Dead Suns 2: Temple of the Twelve

by Dozus

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Temple of the Twelve

INTRODUCTION

The Temple of the Twelve is an adventure for four 3rd level characters. It is the second part of the "Dead Suns" campaign, a full conversion of the Starfinder "Dead Suns" Adventure Path. The adventure follows the current Canon Star Wars timeline and is set in 7 ABY, two years after the Galactic Condorance that ended the Galactic Civil War and established the New Republic.

Credits

Story Based on the "Dead Suns" Adventure Path published by Paizo. Story converted by Dozus.

Images

Maps From the original Paizo AP.

Assets Monster stat blocks written by WhistleHunter.

Playtest Team AtinVexin, Jitterz, Tama, & Whitehart

Adventure Summary

Act 1: Questions in Bar'leth

To understand the strange technology they found on the Maelstrom Rock, the heroes travel to Bar'leth, where one of its finest universities holds clues to an ancient and forgotten society—one that identified an advanced alien civilization millennia ago. The PCs begin this adventure at 3rd level.

Act 2: The Khishom Expedition

The party sets off across the wild planet of Ithor in search of ancient ruins that may hold the key to the Maelstrom Rock’s mysteries. But they must also intercept the Acolytes of the Beyond who have kidnapped the leading expert on the ruins. The PCs should be 4th level before reaching the Stargazer.

Act 3: The Lost Temple

The Acolytes of the Beyond broken into an ancient Ithorian temple and stolen its secrets, so the heroes must uncover the lost mysteries for themselves and confront the cult to avert a greater disaster. The PCs should be 5th level by the end of the adventure.

ADVENTURE Background

The Mid Rim planet of Ithor has a long history with the Republic, having joined some eight thousand years before the rise of the Galactic Empire. The indigenous Ithorians are highly regarded by most in the galaxy as gentle naturalists, having long lived in hovering cities rather than spoil the sacred jungles of their homeworld. So sacred are the planet’s dense jungles that few are permitted to even walk the dense groves of n’lor trees, let alone hunt or otherwise mar the surface.

But it was not always so in Ithor. In ages past, before Ithorians discovered repulsorlift technology and even before the founding of the Galactic Republic, the species lived in villages and towns scattered across the surface of the forest world. Like contemporary Ithorians, they considered the natural world sacred, constructing temples that served not only as places of worship but sites for research of their beloved natural sciences.

For the Ithorians who looked not to the trees but past them to the stars, one particular twinkling array in the vast night skies drew the greatest wonder and awe: a perfectly circular array of 12 stars that seemed to be more than a random constellation. In fact, they had discovered the megastructure known as the Gate of Twelve Suns, the stellar gateway to the otherspace where the ancient Kwa hid the Rakatan superweapon called the Stellar Degenerator. So intent were the Ithorian astronomers on unlocking this mystery that they patterned their settlement’s most prominent structure after these stars and their surrounding constellations, naming it the Temple of the Twelve. The Khishom temple complex thrived for several centuries until the nature-worshipping cults gained more prominence, gradually outsizing the influence of the star-watchers.

By the time the Ithorians moved to their hovering cities, the temple was long forgotten. Thus for thousands of years it lay untouched, until a decade ago an surreptitious archaeological team arrived, led by the Alsakan treasure hunter Follnor Callat. Under the guise of researching scientific-religious societies of pre-Republic cultures, Callat took a great interest in the development of Ithor, particularly with its sudden advancements in the millenia prior to its contact with the Old Republic. With a notion that the most interesting artifacts would be found in the planet’s forests, Callat smuggled himself onto Ithor’s surface with a small team to seek out the Temple of the Twelve, never having bothered to ask permission from the government that surely would have been denied.

After taking extensive notes on the ancient Ithorian ruins, Callat planned to publish his work to stake a claim on the site and make a name for himself. Before he could, however, a postdoctoral student of his team, Dr. Chelli Aphra, double-crossed him and the crew, abandoning them on the planet and alerting Ithorian security of their unauthorized presence. Aphra returned to the University of Bar’leth, selling a number of stolen artifacts she had taken from Callat, and publishing a critical commentary on his planned paper, “The Pyramid People of Ithor,” before it could even be published.

This was the start of Follnor Callat’s downfall from respected academia, and the xenoarchaeologist would soon be stirpped of all his academic titles. Resorting to common graverobbery, Callat worked as a treasure hunter for a time before disappearing, assumed dead. As for Aphra, Imperial authorities had little interest in preserving Ithorian sovereignty, and she was never prosecuted for the trespassage. Dr. Aphra’s work was eclipsed by some of her later stunts, and she became something of a pariah at the University of Bar’leth, leaving her work mostly untouched and unreferenced. Of late, however, an Ithorian researcher named Khyph Lawi has dedicated herself to retracing Aphra and Callat’s footsteps and she has thoroughly annotated and digitized her original findings in preparation for a new expedition to the temple - this time with the blessing of Ithor’s state authorities.

Unfortunately, the Acolytes of the Beyond - a Sith-worshipping cult that sprung up after the death of Emperor Palpatine - believes that clues found on the so-called Maelstrom Rock, which recently emerged at Munt Ontdal, point to the existence of some ancient superweapon that the cult could turn against the New Republic and beyond. The leader of a cult cell on Bar’leth, a Force-sensitive cultist named Tahomen, has already connected the clues to Dr. Chelli Aphra’s findings and arranged the abduction of Dr. Lawi. With the captive Ithorian as its guide, the Acolytes of the Beyond has already begun their trek to the Temple of the Twelve

Act 1: Questions in Bar'leth

By the conclusion of “Incident at Munt Ontdal,” the PCs should have explored the contested Maelstrom Rock in service of the Imperial Remnant ambassador Volero Drave, learned how the Acreon’s crew perished fighting scree, and secured a fully functional ship, the Sunrise Maiden, to call their own. They are also likely in possession of Ambassador Drave’s package from the Acreon, and they may well have discovered that his “cargo” is actually a Black Fleet officer named Hebiza Eskolar. In addition, the listening devices that Nor snuck onto the PCs has transmitted their findings, and the ambassador has held a press conference releasing the data (after editing it to hide any evidence of Commander Eskolar) to HoloNet news media. As a result, the station is abuzz with the news of the Maelstrom Rock’s ancient origins, and opportunists are already maneuvering to find some way to profit off the discovery.

Hostile Witnesses

The adventure begins with the PCs leaving the Maelstrom Rock in their new ship, the Sunrise Maiden, to return to Munt Ontdal. Unfortunately, another ship is lying in wait for them, ready to attack the PCs as soon as they are clear of the asteroid.

The attacking ship is a scout from the Black Fleet, the renegade armada of Imperial starships that the Core Remnant has officially severed ties to (though many suspect that the Remnant leadership still calls upon the fleet to perform clandestine and politically insensitive military operations). The Black Fleet wishes to keep any knowledge of the Acreon’s special “cargo” — Commander Eskolar — a secret, and it has entrusted the task of eliminating any witnesses to the capable crew of the Black Hammer, a VT-49 Decimator.

Shortly after the PCs take off from the Maelstrom Rock, the Black Hammer closes in for combat. If the PCs already sent Commander Eskolar to Munt Ontdal (such as on the shuttle Hippocampus), the Black Hammer simply tries to destroy the PCs and their ship. If the Black Hammer’s crew believes the PCs have Eskolar aboard the Sunrise Maiden, the Black Fleet ship aims to disable the PCs’ ship, demand the release of the Acreon’s “cargo,” and then destroy the PCs. If pressed, the Black Hammer seeks to destroy the Sunrise Maiden even if Eskolar is on board, believing that the carbonite-encased officer can survive the vacuum of space long enough to be extracted from the wreckage.

A PC can identify the make and model of the Black Hammer with a successful DC 10 Technology check to identify a starship. A PC who succeeds at a DC 12 Culture check recognizes the ship’s affiliation with the Black Fleet and recalls that the Fleet is outlawed in the New Republic.

If the PCs win the starship battle, they can resume their return trip to Munt Ontdal. The crew of the Black Hammer is trained to keep a low profile while outside of Wild Space. If the Black Hammer is disabled or destroyed, its crew activates data safeguards that wipe the ship’s computer of any data in short order before destroying themselves to avoid capture. The Black Hammer carries no other evidence of its crew’s intentions. If the Black Hammer disables the PCs’ ship, the Black Fleet vessel flies past the Sunrise Maiden and fires its light particle beam one more time for good measure—unlikely to fully destroy the starship, though it does increase the repair bill. At that point, other starships begin closing in on the scene, and the Black Hammer beats a quick retreat to avoid tangling with bystanders. An Ugnaught wrecker ship hails the Sunrise Maiden shortly afterward, offering to tow the ship back to Munt Ontdal for the low price of 200 credits. If the PCs successfully defeat the Black Hammer, award them 1,200 XP for the encounter.

Return to Munt Ontdal

When the PCs arrive back at Munt Ontdal, they find their fame has preceded them — Volero Drave organized a press briefing, announcing the PC’s (and the Empire’s) discovery and role in brokering agreement between the mining companies. Their newfound popularity earns them priority docking from Munt Ontdal Traffic Control and temporarily waived docking fees. Once the PCs disembark, Ambassador Drave greets them with a wide smile and applause, giving a brief speech about “newfound peace for the galaxy” to those in attendance. After Drave says his piece, he passes the torch on to the PCs while he vanishes away. The small crowd of onlookers and reporters gathered presses in, asking for statements, autographs, and confirmation of conspiracy theories. Partaking in a few short photo opportunities and drinks on the house is fairly harmless, though using the media attention as a platform to make any inflammatory accusations could make enemies of any number of power brokers and gangs on Munt Ontdal. In any event, the PCs should probably meet with those on Munt Ontdal responsible for their most recent adventure: General Hera Syndulla and Ambassador Volero Drave.

The Ambassador and the Officer

As the person who hired the PCs to explore the Acreon and the Maelstrom Rock, Ambassador Volero Drave is eager to meet with them, though his disposition depends on what the PCs have done with his “cargo.” Once back on Munt Ontdal, the PCs have only a short window in which to contact someone regarding Commander Eskolar, should they wish to do so. If the PCs notify New Republic Intelligence, station security, or another legal authority, a squad of security personnel meets the PCs when they dock to confirm the nature of their captive, take her into custody, take the PCs’ statements, and record their contact information. Due to the nature of the prisoner, the security officers request that the PCs avoid publicizing their discovery and allow them to handle the matter to avoid political fallout - despite the awaiting press conference. Commander Eskolar goes quietly, though she once more claims diplomatic standing and demands legal representation while being escorted away. If the PCs contact Ambassador Drave instead, he acknowledges their update and sends a team to quietly convey the Acreon’s “cargo” to a safe location; alternatively, the PCs can bring Eskolar to him directly. If the PCs sent Commander Eskolar back to Munt Ontdal separately, such as on the Hippocampus, Drave’s agents have already recovered her. Whichever decision the PCs make will have repercussions later in the campaign, so note their actions.

When the PCs meet with Ambassador Drave, he congratulates them on the success of their mission. Even though he recorded the PCs’ activities on the Acreon and the Maelstrom Rock, Drave would still like to hear the PCs’ report firsthand. If the PCs successfully delivered Commander Eskolar to the Imperial embassy, Drave thanks them and upholds his end of the bargain, paying each of the PCs 500 credits as payment for the task. He adeptly deflects any questions about Eskolar and his interest in the commander, and he absolutely denies any connection, official or unofficial, with the Black Fleet. If pressed, the ambassador suggests that securing a renegade officer is an act of interplanetary safety, not some indication that he is in league with the Black Fleet.

Drave has a keen mind and can quickly help piece together any of the clues that the PCs unearthed on the Maelstrom Rock but failed to interpret. Most importantly, he can decipher the complex alien computer code the PCs found in the Maelstrom Rock’s ancient control room (see “Incident at Munt Ontdal”), allowing the PCs to identify the approximate age of the technology, interpret some of the phrases, and recognize that the Maelstrom Rock represents only a fragment of a much larger structure. The ambassador does not recognize the alien language, however. Drave also suspects that any device that large might have incredible destructive potential; he does not share these suspicions with the PCs, but he does convey that information to his Imperial contacts after the PCs depart.

If the PCs did not deliver Commander Eskolar, or if they handed her over to the authorities, Ambassador Drave’s reception is considerably cooler. He still wants to hear their report, but he does not provide the additional payment to the PCs or offer his help deciphering the secrets of the Maelstrom Rock. He brusquely informs the PCs that their business is now concluded and ends the meeting. His displeasure is palpable.

Since the PCs were hired to investigate the Acreon and Maelstrom Rock as part of Ambassador Drave’s mediation between the Akkadese Miners Guild and the Mining Collective, Drave presses them for an opinion on the matter. He asks them directly which faction should be given ownership rights. He patiently listens to any explanations they offer, but he’s mostly interested in a decisive answer, regardless of their choice or circumstances. If the PCs dither on giving a firm response - trying to split the Rock between the two parties, for example, or delaying the decision for more time - the Ambassador politely but firmly asks them to make a decision, as he has promised the factions a final ruling post haste. Be sure to note which faction they side with, as it will have a bearing in some of the PCs’ future adventures!

If the PCs deliver Commander Eskolar to Ambassador Drave as agreed, award them 400 XP for completing the job. If they capture Eskolar and turn her over to security, award them 800 XP instead. These rewards are the same as those listed on the section of “Incident at Munt Ontdal.” The PCs can earn this award only once; if they already received experience for dealing with Commander Eskolar in the previous adventure, do not award them XP a second time.

New Republic Intelligence

Within New Republic Intelligence, Hera Syndulla is likely the PCs’ preferred contact, especially the more they learn about Volero Drave’s relationship (however tenuous) with the Black Fleet. Even if the PCs don’t contact the general, Syndulla approaches them within an hour of their return to the station, keen to hear what their explorations revealed.

For reference and assistance, Hera brings in an SA-5 protocol droid programmed with an expertise in xenolinguistics and historical lore. Together, they can provide the PCs with much of the same information as Drave could above, though Hera doesn’t have any sense of the immense device’s purpose. The nature of the device puzzles Syndulla, and she encourages the PCs to find out more. If such advanced technology still exists in the galaxy, it should be secured and studied, lest it fall into the hands of any of the dangerous factions in the post-Imperial galaxy. What’s more, SA-5 has access to the New Republic’s detailed HoloNet databases, which she uses to search for any prior appearances of the language displayed on the Maelstrom Rock’s displays. As the search concludes, SA-5 energetically produces a readout of her findings. Hera reads through it, nodding her head appreciatively at first before her face drops dejectedly and she explains their findings.

“There is some good news. The New Republic’s linguistic database recognized many of the symbols you found on the Maelstrom Rock, because this isn’t the first time they’ve appeared in records. The bad news is that the source is… highly unreliable,” Hera rubs her forehead in agitation. “All that we have about these earlier texts comes from a paper written by Follnor Callat about a decade ago. Callat was a notorious graverobber, so his material is unreliable. The only other publication is a critique of Callat’s paper written by Doctor Chelli Aphra, and it seems that no published studies of those texts have appeared since. According to these records, Aphra’s findings were published at the University of Bar’leth shortly after her—“ The general pauses while contemplating how best to phrase the sentence. “—disruptive expeditions. “Fortunately, New Republic Intelligence has numerous allies from that university, and I can secure you a contact there and forward my personal recommendation to a few faculty members. Perhaps they can show you Aphra’s notes and even take you to the original site so that you can search for more clues about whatever this Maelstrom Rock once was.”

The PCs probably have questions. The following are likely inquiries and Hera’s responses.

Who is Follnor Callat? “He was a well-respected xenoarchaeologist in the late Empire. But he wasted his talents trying to make a name for himself, stealing cultural treasures and falsifying evidence. He was eventually stripped of his academic titles from the University of Sanbra, dismissed from Shafr Center, and banned from the University of Rudrig. He hasn’t been heard from in a couple years now. No one really knows if he’s even still alive.”

Who is Doctor Aphra? “She’s a mercenary and thief who happens to also be an archaeologist. Aphra has several degrees, some from Bar’leth, some from less reputable sources like the Shadow University. Her M.O. is to find valuable artifacts, publish articles on them, then sell them to the highest bidder. When she was still a postdoc trying to make a name for herself, she joined Callat on an illegal expedition to Ithor. She stole his notes and a number of artifacts before leaving the planet. Aphra published a critique of Callat’s paper before it was even published. That still didn’t help her academic standing with the University of Bar’leth, though, after the trouble she caused on Ithor.”

What trouble did the archaeologists experience on Ithor? “The Ithorians consider their jungles sacred. Most of them live in floating cities above the surface, and few are allowed planetside. That hasn’t stopped some big game hunters or smugglers from sneaking into the forests, though. Aphra double-crossed her crew and reported them to Ithorian authorities for arrest, but she made it off world. The Empire did nothing to help Ithorian sovereignty, of course, so Aphra got off mostly scot free.”

Was Aphra a part of the Rebellion? Hera brings a hand down hard on the desk, practically slamming it. “Absolutely not. Aphra has no loyalties to anyone but herself, and she’s burnt every bridge she’s ever crossed. She kidnapped me once!”

Do you know where Aphra is now? “I’m sure someone in Intelligence is tracking her, but she’s slippery. And trust me, it would be much easier to go without her. I doubt she’s willing to help our cause anyway.”

What’s the university known for? “The University of Bar’leth is one of the foremost institutions of higher learning in the Core. They specialize in xenoarchaeology, archaeotech, history, linguistics… Anything old, really. The university also maintains an archive of artifacts, recordings, and other findings from throughout the galaxy.”

Who are we meeting there? The general taps a few keys. “There is a postdoctoral student named Whaloss who has worked with the New Republic in the past. I’ll ask him to meet you when you land.”

Did Aphra really kidnap you? “Not gonna talk about it.”

Hera believes this is a strong lead, and because the PCs have so far been at the forefront of this investigation, the general believes it’s only proper that they have the right of first refusal to visit the university and learn more. In fact, they would rather the PCs do so, as thanks to the broadcast of the Maelstrom Rock exploration, it’s only a matter of time before someone else beats the Society to the prize. If the PCs are uninterested, Hera might try to incentivize them by reminding them of the significance this could have for the New Republic, even the galaxy at large. As a last resort, they might offer the PCs 1,000 credits as a stipend for tracking down Callat’s old site.

Syndulla also sends them a digital copy of Follnor Callat’s publication, “Pyramid People of Ithor,” which reads less like an academic paper than a personal log, including commentary and speculation not usually found in scientific studies. It was written quickly, as Callat was in a hurry to publish in time to popularize her stolen artifacts for sale.

Downtime

By this point, the players will have had relatively little downtime. While there are a few days to spare while traveling in hyperspace to Bar'leth, additional time could be given at this point. Arzee might need time to access and analyze different databases to acquire the necessary intelligence pointing the team in the right direction. As much as two weeks could be provided to allow the players time for any side missions or downtime activities.

Interstitial Happenings

A number of potentially relevant rumors and activities happen between the PCs returning from the Maelstrom Rock and arriving at Bar'leth. Some the PCs may discover from cursory HoloNet news, or from other contacts.

  • After the intervention of the "heroes of the Rock" and Ambassador Drave, one of the two mining groups have acquired the Maelstrom Rock. The group announces they have employed the skills of renowned xenolinguist Tixkel Sh'hawng. This comes as something of a surprise, as the Ishi Tib retired from the University of Byblos a decade ago, declaring she was bowing out of academia forever. However, given the rapidly spreading news of the Maelstrom Rock's unusual archaeological features, interested academics have been jockeying for the opportunity to take a look, so it's understandable to see experts come out of the woodwork for the job.
  • If the PCs killed Ferani Nadaz, or oversaw her arrest by Munt Ontdal authorities, rumors on the fate of the Downside Kings abound. If left alive and arrested, Nadaz and her henchman Vrokilayo await trial on a number of crimes. The Kings themselves seem largely to have dissolved, as Ferani left few competent capos alive after her coup: most members either joined other gangs or left the game altogether. However, rumors float in some dark corners of the station that Nadaz was seen being escorted into the offices of a Munt Ontdal Ruling Council member's office, and that more powerful criminal factions that relied on the gang for local enforcement are gathering intelligence to take further action on those who toppled the Downside Kings.
  • Elsewhere in the galaxy, rumors swirl of Imperial Remnant activity. A faction led by Grand General Kenner Loring remains entrenched on Malastare, despite attempted intervention by both the New Republic Senate and Imperial Grand Vizier Mas Amedda (though the latter has little real power or respect since the Galactic Concordance). Meanwhile, rumblings abound regarding the Sixth Negative Regions, a sizable Imperial military force that seems to have vanished since the Battle of Endor. Some say the force was divided and split among other factions, though New Republic Military officials say there's no sign of the so-called "Black Fleet" of ships assigned to the Sixth Army. Other suspect the Black Fleet is operating beyond New Republic view, perhaps even in the Unknown Regions, plotting to topple the new government, and maybe even secretly recruiting loyalists within the legitimate Empire.

IN SEARCH OF LOST RECORDS

The adventure assumes that the PCs travel to Bar’leth aboard their new starship, the Sunrise Maiden. Beyond dealing with a few fans of the PCs’ recent celebrity on the way to the spaceport, their voyage is speedy and largely uneventful. Bar'leth is in the Core Worlds; at

Bar’leth is a vibrant planet of sparkling blue oceans, continents blanketed in vivid pink forests, and swirls of clouds. As the Sunrise Maiden enters the atmosphere near University City, the planet’s aviation authorities hail the starship, ask for identification, and direct them to one of the landing pads at the city’s spaceport. Since the Empire left, Bar'leth officials have been particularly cautious in keeping the planet secure from potential Remnant spies or ne'er-do-wells. As a matter of course, a guard and a customs official briefly interview the PCs about their business on Bar’leth, whether they have local contacts, the expected duration of their stay, and whether they are importing any foreign life-forms—at worst, a PC might be required to endure a short disinfection procedure or register a pet. Openly carrying blasters and vibroweapons is illegal in University City; any PCs that want to bring arms will need to pass a Sleight of Hand check of appropriate DC. A lightsaber could be permitted as an artifact if the customs officer can be convinced it's nonfunctional or won't be used (DC 16 Deception or Persuasion check as appropriate). After the customs process, the officers issue the PCs travel papers to keep with them for the duration of their stay.

UNIVERSITY INVESTIGATIONS

The PCs’ contact on Bar’leth, Whaloss (NL male Rodian) is waiting to meet them just outside the spaceport. For a Rodian, he is tall and thin, almost to the point of seeming gaunt. His clothing is a stylish blend of local silks, though the overall ensemble shows considerable wear, as though he has relied on this nicer outfit for formal meetings for many years. Nonetheless, he positively beams with antennae-twitching excitement to meet the PCs and show them around the University.

An advanced student of xenoarchaeology, Whaloss’s family collaborated with members of the Rebellion during the war. He’s eager to hear about the PCs’ recent historical findings.

Meanwhile, Whaloss hails a taxi-droid to carry the group into the heart of the university. As the taxi wends its way deeper into the city, trees give way to elegant buildings of carbon fiber, glass, and plasteel, each artistically sculpted to create a stunning menagerie of dazzling collonaded structures. The University of Bar’leth is central to the city and consists of about 20 buildings scattered over a campus of groomed lawns and gardens.

Whaloss does not have the background to decipher the Maelstrom Rock’s writing and technology, but he offers to introduce the PCs to Sava Muhali, the head of the linguistic anthropology department. Her office is in the Korin Pers Hall, an eight-story building whose lobby is currently home to a small pack of journalists insistently trying to convince a receptionist to let them upstairs. Whaloss is unfamiliar with any news that would warrant this level of attention, and if the PCs inquire, a journalist can convey that Dr. Broca Fornix gave an incendiary lecture that some interpreted as a defense of unrestrained total war; the media is here primarily to secure interviews and comments from ranking academic staff.

The receptionist, Quarano (LL male Xexto), is out of his element dealing with the media. It’s all he can do to keep them at bay on the ground floor while paging for support from the university’s publicist or sava.

Lest the journalists try to piggyback on the PCs’ access, Quarano is unwilling to let the PCs upstairs until he has control of the situation here. They can peacefully wait for a dean to arrive and shepherd the media away, but they can also sweep in to Quarano’s rescue by tricking the journalists, causing a scene, impersonating security staff, or even leveraging the PCs’ recent celebrity by offering to give an interview about the Maelstrom Rock in exchange for the media giving Quarano some space. A variety of skill checks might work here, with a base DC of 14 that might be as much as 5 higher or lower depending on the PCs’ strategy. Most approaches should require succeeding at a minimum of two different checks, such as a Deception check to impersonate a university official and an Intimidate check to scare off the media.

Once the journalists are no longer clamoring to get upstairs, Quarano is amenable to hearing why the PCs would like to meet with various professors upstairs. He notes that Sava Muhali is currently very busy, but if the PCs helped him deal with the media, Quarano rearranges the professor’s schedule for the day and creates an official appointment for them; this grants the PCs a +2 circumstance bonus to Charisma checks to influence Sava Muhali. Quarano or Whaloss can lead the PCs to Muhali’s office on the fifth floor.

In the event the PCs attempt to force their way upstairs or perform acts of violence, Quarano frantically rings for campus security. These guards escort the PCs off campus. The PCs can visit again the next day, though they take a –2 penalty to ability checks to influence university students and faculty.

If the PCs help Quarano deal with the journalists and get an appointment with Sava Muhali, award them 600 XP.

Sava Muhali’s Office

As the head of the linguistic anthropology department, Sava Muhali has one of the nicer offices in Korin Pers Hall. Her door is unlocked, and she willingly accepts visitors introduced by Whaloss or announced by Ikimsi. Read or paraphrase the following when the PCs enter.

This office is clean, roomy, and orderly. A large desk stands imposingly before a broad window that offers a charming view of a nearby park, and a small table in one corner has a quartet of chairs arranged evenly around it. Near the door is a wide examination table covered with broken fragments of stone, many of which bear incomplete words or letters written in a spiraling text. Several tiny fountains throughout the room burble soothingly and shimmer with soft light.

Sava Muhali (BL Balosar female) is fairly stern, having wrestled with offworld authorities to secure excavation permits, cut through red tape, and acquire her position under the previous anti-alien Imperial regime. She is dark-skinned for a Balosar, with pale green facial markings and purple hair cut in an asymmetrical style. Muhali has spent the past several hours corresponding with colleagues and devising ways in which to resolve the scandal Broca Fornix started. With the media and university administration breathing down her neck over the incident, Muhali is largely uninterested in working on anything else, even as a favor to the New Republic. She answers some questions—ideally to assuage the PCs’ curiosity and convince them to either help her or leave.

Why are there so many journalists around? “One of my colleagues, Broca Fornix, gave a rather incendiary public lecture last night in which he examined the outcomes of various galactic wars throughout history and compared them to the recent Galactic Civil War. His conclusion was that the galaxy would’ve been better served if the Rebellion committed the same kinds of atrocities and war crimes as the Empire. This is not what the university stands for, but that’s what the public now believes. I’ve placed him on academic leave and restricted his access to university resources until we can clean this up.”

Can you help us decipher this Maelstrom Rock writing? “I’m not in any position to assist you or instruct my department to assist you—not until I can resolve the current debacle.”

What can you tell us about Folnor Callat’s expedition? “I have neither the time nor the inclination to discuss that backstabbing amateur’s exploits. However, my colleague Doctor Khyph Lawi has a strong interest in the ruins of Khishom.” Muhali examines a screen and scrolls through several pages. “According to my records, though, she departed on personal leave two days ago.” A PC who succeeds at a DC 12 Insight check can determine that Sava Muhali is somewhat confused by this development. Muhali does not recall approving Dr. Lawi’s absence, which the PCs can convince Muhali to share with a successful DC 15 Persuasion check. Even then, Muhali is not willing to let the PCs into Dr. Lawi’s locked office at this time.

How can we help? Sava Muhali sighs and delicately massages the bases of her antennae. “You’re persistent. Maybe that could come in handy. What the university needs right now is to smooth this over quickly, and Fornix is not listening to anything I say. He has not quite violated enough protocols to be dismissed; firing him would otherwise be good for optics. I think the media would settle for a public apology. If you can convince him to do that, I should be able to handle the rest.”

Sava Muhali is unwilling to assist the PCs unless they help her defuse the current scandal by convincing Broca Fornix to apologize. Whaloss or Quarano can take the PCs to his office and introduce them to the professor (see below).

Broca Fornix’s Office

Read or paraphrase the following when the PCs visit Dr. Broca Fornix’s office. Dust, debris, and discarded papers litter the floor of this disorganized office. A single chair stands in the corner, and the desk and shelves are crowded with books, scrolls, statuettes, and loose computer hardware.

The office of the academic Dr. Broca Fornix (male Siniteen) is a model of disorganized chaos, containing a mishmash of texts and cultural artifacts from across the galaxy. With no apparent sense of organization or even tidiness, the professor is nonchalant about the filthy floor, which crunches noisily under visitors’ feet.

With little else to do with his time, Dr. Fornix is willing to entertain visitors. A well-established polymath, Fornix has published work in numerous subjects: history, astrogation, molecular crystallography, xenopsychology… He is somewhat infamous among academia as a contrarian, challenging well-established theories without any regard for their standing. Fornix often includes in his papers a quote from the famous Ruurian historian S. V. Skynx: “When the past is unknown, we must make a tradition of challenging so-called tradition.” A PC who succeeds at a DC 16 Lore check can recall details about some of Fornix’s publications or reference Skynx’s work; demonstrating this knowledge in conversation grants that PC advantage to ability checks to influence him.

Broca Fornix is, among other things, an accomplished xenoanthropologist. Although his academic peers cannot doubt the Siniteen’s knowledge of the subject, his own publications tend to receive mixed reviews due to the utterly sanitary impartiality and lack of empathy with which he approaches his work and subjects. This extends to his interactions with his coworkers and students, whom he boorishly psychoanalyzes to their faces as though he were performing a favor. For his part, Fornix boasts of his emotional detachment with hypocritical pride, claiming that his objectivity makes him a superior analyst.

Despite his uncouth demeanor, few have read as many articles and files as he has, and he commands an unrivaled mental catalog of the university’s collections. He reviewed Chelli Aphra’s published notes a decade ago, dismissing it as drivel. Even so, that makes him one of the few who has personally read the archaeologist’s notebook, little of which are properly digitized. However, thanks to his punishment for his recent lecture, he is unable to help the PCs track down the documents. In the meantime, he can answer the PCs’ questions, such as the likely ones below.

What can you tell us about Folnor Callat’s expedition? “I reviewed the entirety of Callat’s original notes early in my time here as faculty, and to my considerable knowledge, only Doctor Lawi has studied them more recently. Callat’s methodology was imperfect, catering to an uneducated reader’s lexicon, fetishizing the ‘exotic,’ and conveying a pathological love of his self-image as an adventurer—likely to earn money or as an elaborate mating ritual. As a result, his work is scientifically wanting and his conclusions doubtful. His former colleague Chelli Aphra wrote very critically of him, though I would find her annotations lacking as well. Nevertheless, the notes provide enough detail to hypothetically retrace her steps.”

Can you get us Aphra’s notes? “Normally, I could, but I am currently on probation due to the weak-willed public’s inability to process the logical arguments I posited in my recent lecture. Until I am reinstated, I cannot assist you.”

How can you be reinstated? “Sava Muhali has suspended me, and barring the unlikely intervention by university administration, only she can undo this. Your convincing her to do so would allow me to help. If you also repair the damage she has dealt, you shall have my undivided attention.” How has she hurt you? “I am on track to attain tenure at this university in several more years — requiring practically twice as long an observation period as a human would, I might add, likely because my assessors are compensating for inferiorities, real or perceived. This incident reflects an egregious stain on my record that challenges my advancement and scholarly recognition here. She must agree to erase this insult from my file. I have spoken with her about the matter, and her judgment is clouded by stress and emotion. If she truly cared about scholarly integrity, she would debate my assertions. Instead she stoops to censorship in violation of the university’s free speech principles.”

Why was your lecture offensive? “Offense indicates a narrow perspective in the listeners. I analyzed multiple galactic conflicts from the Alsakan Conflicts to the Separatist Crisis, and using comparative data applied to an algorithm of my own design, found that strategies allowing significantly more collateral civilian deaths could have ended the Galactic Civil War no less than eight years, four months, and a week earlier, and saved some 3.8 trillion lives. The audience found my conclusion upsetting.” Broca Fornix strokes his chin thoughtfully thoughtfully before adding, “Other species are endlessly fascinating.”

Broca Fornix is utterly confident that he has done no wrong. If a PC attempts to point out why he was offensive and wrong, the professor disarms most attacks by discrediting the PC on the grounds of being unfit to render such a conclusion or by stating that the argument is rationally flawed, even pointing out common foibles of the PC’s species as support of his mental superiority. He may be convinced that upsetting others was wrong and that it was a bad career move, but he does not accept that his academic conclusions are invalid.

Despite his frustrating insensitivity, the Siniteen finds the prospect of making an apology less degrading than enduring his academic suspension. He is willing to make this gesture in a convincing manner so long as the PCs can convince Sava Muhali to make three concessions: cancel Broca Fornix’s academic suspension, restore his access to the university’s restricted collections, and pardon the whole incident in his tenure review file. Should the PCs take this offer to Muhali, she balks at the academic’s final demand, but she grudgingly agrees to reinstate his status and library access in exchange for a public apology before the media. Sava Muhali accepts all three concessions if the PCs convince her to do so with a successful DC 16 Persuasion check. Alternatively, the PCs can take Muhali’s two concessions back to the contemplative and try to convince him that they secured him all three demands, which requires a successful DC 18 Deception check. After all, he won’t learn about the ruse until his next review months from now.

If the PCs convince Broca Fornix to apologize, Sava Muhali offers the PCs a Ring of Apprentice Force Storing as a token of her appreciation; in fact, it’s among the items that Fornix requested in a grant application that fell through thanks to his recent gaffe. If the PCs managed to fulfill all three of the professor’s requests, Dr. Fornix also gives them his earnings from his recent guest lecture circuit (700 credits) in thanks. If the PCs meet both of these conditions, they earn both rewards.

If the PCs fulfill two or more of his requests, Fornix is willing to publicly apologize. With his library access restored, he can now assist the PCs. He swiftly checks out Doctor Aphra’s original journals—a combination of image files in a long-obsolete format and physical notebooks that wouldn’t require battery power during an extended expedition—and sets to converting and digitizing them. The process takes the contemplative approximately 8 hours, after which he can provide the PCs with a fairly complete copy of the rogue archaeologist’s original account.

However, Fornix notes that there appear to be some gaps in the records, either because Aphra had been negligent in documenting part of her journey or because someone else has removed some documents. Broca annotates the records as best he can in this short amount of time, identifying what he believes are the most relevant parts (see the Doctor Aphra’s Notes sidebar). The PCs can access this digital record on a datapad or computer. These files enable the PCs to retrace Aphra’s footsteps from a decade earlier. If the PCs acquire both these records and the notes left behind by Dr. Lawi (see Dr. Lawi’s Office), the PCs receive a +2 circumstance bonus to Survival checks to navigate Ithor’s wilderness during Part 2 of this volume.

Once the PCs resolve the dispute between Sava Muhali and Broca Fornix, Muhali agrees to examine the language records the PCs found on the Maelstrom Rock. She soon recognizes them as belonging to a non-Ithorese language group found in association with a few of the known ancient Ithorian sites on the continent of Khishom to the west.

Hoping to draw upon specialized knowledge of her colleague Dr. Lawi, Muhali attempts to contact Khyph in her office, at home, and through her personal comm unit. Even Muhali’s attempts to contact the professor’s friends and family turn up no results, making the sava concerned. She informs the PCs that she will report the missing Lawi to the police, and she lends the PCs a spare key card to Dr. Lawi’s office, asking the PCs to investigate to see if there’s any sign of where her colleague might be (see Doctor Lawi’s Office below).

If the PCs convince Broca Fornix to make a public apology and they restore his academic status and library access, award them 600 XP.

Dr. Lawi’s Office

The door to Dr. Lawi’s fourth-floor office is made of a heavy wood composite and is locked electronically (hardness 5, HP 15, break DC 18, Engineering DC 20 to disable). Sava Muhali’s key card unlocks the door, and if the PCs have resolved her concerns with Broca Fornix, Muhali accompanies them here.

This office is in disarray, with cabinet doors ajar, several stone artifacts scattered across the floor from open archival drawers, and a traveling bag open and half-packed. The computer on the desk at the far end of the room is dark, but a diode at its base blinks regularly.

Dr. Khyph Lawi is an archaeologist specializing in archaeoastronomic validation: the study of how ancient cultures viewed the cosmos and expressed those observations in their architecture, artifacts, and writings. Her office contains an assortment of outdated astronomy tools from sundry planets. This disarray is not typical for the Ithorian, as Sava Muhali can relay, and even at a casual glance, it appears that someone was packing quickly and erratically—perhaps even ransacking the room. Suspecting criminal activity, Muhali excuses herself to contact local police to file a missing persons report, but she encourages the PCs to investigate to see what clues they can uncover.

There are three main areas the PCs can investigate to find clues: the university’s security cameras, Dr. Lawi’s computer, and her office, which contains several physical clues. These three areas of investigation are detailed below.

Cameras: The building has security cameras in its hallways and at the entrances, but there aren’t any inside individual offices and classrooms. The receptionist Quarano can review the video logs to see that a trio of Duros carrying heavy backpacks and wearing uniforms entered the building 2 days ago in the late evening—after all reception personnel had left. They then took the stairs up, but there seems to be no footage of them on other floors or even leaving the building.

A PC who succeeds at a DC 11 Lore check can identify the uniforms as those of the University City’s Port Authority. With a successful DC 14 Technology or Perception check, a PC can note that there are inconsistencies in the footage on several floors (including the fourth floor, where Dr. Lawi’s office is), suggesting that someone hacked into the building’s security cameras and looped footage of empty hallways to hide whatever they were doing.

Computer: Dr. Lawi’s computer is in sleep mode, but interacting with its controls brings up her log-in screen. The computer requires a DC 16 Slicer's Kit check to slice. If a PC successfully slices into the computer, they can review the computer’s recent functions and Dr. Lawi’s correspondence. Her personal calendar notes that she is scheduled for a research sabbatical in approximately 2 months, as approved by her department head, Muhali, and the authorities in Turhalu Town, an Ithorian city near the Khishom ruins. However, one of the recent files on the computer is a letter from Sava Muhali granting Dr. Lawi leave to depart 2 months early to take advantage of special conditions in the field, signed 2 days ago. Muhali has no recollection of submitting this letter, and a PC who succeeds at a DC 19 Technology check can determine that it’s a forged document generated by an off-site computer that faked Muhali’s identity.

The PCs can also find a series of 15 messages exchanged between Dr. Lawi and a person named Dr. Eyrub Paqual regarding Lawi’s research into the ancient Ithorian settlements of Khishom. The exchanges begin fairly cordially as Paqual and Lawi discussed minor details of interest from the minimal research published about these sites. As the discussion continued, however, Paqual grew more insistent and attempted to cajole the archaeologist to meet with him at a cafe called the Five Arches in University City 2 days ago to appraise several artifacts he had recovered. Lawi refused, citing a busy schedule, though a PC who succeeds at a DC 12 Insight check also notices that the Ithorian’s message conveys she was feeling increasingly skeptical about Paqual’s motives.

If the PCs search for information about Eyrub Paqual on the HoloNet, they can find a series of articles about Mid Rim ruins he has published over the past 6 years. At first blush, he appears to be a moderately well-established academic. However, most of his articles appear in poorly vetted journals or cite him as one of numerous secondary authors—a point a PC can identify with a successful DC 12 Investigation or Lore check. Furthermore, with a successful DC 16 Technology check, a PC researching Paqual can detect inconsistencies in his online bios and records, suggesting he might be entirely fictitious.

If the PCs fail to access the computer’s files, a systems administrator arrives shortly after the police detective does (see below) and overrides the login, allowing the PCs to view the correspondence (but not necessarily identify the forged letter).

Physical Clues: The PCs can find more information by searching the office. One of the cabinets is ajar and contains Dr. Lawi’s field suit - a set of Duravlex Combat Suit equipped with the Adapted Armor (Fire) modification - though it has fallen from its hanger where Lawi hastily attempted to grab it when she heard strangers disabling her door lock. With a successful DC 11 Investigation check, a PC can make this connection and also notice the slight dent in the carbon fiber cabinet where someone (Lawi) collided violently with the furniture in a short fight.

In addition, a PC can find a printed version of Eyrub Paqual’s invitation to the Five Arches. Lawi printed this out, intending to pass it by her colleagues to see if they had been likewise contacted. When she heard strangers breaking into her office, she slipped it just behind her cabinet as a breadcrumb to help identify her likely assailants.

Finally, with a successful DC 14 Lore or Perception check, the PCs can find some printed scans of Doctor Aphra’s notebooks marked in red pen. These are copies Dr. Lawi annotated by hand, though the papers found here represent only a fraction of her work on the texts; her abductors snatched most of those notes when they attacked the office. Even so, these notes include both some duplicates of the stolen research and some unique conclusions that are sufficient to help the PCs chart a course from Turhalu Town to, as Aphra described it, the “mysterious pyramid city of Loskialua.” Dr. Lawi helpfully writes that this regards what’s now known as the Oatia culture, a poorly understood tribe of ancient Ithorians who settled at Khishom.

Dr. Lawi’s suit is in good condition, and it actually belongs to the university. Fearing that her colleague might be in serious trouble, Sava Muhali agrees to give the armor to the PCs, as long as they intend to help track down the missing Dr. Lawi.

As the PCs are concluding their search of the office, a police officer called by Sava Muhali arrives to survey the situation. The officer, one Detective Grimshaw, takes basic statements from the PCs and does a sweep of the room, but seems somewhat flustered and overwhelmed. With a DC 12 Insight check, a PC can observe that Grimshaw is practically panicking; a DC 14 Lore check to observe his techniques finds that the detective is out of his depth. When confronted, Grimshaw admits that University Police mostly deals with rowdy undergrads and underage spice usage. The force was briefly dissolved after the Battle of Endor, as the Empire - which maintained a domineering presence on Bar’leth for decades - retreated corewards. The new police force is underfunded and undertrained, relying on the New Republic’s overworked Sector Rangers to deal with anything serious. Grimshaw leaves not long after his arrival, promising to do what he can, but sounding doubtful about the outcome.

Depending on how much evidence they find, the PCs should conclude that it appears the best course of action is to follow up on the connections to the Five Arches and the Port Authority. Concerned for her colleague, Muhali encourages the PCs to pursue these leads. However, the PCs do not have to investigate either site; so long as they have at least one source of Doctor Aphra’s documentation, they can travel directly to Turhalu Town.

If the PCs have both Dr. Lawi’s notes and the documents from Broca Fornix, they receive a +2 bonus to Survival checks to navigate Ithor’s wilderness during Part 2 of the adventure.

If the PCs identify that Dr. Lawi has been abducted and discover the leads to the Five Arches and the Port Authority, award them 600 XP. For each of the three broad evidence categories in which the PCs found clues, award the party an additional 100 XP. They do not get these additional rewards for any clues that they did not find on their own.

FIVE ARCHES

By investigating Dr. Lawi’s office, the PCs likely learned that an academic named Eyrub Paqual was pressuring the Ithorian professor to meet with him at a cantina called the Five Arches. The establishment is easy enough to find through the local HoloNet, and it’s located off the beaten path in the University City on the outskirts near the industrial spaceport. According to its advertisements, the Five Arches is “a café dedicated to serving the discerning palettes of a dozen worlds.” According to HoloNet reviews, it’s an eclectic dive with wildly variable food and drink quality combined with bizarre food pairings for the daily specials. Overall, the reputation suggests it’s not a place that right-thinking individuals frequent willingly.

The Five Arches is readily apparent from the street, thanks to its glaring neon sign suggestive of the numerous portals in the district. A riot of different worlds’ souvenirs plasters the interior’s walls, and each table, booth, and bench bears the name of one of the galaxy’s many planets or habitable moons. The proprietor, Uilee (CB female Kallidahin), runs an efficient business marred only by her insistence on developing new recipes that her muted sense of taste can’t properly judge. Even so, she delights in creating “authentic” offworld cuisine that is utterly inconsistent. Fortunately, she makes plenty of income from the various low-key criminals and gang members who know to skip the menu and just order drinks. They all know and honor her unwritten policy to take all fights outside. If the PCs arrive during the day or evening, there are likely about a dozen patrons nursing drinks alone or in pairs. The daily special is an unidentifiable avian cutlet smothered in a fig-like fruit compote and served alongside a mashed bitter tuber from Cerea.

The cocky Twonas En, one of three Duros smugglers who helped “Eyrub Paqual” and his companions get to Ithor, is hanging out here watching for future business leads. The smuggler takes note of the PCs as they enter and listens in on any conversations they have. If they start referencing Paqual or mention traveling to Ithor, Twonas En figures the PCs are worth investigating directly, either because they’re a threat to his team’s operation or because they’re potential clients. Depending on the PCs’ tact, he might offer his services as a transporter or inquire how they know Paqual. The PCs can also pose as possible clients, requiring a successful DC 12 Deception check.

If Twonas En smells trouble, he presses a panic button on his belt that signals his friends to converge on the location; a PC can spot his subtle move with a successful DC 18 Perception check. It takes about 2 minutes for the other two smugglers to arrive, and in that time Twonas En attempts to sneak out of the café. The PCs can coerce him to call off his buddies with a successful DC 14 Intimidate check, so long as they guarantee his safety in return for answering questions.

Whether the PCs leave the Five Arches to fight with Twonas En and his comrades or they trick him into leading the way to the rest of his group, combat is likely—and also probably a welcome change in tempo from the ongoing investigation. If the PCs agreed to cooperate with the police, they can signal the officers to close in on the location with a code phrase agreed on ahead of time, or a PC can quietly request that the officers keep their distance. If the PCs request backup, the officers arrive in 4d4 rounds and quickly defeat the smugglers. During combat, one of the smugglers attempts to harass the majority of the PCs while the other two try to eliminate isolated targets. In an ongoing firefight, they take cover where they can and attempt to dash toward ranged threats. If only one of the smugglers is conscious, he surrenders. If the smugglers spot local police, they attempt to flee rather than fight.

The smugglers would love to make an example of the PCs, but they’re far more interested in staying alive. If defeated, the Duros can convey that they helped a Human man named Eyrub Paqual secure travel documents for 15 individuals, permitting them emergency landing clearance Turhalu Point on Ithor. Most of the visas were counterfeit—including three fake IDs for Port Authority employees to help move the group’s equipment—though the smugglers had to make only some minor adjustments to the legitimate academic visas that Paqual and his ill Ithorian colleague had. They also share that they had doubts about Paqual’s identity, suspecting he was using an alias to avoid suspicion; ultimately, his money was good enough that the smugglers didn’t mind. Because their role focused more on securing paperwork and conveying the group’s equipment through customs without scrutiny, the smugglers are not familiar with the group’s exact composition. They do, however, know that Paqual was shipping a considerable number of firearms and heavy gear, most notably a sniper rifle and a sizable comm unit that was disassembled into three bulky pieces. The smugglers also had to secure special permits for transporting fungal spores.

The PCs are welcome to turn the smugglers over to local police. If the PCs don’t have their own paperwork allowing them to travel to Turhalu Town, though, the smugglers can secure reliable visas at a cost of 300 credits per PC. This is especially useful if the PCs haven’t coordinated closely with Sava Muhali or local authorities.


Duros Smuggler

Medium humanoid (duros), chaotic neutral


  • Armor Class 15 (fiber armor)
  • Hit Points 26 (4d8 + 8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 11 (+0) 11 (+0) 12 (+1)

  • Skills Athletics +3, Perception +2, Intimidation +3
  • Senses passive Perception 12
  • Languages Galactic Basic, One other
  • Challenge 1 (200 XP)

Actions

Multiattack. The goon makes two slugpistol or vibroknuckler attacks.

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

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


Twonas En

Medium humanoid (duros), neutral dark


  • Armor Class 15 (fiber armor)
  • Hit Points 71 (11d8 + 22)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 14 (+2) 11 (+0) 14 (+2)

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

Actions

Multiattack. Twonas En makes two melee attacks with his inferno knife.

Inferno Knife. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6 + 3) kinetic damage plus 2 (1d4) fire damage.

Blaster pistol. Ranged Weapon Attack: +5 to hit, range 40/60, one target. Hit: 7 (1d6 + 3) energy damage.

Reactions

Parry. Twonas En adds 2 to his AC against one melee attack that would hit him. To do so, Twonas En must see the attacker and be wielding a melee weapon.

BAR’LETH PORT AUTHORITY

Whether the PCs are investigating the clues found in Dr. Lawi’s office or attempting to travel to Ithor, they’ll need to visit Bar’leth’s Port Authority. While the planet’s largest draw of interest is its famed university, as a member of the fledgling New Republic, Bar’leth has become something of a trade hub, coordinating transit and communications between Republic worlds. The Ithorian government has strict sanctions regarding any visitors to their planet’s sacred surface, requiring travel visas with significant flimsiwork. Fortunately, the Port Authority can get immediate holo contact with Ithorian Customs, and Sava Muahali is eager to help the PCs acquire passage to search for her colleague.

The PCs can flag down a port worker fairly easily and secure some time with a manager in less than an hour—much faster if Sava Muahli has called ahead on the PCs’ behalf. Transit Controller Shalla Rosik (LB Zeltron female) is very professional and finds the idea that uniformed employees of the Port Authority might have broken into the university a disturbing one. She quickly pulls up the assignment logs for the past 3 days and confirms that no employees were sent to the university. Furthermore, she knows that few people travel to Turhalu Town, which is a relatively small Ithorian settlement that also serves as a research station. Based on the PCs’ information, there’s only one group that fits the description: a team of 15 carrying laboratory equipment, cryogenically frozen organic compounds, and specialty foodstuffs with authorization from the University of Bar’leth. According to the records, customs confirmed the contents of all of the crates, though the documentation is too sparse for Rosik’s liking. She also shows the PCs the passenger data, which indicates that Paqual and Lawi were both part of the group.

Controller Rosik is suspicious about the group upon reviewing the records, but that doesn’t mean she’s willing to let a second group of scallywags through. Unless the PCs secure the proper authorization, travel to Ithor’s surface is not permitted. As she explains, Ithorians consider the forests of their homeworld sacred, calling it the “Mother Jungle,” and only a few priests and contemplatives are allowed to dwell permanently there. The only visitors besides are Ithorian pilgrims, resupply and medical vessels, and the occasional academic researcher - these last ones even scarcer since Callat’s intrusion.

The PCs should now have all the clues they need to point them toward Khishom and Turhalu Town in search of “Eyrub Paqual” and the kidnapped Dr. Lawi. With the university’s support, Sava Muhali extends the PCs a stipend of 2,500 credits for their ongoing assistance in recovering her abducted colleague. Having helped Lawi with the paperwork of the initial visa, she’s sure she can make a few calls and get the PCs their own travel authorization. If the PCs investigate the Port Authority and confirm that their quarry has traveled to Turhalu Point, award them 600 XP.

PART 2: THE Khishom EXPEDITION

Travel to Ithor requires official authorization, and there is little regular transport between Bar’leth and Ithor. In addition, starship landings on the continent are tightly restricted due to its protected status, so the PCs can’t just land on the planet in their own ship. However, once the PCs have acquired visas to visit Ithor, they can take the Sunrise Maiden to the floating Ithorian settlement of Turhalu Town. The trip takes 3 days on the Sunrise Maiden, which fortunately has a hyperdrive approximate to the ship of Dr. Lawi’s captors.

On arriving in orbit at Ithor, customs authorities request documentation before permitting them to dock on Turhalu Town.

TURHALU TOWN

Read or paraphrase the following when the PCs arrive at Turhalu Town.

The floating settlement called Turhalu Town sits above the tip of a broad peninsula covered in rolling plains and expanses of tall, palegreen grasses that shimmer with violet hues in the wind. Short-lived blooms of magenta fungus tower nearly twenty feet over the landscape, though many have begun to wilt and others are marred by bite marks of half a dozen sizes. Trumpeting calls echo across the plains as immense, sixlegged creatures with long, swooping necks trek steadily across the grass toward the western jungles. Beyond rises the Singing Range, its peaks barely visible through the haze.

Turhalu Town hovers a few kilometers above the tip of a broad peninsula characterized by rolling plains, seasonal blooms of immense fans of magenta fungus, and expanses of tall, pale-green grasses that shimmer with violet hues in the wind. The most recent fungal bloom occurred about a week ago, and the 20-foot-tall fans are starting to wilt, drooping to half that height.

Unlike the massive herdships floating in low orbit above the planet, Turhalu Town is a much smaller and sparsely populated settlement. The town was nearly abandoned during the subjugation of Ithor by the Empire, but a group of native scientists use it as a research center, tracking the migration of indigenious species and collecting data on climate cycles.

Among the researchers is Dr. Monamair Nuaf (LN male Ithorian), one of the ranking scientists and a grant beneficiary of the University of Bar’leth. Having received the school’s recent call for assistance, he is nearby to greet the PCs when they arrive. Nuaf confirms that a small freighter bearing emergency landing documentation arrived a little more than a day ago. He can also convey what he learned of Paqual’s group, which consisted largely of armed mercenaries. Based on what he overheard, they were headed toward some Ithorian ruins to the northwest to perform archaeological survey work with the oversight of Dr. Lawi, though the Ithorian appeared to be groggy and perhaps ill.

The research outpost has numerous maps of the region and survey data from drones that have flown over most of the region, so based on the PCs’ anecdotal notes and the maps created by Chelli Aphra, Dr. Nuaf estimates that the journey to the abandoned city will take about 10 to 12 days of steady travel on foot. He advises the PCs that their route should lead them first through the fairly sparse lowlands around Turhalu Point, into the dense subtropical rainforests to the northwest, and finally into the foothills of the Singing Range.

The university has asked Dr. Nuaf to assist the PCs by providing them with additional gear requisitioned from his project’s inventory. This includes a scratched-up set of composite armor, a techstaff, a cryogrenade, an antitox kit, and 4 vitapacs. He can also supply 3 weeks’ worth of field rations to each PC, up to 100 credits’ worth of standard ammunition per PC, and access to the outpost’s recharging stations. If necessary, Dr. Nuaf can also provide the PCs with consumer backpacks and mass produced tents.

Hiring a Translator

The ancient Oatia Ithorians used Old Ithorese, a language of which modern Ithorese is a descendant that is mutually intelligible. If the PCs hope to decipher any of what they find in Ithor's ruins, they’re well advised to have some means of reading or speaking Ithorese. If a PC can reliably cast Translation Program or has an exceptional bonus to Lore checks, that’s likely sufficient for most of the adventure. However, there is an encounter with a Kwa construct near the adventure’s end, and communicating effectively with him requires a proficient Old Ithorese speaker.

Fortunately, the PCs can readily hire a translator in Bar'leth or even Turhalu Town. Not many are willing to depart on a daring delve into the Mother Jungle, and that means the PCs have to pay a respectable premium to hire on a translator. Most candidates want 600 credits for the duration of the trip, but if a PC succeeds at a DC 15 Persuasion check, they can bargain a capable translator down to 400 credits. A translator supplies their own equipment and largely stays out of the PCs’ way; barring mismanagement or purposeful endangerment by the PCs, the translator is not targeted by enemies or at serious risk from hazards.

WILDERNESS TREK

Dr. Nuaf is willing to fly the PCs about 10 miles outside the outpost in his battery-powered glider, but from there, they’re on their own. Strict guidelines control vehicle traffic in this part of the reserve, so the PCs must proceed on foot. The Temple of the Twelve lies approximately 120 miles west-northwest of Turhalu Point through a trackless expanse of subtropical forest. Assuming a speed of 30 feet, the PCs can cover about 12 miles each day through the jungle's difficult terrain. The PCs’ trek across the Khishom region will not be easy; in this area, the days are long, hot, and muggy, with temperatures rising to above 90° F shortly after dawn. As a result, the PCs must endure very hot conditions for about 12 hours each day.

Thanks to the jungle’s density, the maximum distance at which the PCs can spot creatures is 2d8×10 feet (90 feet on average), except where noted. This reduced visibility makes navigation difficult, but the PCs should have Doctor Aphra’s notes, which provide bearings taken at several key landmarks.

Rather than attempt a Survival check each hour, have the PCs attempt either a DC 14 Survival check once per day to orienteer and avoid getting lost or a DC 11 Survival check to follow tracks. Using orienteering is generally faster, and each such successful check allows the PCs to make a full day’s progress toward the temple. Following tracks takes more time and concentration, and each successful check allows the PCs to travel three-quarters of a day's progress. Failing the check for either task causes the PCs to become lost several times over the course of that day, making only half a day’s progress. How much time the PCs spend in pursuit not only prolongs their travel in extreme temperature conditions but also grants the Acolytes of the Beyond more time to explore the Temple of the Twelve, prepare traps, and destroy valuable records. Remember that if the PCs both recovered Dr. Lawi’s notes and received the annotated files from Broca Fornix, they receive a +2 bonus to these Survival checks.

Keep track of how far the PCs have traveled each day, especially if they get lost. The PCs will face several encounters on their way to the Temple of the Twelve. These are presented below as both events and location-based encounters. Each encounter includes a suggested time for it to take place, but feel free to adjust the timing as you see fit, especially if the timeline changes based on the PCs’ actions.

EVENT 1: TRAMPLING TITANS

It takes the PCs about 2 days to traverse the grasslands surrounding Turhalu Point. The journey is not difficult, but the grasses are in a tall, seasonally dormant state that attracts few grazers to crop the vegetation. As a result, the grass ranges in height from 3 to 8 feet tall, making it difficult to watch for wildlife. Nevertheless, the PCs face few dangers until they reach the edge of the jungle on the third day of travel.

Rather than cover their tracks, the Acolytes of the Beyond scattered fungal spores for several miles after they entered the jungle, knowing that the fungi produce a subtle scent that attracts large herbivores that would muddle the group’s trail. The plan has worked largely as intended. Dozens of huge beasts called yaruks leisurely patrol the area through which the PCs need to travel, knocking aside smaller trees and trampling the cultists’ spoor as the immense creatures sniff out the delicious fungus that drew them here. A PC can identify the creatures as yaruks with a successful DC 14 Lore or Nature check (the DC is reduced to 10 for PCs that are Ithorian or Scholars following the Zoologist Pursuit). If successful, the PCs also realize that yaruks can be extremely dangerous if the animals are threatened.

The yaruks are fairly calm at the moment, so the PCs can weave among them by keeping their distance and not making any threatening moves—much like a variety of other native creatures are doing. The giant herbivores might stamp their feet threateningly if the PCs make a commotion or draw closer than 30 feet, but only actively harming yaruks or provoking them further triggers any dangerous response.

A full stat block for a yaruk is presented in the appendix, but this is not a combat encounter, as a direct clash between the PCs and even a single yaruk would likely end poorly for the characters. Instead, this is a more cinematic encounter, as the PCs race to escape the riled beasts as they blare loudly, shake the ground, and topple trees. The yaruks do not make direct attacks so much as cause potentially lethal collateral damage that the PCs must dodge and outrun. The PCs can choose to avoid this area altogether, but doing so requires an additional day of travel during which they cannot navigate using Survival to follow tracks. If the PCs pick an ill-advised fight with the yaruks, the beasts bellow angrily to one another and begin trampling in the PCs’ general direction.

Even if the PCs do their best to avoid spooking the yaruks, they’re still in danger from the Acolytes of the Beyond. Suspecting a rival group might be in pursuit, a Verpine cultist named Salask (see area B5) doubled back here to gather intelligence. Spotting an opportunity with so many yaruks nearby, she climbs to a promising vantage point in the understory hundreds of feet away to line up a good shot with her sniper rifle. When the PCs are in the midst of the yaruk moot, she fires at one of the largest animals, which rears up in pain and bellows a distress call to its neighbors. A PC can discern the general direction of the shot with a successful DC 14 Perception check, and exceeding the DC by 3 or more allows the PC to spot the suppressed muzzle flare off in the distance. There’s little opportunity to pursue Salask, however. Some of the yaruks bolt from the scene, while others rally to the wounded yaruk’s defense to crush or chase away the PCs.

This encounter takes the form of a chase. Rather than use normal combat rounds, the chase occurs over several phases, with each phase representing approximately 1 minute of action. The yaruks act at the beginning of each phase, followed by the PCs’ actions (see Yaruk Actions and PC Actions below). The encounter ends once the PCs accrue a number of successes equal to three times the number of PCs (12 successes for a party of four characters). Many of the PC actions detailed below can earn successes if a PC succeeds at a certain skill check, while others can mitigate the rampaging yaruks’ damage.

Yaruks are infamously destructive. At the beginning of each phase, roll 1d8 and consult the table below to determine the yaruks’ behavior.

d8 Effect
1 Bellow: A nearby yaruk trumpets loudly at 1d3 randomly selected PCs, each of which takes 2d6 sonic damage and takes a –2 penalty to skill checks during this phase (DC 12 Constitution check negates the penalty and reduces the damage by half).
2 Body Check: A yaruk runs alongside a randomly selected PC and buffets him with its body. This attack has a +6 bonus to hit and deals 2d6+6 kinetic damage.
3 Falling Tree: A yaruk topples a tree that crashes into the PCs’ path. A randomly determined PC takes 2d6+6 bludgeoning damage (DC 12 Dexterity check negates), and all PCs take a –1 penalty to Acrobatics, Athletics, and Survival checks during this phase.
4 Shower of Splinters: A yaruk crashes through the branches, sending sharp fragments of wood raining down and dealing 2d6 piercing damage to each PC (half on DC 13 Dexterity save).
5 Gang Up: Several yaruks converge on a randomly determined PC. Roll two more times on this table, ignoring results of 5 or higher. The first result affects only that PC, and if the second result would affect one or more randomly selected PCs, that PC is automatically one of the targets.
6-8 Sudden Shift: Whether due to terrain or following the lead of one of the senior animal, the yaruks begin veering in an unexpected direction that requires the PCs to change tactics. During this phase, each PC has disadvantage on any skill check used to perform the same action he used during the previous phase.

PC Actions: During a phase, each PC can perform one of the actions below to distract, dodge, or outthink the yaruks while scrambling for safety. A PC can attempt more than one of these actions during a phase, but doing so imposes a cumulative –2 penalty to each check he attempts during that phase. Failing a check does not harm the PCs, but it does prolong the chase. For some of the PC actions, if a PC succeeds at the check, the PCs earn a “success,” which contributes to the PCs escaping the rampaging yaruks. A PC can also perform one reaction per phase.

Activate an Ability (No Check): The PC activates a special ability or casts a power that takes a standard action or full action. This does not necessarily earn the PCs any successes, though at the GM’s discretion, using an ability or power with limited uses to perform a flashy distraction or eliminate an obstacle might count as a success.

Distract (Deception or Intimidate DC 12): The PC draws the yaruks’ attention away from the PC’s companions. With a successful check, the PC takes a –2 penalty to AC and saves against all effects in the Yaruk Actions table during the next phase, and the other PCs receive a +2 circumstance bonus to AC and saves against those effects during that time. Only one PC can use the distract action at a time, and if a second PC performs this action, it negates earlier distract actions. This does not earn the PCs any successes.

Hide (Stealth DC 12): The PC takes cover to avoid being attacked. With a successful check, the PC receives a +2 circumstance bonus to AC and saves against all effects in the Yaruk Actions table until he takes another action. During this time, if one of those effects would randomly target the PC, randomly determine the target again and use the second result. This does not earn the PCs any successes.

Navigate (Survival DC 13): The PC identifies a good path to temporarily escape the yaruks. With a successful check, the PCs earn one success.

Scramble (Athletics DC 13): The PC clambers over obstacles, swings across gaps, and runs ably through the jungle. With a successful check, the PCs earn one success.

Spook (Intimidate DC 15): The PC attempts to scare a yaruk—not necessarily enough to stop it, but enough to slow it or make it veer off course. The PC can attempt a single ranged attack (AC 15) as part of this action, and on a hit, they gain a +2 circumstance bonus to the Intimidate check; if his attack deals at least 10 damage, they gain a +4 bonus instead. With a successful check, the PCs earn one success.

Squeeze (Acrobatics DC 14): The PC slips between two large obstacles or nimbly crosses fallen trees as a shortcut, stymieing the yaruks in pursuit. With a successful check, the PCs earn one success.

Once the PCs accrue a number of successes equal to three times the number of PCs, they reach an ancient stone bridge crossing one of the river tributaries that flows through the jungle. The bridge easily supports the PCs, but once they are across, an angry yaruk pursuing them gets only a few steps across before collapsing the old Ithorian architecture. The rest of the moot considers this the end of the chase, and the group gradually disperses after another minute of aggressive posturing. Beyond the bridge stands the landmark identified by Doctor Aphra as the Rune Obelisk (area A).

The thundering ruckus from the chase echoes for miles, alerting curious creatures, scaring off many animals, and attracting hungry scavengers that associate angry yaruks with fresh corpses. This serves as the impetus for several later antagonists, such as the kaukarikis (see area A1) and the ksarik (see Event 2).

If the PCs escape the yaruk stampede, award them 800 XP.

A. RUNE OBELISK

The ancient Ithorian Oatia culture created a few lasting architectural works during its occupation of Khishom, among them the bridge the PCs crossed to escape the yaruks and a grand watchtower that stood vigil near what was then the edge of the jungle. The outpost towered nearly 300 feet, peeking over the trees’ emergent layer and topped by an elaborate observation deck. Within a century of the Ithorians’ abandonment of the region, however, the observation deck decayed and toppled from its lofty height, leaving behind only the stone post carved with the Ithorians’ laws. But after millennia of erosion, even these have faded, barring a few sheltered inscriptions near the base. When Chelli Aphra found this site, she believed it was a mighty monument and dubbed it the Rune Obelisk. The PCs reach this area immediately after escaping the yaruks in Event 1.

A1. The Approach

The area surrounding the Rune Obelisk is uneven, where soil deposition and plant growth have covered most of the building foundations that surround the site. Even so, the stubborn trees that grow sparsely here have displaced many stones with their roots, leaving carved blocks scattered haphazardly around the area. With a successful DC 10 Perception check, a PC can spot a few such building stones and their purposefully smoothed forms among the mosses. A successful check also allows the PCs to spot clusters of blue-striped orange fruit ripening in the canopy above. With a successful DC 13 Nature check, a PC can identify

these as ecclessis figs, one of the more prolific fruiting trees in Ithor’s northern hemisphere and a staple food for many forest creatures. Wild ecclessis figs are rather tart but safe to eat, and a number of ripe figs have fallen from the branches and landed on the ground.

The Rune Obelisk is part of a kaukariki troop’s territory, and the past several days have been especially kind to the kaukarikis. Not only are the ecclessis figs in this area ripening, but the Acolytes of the Beyond also passed through the area, providing the incorrigible creatures considerable entertainment, plunder, and even meat. Also known as “stingbats,” the kaukarikis clamber through the forest’s understory, sometimes just bobbing their heads while inquisitively watching the PCs. Other times they actively warble their namesake “kau-kar-eeee-keeee” warning calls, throw fruit at the PCs, or even creep close to a PC to touch his leg or snatch a loose trophy before scampering away to the screeching adulation of their comrades. If a PC responds with violence, the kaukarikis scatter for several minutes before returning in greater numbers to scold and prank that PC more aggressively. Even so, the creatures avoid violence until the PCs approach the Rune Obelisk. A PC can identify the kaukarikis as such with a successful DC 9 Lore or Nature check (the DC is reduced to 6 for PCs that are Ithorian or Scholars following the Zoologist Pursuit).

Earlier this season, a carnivorous plant called a Johinuu tree took residence here, coiling itself around the obelisk and hiding much of its body with other foliage (see area A2). The kaukarikis were quick to investigate and harass the trespasser, which promptly lured in and consumed two troop members. The kaukarikis have since kept their distance while observing with excitement that the Johinuu tree tends to toss aside trinkets, bones, and other treasures that are difficult to digest. In the intervening weeks, the two species have come to an unspoken understanding: the kaukarikis goad prey toward the obelisk, and the Johinuu tree largely ignores the troop when the latter descends to recover scraps and trophies.

There are currently 13 kaukarikis in the troop. When the PCs are within a few hundred feet of the obelisk (area A2), the kaukarikis escalate their teasing and begin chasing one another through the trees to determine which of them are going to attack the PCs directly. They quickly establish a new pecking order and set aside any captured valuables before four of them descend to attack as their peers scream encouragement from the branches.

During combat one of the kaukarikis harasses the largest group of PCs while the others converge on any isolated target. They amble around the battlefield, attempting to poison one target before scampering to the next. In the event that the PCs withdraw toward area A2 and trigger the encounter there, the kaukarikis attempt to chase any other PCs into range of the Johinuu tree’s lure ability but otherwise stand aside to let the Johinuu tree do the work; the PCs should not have to fight both encounters simultaneously. If only one of the kaukariki combatants is conscious, it flees, but the kaukarikis might retreat earlier if their tactics are utterly stymied.

The kaukarikis managed to steal a few items of value from the Acolyte cult as it passed by. Before attacking, one of the four kaukarikis hurriedly stows three Stamina Adrenals (fine) in a hollow about 20 feet up a tree. A PC can spot this caching behavior with a successful DC 12 Perception check, and climbing the tree to recover the serums requires a successful DC 15 Athletics check.

Once the PCs defeat the first wave of kaukarikis, the others become more skittish and screech angrily from a safe distance. The troop remains in sight, though, endeavoring to pester and goad the PCs in the direction of the obelisk and the waiting Johinuu tree.


Kaukariki

Small beast, unaligned


  • Armor Class 13
  • Hit Points 9 (2d6+2)
  • Speed 30 ft., climb 30 ft., fly 40 ft. (see bad flier below)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 11 (+0)

  • Skills Intimidation +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge 1 (450 XP)

Bad Flier. The kaukariki falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.

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

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 8 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Scamper. When a kaukariki is hit by an attack of opportunity, it can attempt an Dexterity (Acrobatics) check as a reaction. If the result of the Acrobatics check equals or exceeds the result of the attack roll, the attack of opportunity misses, and the kaukariki gains a +1 bonus to attack and damage rolls until the end of its next turn.

A2. The Obelisk

The Rune Obelisk rises above the jungle, just as Chelli Aphra’s notes promised. It’s an immense pillar of stone, approximately fifteen feet wide with an X-shaped cross section that provides climbing plants — including a network of green vines, several brilliant fuchsia bromeliads, and a host of violet flowers — excellent purchase.

The inaccurately named Rune Obelisk was a massive post that supported a now-missing observation deck, which a PC can hypothesize with a successful DC 12 Technology check and at least 5 minutes of study.

A few Old Ithorian letters are visible through the climbing vines, but deciphering anything substantive requires cutting down the clinging plants and either the ability to understand Ithorian or a successful DC 19 Lore check to decipher writing. What survives of the Ithorian inscriptions warns visitors that they approach “Loskialua, monastery of starsong, embassy of the spheres, and Temple of the Twelve.” Fragmentary notes also include mentions of paying respect, messengers from beyond, an academy, and “interpreters of the beacon.”

A carnivorous plant called a Johinuu tree hides among the vegetation at the obelisk’s base, and a PC who succeeds at a DC 20 Perception check notices that something is hiding there. The ample plant cover grants the Johinuu tree one-quarter cover (+2 to AC) until it emerges from hiding. The Johinuu tree’s lure ability affects anyone who approaches within 120 feet of it.

During combat the Johinuu tree prefers to let lured PCs approach within striking range before it emerges to bite its prey. If the PCs approach within 40 feet without being affected by the lure, the Johinuu tree emerges to chase down a nearby target. So long as prey is nearby, the Johinuu tree fights to the death. If repeatedly subjected to ranged attacks without any nearby targets or lured victims, it abandons the obelisk and flees.

About 30 feet south of the obelisk lies a torn set of fiber armor once worn by one of the Acolytes of the Beyond who fell prey to the Johinuu tree after being chased here by the kaukarikis. The Johinuu tree tore the suit free and flung it aside, after which the kaukarikis tore at it further before discarding it here. The armor is now worthless, but among the cultist’s other gear is a blaster cannon and a credstick holding 290 credits. The credstick landed on the ground during the Johinuu tree’s attack, and a PC can spot it while approaching the obelisk with a successful DC 12 Perception check. The Johinuu tree gnawed on the blaster for several minutes after eating the cultist before its jaws clamped down on the power cell, rupturing it and spraying painful chemicals over the area. It then dropped the scratched cannon into the northeast foliage adjacent to the obelisk. An approaching PC can spot the blaster and superficial damage to the nearby plants with a successful DC 14 Perception check. After the PCs have resolved the encounters in area A, they can find both treasures without difficulty.


Johinuu Tree

Large plant, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 15 (+2) 2 (-4) 10 (+0) 10 (+0)

  • Damage Vulnerabilities fire
  • Condition Immunities charmed, paralyzed, stunned, unconscious
  • Senses passive Perception 10
  • Languages -
  • Challenge 4 (1,100 XP)

Lure. If a creature starts its turn within 120 feet of the johinuu tree and can see the johinuu tree’s violet blossoms, the johinuu tree can force the creature to make a DC 13 Wisdom saving throw if the johinuu tree isn't incapacitated. On a failed save, the creature becomes charmed until the end of its next turn. If the charmed target is more than 5 feet away from the johinuu tree, the target must move on its turn toward the johinuu tree by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the johinuu tree, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it, the creature is immune to the johinuu tree's Lure for the next 24 hours.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 27 (4d10+5) kinetic damage.

Paralyzing Scent (Recharge 4-6). The johinuu tree releases a burst of sweet smelling pollen in a 15-foot radius centered on itself. Each creature in that area that can smell must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the johinuu tree's Paralyzing Scent for the next 24 hours.

If the PCs defeat the Johinuu tree, the remaining kaukarikis howl in fear and clamber about the understory in distress. Barring some exceptional opportunity to attack an isolated target, the impish creatures avoid confronting the PCs directly for the rest of the adventure. They do, however, continue following the PCs, grazing on nearby fruits, and vocalizing to unnerve the travelers — even performing low-risk acts of sabotage like dropping a rock or modest tree branch on a PC’s tent in the middle of the night.

EVENT 2: DANGEROUS FLORA

The kaukarikis’ antics aside, much of the next day’s travel passes without incident as the terrain gradually begins to slope upward. This encounter occurs on the fourth day of travel and continues to the fifth day.

Shortly after the PCs break camp on the fourth day, a powerful plant creature known as a ksarik catches their scent and begins trailing them. It’s a cautious hunter, but not an especially stealthy one. With a successful DC 12 Perception check, a PC can catch sight of the colorful predator a little more than 100 feet away. The first time it’s spotted or attacked, the ksarik gallops away and waits to heal any damage incurred. As the day progresses, it becomes bolder, wriggling its feeding tentacles curiously and even gurgling audibly, which

the PCs might confuse for a greeting. Shortly thereafter, it assesses that the PCs are viable hosts for its spores, and it fires a thorn dart at one of them before lumbering away. Twice more that day it returns to take a shot or two at a PC before fleeing.

On the following day, the ksarik appears only once before it heads northwest to check on one of its earlier targets, the Acolyte cultist Ralkawi (CD female Zabrak), who has since grown very ill as the ksarik seedlings inside her germinate. Near the middle of the day, the PCs’ path takes them near the cultist, who has reached the bedridden stage on the carrion spores disease track. Unable to move, she has spent hours shouting herself hoarse and imploring the Dark Side to grant her death. Unable to do much else, Ralkawi makes only feeble threats if the PCs approach. If needed, you can use the Acolyte of the Beyond cultist stat block for Ralkawi, though she is little threat to the PCs at this point.


Ksarik

Large plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 69 (6d10+36)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 4 (-3) 13 (+1) 8 (-2)

  • Condition Immunities charmed, paralyzed, stunned, unconscious
  • Senses blindsight 30 ft., passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

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

Regeneration. The ksarik regains 5 hit points at the start of its turn. If the ksarik takes fire or necrotic damage, this trait doesn't function at the start of its next turn. The ksarik dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The ksarik makes two attacks: one with its claw and one with its tentacle.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) kinetic damage plus 3 (1d6) acid damage.

Acid Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 9 (2d8) acid damage.

Thorn Dart. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d8+3) kinetic damage. If the target is a beast or humanoid, it must succeed on a DC 11 Constitution saving throw or be infected with a Carrion Spore disease.

Ingested Adaptation. Whenever a ksarik deals damage to a living creature with its tentacles, it siphons off a portion of the target’s genetic code. The ksarik gains one of the following abilities (provided the target has it) for 1 minute: blindsight, darkvision, resistance to 1 type of damage, flight speed, swim speed, or water breathing. Alternatively, the ksarik can gain the ability to understand (but not speak) up to three languages that the target knows, gain the target’s weapon proficiencies (its tentacles can operate two-handed weapons in this state), or change the damage dealt by its acid spit ability to any one energy type dealt by one of the target’s natural attacks. A ksarik can maintain only one adaptation at a time, and gaining a new adaptation ends the previous one.

The ksarik intends to use Ralkawi as bait, luring the PCs into a location with fewer trees behind which they can take cover. It has also used its ingested adaptation ability to learn her languages to better understand the PCs and adapt to their strategies. Shortly after they arrive, the ksarik attacks. If the PCs ignore Ralkawi, the ksarik shadows the PCs for a little while longer before attacking in a similarly open space. Use the Dangerous Flora map for the clearing where Ralkawi lies and where the ksarik attacks.

During combat, as the ksarik closes in and weaves between cover, it uses its ranged attacks to soften a chosen target so that it can use its ingested adaptation ability against the wounded foe. Once in melee, it uses its tentacles to maul foes and borrow their abilities. The ksarik fights to the death.

Ralkawi joined the Acolytes of the Beyond to eliminate a string of bad personal and financial choices that left her bankrupt and alone. She’s among the least pious of the cult, though, and if the PCs are inclined to lend her assistance, she’s willing to accept the help rather than stubbornly die. Given the advanced stage of her carrion spores, though, her chances of survival are slim. She likely dies shortly after the PCs find her — possibly even at the end of the encounter — as wriggling, maggot-like ksarik seedlings painfully burrow their way out of her abdomen. Since Ralkawi still has fragments of the original thorn dart in her leg, it shouldn’t take much for the PCs to realize the two conditions are connected, especially if one or more of the PCs have also fallen ill.

Although this adventure assumes that Ralkawi dies or that the PCs kill her, it’s possible that she survives thanks to the PCs’ kindness and medical care. If so, she can aid the PCs, and might one day forsake her evil faith entirely.

EVENT 3: MOLDSTORM

On the morning of the seventh day of travel, the wind shifts direction, carrying with it a tangy scent. Looking to the foliage-obscured sky, the kaukarikis fall silent before yapping warnings to one another. They dash upward toward bucket-sized flowers 100 feet above and wrap themselves in the petals, practically disappearing from sight. Any PC who succeeds
at a DC 13 Perception check notices fluffy
pink clouds floating gently above the trees.
With a successful DC 14 Nature or Survival
check, a PC can recognize these as signs
of the imminent approach of one of
northern Ithor’s notorious moldstorms.

Moldstorms are short-lived events
in which several types of giant fungi
all release their spores at once.
In smaller quantities, these spores
are harmless, but moldstorms can
clog creatures’ respiratory systems
and even take root in living tissues,
breaking down flesh and inhibiting
neurological systems.

Enduring a moldstorm without shelter is very dangerous. In the short time the PCs have, they can attempt to build a temporary shelter using the Survival skill to endure severe weather, in which case the PCs can gain advantage to Constitution saves to resist the moldstorm. Once the moldstorm hits, PCs must succeed on a DC 12 Constitution save to avoid contracting Pseudo-Falsin’s Rot. Exceeding this Survival DC by 6 or more allows the PCs to avoid the effects altogether, but hunkering down in any of these ways expends half a day of progress toward the temple city. If any of the PCs have remaining environmental protection capacity in their armor, they can also ignore the harmful effects of this moldstorm by expending 4 hours of protection. If any PCs cannot avoid the moldstorm entirely, they are exposed to the disease Pseudo-Falsin's rot (see Appendix).

The moldstorm leaves the landscape coated with fluffy tufts of pinkish spores like a dusting of snow, accumulating in waist-high drifts as the wind blows through the forest. The spores quickly lose their harmful potential after the moldstorm ends. The kaukarikis take this as their cue to stop harassing the PCs and return to their territory.

If the PCs manage to endure the moldstorm, award them 800 XP.

The Cursing Shrine

The vegetation ahead thins out before stopping entirely, leaving an area of dried packed earth ahead. In the center of the area is a small arrangement of metal panels, twisted and faded with time.

Millennia ago, a Rakatan scout came to Ithor to probe the planet for Kwa targets. The Kwa building the Star Temple on the planet were able to bring the craft down, crashing into this area of the Ithorian jungle. The alarmed Kwa abandoned their efforts to build a fully functioning Infinity Gate here, warning the Oatia Ithorians to stay away from the area. For generations they did so, but in the centuries after the Kwa left, the lore forbidding Ithorian presence was lost. The Ithorians dismantled the starship, twisting its plating into a sort of cairn. But those individuals were left sickened, their dreams fraught with nightmares from the Force-imbued Rakatan technology. The wreckage, which still left a wake of dark energy around it, was abandoned.

While the radiation has left the vegetation in this area dead, it is no longer harmful for other living creatures. Inspecting the wreckage reveals fragments of writing on some of the metal. These can be recognized as matching the Maelstrom Rock script with a successful DC 14 Lore check; with a result of 16 or higher, a character recognizes that it does not match the Old Ithorese text found on the Rune Obelisk. With a DC 13 Technology check, The players can identify the material as matching that found on the Maelstrom Rock. Beyond these details, there's little else useful here: the ancient Ithorians dragged away and dismantled anything that would be identifiable as starship parts.

EVENT 4: THE MOLD-MADDENED BEAST

The following event occurs at dusk on the seventh day after the moldstorm and thus takes place in dim light. Use the map of area B below for this encounter.

Most animals can sense a moldstorm coming and take precautions, but some just can’t reach shelter in time. A molsume fell victim to the latest storm, and spores have begun germinating on its body and burrowing into its soft tissues. It is extraordinarily cross and reckless as a result, and as the PCs are setting up camp or settling down for the night, it crashes toward them, arriving 3 rounds after the PCs first hear it. The molsume fights to the death.


Molsume

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d10+33)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 17 (+3) 2 (-4) 13 (+1) 5 (-3)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 4 (1,100 XP)

Pounce. If the molsume moves at least 30 feet straight toward a creature and then hits it with a claw 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 molsume can make one bite attack against it as a bonus action.

Toxic Flesh. When the molsume takes kinetic damage, each creature within 5 feet of the molsume takes 9 (2d8) poison damage.

Actions

Multiattack. The molsume makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8+5) kinetic damage plus 9 (2d8) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage.

B. THE STARGAZER

The PCs reach this location on day eight. Read or paraphrase the following as they approach.

The trees thin ahead, forming a broad clearing centered on an immense stone statue of a reclining Ithorian whose skin bears dozens of raised markings like painful welts. The figure rests on one partially buried elbow while extending its other hand toward the sky. The Ithorian’s simple robe and hair are both sculpted of heavily weathered metal that has corroded entirely in places. Numerous crumbling outbuildings ring the clearing, where only mosses and a few stubborn, stunted trees grow.

Among the Oatia Ithorians’ greatest monuments and ritual sites was the Stargazer, an immense statue of an androgynous Ithorian reclining and holding one hand up toward the sky. Ithorian scholar-priests traveled here to cleanse their bodies, meditate on their stellar observations, and tattoo their greatest discoveries into their skin as a living testament to their astronomic accomplishments. To the archaeologist Chelli Aphra, the immense statue depicted not an astronomer marveling at the heavens but a sickly Ithorian wasting away from an unknown disease, leading her to dub it the “Plague Warden.” In fact, the markings that cover the Ithorian figure’s skin do not indicate boils but rather stars, much like the skin of the other monks that frequented here.

Having confirmed that the PCs are pursuing the Acolytes of the Beyond cult, Tahomen dispatched several of his cultists under the direction of the Verpine Salask to kill or delay the PCs. The team fell afoul of predators that are drawn to the Stargazer to exploit the relative lack of cover to snatch up prey. One of the cultists fell to a pair of ksariks that still warily patrol the area (see Event 5), and the cult’s movement also attracted an aerial ambush predator called a toscwon, also known as the sky fisher, which lazily circles far above on thermals, watching for an opportunity to dive on an unsuspecting meal (see area B1).

Salask and two Acolytes survived, however, taking shelter inside the giant statue (see areas B4 and B5). Salask considers the Stargazer an easily defendable site that affords her ample vantage points to watch for the PCs and snipe at them from a distance. As the PCs explore the Stargazer, they are likely to come under attack from the Verpine sniper. Salask’s possible actions are detailed in each encounter location. Use the map above for this location.



Toscwon (Sky Fisher)

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 76 (8d12+24)
  • Speed 15 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 7 (-2) 13 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 4 (1,100 XP)

Aerial Camouflage. As a reaction, the toscwon can become transparent and gain advantage on Dexterity (Stealth) checks made to hide while airborne. While transparent, the toscwon moves at half speed and may not multiattack.

Adhesive Filament. The toscwon can use its action to extend up to three sticky filaments up to 60 feet, and the filaments adhere to anything that touches them. A creature adhered to a filament is grappled by the toscwon (escape DC 12), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 10 hit points; immunity to poison and psychic damage; vulnerability to fire damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 12 Strength check to pull free. Destroying the filament causes no damage to the toscwon, which can extrude a replacement filament on its next turn.

Limited Telepathy. The toscwon can telepathically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The toscwon makes two tentacle attacks and uses its Adhesive Filament feature.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage, and the target must succeed on a DC 13 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.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Filament. One creature grappled by the toscwon's adhesive filaments must make a DC 12 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the toscwon, and the toscwon makes a bite attack against it as a bonus action. Reeling up the target releases anyone else who was attached to that filament. Until the grapple ends on the target, the toscwon can't extrude another filament.

B1. Shattered Outbuildings

Untold ages have reduced these buildings to low walls and buried foundations, with only a few fragmented walls standing more than four feet in height. The more complete structures have trapped millennia of sediment and runoff, forming a spongy floor of silt and moss. Most of the buildings (marked B1a) consist of low walls that grant only partial cover against Salask’s attacks, whereas a few buildings (marked B1b) have higher walls that grant total cover against her attacks. None of the outbuildings have roofs, so they grant virtually no protection against the toscwon.

Once the PCs break into the clearing, the meandering toscwon begins gradually descending to within 100 feet of them, activating its aerial camouflage in the process. As the PCs investigate the outbuildings or start crossing into area B2, the toscwon attacks.

The cultist Salask (see area B5) also keeps watch, and in the likely event she notices the PCs, she begins sniping at the PCs with her sniper rifle. Due to the rifle’s low capacity and her desire to remain hidden, Salask can take a shot only once every 2 rounds. As a result, she tries to make the most of each shot, prioritizing PCs out in the open or those wearing minimal armor.

During combat the toscwon uses its lasso attacks to restrain several PCs before diving at an entangled target. Against multiple foes, it prefers to bite its chosen target a few times before moving to another enemy and waiting for its poison to disable its first target. Against heavy ranged attacks, it either tries to exploit cover while still attacking a creature in melee or launches itself at the ranged threat. If reduced to 10 or fewer Hit Points, the toscwon telepathically broadcasts its desire to flee. If the PCs continue fighting, the toscwon fights to the death.

Salask continues to fire at the PCs so long as she seems likely to hit. She does not pursue them, though, so the PCs can withdraw back into the jungle to take a short rest and plan their attack. If reduced to 25 or fewer Hit Points during this encounter, Salask steps back to consume her serums of healing before resuming her attacks. If reduced to 25 or fewer Hit Points again, she withdraws to take up a new sniping position in area B6. In addition, the sounds of combat here or in area B2 alert the cultists in area B4, who prepare for battle.

B2. Scholars’ Plaza

This broad expanse forms a plaza of jumbled paving stones shifted by sinkholes and tree roots. Several large pedestals stand half-buried beneath leaves, earth, and detritus throughout the area, though any statues that once stood atop them have since eroded into little more than fragile spikes and weathered cobbles.

The millennia have not been kind to this plaza, turning the whole field into a mess of uneven paving stones that are considered difficult terrain. The pedestals provide cover against Salask’s attacks, giving clever PCs several places where they can take cover while waiting for another opportunity to race toward the Stargazer’s entrance while the Verpine reloads.

Salask (see area B5) employs this open space as a killing ground, shooting anyone who breaks cover. If the PCs try to rush for the entrance to the Stargazer, she stops hiding and prioritizes her rate of fire unless the PCs provide significant return fire.

B3. Cleansing Pool

Corroded pipes hang down from the ceiling above a broad basin in the center of this room. The stone walls are slick with moisture and bear carvings of tattooed Ithorians in states of undress as they wash themselves. The domed ceiling depicts hundreds of stars connected to form scores of constellations.

The Oatia Ithorians considered the Stargazer a sacred space, and cleansing oneself of terrestrial influences was a necessary exercise before traveling deeper inside the monument. A PC can discern the ritual significance of this process with a successful DC 14 Lore check. The constellations on the ceiling include both ones commonly taught on Ithor as well as numerous esoteric designs. With a successful DC 13 Pilot check, a PC can ascertain that many of the constellations are known to modern scholars but only thanks to advanced telescopes and faster-than-light travel. That the Oatia Ithorians had identified these suggests they had extraordinary astronomical equipment, supernatural techniques for surveying the sky, or some other means of seeing far beyond their system.

The corroded pipes still channel rainwater to the basin, albeit more messily than in ages past. If a PC spends 1 minute washing at least her hands and head to observe the ritual cleansing, she is immune to the hazards in areas B4 and B5.

B4. Hall of Inscription

The walls in this long gallery depict Ithorians using needles to tattoo one another with constellations, geometric designs, and strange runic patterns. Rows of tall stone benches line either side of the hall. Carved along the ceiling are twelve stylized Ithorian figures, heavily tattooed, adorned in different ways, and marked with starbursts on their foreheads.

As the carvings suggest, this is where the scholar-priests from the Temple of the Twelve received sacred tattoos to mark their discoveries and status within the order. The 12 carved figures on the ceiling were leading scholars at the temple during the Oatia Ithorians’ early examinations of the symmetrical constellation that they called the Gate of Twelve Suns, and they were immortalized here, each symbolically representing one of the stars. This practice of living personification fell out of style within a century, though, making these carvings of quasi-saints an outdated relic even during the Stargazer’s original occupation. The high stone benches act as low obstacles for cover.

The Stargazer is a place of cosmic contemplation, and those stained by terrestrial desires cannot properly perceive the galaxy’s mysteries. At the start of each round spent in area B4 or B5, any PC who did not perform the cleansing ritual in area B3 gains either the Shocked or Deafened condition (equal chance of each) until the beginning of the next round. Salask and the cultists have grudgingly performed the ritual and do not take penalties from this hazard.

The two surviving cultists who accompanied Salask rest here, awaiting her signal to depart or attack. If they hear combat, they draw their weapons and take whatever cover is available. During combat the cultists fire their scatterguns before rushing at their foes, thereafter favoring their vibroswords. The cultists fight to the death.


Acolyte of the Beyond

Medium humanoid (human), chaotic dark


  • Armor Class 14 (fiber armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 12 (+1)

  • Skills Intimidation +3, Lore +3, Survival +2
  • Senses passive Perception 10
  • Languages Common, Sith
  • Challenge 1 (200 XP)

Dark Devotion. The Acolyte of the Beyond has advantage on saving throws against being charmed or frightened.

Opening Volley. When the Acolyte of the Beyond deals damage to a creature with a ranged attack, until the end of its next turn, the acolyte has a +2 bonus to a melee attack roll against that creature.

Actions

Ritual Vibroblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage, or 8 (1d10 + 3) kinetic damage if used with two hands to make a melee attack. If the target is a creature other than a construct, droid or undead, it must succeed on a DC 10 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns due to an entropic wound. Each time the acolyte hits the wounded target with this attack, the damage dealt by the wound increases by 2 (1d4). Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target receives enhanced healing.

Shotgun. Ranged Weapon Attack: +4 to hit, range 830/120 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.

B5. Reflection Room

This domed room has numerous open skylights and windows, creating a steady flow of outside air. A ring of slime mold forms a misshapen circular pattern on the floor.

Here, within the Stargazer’s head, the Ithorian scholarpriests pondered cosmic revelations and enhanced several of their greatest galaxy-gazing divinations. The floor bears a weathered yet perfectly symmetrical circle of 12 carved stars, replicating the pattern of the Gate of Twelve Suns. Unfortunately, the carvings also collect water and bits of organic matter, promoting the ring of mold. This area is subject to the same vertiginous hazard as area B4. By taking a few minutes to clean the floor, the PCs can uncover the original pattern as well as the surrounding designs—many of which resemble words and letters from the strange writing the PCs found on the Maelstrom Rock! The apertures through the Stargazer’s ears and a smaller one near the back of the head provide clear arcs of fire for Salask.

Salask was once a soldier for the Rebel Alliance, though early in her career her team fell afoul of a terrible aberration while pursuing a criminal on Trillia. Although Salask at first tried to defend her teammates, her desperate defense quickly grew into morbid fascination as she watched from afar as the alien monstrosity rent and consumed her comrades. She became increasingly obsessed with observing carnage, even feeding false intelligence to her replacement teams to lead them into lethal situations that she could watch with delight. She deserted by the time Alliance Command began to suspect her treachery. She worked briefly as an independent mercenary until the fall of the Empire. Salask was soon inducted into the Acolytes of the Beyond, whose agents had learned of her macabre interests. Since then, she has served Tahomen as an assassin and guide, eliminating targets while he handles the more delicate planning.

Salask uses this area as her primary sniping position, relocating elsewhere as needed. Salask takes considerable pains to avoid melee combat. She fires her sniper rifle slowly and methodically, using Stealth for sniping at foes and taking advantage of her expert sniper ability. If her foes are closing on her location, Salask seeks new hiding places as needed. Salask fights until reduced to 10 Hit Points, at which point she attempts to flee. If escape seems impossible, she surrenders.



Salask

Medium humanoid (verpine), chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 9 (–1)

  • Skills Athletics +3, Perception +3, Stealth +5, Survival +3
  • Senses tremorsense 30 ft., passive Perception 13
  • Languages Galactic Basic, Verpine, Sith
  • Challenge 3 (700 XP)

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

Deadly Aim. If Salask does not move on her turn, she may add 1d6 damage to her sniper rifle attack.

Evasion. If Salask is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Salask instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Expert Sniper. When Salask makes a sniper rifle attack while hidden, it does not automatically reveal her presence. Salask may make a Dexterity (Stealth) check with advantage contested by her targets’ Wisdom (Perception) check. On a success, she remains hidden.

Pathfinder. When traveling for an hour or more, difficult terrain doesn’t slow Salask or her allies. When traveling alone, she can move stealthily at a normal pace.

Actions

Multiattack. Salask makes three techblade attacks.

Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 11 (1d12 + 3) energy damage.

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

If the PCs capture Salask, she is more than willing to share the core tenets of the Acolytes of the Beyond doctrine, but she is reticent to talk about Tahomen’s specific plans. All she knows is that Tahomen saw something in the broadcasts from the Maelstrom Rock that he thinks has some connection with the Temple of the Twelve, and he believes there is more to learn from the ancient Ithorian temple city. Because she has busily traveled back and forth to harry the PCs, Salask has not seen the temple; she just knows that Tahomen believes it holds grand secrets that will bring about the resurrection of the Sith and an end to all pretenders.

Although physically compliant as a prisoner, Salask makes a habit of reminding her captors that in the end,            the Dark Side will consume all. All the while, she                                                watches for an opportunity                                                to escape. Better yet, she                                                hopes that the PCs will                                                encounter more of her                                                 comrades, at which point                                                she waits for a good                                                opportunity to break free while                                advising the other cultists of the PCs’                             strengths and weaknesses.
                        Salask’s comm unit is password protected                 (DC 16 Slicer's Kit check to unlock) and has                 several logged communications with another                   unit (Tahomen’s). These convey updates                   about her movements through the jungle                   and ways in which she has harassed the PCs.                    She also has an extensive number of                    recorded holovid broadcasts from the                     Empire’s old Execution Channel, and a                      number of Sith-inspired holodramas from                      HoloNet feeds.

An elegant wall tapestry threaded with opal beads once hung in this room. It decayed long ago, scattering its beads across the floor. Each bead is worth 80 credits, and a PC can find eight of them without difficulty. With a successful DC 14 Perception check, a PC can find all 15.

B6. Observation Deck

A second, much steeper staircase branches off the main stairs from area B4 to area B5, leading to a 60-foot-long series of ladderlike handholds that ascend to the upraised palm of the Stargazer’s hand (DC 5 Athletics check to climb). The slightly cupped hand lost its delicate guardrails long ago, but there is still space for several creatures to stand here.

Event 5: Ksarik Raid

This encounter occurs once the PCs have eliminated the cultists occupying the Stargazer. The PCs will likely want to recover and explore the rest of the monument and its environs, but the reprieve doesn’t last long.

Two ksariks that have been hunting nearby have detected a host of new scents. Curious and hungry, they scout the plaza’s perimeter and then approach the Stargazer. Depending on where the PCs are during their downtime, they might spot the approaching predators and attack the beasts at range as they cross the plaza. If heavily injured during their approach, the ksariks climb to a sheltered part of the Stargazer and allow their fast healing to repair the damage before chasing down the PCs. The ksariks are cunning enough to take advantage of cover, each using their ranged attacks to soften a chosen target so that they can use their ingested adaptation ability against the wounded foes. Once in melee, they use their tentacles to maul foes and borrow their abilities. The ksariks fight to the death.

With the ksariks dead, the PCs are free to travel the last several days to the Temple of the Twelve (area D).

PART 3: THE LOST TEMPLE

The closer the PCs get to the Temple of the Twelve, the more noticeably steep the trek becomes. By the time they are within a half day’s travel from the site, the jungle thins out slightly and the ground rises, giving way to a stretch of verdant, rolling foothills crisscrossed by meandering creeks with sources in the striking peaks of the Singing Range to the north and west.

The PCs soon reach the ruins of what Follnor Callat called the “Forsaken City,” but millennia ago, these ruins were Loskialua, the small Ithorian settlement that sustained the Temple of the Twelve and its astronomers. The citizens built their homes upon tiered platforms, both to create an even surface in the sloping region and because the Ithorians believed that elevation reflected the heavens’ blessing. As a result, those ranked higher in society lived atop low pyramids, and in places these connected to form honored acropolises. After the Ithorians abandoned the site long ago, their homes crumbled, windblown soil accumulated, and plants took root, creating a graveyard of pyramids studding the landscape that rise between 2 and 25 feet in height. With hundreds of structures, Loskialua represents a rare archaeological treasure that would require years of dedicated fieldwork to excavate and document. Of greater interest to the PCs, though, is the intact temple and observatory—the Temple of the Twelve—perched hundreds of feet up the side of Alhuenar Spire, one of the Singing Range’s highest mountains.

If the PCs reach the Temple of the Twelve within 11 days of departing Turhalu Point, award them 1,200 XP. If they reach the temple within 13 days, award them 600 XP instead. If they arrive later, the PCs earn no additional XP.

C. TEMPLE OF THE TWELVE

Read or paraphrase the following as the PCs approach the Temple of the Twelve.

Standing imperiously on a promontory partway up the mountainside is a temple of elegantly sculpted stone with a single domed tower rising from its center. Expanses of the structure’s weathered exterior bear scores of tall, glass-paned windows that cause the facade to shimmer in the sunlight. Wide stairs are carved into the rock face, winding back and forth as they ascend to the temple from the ruins below.

When the Oatia Ithorians first settled Loskialua, they built a modest shrine to a star-goddess on the mountain several hundred feet above their town. There they could cleanse themselves and pray to the goddess before ascending higher into the mountains, where the thinner atmosphere provided a clearer view of the stars. As the settlement grew and the astronomers’ discoveries proved ever more exciting, the Ithorians carved a staircase into the rock, creating a steep but direct route to the shrine. These buildings catered both to the astronomers, whose primary tools were mathematics and scientific instruments, and to the scholar-priests whose techniques blended divinations with the astronomers’ data, who worked together here.

In the latter half of Loskialua’s occupation, the Oatia Ithorians made contact with an extraordinary alien species known as the Kwa. Seeing great potential for the young Ithorian civilization, the Kwa instructed the Ithorians, seeding their culture with just enough technological advances to help guide their civilization into full flourish. Eventually the advanced aliens began the construction of a massive Infinity Gate here, first building the protective Star Temple to guard it. As the war between the Rakata and the Kwa raged on, however, the Kwa decided to discontinue constructing this most powerful technology, leaving only the partially constructed Star Temple pyramid. Seeing the Kwa as divine entities, the Oatia Ithorians built upon the pyramid to build a grander shrine. They reconsecrated the building, calling it the Temple of the Twelve after the strange circular constellation they had discovered. Eventually, the astronomers reached the limits of their technology. When they realized they could learn no more here, they decommissioned the site, laid enough defenses to ensure their discoveries would not fall into the hands of the incompetent, and departed for their massive herdships.

The greater temple complex once included numerous smaller outbuildings to house the scholar-priests, their equipment, and food. These have largely collapsed over time, being of less durable construction than the temple itself. All of the inscriptions in the Temple of the Twelve are written in Old Ithorian. If the PCs can’t read or translate Ithorian, they can learn little from the temple’s records. Furthermore, the temple disrupts communications for several thousand feet around itself, introducing enough static to interfere with data uploads over comm units or computers.

C1. Path of Enlightenment

When the Temple of the Twelve began receiving more pilgrims and required greater upkeep, the Ithorians carved a staircase into the steep slope leading up to the site. They called this the Path of Enlightenment, placing small monuments at each landing carved with cosmic wisdom that have since eroded beyond legibility. The climb is steep—a reflection of ancient teachings that the greatest discoveries require hard work to reach. The ascent also hides numerous traps, though the cult disabled most on its way up, whereas others had fallen apart with time. Having no idea of the temple’s true purpose, Callat called this pathway the “Stairs to Eternity.”

The Acolytes of the Beyond failed to notice one trap, which launched a volley of darts, leaving one of them at death’s door. The group abandoned him and climbed on. The dying human attracted the attention of a young waawat, or mountain eel, an immense bug-eyed predator that has only recently had to fend for itself. The cultist represented a caloric windfall, and as the PCs approach, the waawat is pinning the corpse as it tears off gobbets of flesh to consume. It attacks, both to defend its catch and to secure future meals, but it flees if reduced to 15 Hit Points or fewer.

Most of the dead cultist’s gear is demolished, though the PCs can recover a partially depleted power cell and a survival vibroknife.


Adolescent Waawat

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10+20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

  • Skills Athletics +4, Stealth +5
  • Senses passive Perception 10
  • Languages -
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage.

Paralyzing Gaze. The waawat chooses one creature it can see within 60 feet of it that can see its eyes, to make a DC 12 Wisdom saving throw. On a failed saving throw, the creature is paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the waawat's Paralyzing Gaze for the next 24 hours.

C2. The Veil

A series of weathered pillars arcs around the entrance of the temple, marking a curving border around a small plaza.

The Oatia Ithorians were incapable of true spaceflight. Unable to experience the cosmos directly, they built a symbolic barrier to protect their temple from contamination by terrestrial interference, much as their astronomers minimized light pollution to properly view the sky. They called this sacred threshold the Veil.

A steep, narrow trail leaves the plaza from the northwest, winding more than a mile up the mountainside to the temple’s main observatory. This ruined observatory is not detailed in the adventure, but Tahomen and several of his cultists made the ascent to set up their system-wide comm unit and broadcast their discoveries to a hidden Acolytes of the Beyond base. By the time the PCs arrive at the temple, the cultists have already concluded the communication and are preparing to descend the mountain (see Event 6).

When the Kwa waged war with the Rakatan Infinite Empire, they sent some of their own to keep watch over the species and systems under their protection. Knowing the war could last centuries, some of these guardian Kwa transferred their essence into constructs to outlive their physical bodies. Pa’nell was sent out to protect the Oatia Ithorians and has guarded this place for eons. Over his long watch, only a few beings have tried to enter the temple, most notably Follnor Callat, whom Pa’nell forcibly repelled, and Tahomen and his cult, who used the power dominate mind to control the guardian. Now under the cult leader’s control, Pa’nell has been convinced to strike down those who would enter the temple.

As the PCs approach, Pa’nell steps forward and motions for them to halt outside the Veil before he solemnly greets them in Ithorese and orders them to turn back. If the PCs don’t understand him, he repeats himself in Durese, eventually resigning himself to concise hand motions if unable to establish verbal communication. The PCs’ likely questions and his answers appear below.

Who are you? “I am Pa'nell, Spear of the Infinite. It is my duty to guard this place against those who would despoil or abuse the people of this world under my care.”

What is this place? “Behind me lies the Temple of the Twelve, the last repository of my people’s lore in this system. Before me is the Veil, beyond which terrestrial ignorance melts beneath the weight of cosmic enlightenment. This is a sacred space.”

How long have you been here? “To measure the passage of time as does the universe, my vigil has been but a moment. By the revolutions of Ithor, I have been here for millennia.”

Have others passed this way? “Revolutions ago, a child of the Core came. He sought the secrets beyond for his own glory, so I turned him away with violence. A band of others arrived recently. I recognized them as servants of the Darkness, and although I turned them away, the leader’s conviction and magic were strong; I relented.” (The “child of the Core” Pa'nell is referring to is the explorer Follnor Callat, whom he remembers as a shameless charlatan and fool. The leader of the recent arrivals whom he encountered is the cult leader Tahomen.)

Where did the recent group go? “They entered the temple and studied the secrets within. Some of them later ascended the mountain to commune with those beyond the stars. The others remain inside.”

May we enter? “The speaker for the Darkness does not wish to allow you to enter, and by his will, I must insist. You are not welcome here.”

Once the PCs have conversed with Pa'nell, if they ignore his warnings to leave, he manifests his solar weapon and attacks.

Pa'nell prefers melee combat, but he tends to ignore dedicated melee combatants (especially those harmed by his corona) in favor of pinning down casters and ranged specialists. If Pa'nell has already parleyed with the PCs, he fights until destroyed. If not, he fights until reduced to 35 Hit Points, at which point he calls a temporary truce to converse and discover what his foes desire. If he cannot convince them to turn away after answering their questions, he rejoins the fight.

If the PCs are somehow able to dispel the dominate mind power, Pa'nell does not fight them, gives them his diamind crystal (flawed) in thanks, and will even help the PCs fight the cultists inside the temple. With that done, he wanders the interior for the rest of the adventure, conversing with the PCs if they wish but not helping them further until he concludes the long business of cleansing the site. It is his belief, after all, that those seeking knowledge must do much of the work themselves.


Pa'nell

Medium droid, neutral balanced


  • Armor Class 17 (natural armor)
  • Hit Points 90 (12d8+36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws Wis +7
  • Skills Athletics +8, Insight +7, Lore +5
  • Damage Vulnerabilities ion
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned, stunned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Ithorese, Kwa
  • Challenge 8 (3,900 XP)

Power of the Cosmos. Pa'nell's creature type is both droid and humanoid.

Circuitry. Pa'nell has disadvantage on saving throws against effects that would deal ion or lightning damage.

Dominated. Pa'nell is charmed by Tahomen.

Enhanced Attacks. Pa'nell’s attacks are considered enhanced.

Force Resistance. Pa'nell has advantage on saving throws against force powers and effects.

Gravity Aura. The ground in a 10-foot radius around Pa'nell is difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Actions

Multiattack. Pa'nell makes three lightglaive attacks or three pulse dart attacks.

Lightglaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) energy damage.

Pulse Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 9 (1d10+4) energy damage.

Black Hole (1/Day). A 10-foot-radius sphere of crushing force forms at a point Pa'nell can see within 120 feet and tugs at the creatures there. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27 (5d10) force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.

C3. Entry Hall

Thanks to sophisticated preservative varnishes and the extensive metalwork crisscrossing them, the ornately carved wooden doors leading into the temple have just barely survived the ages intact. They are unlocked and are only a nominal barrier (hardness 5, HP 5, break DC 10).

From its floor to its curved ceiling thirty feet above, this entry hall is covered in sweeping arcs of constellations marked with delicate lines and numbers at regular intervals. A series of short climbing pitons stick out of the ground near the center of the room, where embedded floor scythes were placed to slash at the unwelcome.

The cult readily disabled the trap, and it presents no danger to the PCs.

The intricate constellations and curves depict how key stars and galaxies migrate across the night sky, though the placement of the constellations doesn’t match their actual locations as viewed from Ithor. A PC who can read Ithorese and succeeds at a DC 15 Lore check (proficiency in Piloting or a space-faring background gives advantage) can ascertain that while the orientation of the constellations is more artistic, the curved paths are scientifically precise, showing exact dates that the stars appear in the sky and how they migrate throughout a year.

In addition, two unknown constellations are present in the display: an encircled quatrefoil and a perfect circle made up of 12 stars. With a successful DC 12 Lore check (with advantage for PCs with a Jedi background), a PC can identify the first as the unknown constellation depicted in one of the common symbols for Ashla, the personification of the Light Side of the Force in some religions. What’s more, the Ashla constellation’s curving line records erratic dates and coordinates that defy astronomic explanation. However, a PC who succeeds at a DC 14 Lore check realizes that these are not true coordinates but rather encoded instructions for how to bypass the trap in area C4. The second constellation represents the Gate of Twelve Suns, though the PCs are likely unable to identify it as such unless they have already studied the ancient Ithorian records in the inner sanctum (area C8), in which case, a PC can recognize it with a successful DC 12 Lore check.


Avissa

Medium humanoid (human), chaotic dark


  • Armor Class 16 (weave armor)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 11 (+0) 9 (-1) 13 (+1)

  • Skills Athletics +5, Technology +2
  • Senses passive Perception 10
  • Languages Galactic Basic, Sith
  • Challenge 2 (450 XP)

Breaching Charge Expert. When Avissa installs a breaching charge, she can do so in 30 seconds, instead of 1 minute.

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

Enhanced Attacks. Avissa’s attacks are considered enhanced.

Reckless. At the start of her turn, Avissa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.

Actions

Multiattack. Avissa makes two chaingun attacks or two vibroknuckler attacks.

Chaingun. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Vibroknuckler. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Burst. Avissa targets a point that she can see within 240 feet of her. Each creature in a 10-foot cube area centered on that point must succeed on a DC 12 Dexterity saving throw or take 7 (1d10+2) kinetic damage. If the targeted area is beyond 60 feet affected targets have advantage on the save.

Rapid. Avissa unloads her chaingun at a target she can see within 240 feet of her. The target must make a DC 12 Dexterity saving throw or take 12 (2d10+2) kinetic damage. If the target is beyond 60 feet, it has advantage on the save.

C6. Studies

This series of rooms once served as offices and laboratories for the highranking astronomers and scholarpriests that operated the temple. The rooms are now a clutter of crumbling furniture that is only a soft kick away from collapsing into dust. The doors are all unlocked and fragile (AC 5, HP 5) to the point that a creature can topple a door entirely while moving through it by succeeding at a DC 10 Strength check.

C7. The Vantage

The southernmost point in the temple is a high-ceilinged sanctuary with tall, narrow windows filled with foggy, discolored glass. The vantage point juts out over the cliff below, overlooking the stairs carved into the mountainside and the ruined settlement below.

The archaeologist abducted from the University of Bar’leth, Dr. Khyph Lawi (NL female Ithorian), has been fettered and left to her own devices here as the cultists patrol the temple and plant their explosives. Once Tahomen’s expedition reached the Temple of the Twelve and exploited Dr. Lawi’s knowledge of elven lore to bypass several of the defenses, the cult leader had little use for the Ithorian professor. He left her here to contemplate her imminent demise until he returned to demolish the temple with her inside. Rather than dreading her death, she has instead spent her time studying the carvings and inscriptions in this area. If Dr. Lawi meets the PCs before they confront the cultists in area C5, she silently motions to where her captors are hiding. If the PCs have already prevailed, she greets them with relief—especially once she learns the university sent them.

Dr. Lawi is a soft-spoken archaeoastronomer, specializing in how past cultures viewed, understood, and depicted the cosmos. As a result, learning more about the Temple of the Twelve and its purpose is the discovery of a lifetime that draws her out of her shy habits. With enough supplies, she would happily remain here for months, but she knows the PCs are operating on a tight schedule. She has, after all, listened to most of Tahomen’s plans, and she relays what she knows.

“The so-called Eyrub Paqual was a ploy, as I suspected. The man behind my abduction is a human called Tahomen, who leads a significant Acolyte of the Beyond cell. From what I gather, he learned of texts associated with the archaeologist Chelli Aphra’s travels here and attempted to recruit me to travel here and decipher anything we found. What I’ve learned is that the Oatia culture found the cosmos utterly fascinating, at first worshiping the six moons before fixating on several alien entities and celestial features to worship — especially a constellation of twelve stars, which might be strictly symbolic. He knocked me out after I ceased cooperating here, and I suspect he learned something more in the temple’s inner sanctum.”

Once freed, Dr. Lawi can keep up with the PCs, though she’s not a reliable combatant. Given Dr. Lawi’s knowledge of Ithorian culture and language, she is of far greater use helping to translate and understand the temple’s texts and art.

If the PCs find and rescue Dr. Lawi, award them 1,200 XP.

C8. Inner Sanctum

Once a freestanding shrine, this structure became the inner sanctum of the Star Temple later built around it. Even an untrained viewer can tell that the construction styles of the two phases are quite distinct. Ancient equipment lay in collapsed heaps around the shrine, the last ruined remains of the Kwa Infinity Gate it once held. The astronomers of the Temple of the Twelve stored the records of their greatest discoveries here, and the sanctum is filled with physical books and scrolls. A spiral staircase to the north climbs to the temple’s observatory tower high above the ground floor (area C9).

As a final line of defense, the Kwa left behind a pair of lore guardians—animated statue-like droids capable of fending off intruders. These lore guardians are slow to attack Ithorians, and an apparently Ithorian PC can convince them to stand down with a successful DC 14 Diplomacy check. Tahomen used a holographic device to disguise himself as an Ithorian to avoid combat as he perused the texts here.

Among the ancient texts are several items of note. There are a set of Artusian crystals, each carved with undulating designs, that the ancient Ithorians used as primitive holocrons. Each is imbued with a single Force power that a Force-sensitive user can access and cast, rendering the crystal inert. There are three crystals: one of Heal (2nd level), one of Phasewalk, and one of Force Sight. There is also a Kwa healing rod (adds 1 hit die to whenever a power or feature allows you to heal).

The true prize here is the Oatia Ithorians’ discoveries, and many of the pre-Republic books here are legible, albeit barely intact. Furthermore, Tahomen was sloppy in returning documents to their proper places, allowing the PCs to uncover the same information he did. Most of the texts here are in Ithorian, though some are in Kwa, Durese, and an archaic version of Coruscanti Basic that’s very difficult for a modern speaker to parse.

If the PCs study the texts here (possibly with Dr. Lawi’s assistance), they learn that the Oatia Ithorians were a philosophical offshoot that spurned their jungle-worshipping kin and sought a new life of cosmic contemplation on Khishom, thousands of years before learning hyperspace travel. Their techniques quickly improved, and through a combination of telescopes and study of the Force, the Ithorians discovered a strange constellation of 12 stars that formed a perfect circle in the sky. The more they studied the constellation, the stranger their dreams became, and powerful scholar-priests began recording the odd language they saw and heard.


Lore Guardian

Medium droid, neutral balanced


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Damage Vulnerabilities ion
  • Damage Resistances kinetic from unenhanced attacks
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception
  • Languages Understands Ithorese and Kwa but cannot speak
  • Challenge 3 (700 XP)

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

Enhanced Attacks. The guardian’s attacks are considered enhanced.

False Appearance. While the guardian remains motionless, it is indistinguishable from a normal stone statue.

Actions

Multiattack. The guardian makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) kinetic damage, or 8 (1d8+4) kinetic damage if used with two hands to make a melee attack. If thrown the spear automatically returns to the guardian's hand after the attack, whether it hits or misses.

Teleport (Recharge 4–6). The guardian teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the guardian can make one spear attack.


As the Ithorians’ knowledge of and exposure to the galaxy expanded, they parleyed with increasingly bizarre and powerful alien minds, most notably the powerful species known as the Kwa. Through the Kwa’s teachings, the Ithorians studied the mysterious circular constellation, learning that it was not a natural feature but the construction of the impossibly ancient and highly advanced species. The Kwa gave strict warnings to the Ithorians that the ring was not a place of honor but contained something dangerous and repulsive. The Ithorians, assuming it was similar to the Infinity Gate technology the Kwa had already began constructing on their world, called it the Gate of Twelve Suns, and they renamed their temple in honor of it.

Some of the scholar-priests believed that the Gate of Twelve Suns held back some powerful army. Others postulated that it magnified the thoughts and dreams of another galaxy and that it could be the key to untold knowledge. The most popular hypothesis, though, was that the Gate of Twelve Suns represented such power that it could only be (or serve as the portal to) some cosmically powerful superweapon. One of the scholar-priests even posited the existence of a so-called “Stellar Degenerator,” which could drain all energy from a star, turning it into a hypothetical stellar remnant called a black dwarf. Unfortunately, there’s no definitive note of where the Gate of Twelve Suns is—as if identifying its location was taboo to the Ithorians. As interpretive disputes broke out among the Ithorians, they agreed that from the confines of Ithor, they could never confirm their theories, much less attain enlightenment. They packed up what they needed, and then they performed a ritual that the texts referred to only as “the Celestial Voyage.” The implication is that the Ithorians traveled to another system using the abandoned Infinity Gate, though whether they succeeded or failed is uncertain from these records.

If the PCs decipher the Oatia Ithorians’ discoveries concerning the Gate of Twelve Suns, award them 800 XP.

C9. Observatory Tower

The staircase climbs more than 100 feet to a broad observation platform with high guard walls.

Most of the instruments that once stood here have corroded into nothing more than rusty stains and scratched glass. One device remains intact, though: an apparatus that measures and records psychic emanations from across the galaxy for later study. The crystal in which these are recorded ran out of storage capacity millennia ago, but the device continued to record and reconfigure the data, compressing it ever more densely over the ages. The inadvertent result is an ability crystal that positively hums with the psychic hopes and dreams of a million minds from across the galaxy. Any character can spend 1 hour communing with the crystal to gain a permanent +2 bonus to one ability score.

EVENT 6: THE DARKNESS DESCENDS

This encounter occurs once the PCs have had time to explore the temple and its records and are preparing to depart.

The cult leader Tahomen and two of his surviving cultists descend from the mountain where they have finished broadcasting their findings to the cult’s hidden outpost. Although Salask has described the PCs to him, this is Tahomen’s first time seeing his pursuers up close. Having secured and shared data that could very well spell the destruction of the galaxy, Tahomen is utterly smug and fearless. The cult leader engages in some mocking banter as his subordinates set the heavy comm unit components down, and he pulls out and activates a detonator keyed to the explosive charges in area C5. If the charges are still in place, an explosion rocks the temple but does not destroy it—a result Tahomen finds disappointing but still a suitable backdrop of destruction before he attacks. If the PCs disabled the charges, nothing happens, and Tahomen throws aside the detonator in disgust before launching his attack.

Tahomen favors ranged attacks with his Force powers, though he delights in the opportunity to clobber any foes foolish enough to approach him directly. Having already sent the critical data to his colleagues, Tahomen welcomes the sweet oblivion of dying in battle and will fight to the death.

The cultists are carrying a modified Resilient Comms unit capable of being installed on a starship. The comm unit is disassembled into three bulky pieces, but it is fully functional once reassembled.

With Tahomen defeated, the PCs can inspect the comm unit his team carried here. The system is massive, only capable of being moved by several strong people once it’s been broken into smaller components. Even with the comm unit disassembled, a PC can boot up the system’s computer and access its unsecured communications log with a successful DC 10 Technology check. Tahomen has dutifully purged his correspondence history leading up to this expedition, but the PCs can still determine that the comm unit logged a call and significant data upload about 3 hours earlier. To access more information, a PC must succeed at a DC 16 Computers check to slice the comm unit’s computer. Once the PC has access to the system, she can read Tahomen’s recent communications.

The correspondence relays many of the same conclusions the PCs learned in area C8, but with more sinister certainty: Tahomen posits that the 12-star constellation—the Gate of Twelve Suns—opens to a dimension that hides an unspeakably powerful superweapon. The cult leader believes that the Maelstrom Rock is a tiny fragment of this “Stellar Degenerator,” broken off when a portion of otherspace was torn away and added to realspace as a result of lightspeed travel. Tahomen also recommended that the Acolytes of the Beyond apply as many resources as possible to find the Gate of Twelve Suns—and the Stellar Degenerator — before anyone else does.

In addition, the PCs can learn the approximate coordinates of the location Tahomen transmitted his messages to: a poorly charted star system in the Kanz sector designated MZX32905. The computer also contains access to Tahomen’s financial account, protected behind a firewall. Slicing this requires a successful DC 17 Slicer's Kit check, but a wipe countermeasure purges the data after a second failed hacking attempt. The account contains 2,000 credits.



Tahomen

Medium humanoid (human), chaotic dark


  • Armor Class 16 (composite armor)
  • Hit Points 90 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Wis +3, Cha +7
  • Skills Insight +5, Intimidate +7, Lore +3
  • Senses passive Perception 12
  • Languages Galactic Basic, Kwa, Rakata, Sith
  • Challenge 6 (2,300 XP)

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

Forcecasting. Tahomen is a 5th-level forcecaster. His forcecasting ability is Charisma (power save DC 15, +7 to hit with force attacks) and he has 24 force points. Tahomen knows the following force powers:

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

Force-Empowered Casting. When Tahomen casts a force power, he can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When Tahomen casts a power that forces a creature to make a saving throw to resist its effects, he can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Twinned Power. When Tahomen casts a power that targets only one creature and doesn’t have a range of self, he can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

Actions

Multiattack. Tahomen casts lightning charge and makes two saber gauntlet attacks or he makes three disruptor pistol attacks.

Saber Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) energy damage.

Disruptor Pistol. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 6 (1d10+1) acid damage. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Blood Mark. Tahomen marks a creature he can as his victim. Until he marks a different creature, he has advantage on attack rolls against the target, and the target has disadvantage on attack rolls against Tahomen. In addition his attacks against the target score a critical hit on a roll of 18-20.

Command Creature (1/Day). As an action, Tahomen can choose one creature that he can see within 60 feet of him. That creature must make a DC 15 Wisdom saving throw. On a failed save it is charmed by Tahomen for 1 hour or until Tahomen or his companions do anything harmful to it. The charmed creature regards Tahomen as a friendly acquaintance. When the effect ends, the creature knows it was charmed by Tahomen.

Reactions

Force Shield (3/day). When Tahomen is hit by an attack, he can use his reaction to shroud himself in Force energy. Until the start of his next turn, he has a +4 bonus to AC.

CONCLUDING THE ADVENTURE

Having thwarted Tahomen and his Acolytes of the Beyond cult, the PCs can continue exploring the Temple of the Twelve as much as they like. However, the troubling implication that the Gate of Twelve Suns might provide access to a weapon of almost unimaginable power like a Stellar Degenerator—not to mention the fact that the Acolytes now know about the weapon and are actively looking for it—should compel the PCs to expedite their return to civilization. Whether or not the Stellar Degenerator is real, the Acolytes of the Beyond could use this information as a rallying cry to attract more recruits to the cult and inflict greater atrocities in the name of the Sith. At minimum, the news that Tahomen’s cult cell was in communication with other cult elements elsewhere in the galaxy should be enough of a threat to encourage the PCs to retrace their steps back to Turhalu Point, and ultimately Bar’leth.

If the PCs return to Bar’leth with Dr. Lawi in tow, Sava Muhali is relieved to see her colleague in one piece, and university officials offer each of the PCs admittance and free tuition to the school for up to 3 years in thanks for their service. Alternatively, a PC can choose to accept a “research grant” of 1,000 credits from the university in lieu of a scholarship (and it’s up to each PC how they make use of this grant).

The PCs might also want to update General Syndulla about their findings, either by sending the New Republic officer a message or by returning to Munt Ontdal to report to them in person. In any case, with the Acolytes of the Beyond actively searching for the Gate of Twelve Suns, the New Republic may need the PCs’ assistance more than ever, and there is little time to waste. The PCs’ efforts to thwart the cult and learn more about the alien superweapon, are the focus of “Splintered Worlds,” the next installment of the Dead Suns campaign.

APPENDICES

Appendix A: Maps

A: Rune Obelisk

B: Stargazer

C: Temple of the Twelve

Appendix B: Monster Stat Blocks

Listed in order of appearance.

Duros Smuggler

Medium humanoid (duros), any dark alignment


  • Armor Class 12 (combat suit)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 12 (+1) 9 (-1) 11 (+0) 8 (-1)

  • Skills Deception +1, Lore +1, Intimidation +1, Piloting +1
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Durese
  • Challenge 1/8 (25 XP)

Tech Resistance. The duros smuggler has advantage on Dexterity and Intelligence saving throws against tech powers.

Actions

Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.

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


Twonas En

Medium humanoid (duros), neutral dark


  • Armor Class 13 (fiber armor)
  • Hit Points 22 (4d8+4)
  • Speed 30 ft.

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

  • Skills Deception +3, Lore +3, Intimidation +3, Piloting +3
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Galactic Basic, Durese
  • Challenge 1/8 (25 XP)

Tech Resistance. Twonas En has advantage on Dexterity and Intelligence saving throws against tech powers.

Actions

Light Pistol. Ranged Weapon Attack: +3 to hit, range 40/160 ft., one target. Hit: 3 (1d4+1) energy damage.

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


Yaruk

Gargantuan beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 130 (9d20+36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
23 (+6) 11 (+0) 19 (+4) 2 (-4) 15 (+2) 12 (+1)

  • Saving Throws Con +8
  • Damage Resistances sonic
  • Senses blindsight 30 ft., passive Perception 12
  • Languages -
  • Challenge 10 (5,900 XP)

Trampling Charge. If the yaruk moves at least 20 feet straight toward a creature and then hits it with a tail attack on the same turn, that target must succeed on a DC 18 Strength saving throw or be knocked prone. If the target is prone, the yaruk can make one stomp attack against it as a bonus action.

Actions

Multiattack. The Creature Name makes Number and type of attacks

Stomp. Melee Weapon Attack: +10 to hit, reach 15 ft., one target. Hit: 28 (5d8+6) kinetic damage.

Tail. Melee Weapon Attack: +10 to hit, reach 20 ft., one target. Hit: 33 (6d8+6) kinetic damage.

Trumpet (Recharge 5-6). The yaruk emits a trumpet in a 60-foot cone. Each creature in that area must make a DC 16 Constitution saving throw. On a failed save, a creature takes 38 (7d10) sonic damage, drops everything it's holding, and is stunned for 1 minute. On a successful save, a creature takes half as much damage. The stunned creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Kaukariki

Small beast, unaligned


  • Armor Class 13
  • Hit Points 9 (2d6+2)
  • Speed 30 ft., climb 30 ft., fly 40 ft. (see bad flier below)

STR DEX CON INT WIS CHA
12 (+1) 16 (+3) 12 (+1) 6 (-2) 12 (+1) 11 (+0)

  • Skills Intimidation +2, Stealth +5
  • Senses darkvision 60 ft., passive Perception 11
  • Languages -
  • Challenge 1 (450 XP)

Bad Flier. The kaukariki falls at the end of a turn if it's airborne and the only thing holding it aloft is its flying speed.

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

Actions

Sting. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 8 (2d6) poison damage on a failed save, or half as much damage on a successful one.

Reactions

Scamper. When a kaukariki is hit by an attack of opportunity, it can attempt an Dexterity (Acrobatics) check as a reaction. If the result of the Acrobatics check equals or exceeds the result of the attack roll, the attack of opportunity misses, and the kaukariki gains a +1 bonus to attack and damage rolls until the end of its next turn.



Ksarik

Large plant, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 69 (6d10+36)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 16 (+3) 17 (+3) 4 (-3) 13 (+1) 8 (-2)

  • Condition Immunities charmed, paralyzed, stunned, unconscious
  • Senses blindsight 30 ft., passive Perception 11
  • Languages -
  • Challenge 3 (700 XP)

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

Regeneration. The ksarik regains 5 hit points at the start of its turn. If the ksarik takes fire or necrotic damage, this trait doesn't function at the start of its next turn. The ksarik dies only if it starts its turn with 0 hit points and doesn't regenerate.

Actions

Multiattack. The ksarik makes two attacks: one with its claw and one with its tentacle.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 16 (2d10+5) kinetic damage.

Tentacle. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 8 (1d6+5) kinetic damage plus 3 (1d6) acid damage.

Acid Spit. Ranged Weapon Attack: +6 to hit, range 20/60 ft., one target. Hit: 9 (2d8) acid damage.

Thorn Dart. Ranged Weapon Attack: +6 to hit, range 30/120 ft., one target. Hit: 7 (1d8+3) kinetic damage. If the target is a beast or humanoid, it must succeed on a DC 11 Constitution saving throw or be infected with a Carrion Spore disease.

Ingested Adaptation. Whenever a ksarik deals damage to a living creature with its tentacles, it siphons off a portion of the target’s genetic code. The ksarik gains one of the following abilities (provided the target has it) for 1 minute: blindsight, darkvision, resistance to 1 type of damage, flight speed, swim speed, or water breathing. Alternatively, the ksarik can gain the ability to understand (but not speak) up to three languages that the target knows, gain the target’s weapon proficiencies (its tentacles can operate two-handed weapons in this state), or change the damage dealt by its acid spit ability to any one energy type dealt by one of the target’s natural attacks. A ksarik can maintain only one adaptation at a time, and gaining a new adaptation ends the previous one.


Johinuu Tree

Large plant, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 15 ft.

STR DEX CON INT WIS CHA
20 (+5) 8 (-1) 15 (+2) 2 (-4) 10 (+0) 10 (+0)

  • Damage Vulnerabilities fire
  • Condition Immunities charmed, paralyzed, stunned, unconscious
  • Senses passive Perception 10
  • Languages -
  • Challenge 4 (1,100 XP)

Lure. If a creature starts its turn within 120 feet of the johinuu tree and can see the johinuu tree’s violet blossoms, the johinuu tree can force the creature to make a DC 13 Wisdom saving throw if the johinuu tree isn't incapacitated. On a failed save, the creature becomes charmed until the end of its next turn. If the charmed target is more than 5 feet away from the johinuu tree, the target must move on its turn toward the johinuu tree by the most direct route. It doesn't avoid opportunity attacks, but before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the johinuu tree, a target can repeat the saving throw. A creature can also repeat the saving throw at the end of each of its turns. If a creature's saving throw is successful, the effect ends on it, the creature is immune to the johinuu tree's Lure for the next 24 hours.

Actions

Bite. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 27 (4d10+5) kinetic damage.

Paralyzing Scent (Recharge 4-6). The johinuu tree releases a burst of sweet smelling pollen in a 15-foot radius centered on itself. Each creature in that area that can smell must succeed on a DC 12 Constitution saving throw or be paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the johinuu tree's Paralyzing Scent for the next 24 hours.


Molsume

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 93 (11d10+33)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
21 (+5) 15 (+2) 17 (+3) 2 (-4) 13 (+1) 5 (-3)

  • Skills Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages -
  • Challenge 4 (1,100 XP)

Pounce. If the molsume moves at least 30 feet straight toward a creature and then hits it with a claw 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 molsume can make one bite attack against it as a bonus action.

Toxic Flesh. When the molsume takes kinetic damage, each creature within 5 feet of the molsume takes 9 (2d8) poison damage.

Actions

Multiattack. The molsume makes two claw attacks.

Bite. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (2d8+5) kinetic damage plus 9 (2d8) poison damage.

Claw. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 9 (1d8+5) kinetic damage.



Toscwon (Sky Fisher)

Huge beast, unaligned


  • Armor Class 16 (natural armor)
  • Hit Points 76 (8d12+24)
  • Speed 15 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
15 (+2) 19 (+4) 16 (+3) 7 (-2) 13 (+1) 8 (-1)

  • Skills Perception +3, Stealth +6
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 4 (1,100 XP)

Aerial Camouflage. As a reaction, the toscwon can become transparent and gain advantage on Dexterity (Stealth) checks made to hide while airborne. While transparent, the toscwon moves at half speed and may not multiattack.

Adhesive Filament. The toscwon can use its action to extend up to three sticky filaments up to 60 feet, and the filaments adhere to anything that touches them. A creature adhered to a filament is grappled by the toscwon (escape DC 12), and ability checks made to escape this grapple have disadvantage. The filament can be attacked (AC 15; 10 hit points; immunity to poison and psychic damage; vulnerability to fire damage), but a weapon that fails to sever it becomes stuck to it, requiring an action and a successful DC 12 Strength check to pull free. Destroying the filament causes no damage to the toscwon, which can extrude a replacement filament on its next turn.

Limited Telepathy. The toscwon can telepathically transmit simple messages and images to any creature within 120 feet of it that can understand a language. This form of telepathy doesn't allow the receiving creature to telepathically respond.

Actions

Multiattack. The toscwon makes two tentacle attacks and uses its Adhesive Filament feature.

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6+2) kinetic damage, and the target must succeed on a DC 13 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.

Tentacle. Melee Weapon Attack: +7 to hit, reach 15 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Filament. One creature grappled by the toscwon's adhesive filaments must make a DC 12 Strength saving throw, provided that the target weighs 200 pounds or less. On a failure, the target is pulled into an unoccupied space within 5 feet of the toscwon, and the toscwon makes a bite attack against it as a bonus action. Reeling up the target releases anyone else who was attached to that filament. Until the grapple ends on the target, the toscwon can't extrude another filament.



Acolyte of the Beyond

Medium humanoid (any), chaotic dark


  • Armor Class 14 (fiber armor)
  • Hit Points 22 (4d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 13 (+1) 12 (+1) 10 (+0) 12 (+1)

  • Skills Intimidation +3, Lore +3, Survival +2
  • Senses passive Perception 10
  • Languages Common, Sith
  • Challenge 1 (200 XP)

Dark Devotion. The Acolyte of the Beyond has advantage on saving throws against being charmed or frightened.

Opening Volley. When the Acolyte of the Beyond deals damage to a creature with a ranged attack, until the end of its next turn, the acolyte has a +2 bonus to a melee attack roll against that creature.

Actions

Ritual Vibroblade. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage, or 8 (1d10 + 3) kinetic damage if used with two hands to make a melee attack. If the target is a creature other than a construct, droid or undead, it must succeed on a DC 10 Constitution saving throw or lose 2 (1d4) hit points at the start of each of its turns due to an entropic wound. Each time the acolyte hits the wounded target with this attack, the damage dealt by the wound increases by 2 (1d4). Any creature can take an action to stanch the wound with a successful DC 10 Wisdom (Medicine) check. The wound also closes if the target receives enhanced healing.

Shotgun. Ranged Weapon Attack: +4 to hit, range 830/120 ft., one target. Hit: 7 (2d4 + 2) kinetic damage.


Salask

Medium humanoid (verpine), chaotic dark


  • Armor Class 16 (natural armor)
  • Hit Points 52 (8d8 + 16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
13 (+1) 16 (+3) 14 (+2) 12 (+1) 13 (+1) 9 (–1)

  • Skills Athletics +3, Perception +3, Stealth +5, Survival +3
  • Senses tremorsense 30 ft., passive Perception 13
  • Languages Galactic Basic, Verpine, Sith
  • Challenge 3 (700 XP)

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

Deadly Aim. If Salask does not move on her turn, she may add 1d6 damage to her sniper rifle attack.

Evasion. If Salask is subjected to an effect that allows her to make a Dexterity saving throw to take only half damage, Salask instead takes no damage if she succeeds on the saving throw, and only half damage if she fails.

Expert Sniper. When Salask makes a sniper rifle attack while hidden, it does not automatically reveal her presence. Salask may make a Dexterity (Stealth) check with advantage contested by her targets’ Wisdom (Perception) check. On a success, she remains hidden.

Pathfinder. When traveling for an hour or more, difficult terrain doesn’t slow Salask or her allies. When traveling alone, she can move stealthily at a normal pace.

Actions

Multiattack. Salask makes three techblade attacks.

Sniper Rifle. Ranged Weapon Attack: +5 to hit, range 150/600 ft., one target. Hit: 11 (1d12 + 3) energy damage.

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


Adolescent Waawat

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 75 (10d10+20)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 16 (+3) 14 (+2) 3 (-4) 10 (+0) 5 (-3)

  • Skills Athletics +4, Stealth +5
  • Senses passive Perception 10
  • Languages -
  • Challenge 2 (450 XP)

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage.

Paralyzing Gaze. The waawat chooses one creature it can see within 60 feet of it that can see its eyes, to make a DC 12 Wisdom saving throw. On a failed saving throw, the creature is paralyzed until the end of its next turn. If a creature's saving throw is successful, the creature is immune to the waawat's Paralyzing Gaze for the next 24 hours.


Pa'nell

Medium droid/humanoid, neutral balanced


  • Armor Class 17 (natural armor)
  • Hit Points 90 (12d8+36)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
20 (+5) 17 (+3) 16 (+3) 14 (+2) 18 (+4) 18 (+4)

  • Saving Throws Wis +7
  • Skills Athletics +8, Insight +7, Lore +5
  • Damage Vulnerabilities ion
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned, stunned, unconscious
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Galactic Basic, Ithorese, Kwa
  • Challenge 8 (3,900 XP)

Power of the Cosmos. Pa'nell's creature type is both droid and humanoid.

Circuitry. Pa'nell has disadvantage on saving throws against effects that would deal ion or lightning damage.

Dominated. Pa'nell is charmed by Tahomen.

Enhanced Attacks. Pa'nell’s attacks are considered enhanced.

Force Resistance. Pa'nell has advantage on saving throws against force powers and effects.

Gravity Aura. The ground in a 10-foot radius around Pa'nell is difficult terrain. Each creature that starts its turn in that area must succeed on a DC 15 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Actions

Multiattack. Pa'nell makes three lightglaive attacks or three pulse dart attacks.

Lightglaive. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 11 (1d12+5) energy damage.

Pulse Dart. Ranged Weapon Attack: +7 to hit, range 20/60 ft., one target. Hit: 9 (1d10+4) energy damage.

Black Hole (1/Day). A 10-foot-radius sphere of crushing force forms at a point Pa'nell can see within 120 feet and tugs at the creatures there. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 27 (5d10) force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled.


Avissa

Medium humanoid (human), chaotic dark


  • Armor Class 16 (weave armor)
  • Hit Points 67 (9d8+27)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 14 (+2) 17 (+3) 11 (+0) 9 (-1) 13 (+1)

  • Skills Athletics +5, Technology +2
  • Senses passive Perception 10
  • Languages Galactic Basic, Sith
  • Challenge 2 (450 XP)

Breaching Charge Expert. When Avissa installs a breaching charge, she can do so in 30 seconds, instead of 1 minute.

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

Enhanced Attacks. Avissa’s attacks are considered enhanced.

Reckless. At the start of her turn, Avissa can gain advantage on all melee weapon attack rolls during that turn, but attack rolls against her have advantage until the start of her next turn.

Actions

Multiattack. Avissa makes two chaingun attacks or two vibroknuckler attacks.

Chaingun. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 7 (1d10+2) kinetic damage.

Vibroknuckler. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d6+4) kinetic damage.

Burst. Avissa targets a point that she can see within 240 feet of her. Each creature in a 10-foot cube area centered on that point must succeed on a DC 12 Dexterity saving throw or take 7 (1d10+2) kinetic damage. If the targeted area is beyond 60 feet affected targets have advantage on the save.

Rapid. Avissa unloads her chaingun at a target she can see within 240 feet of her. The target must make a DC 12 Dexterity saving throw or take 12 (2d10+2) kinetic damage. If the target is beyond 60 feet, it has advantage on the save.



Lore Guardian

Medium droid, neutral balanced


  • Armor Class 15 (natural armor)
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 14 (+2) 16 (+3) 5 (-3) 10 (+0) 5 (-3)

  • Damage Vulnerabilities ion
  • Damage Resistances kinetic from unenhanced attacks
  • Damage Immunities poison, psychic
  • Condition Immunities exhaustion, frightened, paralyzed, poisoned, unconscious
  • Senses darkvision 60 ft., passive Perception
  • Languages Understands Ithorese and Kwa but cannot speak
  • Challenge 3 (700 XP)

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

Enhanced Attacks. The guardian’s attacks are considered enhanced.

False Appearance. While the guardian remains motionless, it is indistinguishable from a normal stone statue.

Actions

Multiattack. The guardian makes two spear attacks.

Spear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 7 (1d6+4) kinetic damage, or 8 (1d8+4) kinetic damage if used with two hands to make a melee attack. If thrown the spear automatically returns to the guardian's hand after the attack, whether it hits or misses.

Teleport (Recharge 4–6). The guardian teleports, along with any equipment it is wearing or carrying, up to 40 feet to an unoccupied space it can see. Before or after teleporting, the guardian can make one spear attack.



Tahomen

Medium humanoid (human), chaotic dark


  • Armor Class 16 (composite armor)
  • Hit Points 90 (12d8+36)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 16 (+3) 10 (+0) 14 (+2) 18 (+4)

  • Saving Throws Wis +3, Cha +7
  • Skills Insight +5, Intimidate +7, Lore +3
  • Senses passive Perception 12
  • Languages Galactic Basic, Kwa, Rakata, Sith
  • Challenge 6 (2,300 XP)

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

Forcecasting. Tahomen is a 5th-level forcecaster. His forcecasting ability is Charisma (power save DC 15, +7 to hit with force attacks) and he has 24 force points. Tahomen knows the following force powers:

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

Force-Empowered Casting. When Tahomen casts a force power, he can expend additional force points to modify the power, choosing one of the following options:

Heightened Power. When Tahomen casts a power that forces a creature to make a saving throw to resist its effects, he can spend 3 additional force points to give one target of the power disadvantage on its first saving throw made against the power.

Twinned Power. When Tahomen casts a power that targets only one creature and doesn’t have a range of self, he can spend a number of additional force points equal to the power’s level to target a second creature in range with the same power (1 force point if the power is at-will).

Actions

Multiattack. Tahomen casts lightning charge and makes two saber gauntlet attacks or he makes three disruptor pistol attacks.

Saber Gauntlet. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) energy damage.

Disruptor Pistol. Ranged Weapon Attack: +4 to hit, range 60/240 ft., one target. Hit: 6 (1d10+1) acid damage. If this damage reduces a creature to 0 hit points, it must make a DC 13 Constitution saving throw. On a failed save, it dies immediately without making death saving throws and is disintegrated. A disintegrated creature and everything unenhanced it is wearing or carrying are reduced to a pile of fine gray dust. A creature destroyed in this way can not be revitalized.

Blood Mark. Tahomen marks a creature he can as his victim. Until he marks a different creature, he has advantage on attack rolls against the target, and the target has disadvantage on attack rolls against Tahomen. In addition his attacks against the target score a critical hit on a roll of 18-20.

Command Creature (1/Day). As an action, Tahomen can choose one creature that he can see within 60 feet of him. That creature must make a DC 15 Wisdom saving throw. On a failed save it is charmed by Tahomen for 1 hour or until Tahomen or his companions do anything harmful to it. The charmed creature regards Tahomen as a friendly acquaintance. When the effect ends, the creature knows it was charmed by Tahomen.

Reactions

Force Shield (3/day). When Tahomen is hit by an attack, he can use his reaction to shroud himself in Force energy. Until the start of his next turn, he has a +4 bonus to AC.

Appendix C: Starships


VT-49 Decimator


Product Information

Manufacturer Kuat Drive Yards
Line VT-49
Class Raider/Starfighter
Dimensions 125 ft Long
Value cr

Capacities

Minimum / Skeleton Crew 1 crew
Housing Capacity 4 crew
Cargo Capacity 52.5 tons
Docking Bay Capacity n/a
Mechbay Capacity n/a
Fuel Capacity / Cost 30 units / 100 cr
Food Portions 120
Recharge Workforce 2
Refit Workforce / Time 2 people, 1 day

Equipment

Armor and Shielding Reinforced Mk II. - Directional
Reactor and Power Coupling Fuel Cell - Direct
Hyperdrives Class 1, Class 15 Backup

Modifications

The VT-49 Decimator has 30 of 30 modification slots, 5 out of 5 suites, and has the following modifications:

  • Engineering: Hardened Prow, Power Backup, Shock Absorbers
  • Operations: Backup Hyperdrive, Comms Package (Premium), Comms Package (Prototype), Communications Suppressor (Premium), Hyperdrive Slot, Navcomputer, Navcomputer Mk II, Scanner (Premium), Scanner (Prototype)
  • Suite: Escape Pods, External Docking System, Living Quarters, Security Suite, Storage Compartment
  • Universal: Data Core Mk I, Frame Mk I, Inertial Dampeners, Reinforced Plating Mk I, Reinforced Plating Mk II, Sensor Array Mk I
  • Weapons: Direct Controller x2, Fixed Hardpoint x3, Turret Hardpoint x2

Armament

# Weapon Facing Modifications
2 Quad Laser Cannon Turret Direct Controller x2
1 Missile Launcher Fore None

Era and Affiliation

The VT-49 Decimator was a prestige starship used by the naval forces of the Galactic Empire. In the Imperial starfleet, receiving command of a VT-49 Decimator was considered an honor. Heavily armed, it was one of the galaxy's more feared Imperial warships.

Design and Development

Kuat Drive Yards put the VT-49 through many revisions and modifications, spending years in development to create what would be considered a near perfect raiding ship. Versatile in its deployment, the Kuat shipwrights strengthened the Decimator's prow and frame, allowing it to literally fly through blockades, smashing opposing starfighters along the way.

Operational History

Decimators were used as either long-range reconnaissance units or picket ships stationed along the perimeter of Imperial fleets. Vessels of this class were also used to break through enemy blockades to deploy raiding parties. It could drop firebombs and was used in raiding parties against enemy infantry. The command of a VT-49 was a point of accomplishment and pride for the middle ranks of the Imperial Navy. It was usually seen as a stepping stone on the path towards command of a capital ship.



VT-49 Decimator

Tier 2 Medium starship, unaligned, Gunboat role


  • Armor Class 11 (lightweight)
  • Damage Reduction 8
  • Hull Points 52 (Xd8+X)
  • Shield Points 52 (Xd6+X) (directional)
  • Shield Regeneration Rate 8/round
  • Speed 300 ft., turning 200 ft.
  • Reactor 1 / round (fuel cell)
  • Power Coupling Central Capacity 4d6 (direct)

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

  • Saving Throws Str +5, Dex +5
  • Skills Ram +5, Interfere +3, Astrogation +8, Probe +8, Scan +9
  • Senses Blindsight 1000 ft., passive Scan 19
  • Challenge 3 (700 SP)                Proficiency Bonus +3

Crew actions

The Decimator can take up to two non-fire actions, bonus actions, and/or reactions.

Combat Modifications. The crew's proficiency bonus is +3 and the Decimator has the following modifications:

Action: communications suppressor (premium), hardened prow, inertial dampeners (1/recharge)
Reaction: power backup (1/recharge)

Armament

The VT-49 has a maximum fire of two.

Firing arcs

Turret: x2 (Quad Laser Cannon x2, Direct Controller x2) Fore: x1 (Concussion Missile Launcher)

Attacks

Quad Laser Cannon. Ranged Ship Attack: +6 to hit, range 800/3200, one target. Hit: 7 (2d4+3) energy damage. Overheat 8.

Concussion Missile Launcher. The VT-49 fires a barrage of missiles in a 150-foot-cube area or rapidly at one starship within 600 feet normal range and 2,400 feet long range. Each creature in the area must make a DC 10 Dexterity saving throw, taking 9 (2d8+1) energy damage on a failed save. If shot rapidly at one starship, the ship must make a DC 11 Dexterity saving throw, taking 17 (4d8+1) energy damage on a failed save.

Appendix D: Items

Inferno Knife

Martial Vibroweapon, Premium

Damage Weight Properties
1d6 kinetic 2 lbs. Finesse, Light, Piercing 1, Special

On a critical hit, the Inferno Knife deals an additional 1d4 fire damage.

This model of survival knife includes an flame emitting mechanism intended to light fires or signal flares. Impractical at that task, these instead have become showy weapons for criminals and performers.

Inferno Oscillator

Vibroweapon Modification, Premium

This weapon gains the brutal 1 property. If it already has the brutal property, its brutal number increases by 1, to a maximum of 3. Instead of the weapon's normal damage type, the brutal damage type is Fire.

Reverse engineered from the infamous inferno knife, this oscillator delivers a burst of flame when it would hurt the most.

Ability Crystal

Consumable, Prototype

You can spend 1 hour communing with the crystal to gain a permanent +2 bonus to one ability score. After use, the crystal becomes inert.

The Oatia Ithorians built uncanny devices to record psychic energies from the galaxy's beings onto this crystal. It hums with the dreams and knowledge of millions.

Artusian crystal

Consumable, Standard

This crystal contains a single Force power of 1st or 2nd level. A forcecaster with a Max Power Level of 2 or higher can use an action to cast the power within while holding the crystal. The user does not need to know the power, and they do not expend any Force Points when casting it in this way. After casting, the crystal becomes inert.

Holding an artusian crystal in your hand unlocks little-used portions of your mind, granting you the ability to temporarily cast the Force power within.

Kwa Healing Rod

Adventuring Gear, Premium, requires Attunement

Once per day, when you expend a Hit Die to regain Hit Points, you man regain additional Hit Points equal to an additional Hit Die. You cannot benefit from more than one healing rod per day.

A piece of ancient Kwa technology, this item takes the form of a simple rod of transulcent blue. It focuses healing Force energy toward the user, allowing for greater healing ability.

Survival Equipment

Liquid Coolant System

Droid Customization, Part, Standard

You are naturally adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide.

Consisting of a tank of superpressurized coolant and condensation coils, this system quickly dissipates excess heat.

Clothing, Hot Weather

100 cr, 5 lbs.

As long as hot weather clothing is worn, its wearer has advantage on saving throws against the effects of heat exposure.

This outfit consists of lightweight microfiber materials that wicks away sweat and expels excess heat.

Cooling Unit

400 cr, 4 lbs.

While active, you are adapted to hot climates, as described in chapter 5 of the Dungeon Master’s Guide. Activating or deactivating the generator requires a bonus action. The unit’s charge lasts for 1 hour and can be recharged by a power source or by replacing the power cell.

Cooling units are special devices typically worn over the torso that function as portable, personal climate control.

Solar Array, Personal

600 cr, 6 lbs.

While deployed, the solar array can charge a piece of equipment that uses a power cell. The equipment remains charged and functional as long as the array has access to sunlight. The array stores one hour of charge in its capacitors; if the array loses access to sunlight, it may expend that charge to power a device for one hour. Deploying or retracting the solar panels requires a bonus action. While the array is deployed, the user has disadvantage on stealth checks.

Personal solar arrays are devices typically worn over the shoulders and back that allow the user to charge equipment in the field.

Backup Generator

Armor Enhancement, Reinforcement, Standard

For every hour you move over a long distance, you may charge one empty power cell. Alternatively, you may continuously run an item that requires a power cell to operate. No more than one item can be plugged in at a time, and the generator doesn’t produce energy when you’re resting or otherwise stationary.

You can connect charged electric items such as batteries to this miniature generator to recharge them. The electricity comes from the kinetic energy of your movement.

Appendix E: Visual Assets

Follnor Callat's The Pyramid People of Ithor
Follnor Callat's journal, with Dr. Aphra's annotations

Click the page for the full journal.

Appendix F: Diseases & Afflictions

Pseudo-Falsin's Rot

Falsin's Rot is a fungal disease native to Nyriaan wherein parasitic spores take root on a victim's skin and spread, usually killing within a standard week. A variety of unrelated fungi can mimic the effects; the term was coined by epidemiological mycologists who frequently referred to the Nyriaanian affliction in comparison. Diseases which follow a course similar to Falsin's Rot have somewhat predictable stages, affecting primarily the nervous system but eventually consuming the whole body.

Disease Progression

Latent: After contracting the disease from any variety of fungal spores, the victim remains apparently healthy for up to 24 hours.

Weakened: By this time a network of mycelial roots has begun to spread under the surface of the skin. The victim will often feel an itching sensation, but within the fungus is already affecting the nervous system. They take a –2 penalty to attack rolls, saving throws, skill checks, and ability checks. Additionally, the DC of any powers or class features is reduced by 2.

Impaired: The fungus begins the early fruiting process, and patches of mold-like fungus are visible on the skin. The victim will begin to feel lightheaded as the nervous system continues to suffer. In addition to the conditions of the Weakened state, the victim suffers a -2 to AC. The DC of any powers or class features is reduced by an additional 2, and the victim loses access to their highest level of power casting.

Befuddled: At this stage, the mycorrhiza reach the victim's brain, rapidly atrophying their cognitive functions. They have a 50% chance each round to take no relevant actions, instead babbling randomly, wandering off, or talking to unseen parties.

Disassociated: The victim is almost entirely disconnected from reality. Their mind filters and twists all external stimuli into strange forms. They can no longer tell friend from foe and can’t willingly accept any aid (including healing) from another creature unless they succeeds at DC 12 Wisdom save.

Comatose: The fungus begins consuming its host, mycorrhiza rooting deep into internal tissues. As brain matter is consumed, the victim has lost all grip on reality and entered a dream world. They cannot be woken.

Death: The victim's body finally succumbs completely to the fungus as it consumes its host completely to reproduce. Fruiting fungal bodies erupt from the surface, making the body highly contagious.


Recovery

Once per day, the victim must make a DC 12 Constitution save. On failure, the disease progresses to the next level. On success, the disease does not progress and the victim must immediately make another DC 12 Constitution save. On failure, the disease stays on the current progression level; on success, the progression moves down a level.

Carrion Spore Disease

The predatory plant known as the ksarik descended from vegetation that relied on decaying flesh as incubation for its seedlings. As the plant evolved to become more complex and mobile, so did its seed pods, which the ksarik expels with force at living creatures. The thorn-like seedpod pierces the flesh of its victim, injecting tiny seedlings which feed off the creature's flesh, steadily weakening the victim until death.

Each day after the victim is infected with carrion spores, they must roll a Constitution saving throw. On failure, the victim receives one level of exhaustion. On death, 1d10+2 maggot-like ksarik seedlings emerge from the victim's abdomen, crawling away to continue their life cycle.

If the victim succeeds on their Constitution saving throw on two consecutive days, the seedlings die and the victim is cured. They must still recover any levels of exhaustion they received.

 

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