myrefall with the hermit they are greeted with applause by the Ithorians.

Experience rewards

If the players completed the adventure they will get 250 experience points each and 600 experience points (500 from monsters +100 for being cleverness) divided between the players or 1000 experience points if they somehow killed all the Sanyassans at the ruins.

Resolving the Bounty Hunters

If the party accepted the help Carthalo Hask's bounty hunters, and did not find or disable the tracker, they will be awoken late in the night by Immeb, who speaks in rapid Ithorese without Matey nearby to translate. He gestures at the crew to follow him, and he runs over to Chariz's house.

In front of the hermitage is a light freighter the crew should recognize as Carthalo Hask's ship, the Vandor Spike. Hask, Matarasian, and Seylin are escorting a bound Rafan Cadar up the gangplank. They inform the party they are bringing Cadar in for the Republic Intelligence bounty, thank them for their "help," and politely suggest they clear out before anyone gets hurt.

For his part, Rafan - still recovering from his second kidnapping - tells the party not to intervene. If he's going to get caught, better he be taken into Republic custody than the Separatists. He thanks the party for all they've done, and urge them to finish his work.

On the way up the plank, he loudly comments on what a shame it is that his third datapad was destroyed. This should be a clue to the players, as they only recovered two of Rafan's datapads. If they have trouble connecting the dots, Chariz might suggest they look in Rafan's room in the attic for anything he left behind.

Aside from clothes and food, the only item of interest in the room is a datapad hidden in a false panel at the bottom of the desk drawer that can be found with a DC 15 Intelligence (Investigation) check. In the pad's slot is a datacard that can be read on any standard console. If the players load it, read the following:

Rafan's face appears on the screen. "If you're listening to this, then I've either been killed or captured. Well, hopefully captured. In any case, I'm asking you not to mount a rescue. Between the two datapads and this card, you have most of the intel I've been able to collect. The important thing to do now is act on it."

"The information contained here is extremely sensitive. I'm asking you to take it to my contact, and only my contact. Not Republic government, not the military, not even the Jedi Order. I believe, and I have evidence, that a hostile force has infiltrated the highest levels of authority - even within the Jedi."

"I have a contact - for the sake of security, I'm not saying who or where - who needs the data on this card. I've protected this data under multiple encryption codes and secure failsafes. It's actually really impressive, I used a Konar-Zulzix matrix with - you know what, doesn't matter. You'll find an open file with a set of coordinates on this card. When you arrive at those coordinates, you'll receive further directions to rendezvous with my contact. They're the only ones that can help you unlock this information so you can take the next steps."

"I'm assuming it's you guys - (insert player character names here) - who are accessing this file. I know we didn't fully trust each other at first, but I'm hoping you can put enough faith and me to see this through."

The image goes black, then the computer loads another data file. This one looks like a set of hyperspace coordinates.

Adventure 4: Darkness Falls

The rescued party will take a day or two to recover, allowing the party some downtime to rest and work on any side quests. When the GM decides they're recovered enough, Chariz notifies the party via comlink that they should debrief the prisoners on what happened.

Part 1 - The Missing Adventurer

In Chariz's sitting room are the hermit himself, Alara, Broc, and Rafan (if he didn't already get taken by the bounty hunters). Chariz explained that the others are still recovering, but they did say they were interrogated about finding an artifact: a red crystal surrounded by a metal setting. Such an item is sitting on Chariz's curio shelf (assuming they party didn't ask for it prior), though this one is only a replica the hermit made (see "Village Description - Chariz's Hermitage" in Adventure 2). This description also matches the item that Broc needed smuggling off world. If the party cannot identify it, Chariz knows what it is: a Sith holocron.

Broc, who appears to be sweating profusely during this discussion, finally speaks.

Okay. So, few weeks ago, I was out drinking in the hunting camp. One of the treasure hunters was bragging and showing off this thing he found. Said he bet there was more in the place he found. I figured he was gonna go find more, so I nicked it. I have some contacts that sell, eh, y'know, art stuff. Museum pieces, that kinda thing. I reached out, got a contract. Buyer was willing to pay half up front. Like, a lot.

Next thing you know, it's missing. I kinda thought I just lost it, or the marauders broke into my shed. But I guess they wouldn't be asking if they had it.

If asked, Broc will tell the party that the buyer is Koota the Hutt in Mos Entha on Tatooine. The treasure hunter he stole the holocron from is a Twi'lek named Zeladuro Tarr.

At that name, Alara's face will turn grim.

Zeladuro's independent, not one of my guys. Wouldn't hire him anyway, he's a loose proton torpedo. Haven't seen him in a few days, anyway. Said he had some secret site he was digging up treasure.

Hm. I was out a few days ago tracking nexu when I came across a marauder camp - not unusual, it happens that far into the wood. I had a flash grenade, managed to take them by surprise long enough to escape. But they were around the abandoned military base. Some of the stuff Tarr's been showing off last couple of weeks has been old Republic army gear. I thought the base had been picked over, but if he found some cache hidden in there, that could be his 'secret spot.'

And if the marauders are over there... Here. I can show you the spot on your map.

The fort is a few kilometers southwest of town, close to the edge of Paranno Lake. Alara meets the party as they prepare to leave town. She had her crew gather a handful of supplies, and hands the party a backpack with enough medpacs that they can each take two.

Part 2 - The Ruined Fort

As they approach the ruins they can see that this was at one point some sort of fortification. But now the fortress lies broken and shattered. Broken duracrete pavement covers the area, a great deal of grass and vegetation growing through its many cracks. A number of large craters are still visible in the ground, having long ago shattered the structure, leaving only the remains of crumbling duracrete walls and scattered debris.

They quickly see that someone has been here a few days ago. A few campfires lay cold and rubbish and leftover food is scattered around.

Only a handful of structures are still standing among the ruins. (See Appendix B: Maps)

1. Hangar

The walls of this ancient hanger are crumbling, vines thrusting through the pourcrete. The ceiling is long gone, which you attribute partly to the ancient craters in the floor. Whatever ships once lay in this hangar are long gone. Plasteel barrels have been crammed into one corner. They lack the dust and vegetal growth of everything else, suggesting they were moved more recently.

Dark blue liquid seeps out of several of the barrels. A DC 12 Intelligence (Investigation) check shows that these are definitely dangerous; a DC 15 Intelligence (Lore or Technology) check reveals that these are these are very old barrels of boram, an industrial coolant often used in turbolasers. After a few decades, boram begins to decay and emit radiation. These are well past that date. Touching the liquid or trying to move the barrels results in 2d4 acid damage.

2. Guard Post

At first glance, this appears to be nothing but a jumble of broken duracrete. But as on approach, it starts to look more familiar. This was a guard post, with a defensive barricade and several turret emplacements. The squares where the turrets once were have been stripped down to the foundation. Defensive pillboxes have been completely burnt out and are now caked in moss. The barricade - or what's left of it- is about five meters high and covered in vines. Looking it over, there is a glint of shining metal toward the top of the wall.

Climbing the wall requires a DC 13 Strength (Athletics) check. Near the top is a terrestrial nav beacon, attached to a metal piton to apparently stick into the rock. These beacons are commonly used by surveyors to mark waypoints or locations for ground movement. It's active and looks fairly new.

3. Barracks

This is - or was - a long rectangular building, the doors of which appear to be long gone. There are two main sections of this barracks, a bunk room and an armory. The wall that once separated them has crumbled to dust. The mattresses have broken down and only metal frames of beds remain. The armory has quite a few munitions lockers, many worn through with rust, their locks long gone.

On examination, one locker still has a functioning lock on it. In fact, it looks fairly new, much newer than the lockers themselves. It looks to be a fairly conventional consumer-grade lock. It can be opened with a DC 11 Dexterity (Sleight of Hand) check, or attacked with a weapon (AC 10, 6 HP). Inside the locker is a survival cache of sorts: a full canteen, two days' rations, a length of fibercord, and a grappling hook.

4. Ruined Structure

This building is completely unrecognizable, a mass of metal, duracrete, and vines. Whatever battle took place here long ago destroyed this building entirely.

Circling around to the back of the ruin, the party can find find three corpses - an Ithorian, a human, and a Sanyassan - which have been staked outside a small structure, in what seems to be a warning. The structure is one of the few surviving surfaces with a roof, and within its crumbling duracrete walls is an entrance to the lower level of the fortress.

Should the players enter the ruin lower level, go to part 3. Should the players decide to leave the lower level alone you can go to part 4.

Part 3 - The Lower Level

1. Entryway

As the players descend the stairs, they emerge into a room about 15x15 feet containing three doors, one on each wall. There is blood spattered on the walls, much more recent than the rest of the ruin would suggest. The doors to the side are unlocked and each lead to open an open hallway which is only five feet across. The door opposed is open and a trail of dried blood leads into the hallway.

The lower level is dark, but there is a panel on the wall near the stairs. With DC 13 Intelligence (Technology) check, the panel can be used to activate the emergency generator and power dim lighting throughout the floor.

2. Medical Supply Room

This room, 20x15 feet, seems to be a medical supply area. There are rows of thin plasteel barrels labeled as bacta, but are a century or more past their expiration dates. A layer of dust covers every surface of the room.

If the players search this room they will find nothing of interest, unless they pass a DC 15 Wisdom (Perception). If successful they will find that one of the barrels is empty. If they break it open they will find a handful of credit chits (90cr) and a blaster mechanism (Corellian Crippler Matrix).

3. Food Storage

This room is nearly identical to Room 2. It appears to be a food storage unit, with long-dormant food conservators and empty crates. A DC 12 Wisdom (Perception) or Intelligence (Investigation) check reveals that one of the crates is moving. Inside is a tracker droid. It will try to escape the players. If captured and questioned, it will reveal (in Binary) that it tried to escape after its master, Zeladuro Tarr, was captured. It will follow the party around, but offers no other useful information.

4. Command Station

Following the trail of blood the players enter a 20x25 foot room. This appears to have been a command station at some point, an ancient and broken computer terminal lying in the corner. But a large table has been placed in the center of the room and is being used as a makeshift altar. A pile of dead Sanyassans lies in the corner.

While they are momentarily stunned by the gruesome sight, the pile starts to move and four animated corpses attack the players.

After the battle the players can search the room. On top of the altar the players find a gem encrusted dagger worth 1000cr.

At the other side of the room there are two doors. One appears to have been broken from behind, while the other is closed.


Animated Corpse

Medium undead, chaotic dark


  • Armor Class 13
  • Hit Points 22 (3d8+9)
  • Speed 40ft.

STR DEX CON INT WIS CHA
12 (+1) 16 +3) 16 (+3) 6 (-2) -8 (-1) 6 (-2)

  • Damage Immunities necrotic
  • Condition Immunities poisoned, charmed
  • Senses Senses darkvision 60 ft., passive Perception 8
  • Languages Understands but cannot speak Galactic Basic
  • Challenge 1/2 (50 XP)

Undead Fortitude. If damage reduces the corpse to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead.

Actions

Unarmed Strike. Melee Weapon Attack: + to hit, reach 5ft., one target. Hit 6 (1d6 + 3)

5. Office

This room looks like a study or office. There is a desk and a shelf. Also in one corner is an dead Twi'lek man, attached to a pipe with binders.

Searching the room, the players find a damaged datacron and a pouch with 450cr on the desk. If there is a Techcaster in the party, they will be able to access the datacron with their wristpad. This was a training manual for Republic recruits long ago, but much of the data is lost. With a DC 15 Intelligence (Technology) check, a player can glean a single level 2 Techcasting power of the GM’s choice from the datacron.

Inside a locked desk drawer is an electrum-plated pistol, quite old but in working order. This is the blaster of General Starfire (see "Joining the Shadow University" in Adventure 2)

The chest is locked and needs a DC 16 Dexterity (Sleight of Hand) check to unlock or a DC 18 Athletics (Strength) check to force it open. Inside the players find a small bag with 560cr chits. There are also two blaster cartridges, a cryocell and a plasma cell.

The Twi'lek Adventurer

Inspecting the Twi'lek reveals that he is actually still alive. He struggles to stand, swearing blindly at the players. When he realizes they're not out to get him, he looks relieved.

Thank the void... I'm Zeladuro. I came to loot - er, excavate some artifacts here. Found some really interesting pieces here lately, in a hidden tunnel back in one of the other rooms. Someone ambushed me and - koff koff - I woke up here. Some guy in a hood kept... well, torturing me, is what I'd call it. Had a weird knife, kept cutting me and pouring some kinda liquid in the wound. He kept me alive, though, would leave a few - koff - few rations and a canteen. He hasn't come back in.... Well, it's hard to keep track of time here. I'd guess at least a couple days. You guys wanna spring me from these binders, I'd be - urk - grateful.

Roleplaying Zeladuro Tarr

Young, boastful, and loud, Zeladuro tries to play it cool. However, the experience of his captivity has left him fearful and shaken. He's also very clearly unwell, coughing and dry-heaving periodically.

If questioned, Zeladuro will update the players on what happened to him. He had uncovered the entrance to the lower level and had scavenged a few quality military pieces. After some sonar scans, he realized there was a hollow area behind a wall in another room. After some careful work, he managed to open the wall and found a series of caverns, wherein he discovered the Sith holocron. It went missing after he brought it back to Myrefall. Tarr eventually discovered that Broc had taken it, so he stole it back and kept it on his person. On making a return trip to do more digging, he was ambushed by an unseen figure and he woke up here, with the artifact gone.

During this whole exchange, Zeladuro continually coughs and occasionally dry-heaves. Though he insists it's just the stuffy air, players can roll a Wisdom (Medicine) check to give him a quick examination.

DC Result
10 He sounds a bit congested.
14 His heart rate is erratic and breathing strained. He's seriously sick.
17 The Twi'lek's organs seem to be moving somehow. Something is badly wrong.

Zeladuro is infected with rakghoul plague, a disease the players are unlikely to know. The Twi'lek has 2d12 hours before a complete transformation. The Lend Aid feature or an antixtox kit can delay the disease by 2d6 hours, but can only be used once each. Chariz has the only true cure (see Part 5 - The Hermit's Discovery).

Since they rescued him, Zeladuro will be glad to give the players a tour of the ruins, pointing the way to where he found the artifact.

6. Tunnel Entrance

As the players enter this 20x20 feet room they see that part of the wall in the northeast corner has broken away and behind it seems to be a tunnel of sorts. Debris and broken rock is in the northwest corner.

To the south is a mechanical doorway not unlike the others they've seen, but this passageway is blocked with a blast door that seems to be stuck. If the power has been activated, the control panel can be sliced with a DC 14 Intellignce (Technology) check. If the panel is removed, the lock can be bypassed with a DC 15 Dexterity (Sleight of Hand) check, allowing the door to manually be pulled open.

If the players move towards the broken segment of the wall or start looking through the rubbish, they will be surprised by two rakghouls that charge out of the cavern darkness. (Note that the players are not likely to recognize the creatures in this era, so the GM may want to refer to them merely as monsters in game text.) The rakghouls carry nothing of value and there is nothing notable in the pile of rubbish or elsewhere in the room.

Zeladuro will cower in the corner during the rakghoul attack. He will tell the players that the tunnel is where he found the artifact, but he refuses to enter with them in case there are more monsters.


Rakghoul

Medium aberration, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 4 (-3) 10 (0) 6 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages -
  • Challenge 1 (200 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6+2) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

7. Tunnel

This seems to be a natural tunnel that is roughly 5 feet wide and runs for about 40 feet before opening into a larger cavern. About halfway through the tunnel, which slopes downwards, the players notice a thick white mist begins to cover the floor, causing them to not see where they are stepping.

8. Cavern

This cavern is about 20 feet wide and 30 feet deep. The floor is covered with a thick mist and the walls are scorched with blast marks as if a battle took place. The air here smells of blood, rot and decay.

As the players enter this cavern, they will soon start tripping over dead Sanyassans. If the players examine them, they will see that most of them seem half eaten, suggesting that the rakghouls were feeding on them.

There are also two exits from this cavern. One is 5 feet across, while the other is narrow, with room for only a single person to squeeze through.

9. Pedestal

As the players squeeze through the narrow opening they see a curious sight. A golden pedestal stands in the center of the cavern, covered with runes that glow in the darkness. A triangular metal aperture sits empty in the middle of the pedestal.

The back wall, unlike the rest of the tunnel, has been carved smooth and is lit eerily from the pedestal. On the wall is a carved relief image of a figure standing atop a pyramidal structure, holding a triangle aloft. Lines emanate out from the triangle onto the rest of the scene, which shows a sea of horrified and distorted faces surrounding the pyramid.

The image is striking enough that it takes the players another moment to see the dead figures in the room. Several marauder bodies lie on the ground, surrounding the pedestal.

When three players have entered the cavern three shapes jump at them from the shadows behind the pedestal and attack. This is a rakghoul and a mutant rakghoul.

10. Second Cavern

As the players enter this part of the cavern they see that a battle took place here. Several Sanyassans lie dead, some most wearing their usual makeshift armor and with spears and blasters in their dead hands. Blast marks and lightsaber cuts mar the walls and ceiling.

11. Collapsed Tunnel

This is a dead end, closed off with stone rubble which has fallen recently. The rubble goes for over 200 feet if a player has any way of detecting it.


Rakghoul Mutant

Large aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 75 (10d10+20)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 4 (-3) 10 (0) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Stench. Any creature that starts its turn within 10 feet of the rakghoul mutant must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the rakghoul mutant's stench for 24 hours.


Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

12. Bike Garage

Behind the door is a small speeder bike bay. There are four speeder bikes here, which appear to have been untouched since the base was abandoned. Their power cells are drained, but they seem otherwise to be in working condition. If the power has been activated, the bikes can be charged after about 1 hour. Alternatively, creative use of Force or tech powers, or expending a number of power cells, might charge the bikes faster.

To the east is a bay door with a manual blast seal lock. The door can be opened either by hand or by a control panel. The door holds back rubble from the ruins above; anyone near the door will need to pass a DC 13 Dexterity (Acrobatics) or take 2d4 damage from debris. The door opens to a ramp leading to the exterior hangar.


Speeder Bike

Large construct, unaligned


  • Armor Class 14
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., fly 70 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

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

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Actions

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

Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.

Part 4 - The Fallen King

As the players prepare to leave the ruins, they suddenly see a figure standing in their path. It calls out to them:

You, warriors. I am Kartak, Marauder King of Zarkura! I… I need your help.

Kartak is an aged Sanyassan, wearing shabby clothes and damaged armor, with an eyepatch over his right eye. He is carrying a heavy vibroaxe, but after he announces himself, he tosses it to the ground and raises his unarmed hands.

Two months ago, a sorcerer came to us in our fortress. He showed my people many powerful magicks, and promised that he would teach them to us if we aided him. I doubted his counsel, but many of my warband lieutenants were on his side. Eventually, he demanded my throne. I had but few loyalists with me - they now lie dead. I barely escaped - and not unharmed.

I have spied on him from afar for weeks now. He has brought others, his own apprentices, for his quest. He sought some infernal thing, a totem for his sorcery. And now he has betrayed my people, using them for his dark magicks, turning them into beasts!

One of my lieutenants turned back and calls me the true king again. He has brought me knowledge: this sorcerer intends to use the Dark Spire at the northern end of the lake to turn this world into his own. The sorcery he used on my marauders will be unleashed on the whole planet when the moon Mulliv shines in its fullness. That is three days hence.

My people are enthralled by this wickedness. If you kill him, I will set my people right again. I taught them years ago to hunt beasts in the forest and leave the city folk alone. When I regain my throne, I will order them back into the forest, and Zarkura will have peace again.

I have tried, but I cannot accomplish this on my own. I have watched you since you came to Myrefall, and I know only you have the strength and will necessary. Please. You must stop him.

If the players brought Zeladuro with them, as soon as he is done with his speech, the Kartak will point to the Twi’lek and say

This one has been cursed. The sorcerer’s magicks have enslaved him - it is only a matter of time. You would do well to kill him now, before he turns.

Zeladuro, of course, does not like this idea, and insists he’ll be fine, despite his deteriorating condition.

Kartak will try to answer questions the players have. He doesn’t not know the sorcerer’s name, he only calls himself “the Master.” He identifies the sorcerer as tall and “scaled like a kell dragon” - he does not know the word “Trandoshan.”

The Dark Spire is a structure at the north end of Paranno Lake. Kartak warns that it is protected by “great weapons of light and fire” - turbolasers. When he has finished with their questions, Kartak will disappear into the forest.

The players have a couple of options at this point. They could proceed straight to the Dark Spire. On foot, it will take two-and-a-half days to arrive, with only hours to spare before the full moon. If they brought the speeder bikes from the underground fort, they can get there in only a few hours. They may also decide to head back to Myrefall, either to consult Chariz or bring Zeladuro back.

If the party makes the return trip to Myrefall, go to Part 5. If they opt to find the Dark Spire first, go to Part 6.

Part 5 - The Hermit's Discovery

If the players decide to return to Myrefall, they will meet a worried-looking Chariz outside of his house.

Thank the Force you've returned! I want to know what you've found, but I have urgent news.

I've been pouring over my archives for more information on the Sith holocron. I believe have finally uncovered its purpose. It was created by an apprentice of Sorzus Syn, one of the founding Sith lords millenia ago. After the Hundred Year Darkness, the apprentice escaped to Zarkura, founding one of the many Force religions. He evidently hid the holocron, and it was missing for almost a thousand years.

But on the eve of the Great Hyperspace War, a Sith warlord named Graephus came to Zarkura seeking the holocron. He believed it had secret knowledge of Sorzus Syn's Sith alchemy, that it would teach him how to create a race of monsters called "rakghouls." It was not long after Graephus arrived that Zarkura's civilization collapsed.

My friends, I fear whomever has this wicked thing will use it to unleash a devastating power across this world. With the combined knowledge of Sorzus Syn and Graephus, the holocron could be used to turn every sentient being on Zarkura into one of these rakghouls!

Graephus built a tower - a focus point and nexus for his power. Whatever villain has the holocron, they will most likely seek this place to access its power. The ruin is on the shore of Paranno Lake, some distance to the northwest. You must get there quickly!

The Ailing Twi'lek

If the players brought Zeladuro back, and he has not fully transformed, by now he looks to be in very poor condition. On seeing him, Chariz recognizes the onset of Rakghoul plague. He quickly retrieves from his house the silver disc the party recovered in Adventure 2. The hermit holds it over the Twi'lek's chest and focuses his Force energy. The disc seems to hum and takes on a bluish aura. After a few moments he stops, and Zeladuro seems suddenly recovered. The grateful adventurer lets allows the party to take a piece of equipment from his stash. Each player receives a random Enhanced Item of Premium quality of the GM's choice.

If the players convey to Chariz what Kartak told them, he will note that this only confirms his suspicions, and means they must leave right away. They could take any mounts they brought from Myrefall, or speeder bikes they took from the abandoned military base. Chariz will also note that Garmo Haarox at the botany lab has a modified X-34 SoroSuub landspeeder for emergency purposes; he could be persuaded of the party's urgency and loan them the vehicle.


Landspeeder, X-34

Large construct, unaligned


  • Armor Class 13 (armor plating)
  • Hit Points 45 (6d10+12)
  • Speed 0 ft., fly 60 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 14 (+2) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

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

Piloted. The speeder requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the speeder is not immune to, the speeder is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the speeder.

Actions

Doubledash. As an action, the speeder can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the speeder's pilot takes damage from a source the pilot is aware of and can see, the speeder can use its reaction to instead take that damage.

Part 6 - The Outer Defenses

Following Kartak's directions, the party eventually arrives at the shore of Paranno Lake, a sandless beach covered in mangrove trees. From here the so-called dark spire is visible: a tall, stepped tower made of dark stone. Overhead, the clouds begin to darken, and thunder rumbles somewhere in the distance. The gathering clouds give way to rain, first light, but soon torrential, lightning arcing across the sky. Soon they arrive at a precipice. Before them, down a slope with a roughshod winding path, lays the dark spire, foreboding and almost ethereal in the darkness.

In front of the tower are two Ax-108 sentry turrets, incongruous and new. They twitch and rotate periodically, sensors searching for a target. The party can try to take them head on, or use the blasters on the speeder bikes they took. A DC 13 Wisdom (Survival) check reveals a walkable path to the east that will bring them through the forest and to the side of the tower, where a power generator provides energy to the turrets. Disabling the power generator will render the guns useless.

Behind the turrets, jutting tall out of the earth, is the dark spire. The structure seems carved out of solid black obsidian, its sides smooth and glossy. A large, square-cut double door is positioned in the center. It lacks any visible handle mechanism, but it is cracked open a few centimeters. Despite its clear weight, the door opens easily and silently.


Ax-108 "Ground Buzzer" Sentry Gun

Medium construct, unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 33 (6d8+6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 13 (+1) 14 (+3) 11 (+0) 4 (-3)

  • Skills Perception +3
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1 (200 XP)

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

Targeting Systems. The sentry gun uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Repeating Blaster Burst. The sentry gun sprays a 10-foot-cube area within 100 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12+3) energy damage. On a success, the creature takes half damage.

Part 7 - The Dark Spire

1. The Lower Floor

The first floor of the tower is tall and wide, almost temple-like. Large stone statues populate the room, though most are in some state of decay and collapse. Piles of dusty rubble suggest the temple has not been occupied much, but burning torches line the walls. In the far corner is a walled stairwell ascending higher into the structure.

2. The Middle Floor

This one is slightly smaller than the first floor, and its ceiling much lower. Directly across from the entry to the room is a set of chairs around a table, looking old but still usable, lit by an electric lantern hanging over it. In the corner sits a small table with a sconce, holding a burning torch. A few stone book cases are in the center of the room, very old and with some having fallen apart. A few boxes of supplies sit in a corner, near another wall sconce. In the opposite corner is another enclosed stairwell. In front of it stand two Sanyassan soldiers, armed with vibrospears and blasters.

If the party approaches quietly, the soldiers will not see them at first. Most of the room is dimly lit, making a stealthy surprise round possible.

The supply boxes are mostly food rations. Nothing else of value is found in the room.

3. The Upper Floor

This last set of stairs seem to go on for a long way, twisting and turning. At last, the stairway emerges into a room, sizable but smaller than the lower floors. Statues and bookcases line the walls on two sides, th whole room lit by torches. The back wall gives way to a large open window. It seems to have an odd frame, as though it once held an elaborate stained glass but is now only an unusually shaped outline. Behind it, the clouds are finally clearing, and the maroon orb of the moon Mulliv dominates the sky, nearly fitting into the view of a large circle in the frame.

As the players enter, read the following:

Before the window is a large, stone altar. Above it floats a familiar-looking object: the Sith holocron, its red crystal glowing. Kneeling before the altar is a black-cloaked form.

Three other, hooded figures standing around the room, suddenly turn to see the incoming party. One of them gasps audibly. "M- master T'ssarig!"

The kneeling figure rises to its full height. "I have waited for this," it rumbles, its voice deep and gravelly. It extends a hand, taking the holocron from the air.

The figure finally turns and pulls down its hood. Staring with blood-red eyes is a Trandoshan man, clad in a black combat suit. Muscles flex beneath the fibers, and in a moment a large lightsaber hilt appears in his hand. His scaled lip curls as he sizes up the party. "Is this all you could bring to bear against me?" He tosses the holocron to one of his acolytes and presses the ignition on his lightsaber. A thick beam of angry red energy bursts forth.

"Come, then!" he shouts, taking a fighting stance, raising his weapon menacingly. His acolytes produce their weapons, illuminating the room with red light. "Let us be done!"

Throughout the fight, T'ssarig and his acolytes will try to keep the Sith holocron away from the players. They will toss it between each other, and use Force disarm to take it seize it from the players if lost. T'ssarig accepts no weakness from his acolytes, and if they are badly wounded, he is likely to use Force throw and hurl them at his opponents.

If the party is clever and has the replica holocron from Chariz, they could toss it into the mix, potentially confusing their opponents. Anyone who loses track of which holocron is real and which is the replica can make an Intelligence (Lore) check (DC 15) to correctly identify it. Anyone with Force sensitivity can have advantage on this check.

The Trandoshan is a powerful warrior, and this fight could quickly become deadly for the players. If it seems they might lose, Kartak could rush into the room and attack, providing a distraction and aid.

T'ssarig will fight viciously to defeat his enemies, but he has no interest in fighting to the death. If things start to look badly for him and his HP dips below 20, he will attempt an escape, grabbing the holocron if possible and leaping or phasewalking through the window. The party will see a starfighter rise from beneath the tower and fly away.


T'ssarig

Medium Humanoid (Trandoshan), lawful dark


  • Armor Class 15 (heay combat suit)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 10(+1) 10 (+0) 16 (+3)

  • Skills Acrobatics +7, Athletics +7, Intimidation +6, Deception +6
  • Senses passive Perception 10
  • Languages Galactic Basic, Sith, Dosh
  • Challenge 5 (1,800)

Light Weapon Expert Once per turn when T'ssarig rolls damage for a weapon attack using a light weapon he can reroll the weapon’s damage dice and use either total

Great Weapon Fighting. While T'ssarig is wielding a melee weapon in two hands, when he rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Force Enhanced attacks. T'ssarig's attacks are enhanced by his precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. T'ssarig is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). T'ssarig knows the following force powers:

At-will: saber reflect, shock, Force push/pull, Force disarm, lightning charge
1st level: dark side tendrils, fear, Force jump, hex, burst of speed
2nd level: dark shear, Force throw, stun, phase walk
3rd level: dark aura, knight speed, sever force, choke

War Casting. When T'ssarig uses his action to cast a force power, he can make one greatsaber attack as well.

Actions

Multiattack. T'ssarig makes two greatsaber attacks or casts a Force power and makes a greatsaber attack.

Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (1d8 + 2d6 + 4)


Dark Acolyte

Medium humanoid (any), any Dark


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

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)

Forcecasting. The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (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 5 ft., one target. Hit: 4 (1d6+1) energy damage.

After the fight, the party can inspect the room. The bookcases have two premium weapon modifications, and a box in the southeast corner has three random premium consumables. The dead acolytes carry a total of 670cr; one carries a +1 vibrodagger.

Part 8 - A Hero's Welcome

The return back to Myrefall is uneventful. On the way, the party will encounter three marauders blocking their path - two soldiers with Kartak between them. The marauder king greets the party.

Warriors. You have done a great service to me. I will abide by our bargain: my marauders will no more raid your settled places. I will return the rest of my wayward subjects to my rule, and if they do not submit, they will die.

With this, my debt to you is paid. I expect we will not meet again. So I thank you.

Kartak and his guards then return to the forest from which they came.

Once back in Myrefall, Chariz will thank and congratulate the party. If they were able to recover the holocron, he will urge them to get it off planet and in a safe place as soon as possible. If not, he will assure them that their efforts will have at least set the cultist back, and suggest they rest and recover before continuing their search anew.

As they talk, a contingent of representatives from the outpost's leaders - Garmo Haarox, Alara Sekel, and Immeb Bata - approach. They offer the group thanks for all of their help, and give them a reward collected from the villagers of 5000 credits to split between them.

Experience Rewards

If the players completed the adventure they will get 500 experience points each. They also divide the experience points for any creature they killed or defeated during this adventure.

Appendix A: Reference

A True History of Zarkura

From the archives of the Shadow University

Zarkura was first colonized in roughly the 13th century BBY, either by humans or Doros (sources are obscure). A small but thriving civilization developed, attuned to the unique environment of the planet. Zarkurans coexisted with the great forests and seas rather than exploiting them. The Jedi Order was quick to recognizing the planet as a Force nexus, though never established a proper temple or academy there. Instead, the Zarkurans slowly developed their own Force religions, styled after various other faiths from around the settled galaxy.

Despite its civilized status, and favored position on the Enarc Run, Zarkura has always been considered an "out of the way" system. Partly this was the Zarkuran refusal to exploit the system's natural resources, but the planet's natural satellites also played a major role. Zarkura's largest moon, Mulliv, is dense and mineral-rich. It has its own significant magnetosphere, strong enough to disrupt most standard hyperwave frequencies. This makes long distance communication difficult, preventing the flow of galactic commerce from making significant inroads to the planet.

The planet's status as a nexus evidently spread. At tail end of the Hundred-Year Darkness, a student of the Sith alchemist Sorzus Syn arrived, fleeing the persecution of the Jedi. He brought with him a holocron containing Syn's knowledge of so-called "Sith alchemy." Syn's best known work is perhaps the creation of the Muur Talisman, an artifact that can transform humanoids into a mindless and aggressive mutant called a rakghoul. The holocron held the knowledge of rakghoul creation, using alchemical and Force manipulation to invoke the transformation. The apprentice sought refuge with one of the "Bogan" cults on Zarkura, hiding the holocron away in a hidden location.

Much later, during the Great Hyperspace War, a Sith nobleman named Graephus arrived on Zarkura seeking the holocron. Graephus established several aliases and positioned himself as a high priest of the dark side, usurping the leadership of the Zarkuran cults and unifying them under his authority. Within a decade of Graephus's arrival, the Zarkuran civilization suddenly vanished. Graephus's presence on the planet was not known to the Republic at the time, and given the history poor communications there, the collapse was not known until much later. Historians during the High Republic, with access to Sith Imperial records, speculated a connection between Graephus and the Zarkuran extinction. A few even suggested Graephus turned the entire civilized population into rakghouls, who would have likely killed even the Sith lord himself before eating each other out of existence. This fanciful interpretation is considered mythologizing by most serious scientists.

The planet was resettled briefly in 288 BBY during the High Republic Era. It was primarily a military outpost, the lunar disruption of communication seen as a boon to Republic Intelligence seeking a quieter place to establish a military presence in the sector. The secrecy of the Republic's presence on the planet makes a coherent historical record difficult to establish. The Great Disaster evidently had an impact on Zarkura's viability as a military base, and after a still unknown military conflict - perhaps coinciding with the Great Disaster - the planet was abandoned once again.

Two decades prior to the outbreak of the Clone Wars, Ithorian scientists "rediscovered" the planet, interested in its ecology. They were surprised to find a new sentient speices: Sanyassans, often known simply as "marauders," who had dwelt on the planet for a least a century. How the primitive species arrived is anyone's guess, though they usually proliferate crashing stolen starships into foreign worlds. By 22 BBY, Zarkura had an established reputation as a hunting preserve.

Background Knowledge

The table below can be used as reference if players wish to make rolls to reveal lore about Zarkura's history and environment.

DC Lore Nature
10 Zarkura is something of a hot spot for big game & treasure hunting. Zarkura is a terrestrial planet mostly covered in forests, plains, & small seas.
15 The planet is considered "out of the way" for a Mid Rim world. The planet's moon, Mulliv, disrupts long-range communications.
20 The planet was once a member of the Republic & had a civilized population. The ecology of Zarkura is genetically & chemically unique.
25 Millenia ago, the world was revered as a vergence & hosted Force-worshiping religions. The moon Mulliv is rich in rare ores like phobium, guerrerite, & silicax oxalate.

Forest Encounters

Traveling the dense Veridan Forest can be tricky. Many hazards - natural and otherwise - could befall players as they travel through the woods.

For random encounters, roll a d20. Note that some of these encounters have a higher CR tha your party may be able to handle directly. On these, you may want to make clear that running away or frightening a beast may be a better option.

Roll Encounters
1 4d4 k'lor'slugs
2 2d4 hawk-bats
3 2d4 kinrath
4 1d6 Sanyassan marauders
5 1d6 malfunctioning tracker droids
6 1d8 poachers
7 2d4 Varactyl, adults
8 1d4 Ax-108 Sentry Guns
9 Uknal tree
10 1d4 Sanyassan soldiers
11 1d6 energy spiders
12 Dianoga, adolescent
13 1d4 Forest nexu, cubs
14 2d4 Sanyassan marauders & a soldier
15 1d4 Varactyl, adult & 2d4 adolescents
16 2d4 Massiffs
17 2d4 smugglers
18 Trompa
19 Forest nexu, adult
20 Acklay, adolescent

Exploring the Veridan Forest

Other Adventures

After completing "Darkness Falls," there are several opportunities to connect their adventures on Zarkura to future campaigns on and off world.

Invasion! A day after defeating T'ssarig, the party suddenly sees a new threat: Separatist droid control ships appearing above Zarkura's atmosphere. The planet has been invaded, just as Mulliv's position makes it difficult to get a message out to any friendly forces. The party needs to return to Talbet, which they find in chaos as battle droids storm through the streets. They'll need to find a ship and get off world to keep the Sith holocron from falling into the wrong hands.

Underworld Connections. Broc still owes his buyer a Sith holocron. Exactly who the buyer is, and why they want the holocron, remains unclear. The players could help Broc out, and search out new leads, by bringing the replica holocron to the rendezvous with the buyer. Broc would probably give them a decent cut of the payout, assuming nothing goes wrong.

Tip of the Spear. T'ssarig's escape is an unhappy development for the Jedi Order. Fortunately, someone got a description of the starship as it flew overhead. Is the Trandoshan dark-sider the real head of the Bogan cult? Or does he have his own master with more grandiose designs? If the players were brought into Zarkura using the "Favor of the Order" hook, this may be the next objective the Council needs them to achieve.

Conspiracy Theory. If Rafan wasn't captured in Adventure 3, he will convey to the players his theory. They may decide to rendezvous with Rafan's contact to connect them to further adventures.

Items














General Starfire's Blaster

Rarity: Artifact

Type: Martial Blaster, Enhanced

General Starfire was a legendary officer during the High Republic. His custom-built blaster is a show piece, gilt in electrum, but also packs a powerful punch.

Damage Weight Properties
2d6 energy 2 lbs. Ammunition (range 40/160), Reload 10, Keen 1, Disintegrate 13

Sith Holocron of Lord Graephus

Rarity: Legendary

Requires Attunement, Type: Force Focus

This holocron contains the combined knowledge of Sorzus Syn and the Sith nobleman Graephus. Using it as a focus, a Forcecaster can cast a power that curses a number of humanoids with the rakghoul plague.

Target humanoids in a 50 foot radius sphere centered on the holocron. Each humanoid makes a Constitution saving throw of DC 18. On failure, they fall unconscious and transform into rakghouls in 1 hour. The caster must pass a DC 18 Forcecasting check or also suffer the curse. The casting time for this power is 30 seconds (3 rounds).

The knowledge of Graephus can increase the power of the holocron in certain conditions. If brought to the Dark Spire on Zarkura during a full moon, the caster can target the entire planet's humanoid population. The ritual for this power takes 10 hours. The caster must pass a DC 25 Forcecasting check. On failure, the holocron explodes and is destroyed, dealing 10d12 Force damage to the caster. On success, every humanoid on the planet makes a Constitution saving throw of DC 18; on failure, they fall unconscious and transform into rakghouls in 1 hour.

Appendix B: Maps

Talbet Area

Talbet-map

Myrefall

Myrefell-map

Adventure 1: Marauder Tunnels

cavern-battle-2

Adventure 2: Cairn Tomb

Zarkura-Tomb

Adventure 3: Wrecked Freighter

Wrecked-Freighter

Adventure 4: Republic Base Underground

Abandoned-Fort-player

Adventure 4: Dark Spire

tower-70p

Appendix C: Monsters


Acklay, Adolescent

Huge beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d12 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
22 (+6) 9 (+0) 17 (+3) 3 (-4) 11 (+0) 5 (-3)

  • Senses passive perception 10
  • Languages -
  • Challenge 5 (1,800 XP)

Traits

Trampling Charge. If the acklay moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 16 Strength saving throw or be knocked prone. If the target is prone, the acklay can make one claw attack against it as a bonus action.

Actions

Bite. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 24 (4d8 + 6) kinetic damage.

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one target. Hit: 21 (3d10 + 6) kinetic damage.


Ancient Security Droid

Medium Droid, unaligned


  • Armor Class 18
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
21 (+5) 16 (+3) 19 (+4) 13 (+1)15 (+2) 7 (-2)

  • Skills Athletics +7, Perception +4, Intimidate +2
  • Damage Vulnerabilities Ion, Lightning
  • Condition Immunities Poisoned, Diseased
  • Senses darkvision 60ft, passive Perception 14
  • Languages Galactic Basic, Binary
  • Challenge 1 (200 XP)

Traits

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

Actions

Strike. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d6+5) kinetic damage.

Vibroblade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 10 (1d8+5) kinetic damage.


Ax-108 "Ground Buzzer" Sentry Gun

Medium construct, unaligned


  • Armor Class 12 (armor plating)
  • Hit Points 33 (6d8+6)
  • Speed 0 ft.

STR DEX CON INT WIS CHA
12 (+1) 2 (-4) 13 (+1) 14 (+3) 11 (+0) 4 (-3)

  • Skills Perception +3
  • Damage vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poison, disease
  • Senses darkvision 60 ft., passive Perception 13
  • Challenge 1 (200 XP)

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

Targeting Systems. The sentry gun uses its Intelligence modifier for attack, damage, and intitiative rolls.

Actions

Repeating Blaster Burst. The sentry gun sprays a 10-foot-cube area within 100 ft. with shots. Each creature in the area must make a Dexterity saving throw (DC 14). On a failure, the creature takes 9 (1d12+3) energy damage. On a success, the creature takes half damage.


Blurrg

Large beast, unaligned


  • Armor Class 11 (natural armor)
  • Hit Points 67 (9d10 + 18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 6 (-2) 15 (+2) 1 (-5) 7 (-2) 5 (-3)

  • Skills Athletics +6
  • Senses passive Perception 8
  • Languages -
  • Challenge 2 (450 XP)

Siege Monster. The blurrg deals double damage to objects and structures.

Sure-Footed. The blurrg has advantage on Strength and Dexterity saving throws made against effects that would shove it or knock it prone.

Beast of Burden. The blurrg is considered to be a Huge animal for the purposes of determining its carrying capacity.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 11 (1d12 + 5) kinetic damage.


Bogan Cultist

Medium humanoid, Lawful Dark


  • Armor Class 13
  • Hit Points 33
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 12 (+1) 10 (0) 13 (+1) 14 (+2)

  • Skills Lore +2, Deception +4, Persuasion +4
  • Senses passive Perception 11
  • Languages Galactic Basic
  • Challenge 2 (450 XP)

Forcecasting. The cultist is a 4th-level Forcecaster. Its Forcecaster ability is Charisma (Force save DC 25, +4 to hit with Force attacks, 12 Force points). The cultist knows the following Force powers:

At-will: saber throw, Force push/pull, slow, enfeeble
1st-level: phasestrike, burst of speed, dark side tendrils
2nd-level: drain vitality, Force throw


Actions

Lightdagger. Melee Energy Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) energy damage.


Dark Acolyte

Medium humanoid (any), any Dark


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

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)

Forcecasting. The acolyte is a 1st-level forcecaster. Its forcecasting ability is Charisma (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 5 ft., one target. Hit: 4 (1d6+1) energy damage.


Dianoga, Adolescent

Large beast, unaligned


  • Armor Class 13 (Natural armor)
  • 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 (-

  • Skills Stealth +3
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Dianoga
  • Challenge 2 (450 XP)

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 can make two attacks: one with its tentacles and one with its bite.

Tentacles. Melee Weapon Attack: +6 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: +2 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 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.


Energy Spider

Small beast, unaligned


  • Armor Class 13
  • Hit Points 18 (4d6+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Stealth +7, Perception +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Energy
  • Senses blindsight 10 ft., darkvision 120 ft., passive Perception 13
  • Languages -
  • Challenge 1/2 (100 XP)

Energy Absorption. Whenever the spider is subjected to energy damage, it takes no damage and instead regains a number of hit points equal to the energy damage dealt.

Sunlight Sensitivity. While in sunlight, the spider has disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.

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 target. Hit: 6 (1d6 + 3) kinetic damage.

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 kinetic, poison, and psychic damage).


Fathier

Large beast, unaligned


  • Armor Class 11
  • Hit Points 26 (4d10 + 4)
  • Speed 60 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+2) 13 (+1) 3 (-4) 12 (+1) 8 (-1)

  • Skills Athletics +6
  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Keen Hearing. The fathier has advantage on Wisdom (Perception) checks that rely on hearing.

Trampling Charge. If the fathier moves at least 20 feet straight toward a creature and then hits it with a hooves attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the fathier can make another attack with its hooves against it as a bonus action.


Actions

Hooves. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) kinetic damage.


Forest Nexu, Adult

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 58 (13d8)
  • Speed 50 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 19 (+4) 10 (+0) 3 (-4) 12 (+1) 8 (-1)

  • Saving Throws Dex +8
  • Skills Perception +5, Stealth +8
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 15
  • Languages -
  • Challenge 5 (1,800 XP)

Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails .

Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight and smell.

Pounce. If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 15 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.


Actions

Multiattack. The nexu can make two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 15 (2d10 + 4) kinetic damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 13 (2d8 + 4) kinetic damage.


Forest nexu, cub

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 40 (9d8 + 0)
  • Speed 40 ft., climb 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 10 (+0) 3 (–4) 12 (+1) 8 (–1)

  • Saving Throws Dex +5
  • Senses darkvision 60 ft., truesight 60 ft., passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Avoidance. If the nexu is subjected to an effect that allows it to make a saving throw to only take half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails.

Keen Sight and Smell. The nexu has advantage on Wisdom (Perception) checks that rely on sight or smell.

Pounce. If the nexu moves at least 20 feet straight toward a creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 13 Strength saving throw or be knocked prone. If the target is prone, the nexu can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d10 + 2) kinetic damage.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (2d8 + 2) kinetic damage.


Hawk-bat

Small beast, unalignedt


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 10 ft., climb 10 ft., fly 60 ft.

STR DEX CON INT WIS CHA
4 (-3) 14 (+2) 10 (0) 3 (-4) 14 (+2) 5 (-3)

  • Skills Perception +6
  • Senses blindsight 60 ft., passive Perception 16
  • Languages -
  • Challenge 1/4 (50 XP)

Echolocation. The hawk-bat loses blindsight when deafened.

Keen Hearing and Sight. The hawk-bat has advantage on Wisdom (Perception) checks that rely on hearing and sight.

Pack Tactics. The hawk-bat has advantage on an attack roll against a creature if at least one of the hawk-bat's allies is within 5 feet of the creature and the ally isn't incapacitated.


Actions

Talons. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage.


K'lor'slug

Small beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6+1)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 14 (+2) 12 (+1) 1 (-5) 12 (+1) 2 (-4)

  • Skills Perception +3
  • Senses blindsight 30 ft., passive Perception 11
  • Languages -
  • Challenge 1/4 (50 XP)

Swarm Tactics. The K'lor'slug has advantage on an attack roll against a creature if at least one of the k'lor'slug'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 creature. Hit: 4 (1d4 + 2) kinetic damage, and the target must succeed on a DC 11 Constitution saving throw or take 10 (3d6) poison damage. 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.


Kaadu

Large beast, unaligned


  • Armor Class 10 (natural armor)
  • Hit Points 13 (2d10+2)
  • Speed 40 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 10 (+0) 13 (+1) 2 (-4) 10 (+0) 5 (-3)

  • Senses passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP)

Sure-Footed. The kaadu has advantage on Strength and Dexterity saving throws made against effects that would knock it prone.


Actions

Hooves. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4+2) kinetic damage.


Kartak

Medium humanoid (Sanyassan), Balanced Neutral


  • Armor Class 14 (heavy scavenged armor)
  • Hit Points 67 (9d8 + 27)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 9 (–1) 11 (+0) 14 (+2)

  • Skills Intimidation +4
  • Senses passive Perception 10
  • Languages Galactic Basic, Sanyassan
  • Challenge 2 (450 XP)

Reckless. At the start of his turn, Kartak can gain advantage on all melee weapon attack rolls he makes during that turn, but attack rolls against him have advantage until the start of its next turn.

Leadership. For 1 minute, Kartak can utter a special command or warning whenever a nonhostile creature that it can see within 30 feet of it makes an attack roll or a saving throw. The creature can add 1d4 to its roll provided it can hear and understand Kartak. A creature can benefit from only one Leadership die at a time. This effect ends if Kartak is incapacitated.


Actions

Vibroaxe. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 9 (1d12 + 3) kinetic damage.


Kinrath

Medium beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 33 (6d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 12 (+1) 2 (–4) 11 (+0) 4 (–3)

  • Skills Stealth +6
  • Senses Blindsight 10ft, Darkvision 60ft Passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP)

Web Sense. While in contact with a web, the kinrath knows the exact location of any other creature in contact with the same web.

Web Walker. the kinrath ignores movement restrictions caused by webbing.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) piercing damage and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed saving throw or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target us 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 kinetic, poison, and psychic damage).


Kinrath Matriarch

Large beast, unaligned


  • Armor Class 18 (natural armor)
  • Hit Points 85 (10d10 + 30)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 2 (–4) 13 (+1) 4 (–3)

  • Skills Stealth +7
  • Senses Blindsight 10ft, Darkvision 60ft Passive Perception 11
  • Languages -
  • Challenge 5 (1800 XP)

Web Sense. While in contact with a web, the kinrath matriarch knows the exact location of any other creature in contact with the same web.

Web Walker. The kinrath matriarch ignores movement restrictions caused by webbing.

Arachnid Queen. The kinrath matriarch may use a bonus action to call her allies towards her. The kinrath matriarch chooses up to 5 creatures that she can see within 60 ft. They can use their reaction to immediately move directly towards her up to their movement speed.


Actions

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed saving throw or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target us 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 kinetic, poison, and psychic damage).


Massiff

Small beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 18 (4d6 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1 (200 XP)

Keen Hearing and Smell. The massiff has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Spiked Hide. Any creature that grapples the massif takes 3 (1d6) kinetic damage at the end of its turn.

Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage.


Poacher

Medium humanoid (any), any Chaotic


  • Armor Class 12 (unarmored)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 16 (+3) 14 (+2) 12 (+1)

  • Skills Perception +4, Nature +5, Stealth +4
  • Senses passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 1 (200 XP)

Sneak Attack (1/Turn). The poacher 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 poacher that isn't incapacitated and the poacher doesn't have disadvantage on the attack roll.

Techcasting. The poacher is a 1st-level techcaster. Its techcasting ability is Intelligence (power save DC 13, +5 to hit with tech attacks) and it has 4 tech points. The intern knows the following tech powers:

At will: electroshock, poison spray, phermone burst, wire line
1st level: alarm, tracer bolt

Actions

Slugthrower. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8+2) kinetic damage.

Vibrodagger. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 4 (1d4+2) kinetic damage.


Rakghoul

Medium aberration, unaligned


  • Armor Class 12 (natural armor)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 12 (+1) 4 (-3) 10 (0) 6 (-2)

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages -
  • Challenge 1 (200 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit 9 (2d6+2) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.

Claws. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (2d4+2) Kinetic damage. If the target is a humanoid creature, it must succeed on a DC 12 Constitution saving throw or become infected with the Rakghoul Plague.


Rakghoul Mutant

Large aberration, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 75 (10d10+20)
  • Speed 35 ft.

STR DEX CON INT WIS CHA
16 (+3) 17 (+3) 14 (+2) 4 (-3) 10 (0) 6 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 2 (450 XP)

Rakghoul Plague. Creatures that come in contact with the rakghoul may become afflicted with rakghoul plague, a virulent disease that transforms the creature into a rakghoul over the next 24 (7d6) hours. The plague is only effective against humanoids.

Savage Leap. If the rakghoul moves at least 20 feet toward a creature and then hits it with a claw attack on the same turn, the target must succeed on a DC 12 Strength saving throw or be knocked prone. If the target is prone, the rakghoul can make one bite attack against it as a bonus action.

Stench. Any creature that starts its turn within 10 feet of the rakghoul mutant must succeed on a DC 12 Constitution saving throw or be poisoned until the start of its next turn. On a successful saving throw, the creature is immune to the rakghoul mutant's stench for 24 hours.


Actions

Claws. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8 + 3) kinetic damage. If the target is a humanoid creature, it must succeed on a DC 13 Constitution saving throw or become infected with the Rakghoul Plague.


Safari Guide

Medium humanoid, unaligned


  • Armor Class 13 (combat suit)
  • Hit Points Hitpoints
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (0) 14 (+2) 12 (+1) 12 (+1) 14 (+2) 8 (-2)

  • Skills Animal Handling +4, Nature +3, Survival +4
  • Senses passive Perception 12
  • Languages Galactic Basic, one other
  • Challenge 1/4 (50 XP)

Techcasting. The safari guide is a 2nd-level techcaster. The safari guide's techcasting ability is Intelligence (tech save DC 11, +3 to hit with tech attacks, 6 tech points). The safari guide has the following sorcerer spells prepared:

At will: mending, mobile lights, temporary boost
1st level: bacta pack, preparedness, tactical barrier

Alert. The safari guide can’t be surprised while conscious. Other creatures don’t gain advantage on attack rolls against the safari guide as a result of being hidden from it.


Actions

Slugthrower. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.

Electroprod. Attack Style: Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 2 (1d4) lightning damage On hit, target makes a DC 13 Dexterity saving throw. On a failed save, the creature takes an additional 1d4 lightning damage and becomes shocked until the end of its next turn.



Sanyassan Adept

Medium humanoid (Sanyassan), Lawful Dark


  • Armor Class 15 (scrap plate)
  • Hit Points (5d6 + 10)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (0) 15 (+2) 14 (+2) 10 (0) 9 (-1) 14 (+2)

  • Skills Lore +2, Medicine +1
  • Senses darkvision 60 ft., passive Perception 9
  • Languages Galactic Basic, Sanyassan
  • Challenge 1 (200 XP)

Pack Tactics. The Sanyassan has advantage on an attack roll against a creature if at least one of the Sanyassan's allies is within 5 feet of the creature and the ally isn't incapacitated .

Forcecasting. The Sanyassan Adept is a 3rd-level Forcecaster. The Sanyassan Adept's Forcecasting ability is Charisma (spell save DC 12, +4 to hit with Force attacks, 5 Force points). The Sanyassan Adept knows the following Force powers

At will: saber throw, force push/pull, slow, enfeeble
1st level: phasestrike, burst of speed, dark side tendrils
2nd level: drain vitality


Actions

Vibrodagger. Melee Kinetic Attack: +4 to hit, reach 5ft, one target. Hit: 4 (1d4+2) kinetic damage.


Sanyassan Marauder

Medium humanoid (Sanyassan), Chaotic Dark


  • Armor Class 12 (unarmored)
  • Hit Points 11 (2d6+1)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 10 (0) 12 (+1) 8 (-1) 11 (0) 8 (-1)

  • Senses passive Perception 10
  • Languages Galactic Basic, Sanyassan
  • Challenge 1/8 (25 XP)

Pack Tactics. The marauder has advantage on an attack roll against a creature if at least one of the warrior's allies is within 5 feet of the creature and the ally isn't incapacitated


Actions

Vibrospear. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, or 5 (1d8 + 1) kinetic damage if used with two hands to make a melee attack.

Blaster pistol Ranged Weapon Attack: +2 to hit, range 40/160. Hit: 1d6 energy damage.


Sanyassan Soldier

Medium humanoid (Sanyassan), Neutral Dark


  • Armor Class 15 (heavy scrap)
  • Hit Points 44 (8d6+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 12 (+1) 14 (+2) 8 (-2) 9 (-1) 10 (0)

  • Skills Perception +1
  • Damage Resistances Psychic
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Galactic Basic, Sanyassan
  • Challenge 1 (200 XP)

Dark Resistance. The Sanyassan is wearing a Bogan amulet that grants resistance to psychic damage.

Aggression. If the Sanyassan is frightened or paralyzed by an effect that allows a saving throw, it can repeat the save at the start of its turn to end the effect on itself and all Sanyassans within 30 feet. Any Sanyassan that benefits from this trait has an advantage on its next attack roll.

Pack Tactics. The Sanyassan soldier has advantage on an attack roll against a creature if at least one of the Sanyassan soldier's allies is within 5 feet of the creature and the ally isn't incapacitated .


Actions

Multiattack. The Sanyassan soldier makes two melee weapon attacks.

Vibrospear. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 40/160 ft., one target. Hit: 5 (1d6 + 2) kinetic damage in melee, or 5 (1d6 + 2) kinetic damage at range.

Blaster pistol. +2 to hit, range 40/160 ft., one target. Hit: 3 (1d6) energy damage.


Shield Droid

Tiny droid, unaligned


  • Armor Class 15 (armor plating)
  • Hit Points 10 (4d4)
  • Speed 0 ft., fly 40 ft. (hover)

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 12 (+1) 6 (-2) 10 (0) 5 (-3)

  • Damage Vulnerabilities Ion, Lightning
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses passive Perception 11
  • Languages Binary
  • Challenge 1/4 (50 XP)

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


Actions

Blaster. Ranged Weapon Attack: +4 to hit, range 40/160. Hit: 1d6+2 energy damage.

Slam. Melee Weapon Attack: -1 to hit, reach 5 ft., one target. Hit: 2 (1d6-1) kinetic damage.


Smuggler

Medium humanoid (any), any Chaotic


  • Armor Class 12 (unarmored)
  • Hit Points 27 (6d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 15 (+2) 10 (+0) 12 (+1) 14 (+2) 16 (+3)

  • Skills Deception +5, Insight +4, Investigation +5, Perception +6, Persuasion +5, Sleight of Hand +4, Stealth +4
  • Senses passive Perception 16
  • Languages Galactic Basic and one other
  • Challenge 1 (200 XP)

Cunning Action. On each of its turns, the smuggler can use a bonus action to take the Dash, Disengage, or Hide action.

Sneak Attack (1/Turn). The smuggler 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 spy that isn't incapacitated and the smuggler doesn't have disadvantage on the attack roll.

Actions

Multiattack. The spy makes two weapon attacks.

Hold-out. Ranged Weapon Attack: +4 to hit, range 30/120 ft., one target. Hit: 4 (1d4+2) energy damage.

Techblade. Melee Weapon Attack: +4 to hit, reach 5 ft.,
one target. Hit: 5 (1d6+2) kinetic damage.


Speeder Bike

Large construct, unaligned


  • Armor Class 14
  • Hit Points 39 (6d10+6)
  • Speed 0 ft., fly 70 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 12 (+1) 10 (+0) 10 (+0) 7 (-1)

  • Saving Throws Dex +5
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses -
  • Languages -
  • Challenge 1/8 (25)

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

Piloted. The construct requires an active pilot to take any actions, and if the pilot is subjected to any conditions that the construct is not immune to, the construct is also subjected to those conditions. The pilot may take their own action or one of the actions granted by the construct.

Quick Escape: The pilot can take the Disengage action as a Bonus Action on each of its turns to disengage from an enemy not on the construct.

Actions

Blaster Cannon. Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: 6 (1d6+3) energy damage. Doubledash. As an action, the construct can travel at up to two times its speed in addition to its normal movement.

Reactions

Redirect. If the construct's pilot takes damage from a source the pilot is aware of and can see, the construct can use its reaction to instead take that damage.


T'ssarig

Medium Humanoid (Trandoshan), lawful dark


  • Armor Class 15 (heay combat suit)
  • Hit Points 70 (10d8+20)
  • Speed 30ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 14 (+2) 10(+1) 10 (+0) 16 (+3)

  • Skills Acrobatics +7, Athletics +7, Intimidation +6, Deception +6
  • Senses passive Perception 10
  • Languages Galactic Basic, Sith, Dosh
  • Challenge 5 (1,800)

Light Weapon Expert Once per turn when T'ssarig rolls damage for a weapon attack using a light weapon he can reroll the weapon’s damage dice and use either total

Great Weapon Fighting. While T'ssarig is wielding a melee weapon in two hands, when he rolls a 1 or 2 on a damage die for an attack, it can reroll the die and must use the new roll, even if the new roll is a 1 or a 2.

Force Enhanced attacks. T'ssarig's attacks are enhanced by his precision and the force adding an extra 1d8 to melee strikes (included).

Forcecasting. T'ssarig is a 9th level forcecaster it's forcecasting ability is Charisma (force save DC 15, +7 to hit with force attacks, 18 force points). T'ssarig knows the following force powers:

At-will: saber reflect, shock, Force push/pull, Force disarm, lightning charge
1st level: dark side tendrils, fear, Force jump, hex, burst of speed
2nd level: dark shear, Force throw, stun, phase walk
3rd level: dark aura, knight speed, sever force, choke

War Casting. When T'ssarig uses his action to cast a force power, he can make one greatsaber attack as well.

Actions

Multiattack. T'ssarig makes two greatsaber attacks or casts a Force power and makes a greatsaber attack.

Greatsaber. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 14 (1d8 + 2d6 + 4)


Tracker Droid

Tiny droid, unaligned


  • Armor Class 11
  • Hit Points 1 (1d4-1)
  • Speed 5 ft., fly 60 ft.

STR DEX CON INT WIS CHA
3 (-4) 13 (+1) 8 (-1) 2 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3, Stealth +3, Survival +3
  • Damage Vulnerabilities Ion
  • Damage Resistances Necrotic, Poison, Psychic
  • Condition Immunities poison, disease
  • Senses Darkvision 120 ft., passive Perception 13
  • Languages Binary
  • Challenge 0 (10 XP)

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

Interfaced Tracking Protocol. While a creature is interfaced with this droid via the tracker droid interface tech power, when it makes a Wisdom (Survival) check to track a target, and this droid is also tracking that target, the interfaced creature gains advantage on the check. If it already has advantage, it can instead reroll one of the dice once.


Actions

Shockprod. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 1 lightning damage.


Trompa

Large beast, unaligned


  • Armor Class 12
  • Hit Points (6d10 + 18)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 13 (+1) 16 (+3) 5 (-3) 12 (+1) 11 (0)

  • Skills Perception +3, Stealth +3
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP)

Fear of Fire. If the trompa takes fire damage, it has disadvantage on attack rolls and ability checks until the end of its next turn.

Keen Smell. The trompa has advantage on Wisdom (Perception) checks that rely on smell.

Forest Camouflage. The trompa has advantage on Dexterity (Stealth) checks made to hide in forested terrain.


Actions

Multiattack. The trompa makes two attacks, one with its claw and one with its bite.

Claw. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 12 (2d6+5) kinetic damage.

Bite. Melee Weapon Attack. +6 to hit, reach 5 ft., one creature. Hit: 7 (1d10+2) kinetic damage. The target is grappled (escape DC 14) Until this grapple ends, the target is restrained, and the trompa can't bite another target.



Uknal Tree

Large plant, unaligned


  • Armor Class 13 (natural armor)
  • 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)

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.


Varactyl, Adolescent

Large beast, unaligned


  • Armor Class 10
  • Hit Points 13 (2d10+2)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 10 (0) 12 (+1) 2 (-4) 11 (0) 7 (-2)

  • Senses passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP)

Trampling Charge. If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (2d4+3) kinetic damage.


Varactyl, Adult

Large beast, unaligned


  • Armor Class 11
  • Hit Points 19 (3d10+3)
  • Speed 50 ft., climb 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 12 (+1) 13 (+1) 2 (-4) 12 (+1) 7 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 1/2 (100 XP)

Trampling Charge. If the varactyl moves at least 20 feet straight toward a creature and then hits it with a bite attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the varactyl can make another attack with its bite against it as a bonus action.


Actions

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 11 (2d6+4) kinetic damage.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.