If the heroes inspect the bust of Master Qornah, they notice a hidden compartment that is in the shape of a cube 4 inches to a side—just the right size for a Jedi holocron, as described by Master Denia. Under torture, Vin Thorla told the Twelfth Brother exactly where to find the Qornah Holocron, and the Inquisitor cleaved the bust and claimed it. The splintered east door leads into a study where older documents were held. Unlike datacards, flimsiplast burns easily (even more so in Almas’ oxygen-rich atmosphere), so the destruction here is worse. The study also served as the analysis room, and destroyed computers sit on collapsed desks. If the players succeed on a DC 10 Wisdom (Perception) or Intelligence (Investigation) check to search the east room, they discover one scrap of durasheet that hasn't been burned. If they try to get a closer look, read the following: > A cold breeze from the opened blast door behind you whips into the repository, sweeping up the burnt ashes of ancient Jedi texts. One item stands out, however. At a cursory glance, it appears to be nothing more than a scrap of durasheet, except that it seems to glow eerily. You head over to inspect it and find that it contains a solitary passage, written in a strange language. The page is written in Sith. If none of the heroes know the language, they can have SevenAy translate it for them. The scrap is all that's left of a tome that belonged to the Sith Lord Darth Rivan. It was referred to as Rivan as "the creed of ruin". SevenAy translates as follows: > “This appears to be a dead language. Yes, definitely—the Sith tongue is such a peculiar one. The passage appears to...oh my. Quite a bleak extract. It reads: > > ‘There is no passion...there is solely obsession. > > There is no knowledge...there is solely conviction. > > There is no purpose...there is solely will. > > There is nothing...only me.’” The heroes can make of this text what they will. It is likely their first clue to the presence of the ancient Sith temple beneath the Academy's foundations. Behind the west wall is another room, hidden behind a bookshelf, with no visible entrance. The heroes can determine the existence of the secret room by comparing the map (which combines the three rooms of the library into one large room with no walls or doors) to the size and shape of the actual room. The heroes might also notice the distance between the library door and either end of the corridor outside. A successful DC 15 Wisdom (Perception) check reveals that a hidden room exists behind the west wall, but not how to gain entrance. A successful DC 20 Wisdom (Insight) or Charisma (Insight) check to sense surroundings with the force reveals the entrance. Otherwise, a successful DC 17 Intelligence (Investigation) check to search the wall—coupled with a lot of patience—reveals the mechanism that activates the shelf. The door has to be powered on or forced (see “Control Room," page 12). If the door is powered on, a successful DC 17 Intelligence (security kit) check allows the heroes to bypass the lock. Failing the check by 5 or more triggers a silent alarm, which alerts the Twelfth Brother on sublevel 2. Forcing the door automatically triggers the alarm. ### Army of Darkness When the heroes find a way inside the secret archive room, they stumble upon a grisly scene. Approximately a dozen corpses of different species, all in various states of decomposition, lie scattered about the room. A descending stairway is in plain view at the other end. When the heroes jury-rig the secret door, read the following: > As the blast door whooshes open, you're immediately hit by the unmistakable odor of decaying flesh. Strewn before you are about twenty cadavers, apparently of the Kel Dor species. Judging from the death grip that the deceased have on their weapons, you surmise that two different parties met here a while ago, possibly to cut a deal or as rivals of some sort, and wound up wiping each other out. > > You spot the descending stairway on the other side. If the heroes make an Intelligence (Investigation) check to examine the bodies, they don't find any valuables or salvageable gear, but they do make the following observations: * DC 10: The cadavers are wearing matching space suits, each with the same logo on the shoulders. * DC 15: Based on the positions of the cadavers and the blast wounds on them, the beings most likely died fighting one another. What really happened is that the Kel Dor were part of an organized salvage gang called the Stalfonauts trying to loot the temple, and were driven to turn on one another by the maddening influence of the t'salak. This is the players' first warning of what may be to come. The stairway on the far side of the room leads to the archives level below and was reserved exclusively for Jedi Masters. (There was a backup stairway access farther north that was sealed up like a bunker, but it is now blocked to the heroes, anyway). To reach it, the heroes must traverse the obstacle course of corpses. A successful DC 25 Wisdom (Perception) check, giving advantage if they inspect the room before entering, lets them notice motion sensors along the walls in the center of the room, a failsafe installed by the Imperials. If the heroes do not notice the sensors, they automatically trip them, and the blast door comes crashing down. ### Guardian Spirits If the heroes are inside the archive room when the doors shut, they participate in the following encounter. If any heroes are elsewhere at the time, they will not be able to get inside until the encounter is over. The heroes have triggered a trap involving powerful parasites that animate the corpses of the dead in this room. \pagebreakNum #### Setup The room is inhabited by two Force-sensitive parasites in the library archive room, where their telekinetic powers seemingly bring the corpses to undead life. These creatures are among the creations of Darth Rivan that have either hidden underground for centuries, or have recently been drawn back to the temple by the strengthening of the dark nexus there. If any of the heroes fails a DC 15 Wisdom (Perception) check, they are surprised as the encounter begins. > An unexpected chill runs through your spine, and you hear moans coming from somewhere behind you. Impossibly, the cadavers that were littering the floor earlier are now shambling toward your group. Many of the corpses hold blaster pistols in bony hands that are blemished with chunks of spoiled flesh. You have to go through them to reach the stairs. #### GUARDIAN SPIRIT (2) Called guardian spirits due to primitive cultures’ belief that they were the spirits of the dead come back to life, these creatures are actually parasites with telekinetic abilities. The two parasites can each inhabit one corpse at a time (the Guardian Spirit statblock), giving the body a semblance of undead animation. Simultaneously, each parasite can also reanimate up to two other corpses without actually being in their bodies (the Animated Coprse statblock), but they do so less efficiently, and only to help kill the heroes. The parasites cannot live outside of a host body for long. If the heroes kill a host body, its parasite inhabits one of the remaining animated corpses, turning it into a guardian spirit. If there are no animated corpses close enough to inhabit, the parasite has nowhere to go and is destroyed. > You’re surrounded by the approaching corpses. Dancing light fills the cavernous eye sockets of their decomposing bodies as the Kel Dor corpse levels its blaster pistol at you. The undead horde charges. ___ > ## Guardian Spirit > *Medium undead, chaotic dark* > ___ > - **Armor Class** 12 > - **Hit Points** 65 (10d8 + 20) > - **Speed** 15 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)| 10 (+0)| 14 (+2)| 6 (-2)| 8 (-1)| 16 (+3)| >___ > - **Saving Throws** Wis +1 > - **Skills** Perception +4, Stealth +7 > - **Damage Immunities** poison, necrotic > - **Condition Immunities** charmed, poisoned > - **Senses** Darkvision 60 ft., passive Perception 9 > - **Languages** — > - **Challenge** 4 (1,100 XP) > ___ > ***Corpse Transferral.*** When the body of the spirit is destroyed, the spirit automatically inhabits another corpse within 30 feet, replacing the corpse's stats with its own. However, any damage dealt to the corpse or conditions remain, and it does not recharge any once-per-day abilities. If no corpses are within range, the spirit dies permanently. > > ***Innate Forcecasting.*** The spirit's forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks). It innately knows the following force powers: > > At-will: force push/pull, shock > 1/day each: convulsion, force choke > > ***Undead Fortitude.*** If damage reduces the spirit to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is energy or from a critical hit. On a success, the spirit drops to 1 hit point instead. > > ### Actions > ***Blaster Pistol.*** Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 6 (1d6 + 3) energy damage. > > ***Slam.*** *Melee Weapon Attack:* +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage and 3 (1d6) necrotic damage. #### Guardian Spirit Tactics Guardian spirits are very slow, so they use their numbers to their advantage. They flank the heroes, using the help action if necessary to guarantee hits on slippery targets. While they primarily will attack with whatever seems suitable at the time, they have no reservations about using their innate force abilities when appropriate. They keep attacking until they no longer have the limbs to do so. \pagebreakNum #### Animated Corpse (4) ___ > ## Animated Corpse > *Medium undead, chaotic dark* > ___ > - **Armor Class** 8 > - **Hit Points** 22 (3d8+9) > - **Speed** 20 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|13 (+1)|6 (-2)|16 (+3)|3 (-4)|6 (-2)|5 (-3)| >___ > - **Damage Immunities** poison, necrotic > - **Condition Immunities** charmed, poisoned > - **Senses** darkvision 60 ft, passive Perception 8 > - **Languages** — > - **Challenge** 1/4 (50 XP) > ___ > ***Undead Fortitude.*** If damage reduces the spirit to 0 hit points, it must make a Constitution saving throw with a DC of 5+the damage taken, unless the damage is energy or from a critical hit. On a success, the zombie drops to 1 hit point instead. > > ### Actions > ***Blaster Pistol.*** Ranged Weapon Attack: +0, range 40/160 ft., one target. *Hit* 1 (1d6-2) energy damage. > > ***Slam.*** *Melee Weapon Attack:* +3, range 5 ft., one target. *Hit:* 4 (1d6+1) kinetic damage and 2 necrotic damage. > #### Features of the Area > The library archive room contains shelves along the walls, a few desks in the middle, and a large table on the north side. #### Conclusion Once the corpses are eliminated, the heroes see small clouds of parasitic organisms rise out of them, searching for other host bodies nearby. If there are none within 30 feet, the parasites dissipate with a dying howl. Heroes need only wait a moment until the blast doors open to have easy access to the stairway leading down to sublevel 2. After the heroes neutralize the infected corpses, they can proceed down the staircase. If some heroes were trapped outside the archive room during the encounter, the blast door becomes unlocked 10 minutes after the sensors were tripped. The stairway leads to the second sublevel of the Almas Academy. Once the heroes descend the stairs, proceed to sublevel 2, below. If the heroes still have SevenAy with them, he tells them that he's had quite enough excitement for one day, and he would prefer to be left on the first sublevel until they return, if it's all the same to them. ### Encounter Map See the map of Sublevel 2. \columnbreak ### Storage Rooms At the end of the corridor, past the meditation rooms and library, the heroes can turn left. At the other (north) end of this corridor, another cave-in blocks the utility staircase leading down, which the heroes might have seen on the map or learned about from SevenAy. Unfortunately, unless they want to spend a lot of time digging through the rocks (It would take roughly 12 hours of hard labor), the utility staircase is not accessible. The heroes might give up or look for another way down (see “Library," above). Along the corridor, halfway to the utility stairway, are two blast doors. They are unlocked but need to be powered on (see “Control Room," above). The first room was a storage space for supplies— anything other than food that was needed by a small, self-contained community such as the Almas Academy. This room was heavily pillaged by thieves and salvagers, who left little behind but empty containers. Describe various containers of soap and torn articles of clothing. If the heroes make a successful DC 15 Wisdom (Perception) check, they also notice two surprisingly light, tiny strongboxes with each strongbox is 8 cubic inches in size, can fit in the palm of most people's hands and are made of smooth, black iron. A successful DC 15 Intelligence (Lore) check reveals that the containers are made of Mandalorian iron (beskar), which was believed to be impenetrable by the Force. If the check beats the check by an additional 5, the heroes also know that the claim is false— the iron cannot stop the Force, but the strong alloy is resistant to many types of energy. The boxes have a very strong lock, equivalent to an high security lock and opening them requires a DC 20 Intelligence (security kit) check. The second room is where the Jedi received and kept their food supplies. Most food has been stolen; the rest spoiled long ago. In the southwest corner of the room is a small kitchen where the residents prepared meals and processed foods. Describe some unidentifiable blackened mounds of rubbish, leftover kitchen appliances, a heating unit, a broken-down refrigeration unit, various utensils, and small spice containers. #### Loot * Beskar Strongbox x2 \pagebreakNum ### Sublevel 2 This sublevel can be reached only via the staircase in the library’s secret archive room. The other staircase down is blocked (see “Storage Rooms,” above). Upon reaching this area, the heroes immediately feel a deep unease that tempts them to turn back. Force-sensitive heroes must make a DC 15 Charisma saving throw or suffer the effects of the *Curse* force power when using Light aligned force powers. The effect lasts as long as they are on this sublevel. Expending 2 force points or a 1st level force slot will negate this effect. Also, the *Force Sight* and *Sense Force* force powers do not function within range of the dark side nexus that has developed here due to Rivan’s lasting influence. Species that rely on the force to see such as Miraluka are unaffected by the dark side interference for the purposes of vision. Encounters are labeled on the map but don’t have to be followed in the sequence presented. The encounters marked “Crazed Believers” and "Dreambeast" can happen in any number of rooms at your discretion. You can decide that all unused rooms are empty or permanently locked, or you can detail them as you wish (see the note block below for suggestions). > #### Sublevel 2 > Sublevel 2 contains a number of rooms that are not described in this adventure. You can choose to have them empty or locked, or you can detail them as desired. Use the following as quick examples: > > **Surgical Bay:** The walls are sterile white. The room reeks of bleach and, faintly, mildew. A half-dozen tables clutter the center. Optionally, a blast door leads to a smaller nursery room. > > **Research Laboratory:** Here, countertops and transparisteel cabinets contain various instruments and decayed samples of vegetation (such as lichens, fungi, kaluthin, and so on). > > **Meeting Room:** This room contains several chairs and a large oval table with a broken holoprojector on top. Jedi Masters held important meetings here. ### Weapons Room This room was visited recently, but the blast door controls were destroyed. Opening the door requires 1 hour and a DC 18 Intelligence (mechanic's kit) check. If the heroes take the time to repair the door and open it, they find something surprising: a blaster shooting range. After all, lightsaber wielding Jedi have to practice their shooting skills, too. If the sublevel has power, several holographic targets appear when the heroes enter the room at the far end of the shooting range. Another blast door leads to a back room. If the heroes have not restored power and unlocked the doors to sublevel 2, they must open the blast door manually (see “Control Room," above). If they do so, they find that the back room is an armory. Transparent plexi on the ground shields a small stream that runs along just under floor level. This room has 7 usable blaster pistols and 20 power cells. Everything else has either been stolen or rusted beyond use. \columnbreak ### Refresher This is a fairly standard washroom for both men and women. It contains effluvial rinsers as well as refreshers. Along the floor runs a narrow natural stream, covered by transparent plexi. ### Crazed Believers As the heroes approach the west arch leading to the underground park, they are attacked by the first of many crazed Humans who wander this level, looking for blood. Feel free to run this encounter more than once in any of the labeled rooms. **Critical Challenge:** The heroes must defeat the Believers cultists, who have fallen under the influence of the nearby t’salak. Most cultists have killed each other already, but the few remaining groups (as many as needed, in your judgment) wander about and attack the heroes on sight. They have been exposed to the t’salak’s touch so many times that the rage it induces is effectively a form of permanent madness. **Auxiliary Challenge:** The heroes might try to subdue one or more Believers without killing them. They can accomplish this by grappling them and tying them up, stunning them with blasters, or rendering them unconscious. However, this doesn’t cure their madness, and as soon as they recover, the Believers will attack again. They must be alleviated of their delirium to be of any use. To do this, the heroes must make a DC 22 Charisma (Persuasion) to have the followers calm down. If the players provide a convincing scenario through roleplaying, give them advantage. If the *Restoration* force power is used, the follower's delirium is also lifted while the *Calm Emotions* force power will also temporarily restore their sanity. **Award:** Alleviating the raging madness in one or more Believers provides the heroes with some information. The grateful victims negotiate their release by giving up details on the t’salak. They know where it is and what it does, but they do not know how to defeat it. #### Setup This encounter can be repeated several times throughout sublevel 2, but each time, only one group of Believers attacks the heroes. Use as many times as you feel appropriate. #### Read-Aloud Text When the heroes enter a room labeled “Crazed Believers,” read the following: > As you turn the corner, you hear a cry of incoherent rage and see several beings lunge at you. They have demented looks in their eyes and are foaming at the mouth. \pagebreakNum #### Believers Cultists (3) The Believers cult is a group of Sith worshippers that got its start in the Cularin system. They are males and females of different humanoid species, and they come from all walks of life. Some are even trained in the Force. They were aided in their organization by the Sith scholar Murk Lundi, and they had grown into a formidable force by the time of the Clone Wars. The ones encountered on this sublevel have been driven mad by repeated attacks from the t’salak. They are encountered in small groups, though, since two large groups of Believers in the same room would kill each other. Many Believers have fallen victim to their crazed companions. ___ > ## Believer Cultist > *Medium humanoid (any), neutral dark* > ___ > - **Armor Class** 12 > - **Hit Points** 22 (5d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)| 14 (+2)| 12 (+1)| 10 (+0)| 10 (+0)| 10 (+0)| >___ > - **Senses** passive Perception 9 > - **Languages** Galactic Basic > - **Challenge** 2 (450 XP) > ___ > ***T'salak Madness.*** The cultist has advantage on Strength checks, Strength saving throws, and deals an additional 2 damage with melee weapon attacks (included). > > ### Actions > ***Multiattack.*** The cultist makes two Vibrospear attacks. > > ***Vibrospear.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 6 (1d8 + 2) piercing damage. \columnbreak #### Believer Cult Leader (1) ___ > ## Believer Cult Leader > *Medium humanoid (any), neutral dark* > ___ > - **Armor Class** 13 (16 with battle precognition) > - **Hit Points** 66 (12d8 + 12) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1)| 16 (+3)| 12 (+1)| 12 (+1)| 14 (+2)| 16 (+3)| >___ > - **Skills** Persuasion +7, Deception +7 > - **Damage Resistances** energy, kinetic > - **Senses** Passive Perception 12 > - **Languages** Galactic Basic > - **Challenge** 5 (1,800 XP) > ___ > >***Leader's Presence.*** Allied creatures within 30 feet of the cult leader gain advantage on saving throws against being frightened. Additionally, once per turn when an ally the cult leader can see within 30 feet of it makes an attack roll or a saving throw, the cult leader can roll a d4 and add the result to the ally's roll. > > ***Forcecasting.*** The cult leader is a 5th-level forcecaster. Its forcecasting ability is Charisma (power save DC 13, to hit with force attacks). It has 20 force points. The cult leader knows the following force powers: > > The cultist knows the following powers: > > **At-will:** affect mind, feedback, saber throw > **1st-level:** battle prognition, force body, force jump, sap vitality, wound > **2nd-level:** stun > > ***T'salak Madness.*** The cult leader has advantage on Strength checks, Strength saving throws, and deals an additional 3 damage with melee weapon attacks (Included). > > ### Actions > ***Multiattack.*** The cultist makes two Vibrospear attacks. > > ***Dark Shear.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 3) piercing damage. > \pagebreakNum #### Believer Zealot (2) ___ > ## Believer Zealot > *Medium humanoid (any), neutral dark* > ___ > - **Armor Class** 14 (combat suit) > - **Hit Points** 55 (10d8 + 10) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2) |12 (+1) |12 (+1) |10 (+0) |14 (+2) |12 (+1)| >___ > - **Skills** Persuasion +3, Athletics +4 > - **Senses** Passive Perception 12 > - **Languages** Galactic Basic > - **Challenge** 4 (1,100 XP) > ___ > ***T'salak Madness.*** The zealot has advantage on Strength checks, Strength saving throws, and deals an additional 2 damage with melee weapon attacks (included). > > ***Reckless Fervor.*** At the start of its turn, the zealot can choose to gain advantage on all melee weapon attack rolls during that turn, but attack rolls against it have advantage until the start of its next turn. > > > ### Actions > ***Multiattack.*** The cultist makes two vibrospear attacks. > > ***Vibrospear.*** *Melee Weapon Attack:* +4 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 2) piercing damage. > > ### Reactions > ***Sacrificial Zeal.*** If reduced to 0 hit points, the zealot can make one final melee weapon attack as a reaction before falling unconscious. #### Believer Tactics Believers zealots attack with little strategy. They simply charge at the nearest target in their line of sight and engage in melee. Believers cultists use more straightforward tactics, trying to swarm individual heroes with melee attacks. Their leader has Battle Precognition already casted and activates Dark Shear before engaging in combat, using force powers as they go. #### Loot The cult leader is wearing several pieces of expensive jewelry indicating that they may have once been a being of status before the t'salak eroded their sanity. * Jewelry worth a total of 30,000cr * A credit chip [Improved] containing an additional 65,000cr. *(DC 21 Slicer's Kit)* * Ring of Apprentice Force Storing *(Premium, Major)* **(Only provide this reward one time!)** > ##### Ring of Force Storing > The ring has the force power **force suppression** stored in it. This will give the players the ability to cast that power in a later encounter where it will be essential to do so. Even if they would have been able to cast it already, finding the item may put the power in their minds. The item can also be used throughout the rest of the campaign, if there are any forcecasters in the party. #### Conclusion Once a Believer is incapacitated, the heroes can search him or her for items. Some of them might carry ID cards, datapads, or other personal items tucked in the pockets of their dirty and ripped vests. They carry whatever weapons they were able to find in their mindless wanderings. #### Encounter Map See the map of Sublevel 2. > #### Features of the Area > Believers can be encountered in several different rooms around the sublevel. Refer to the sublevel 2 section of the adventure and the accompanying map for descriptions. ### Underground Park All water on Almas is underground, so the academy’s Jedi custodians reasoned that building an underground park with a running stream would be in tune with the will of the Force. The stream was discovered while digging the academy foundations. Instead of diverting it, the Jedi requested that the architects integrate the stream into the design—it was they who had intruded on the water’s natural course, after all. The Jedi then planted local trees and kaluthin and created a garden around the stream. Occasionally, they took blind coboko fish out of the pond that formed in the park center, adding them to the academy menu. Of course, all the park vegetation is now dead, blackened by the intense presence of the dark side. The park also contains several bodies of Believers who managed to find the secret stairwell in the library and turned viciously on one another after encountering the t’salak. At the center of the room, beside the pool, is a large pump used to force water to the levels above. It looks like it hasn’t functioned in a long time. The heroes don’t have much time to admire the scenery, however. When they reach the park center, read the following text: \pagebreakNum > You walk into the impressive chamber, crossing a bridge than runs over a clear and soothing stream. To your left is a large pond, beyond which is an artistic elevation made of simple mud and rock. Disharmoniously, dead vegetation and dead bodies surround it all. > > As you take in your surroundings, your companions suddenly disappear from view, and you are alone. Solid walls seem to have materialized out of nowhere and separated all of you, at the same time blocking the entrance from which you came. You feel a deep sense of dread when a cruel figure from your past appears right in front of you—someone you never imagined you would see again. You look around for a way out, but your feet don’t respond. You try to cry out, but the attempt yields no sound. As if in slow motion, the heartless figure prepares to attack. This encounter is similar to Luke’s experience inside the cave on Dagobah. Each hero finds him- or herself face to face with his or her worst nightmare. The heroes are caught in a combination of a mind trick (which makes them believe that they cannot walk away or speak out) and a Force illusion (which makes them believe that they are facing an old enemy). For each hero, choose a character or creature that poses a threat and has some significance to that hero. It could be an enemy, living or dead, from a previous adventure or even from the current adventure. It could also be someone from the hero’s past (for instance, an unlikable former employer or a cruel family member). Determine the appropriate encounter for each hero in advance, without worrying about statistics. The effects of the dark side nexus permeating this place, in combination with the influence of the t’salak (which feeds on the heroes’ feelings of hate and fear), create this Force illusion. Heroes who make a successful DC 15 Wisdom (Insight) check realize that their enemy is an illusion, but this knowledge does not dispel the illusion. The twist is that behind each “illusion” hides one of the other heroes. The trap is designed to cause the heroes to fight each other unknowingly. Prior to the adventure, ask the players for their character sheets, and record their most important scores (weapon damage dice, attack bonuses and types, defenses, hit points, Initiative and skills, and so on). Then, when each hero faces an illusion, describe what weapons or items the opponent carries—in other words, the weapons or items used by the other hero. There is no need for an illusion to wield the same exact weapon as the hero behind it, but the weapon should resemble something in the same class (such as a vibrosword, blaster, lightsaber, and so on). If the number of heroes is uneven, one of the heroes is met by a crazed Believer instead of by another hero (for statistics, see “Crazed Believers,”). In this case, the Believer hides behind the illusion of a friend, such as Senator Organa, Master Denia, or even one of the other heroes. Explain to the heroes that they are all inexplicably isolated from one another. Ask for initiative rolls, and record the results beside each hero’s name. As soon as an attack occurs, use player who is opposite them as a target. If the attack hits and damage is dealt, record the number. Pretend that the next initiative turn belongs to the opponent of the hero just attacked, describe the attack, and reveal the damage dealt. If one hero is fighting a Believer, this fight can be incorporated with the others in order of initiative but treated as regular combat. Allow each character a DC 16 Wisdom (Perception) check at the beginning of their turn to realize that something is not right. Success indicates that the hero can tell that what he sees before him is not real, though it looks as if it could become real at any moment. If a matched pair of heroes goes for 3 consecutive rounds without attacking each other, the entire illusion is dispelled for the whole group, and the angry t’salak attacks. #### Encounter Example Here’s an example of how this encounter could be run. Assume that the party contains five heroes, so four of the heroes fight each other, while the fifth fights a Believer. - Vor’en the soldier (Init 20) versus Arani the noble (Init 14) - Kelko the scout (Init 16) versus Sia-Lan the Jedi (Init 28) - Deel the scoundrel (Init 24) versus a Believer (Init 8) ##### Round 1 Sia-Lan is up first, and she‘s face to face with Count Dooku. But Sia-Lan makes her Perception check and knows that Dooku is dead, so she realizes that the encounter must be a trick. She decides not to attack. Next, Deel finds himself facing one of his friends, Kelko, who runs madly toward him. Deel asks him what is going on, but his voice is mysteriously soundless. He fails his Perception check and doesn’t realize that it's a trick. Next, Vor’en fails his Perception check and thinks that he’s run into a stormtrooper. He pulls out a blaster and fires at the enemy, striking Arani and dealing 8 points of energy damage. (From Arani’s perspective, she’s shot by an old friend, who wields a hold-out blaster that she gave him long ago.) Next, Kelko (who also failed his Perception check) takes out his two vibrodaggers to attack a green, tentacled alien that he once encountered on Zlarbv IV. He slashes at it, dealing 12 points of kinetic damage to Sia-Lan. (From Sia-Lan’s perspective, Count Dooku attacks her with two lightsabers. The Jedi doesn’t understand what’s happening—she was sure that the appearance of Dooku was some kind of trick!) Next, Arani succeeds on her Perception check and tries to convince the phantom that she is no threat, but he doesn’t seem to hear her. She has to defend herself, so she pulls out her own blaster and shoots him, dealing 12 points of energy damage. (From Vor’en’s perspective, he’s shot by the stormtrooper.) \pagebreakNum Finally, the Believer acts, rushing Deel and pummeling him to the ground, dealing 15 points of kinetic damage. (From Deel’s perspective, he’s being attacked by his friend Kelko. Has he gone crazy? Regardless, Deel decides that he must defend himself.) ##### Round 2 Sia-Lan can’t believe it. Count Dooku just attacked and nearly killed her. Maybe “Dooku” is a clone, a doppelganger, or something else, but whatever it is, Sia-Lan was hurt for real and must defend herself. She ignites her lightsaber, preparing to attack Kelko . . . ### Oozing Madness #### Setup The heroes can enter the underground park via one of two arches. The t’salak is hiding behind the pond on an elevated slope at the room’s northern side. The heroes must cross the pond to get to the creature, or shoot it from a distance (which is a much wiser option). #### Read-Aloud Text > Evil. That's the first word that comes to mind as you look at the featureless pool of black ooze. Suddenly, a tendril snaps at you, attacking from the creature’s central mass, almost too fast to see. You barely avoid it, but as you dodge, the creature tracks you move for move. It seems filled with hate and bent on pure destruction. #### T'salak A Force-sensitive creature of unknown origin, the t’salak is an oozing, black mound of evil. The t’salak has no sensory organs but leaves no question as to its strength and cunning; it lashes out with sticky tendrils that have surprising accuracy and power. Filled with chaotic thoughts born of malignity, the t’salak can induce a blinding rage in its targets just by touching them, permeating their souls with darkness. #### T'salak Tactics The t’salak moves toward the heroes and tries to hit them with its tendrils to induce rage in them. The creature hopes that the heroes will be too distracted by killing each other to attack it, so that it can go back to its hiding place. > #### Features of the Area > The lake in the middle of the room is an obstacle to the heroes as it counts as difficult terrain. Once across, they can climb the slope on the other side. To reach the area where the t’salak is hiding from across either stream area, the heroes must climb up the 7 foot high muddy hillock that forms the north shore of the pool. It is slippery, requiring a successful DC 20 Strength (Athletics) check. There are some slim trees scattered about the gardens, but they provide very little cover or concealment. \columnbreak #### Conclusion The t’salak cannot be killed by solid objects, but it can be wounded and is highly susceptible to cold and vacuum. Unless the t’salak is trapped within a container imbued by the Force or made of Beskar or finally in a cold vacuum while it is inert (0 hit points), it regenerates itself and attacks anew. #### Encounter Map See the map of sublevel 2 ___ > ## T'salak > *Medium aberration, chaotic dark* > ___ > - **Armor Class** 16 (Natural Armor) > - **Hit Points** 136 (16d8 + 64) > - **Speed** 30 ft., climb 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|18 (+4)| 14 (+2) |18 (+4) |10 (+0) |16 (+3) |12 (+1)| >___ > - **Saving Throws:** Con +7, Wis +6 > - **Damage Vulnerabilities** Cold > - **Damage Resistances** Energy and kinetic damage from weapons > - **Condition Immunities** Blinded, Charmed, Deafened, Exhaustion, Frightened, Poison, Prone > - **Senses** Blindsight 60 ft. > - **Languages** — > - **Challenge** 7 (3,900 XP) > ___ > ***Induce Raging Madness.*** When the t'salak deals damage to a creature from a melee attack, the creature must make a Wisdom saving throw (DC 16). On a failed save, the creature must make at least one attack against the closest ally on its turn. The creature repeats this save at the end of its turn, with a successful save removing this effect. > > ***Regeneration.*** The t'salak regains 5 hit points at the start of its turn. When reduced to 0 hit points, the t'salak becomes an inert puddle for 5 minutes. After 10 minutes, it returns to maximum health unless it is contained inside a container made of beskar, a container that is force-imbued, or exposed to a vacuum. > > ### Actions > ***Tendril.*** *Melee Weapon Attack:* +7 to hit, reach 10 ft., one target. Hit: 14 (2d8 + 4) psychic damage. >___ > ### Legendary Actions > The t'salak can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. The T'SALAK regains spent legendary actions at the start of its turn. > > ***Attack.*** The t'salak makes one attack with its tendrils. \pagebreakNum ### Jedi Prisoner At some point, the heroes reach the room where Master Vin Thorla is held. If they pass the room without entering it, they are attacked by the nighthunter that guards Thorla. The blast door is open, and the Twi’lek Jedi Master’s powers are kept in check inside a Universal Energy Cage designed to contain Force-users. ### Callus' Best Friend #### Setup The heroes are attacked in the corridors outside the prison room. The nighthunter lunges directly at them and runs away when hurt, only to attack again from another direction. #### Read-Aloud Text When the heroes near the room where Master Thorla is held prisoner, read the following: > Crouched in front of you are 7 hulking feet of quadrupedal, ravenous instinct. The crimson predator is a nighthunter, believed to be as extinct. Any doubt as to whether this is another illusion is dispelled, however, when it bellows a spine-tingling howl. #### Nighthunter (1) Perhaps it’s the blood-red, blaster-resistant hide. Maybe it’s the claws, which are nearly as long as the fangs protruding up to its eyes and down to its chin. Or maybe it’s the fact that these creatures ambush their prey using the Force. Whatever it is, nighthunters give even Jedi pause. The Force-using predators have been hunted almost to extinction, but the one guarding Master Thorla shares a peculiar history with Callus. The creature hunted the injured Inquisitor in the aftermath of the Battle of Parein II 4, and they nearly killed each other. However, after wounding the nighthunter, Callus nurtured it back to health, and the beast bonded to its savior. > The creature’s hide looks blaster resistant. Five immense fangs jut out and over both of its lips, almost concealing its face, except for its two tiny, hungry eyes. ___ > ## Nighthunter > *Medium beast, chaotic dark* > ___ > - **Armor Class** 15 (natural armor) > - **Hit Points** 75 (10d8 + 30) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|16 (+3)|14 (+2)|14 (+2)|3 (-4)|12 (+1)|6 (-2)| >___ > - **Saving Throws** Str +6, Dex +5, Con +5 > - **Skills** Perception +3, Stealth +4 > - **Damage Resistances** Energy, fire > - **Senses** Darkvision 60 ft., passive Perception 13 > - **Languages** — > - **Challenge** 6 (2,300 XP) > ___ > > **Stealthy Predator.** The Nighthunter can take the Hide action as a bonus action during combat. > > **Natural Camouflage:** The Nighthunter can cast force camouflage at will. > > ***Keen Hearing and Smell.*** The Nighthunter has advantage on Wisdom (Perception) checks that rely on hearing or smell. > > ### Actions > ***Multiattack.*** The Nighthunter makes one claw attack and one bite attack. > > ***Claws.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. *Hit:* 9 (2d4 + 3) kinetic damage. If the target is a creature, it must succeed on a DC 14 Strength saving throw or be knocked prone. > > ***Bite.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 13 (2d6 + 3) kinetic damage. #### Nighthunter Tactics The nighthunter runs at the heroes, makes its attacks, and runs away before they retaliate (the heroes can make attacks of opportunity). The beast circles around, uses *force camouflage* and stealthily comes back from another direction, perhaps several rounds later. You can create tension by having the heroes make Perception checks if they are not searching for the nighthunter. They might think it’s gone and proceed with their exploration, only to be attacked in a different area. > #### Features of the Area > Use the corridors around the prison room. If the heroes find refuge inside a room and lock it, they prevent the creature from attacking. But they must come out eventually, and the nighthunter is very patient. The room in which Master Thorla is detained doesn’t have a working blast door. \pagebreakNum #### Conclusion After defeating the beast, the heroes can enter the room it guarded. If they examine its body, they will discover an Imperial logo branded on its flank--possibly their first clue that agents of the Empire are present on Almas. Having dealt with the Nighthunter, read the following: > The door is completely open. In fact, burn damage all along the 12 foot-wide entrance appears to have enlarged it. A pulsating glow within lights up the darkened room. Inside, you find a spherical energy cage floating on repulsorlifts. The glow comes from a force field that surrounds the portable prison, and behind the bars lies a crumpled humanoid form. > > The figure is wearing dirty robes that were once white and gold. They are now tattered and sport numerous burn marks. A plain white mask covers the figure's face, making it difficult to tell whether he's awake, unconscious, or dead. This room also contains a thick plasteel table on which are scattered two yellow kyber crystals and an assortment of intricately carved keys. Thorla is in very bad shape, both physically and mentally. His body is emaciated, and he sports several burns and cuts. To run this dramatic encounter, you must understand the Jedi’s backstory (see the sidebar on page 32). The heroes might suspect that the prisoner is a Jedi and decide to free him. Thorla is, in fact, conscious, but will not respond to questions. He is suffering from severe survivor's guilt, and, having been tortured by the Callus for several days, has nearly fallen into despair. The Universal Energy Cage was designed specifically to contain a Force-user’s powers. Casting Force powers while in the cage is impossible. The cage’s functions are controlled by a handheld remote that is currently in the Callus’ possession. The cage has no visible controls, and the only way to open it is to destroy it, which endangers the life of the prisoner within. The Universal Energy Cage has a damage threshold of 10 and 55 (5d10) hit points. The cage is also built with a contact shock field, and every time the cage receives damage from an attack that deals 25 damage or more, the Jedi inside receives a nonlethal shock that deals 9 (2d8) lightning damage (see Vin Thorla's stat block on page 32). This effect also occurs when an attack is below the damage threshold. When this happens, Thorla yelps in pain, but does not otherwise react. Once the Jedi is free, whether he is conscious or not, the heroes notice that his skin is charred in multiple places, showing that he has suffered many shocks. He has three levels of exhaustion, which can only be removed by receiving extensive, long-term medical and psychological care. If Thorla is conscious, he does not run away or try to escape, but he won’t answer the heroes’ questions, either, wanting only to be left alone. He’s been fighting off the Inquisitor’s attempts at turning him to the dark side and has fallen into deep despair. At first, the freed Jedi merely slumps to his knees and remains still, ignoring the heroes' questions. If they prod him, attempt to remove his mask, or otherwise sufficiently annoy him, he looks up at them and sighs, "Why are you here? This place is cursed. I am doomed to remain here, but you should leave while you still can." This encounter is a chance for heroes with investment in Charisma (Persuasion) to be very useful. The heroes will have to succeed on a DC 21 Charisma (Persuasion) check to convince Thorla to open up to them. However, there are a few things they can do to reduce the difficulty of this check. The DC cumulatively decreases by 2 if the heroes do any of the following: * Return Thorla's lightsaber hilt to him (if they obtained it from the Squibs) * Demonstrate that one of them is a Jedi (merely claiming to be one is not enough--they must activate their lightsaber or display Force powers in order to convince Thorla it's not a trick) * Mention that Master Denia is alive * Mention that the t'salak has been defeated * Heal Thorla's injuries On a successful check, Thorla becomes friendly to the heroes and answers their questions. See the sidebar for information about Thorla's backstory, which he conveys to the players if asked. He also tells the heroes that he suspects that Valin Callus and his apprentice are in the archives room in the southwest corner of the sublevel. This is an opportunity for the heroes to roleplay and try to convince Thorla not to give up hope. It is up to the DM to determine how difficult this is, what checks are required, and whether the case the players make through their roleplay is convincing enough. Their goal should be to convince Thorla that they will help him to clear the temple of monsters and defeat the Inquisitor, and beyond that, that there is still hope for the Jedi to return (thanks to Denia's survival, and the presence of any Jedi players in the party). If they succeed, read the following: > Thorla takes a long, deep breath. "You're right. I shouldn't give up hope. I was alone for so long...but now I know there are other survivors. The Jedi may still return. And this temple may still be restored." He picks up the kyber crystals from the table, inserts them into a slot in his lightsaber hilt, and activates one of the blades, which shines as a glowing beacon of certainty. "I swore that I would defend this temple, and I will." He looks at the heroes with gratitude. "I'm glad to have you to fight by my side." ***
Thorla accompanies the heroes for the remainder of the adventure. \pagebreakNum ___ > ## Vin Thorla, Jedi Temple Guard >*Medium humanoid (Mirialan), lawful light* > ___ > - **Armor Class** 13 (16 with battle precognition) > - **Hit Points** 58 (9d8 + 18) > - **Speed** 30ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|12 (+1) |16 (+3) |14 (+2) |10 (+0) |14 (+2) |12 (+1)| >___ > - **Saving Throws** Dex +5, Wis +4 > - **Skills** Acrobatics +5, Perception +4 > - **Senses** Passive Perception 14 > - **Languages** Galactic Basic, Mirialan > - **Challenge** 5 (1,800 XP) > ___ > > ***Forcecasting.*** Thorla is a 6th level forcecaster. His forcecasting ability is Wisdom (force save DC 12, +4 to hit with force attacks, 18 force points). Thorla knows the following force powers: > > At-will: *saber reflect, turbulence, force push/pull, force disarm, sonic charge, burst* > 1st level: *slow descent, battle precognition, phasestrike, force throw* > 2nd level: *stun, phasewalk, force barrier* > 3rd level: *Force Suppression, knight speed, sever force, force repulse* > > ### Actions >***Multiattack.*** Thorla makes two attacks with his doublesaber. > > ***Doublesaber.*** *Melee Weapon Attack:* +7 to hit, reach 5ft., one target. *Hit* 12 (1d8+4) energy damage. > ### Reactions > ***Double Bladed Strike.*** Thorla can attack twice when making an opportunity attack. > #### Vin Thorla, Jedi Temple Guard > A green-skinned Mirialan, Vin Thorla studied at the Almas Academy as a Padawan. He wasn't trained by Denia, but he knew her, and the two were good friends despite their difference in age. Several years later Denia transferred to the jedi academy on Coruscant to assist with training an influx of younglings. > > When Thorla was knighted, he chose to enter service as a Temple Guard, swearing to defend the Almas Academy with his life. He always took this sacred duty very seriously. > > When Order 66 was called, a fleet of Republic cruisers in orbit over Almas unleashed a bombardment on the Jedi Temple, destroying it and killing nearly all the Jedi. Vin Thorla and SevenAy happened to be in the lowest sublevel of the temple at the time, and thus survived the attack. The Empire believed the job was finished, and withdrew from the system. > > Thorla was too cautious to emerge from the temple and reveal himself to the locals, but he had SevenAy venture out a few times to gather news, and eventually learned of Order 66, the fall of the Jedi Order, and the rise of the Empire. Thorla felt that it was unfair that he had lived when all the others had died, but he decided that the best thing he could do with the opportunity the Force had granted him was to remain in hiding and uphold his vow to defend the temple, in the hopes that the Jedi would one day return to rebuild it. > > As it turned out, he had his work cut out for him. The demise of the Jedi on Almas shifted the balance toward the dark, and dark creatures bred long ago by Darth Rivan, as well as Believer cultists and their pets, began to lay siege to the temple. Thorla fought valiantly to keep these dark invaders from defiling the temple's sacred ground, but it felt like a losing battle--no matter how many he drove back, more always came. Over the months, he began to lose hope. > > A few days ago Valin Callus, the Twelfth Brother, came. He and his apprentice dueled the exhausted Thorla, defeated him, and imprisoned him in the Universal Energy Cage. Tortured by the Inquisitor, Thorla was close to breaking by the time the heroes finally freed him. Before he was freed, Thorla was compelled to reveal many of the Temple's secrets to Valin Callus, including the location of the Qornah Holocron. This only adds to his feelings of shame. \pagebreakNum ### Part 3: Callus' Lair As the heroes descend into the depths of the Jedi academy, they draw closer to the nexus of dark power surrounding Inquisitor Callus. You should emphasize the growing sense of dread the heroes feel, including a strong sense of danger for any force sensitive players. ### Archives Room When the heroes reach the archives room (whether they found it themselves or were informed by SevenAy or Vin Thorla), they find the door tightly shut. The door is warded with the Force, making it very difficult to force open. The only way to unlock it is using one of the keys found in the room with Vin Thorla (this prevents the heroes from wandering into the archives room too early). If the heroes enter the archives room, read the following: > You find yourselves in a large dusty chamber. Leaning against the smooth walls are cases containing fascinating and rare artifacts and weapons that were of interest to the Jedi. It is surprising that most of them seem untouched. > > The most glaring features of the room are the far wall and floor, which have crumbled away to reveal a cavernous opening that leads into a dark tunnel. This obviously wasn’t part of the room’s original design and seems to be a consequence of the orbital bombardment. This chamber was forbidden to Padawans. It was where the Jedi Masters kept their most precious Force artifacts, as well as tomes of forbidden lore. It also contains the entrance to the underground caves where the Inquisitor is probing the Sith holocron. To keep intruders from interrupting his studies, the Inquisitor left behind some of the deadliest henchbeings in the galaxy to guard the cave entrance. Several creatures await the heroes here, as motionless as statues in their hiding places among the shadows. Masters of stealth, these steely, grayskinned warriors are all but undetectable in the dim light. If players decide to investigate the room they will discover a stand with an open tome on it. The page it is open to describes how a Sith holocron can bond to a Force user and grant them additional power. It also explains that the only way to disrupt this connection is with the force suppression power. As the heroes enter the archives room, have them roll Wisdom (Perception) checks against the creatures’ Dexterity (Stealth) checks, with disadvantage unless they have some form of light. If the heroes succeed, one of their light sources or pure chance illuminates what appears to be a five foot-high statue resembling a gargoyle in one of the corners. This is enough warning for the heroes to avoid being ambushed, and a second later, six repulsive “statues” pounce on them from all sides. If the heroes fail their roll, the players are affected by the surprise condition as combat starts. If the players are not surprised and make a successful DC 20 Intelligence (Lore) or DC 25 Intelligence (Nature) check, they can identify the species of their attackers. These squat killing machines are called Noghri, aliens seldom seen away from their home planet. The entire room is considered to be heavily obscured unless the players bring light along from lightsabers or glowrods. ### Death Commandos #### Setup The archive room has no light sources. Even if the heroes restored power to the sublevel, only the faint light from the corridor comes through the open door. The various shelves and cases do not offer cover. The Noghri are perched on marble columns in the far corner of the room. #### Read-Aloud Text When the heroes arrive in this area, read the following text aloud: > It’s darker here than in any of the other areas you’ve visited so far. A chill breeze hits you from directly in front. How can there be a draft in an underground level? On the map, this room shows as an “L” shape, but you can’t see anything at all around the bend. As you advance, you have the sneaking suspicion that you’re being watched. #### Noghri Warriors (5) The gray-skinned and compact Noghri are among the most recent and deadly additions to the Imperial ranks. Though an acute xenophobia has begun to manifest within the Galactic Empire, Darth Vader readily recognized the value of the species during a visit to their homeworld Honoghr. When the five foot-tall warriors proved a match for his 501st Legion stormtrooper escort, the Dark Lord immediately found a way to enslave the species. Destiny arguably brought the two together, for the Noghri’s frightful faces so resemble the masked visage of their new master, the likeness seems uncanny. Dubbed “Death Commandos,” the Noghri are perfectly evolved killing machines—quick, quiet and deceptively strong. In unarmed combat, they excel at stava, their martial art named after a ferocious native predator, and they wield Stokhli spray sticks or simple knives with deadly efficiency. Vader bestowed Callus with this squad of Noghri assassins in gratitude for the Inquisitor’s assistance in torturing the captured Jedi Knight Halagad Ventor. > In a flash, you are assaulted by aliens that look like gargoyles. They are short and blindingly fast. \pagebreakNum ___ > ## Noghri Warrior > *Medium humanoid (Noghri), lawful dark* > ___ > - **Armor Class** 14 (combat suit) > - **Hit Points** 45 (6d8 + 18) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|14 (+2) |16 (+3) |16 (+3) |10 (+0) |12 (+1) |10 (+0)| >___ > - **Skills** Stealth +6, Perception +3 > - **Senses** darkvision 60ft, Passive Perception 13 > - **Languages** Galatic Basic, Honorghran > - **Challenge** 3 (700 XP) > ___ > ***Assassinate.*** The warrior has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit. > > ***Stokhli Spray Stick.*** The Stokli Spray Stick has two modes. As a bonus action, the warrior can switch between modes. > > ### Actions > ***Multiattack.*** The Noghri Warrior makes two attacks with its staff. > > ***Staff Mode.*** *Melee Weapon Attack:* +5 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 3) kinetic damage. If the target is a creature, it must succeed on a DC 13 Constitution saving throw or take 1d4 lightning damage and become shocked until the end of its next turn. > > ***Integrated Net Launcher Mode.*** *Ranged Weapon Attack:* Ranged Weapon Attack: +5 to hit, range 60/240 ft., one target. Hit: The target is shocked and restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. \columnbreak #### Noghri Warrior Chief (1) ___ > ## Noghri Warrior Chief > *Medium humanoid (Noghri), lawful dark* > ___ > - **Armor Class** 16 (fiber armor) > - **Hit Points** 75 (10d8 + 30) > - **Speed** 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >16 (+3) |18 (+4) |16 (+3) |12 (+1) |14 (+2) |12 (+1)| >___ > - **Skills** Stealth +8, Perception +5 > - **Senses** darkvision 60ft, Passive Perception 15 > - **Languages** Galatic Basic, Honorghran > - **Challenge** 5 (1,800 XP) > ___ > ***Assassinate.*** The warrior has advantage on attack rolls against any creature that hasn’t taken a turn in the combat yet. Additionally, any hit it scores against a creature that is surprised is a critical hit. > > ***Noghri Martial Arts.*** The Noghri chief deals an additional 1d6 with its Stokhli Spray Stick in staff mode (included). > > ***Stokhli Spray Stick.*** The Stokli Spray Stick has two modes. As a bonus action, the warrior can switch between modes. > > ### Actions > ***Multiattack.*** The Noghri Chief makes three attacks: one with its staff (melee or ranged) and two with its claws. > > ***Staff Mode.*** *Melee Weapon Attack:* +6 to hit, reach 5 ft., one target. Hit: 8 (2d6 + 4) kinetic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or take 1d4 lightning damage and become shocked until the end of its next turn. > > ***Integrated Net Launcher Mode.*** *Ranged Weapon Attack:* +6 to hit, range 60/240 ft., one target. Hit: The target is shocked and restrained until it is freed. A net has no effect on formless or Huge or larger creatures. A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. The net has an AC of 10, 20 hit points, immunity to all damage not dealt by melee weapons, and resistance to damage dealt by unenhanced melee weapons. Destroying the net frees the creature without harming it and immediately ends the net’s effects. \pagebreakNum #### Noghri Warrior tactics The Noghri use the darkness to their advantage. First, they try to capture the heroes in a net from their Stokhli spray sticks. If they stun or incapacitate the heroes, they bring the prisoners before Callus. Otherwise, the Noghri fight fiercely to prevent intruders from interrupting Callus, but they will be reasonable if they see that they are outmatched. They prefer to fight in melee, using their stealth and martial arts to devastating effect. If the heroes try to escape by entering the tunnel, the Noghri give chase. #### Loot Each Noghri has 1000 credits each for a total of 6000 credits. * 6,000cr #### Conclusion If the heroes defeat the Death Commandos, they are free to enter the tunnel leading down to Callus’s location. The heroes can retain the weapons wielded by the Noghri. #### Encounter Map See the map of sublevel 2. > #### Features of the Area > The Noghris' small size allows them to perch on 13-foot-tall columns in the farther part of the room, an area inaccessible to the heroes. The room also contains some ancient Jedi items, none of which offer much help to the heroes aside from a few wooden shields and lances. The items are held inside transparisteel display cases along the south and north walls. #### Nearing the Nexus When the heroes investigate the opening in the far wall, they see that the crumbled floor and wall have revealed a tunnel. It slopes downward into utter darkness, and the rocky ground is made slippery by the natural spring that runs across the second sublevel of the academy. The slope is 5 feet wide and 60 feet long, prompting two DC 20 Strength (Athletics) checks to get down. A player with a climbing speed only makes one check. A hero who fails a check by 9 or less suffers a minor slip but does not fall. A hero who fails a check by 10 or more also causes a rockslide, dealing 2d10 points of kinetic damage to himself and anyone below him. If the heroes have no light source, they must move even more cautiously and make an additional Strength (Athletics) check. If the players have rope, they may use that to lower themselves down instead, avoiding the checks entirely. #### Enter Callus When the heroes arrive at the bottom, Valin Callus is waiting for them, literally surrounded by darkness. He holds a glowing blue cube in one hand and a glowing red pyramid in the other--the Qornah Holocron and the Sith holocron, respectively. As the heroes approach, read the following: \columnbreak > You make out a figure in black armor and a flowing cape. You recognize him from the message you received many months ago after your adventure on Bespin: Inquisitor Valin Callus. He is flanked on one side by a stern-looking female whose lightsaber gives a red tint to their surroundings. There is a glint in the Inquisitor’s eye and a chilling smile on his lips, as if he already knows more about you than you know about yourselves. Hiding behind rocks on both sides of the Inquisitor are four black-armored Imperial shadow troopers. A player who manages to pass a DC 21 Wisdom (Perception) check can barely make them out in the darkness. Valin Callus has his apprentice flanking him, red lightsaber ignited. Inquisitor Valin Callus is a methodical villain. His preferred method of dealing with his enemies is to convert them to his cause. The Inquisitor knows that to have reached this far, the heroes must have defeated challenges that would have sundered less formidable foes. He addresses the heroes as follows: > "It's a pleasure to finally meet you. You've narrowly avoided me three times before-- on Felucia, on Cato Neimoidia, and in the skies over Bespin. But now, the Force has finally brought us face to face. > > "I sense a familiar presence--an echo in the Force. I sense that you have been with my old master...Denia. The players will probably have questions. Play the conversation out as naturally as possible, eventually leading to the Inquisitor's offer for the heroes to join him. If they try to attack immediately rather than waiting to talk, the Inquisitor can threaten to destroy the holocron if they don't hear him out. * **You trained with Denia/You were a Jedi??** "Yes, I was once a Jedi Knight, even a commander during the clone wars. "Valiant Blade" is the nickname my troops called me then. I, too, once believed that balance could be found by denying the dark...denying part of myself. I go by a different name now, The Twelfth Brother." * **Why did you join the Empire?** "The Empire provides order, stability...balance. Is that not what we all want?" * **Give us the holcron!/What's that red pyramid?** "Yes, you came here for this holocron, did you not? And perhaps you didn't know about this one. The Force has a funny way of maintaining balance. A Jedi Temple, built on the ruins of an ancient Sith fortress...the light and the dark, always keeping each other in check." * **You keep talking about balance. What do you mean?** "The Jedi claim to care about balance, but they deny the darkness...deny something that is found in all of us, whether Jedi, Sith, soldier, smuggler, noble, rogue, or romantic. True balance can only be found if you know both the dark and the light." \pagebreakNum Whenever it feels natural, read the following: > The Inquisitor looks at you almost entreatingly. "We need not be enemies. I sense much imbalance in you...much fear and uncertainty. That is what comes of denying one half of yourself. Join me, and I will show you how to use both the dark and the light. You have my word, you will not be harmed if you accept my offer." Though Valin Callus’s offer is sincere, it’s highly unlikely that any of the heroes will take him up on it. However, this could be an opportunity for some dramatic storytelling. Perhaps one of the players has grown bored with her character. If so, collaborate with her in secret ahead of time so that her character joins the Inquisitor’s retinue for a devastating twist, similar to Vader’s revelation of Luke’s parentage in *The Empire Strikes Back*. In all likelihood, the heroes reject the Inquisitor’s supplication or simply attack him. Once they do, the disquieting glint in his eye returns, as if he’s foreseen their response. The Inquisitor stows the holocrons on his belt and ignites his lightsaber, his apprentice takes up a protective position in front of him, and the shadow troopers prepare to snipe from their hiding spots. ### Shadows of the Empire #### Setup The heroes start on the east side of the map, at the exit from the tunnel that leads back to the sublevel 2. The opponents are near the opposite side, at the end of a ledge that is 40 feet by 10 feet. The Inquisitor Apprentice is in front of Valin Callus, and the four shadow troopers are hiding behind rocks, aiming at the heroes. There is another, narrower ledge on the south side of the map, but if the heroes take that route, the shadow troopers shoot at them. In the center of the room are two cavernous pits, at the bottom of which lies a body of water. #### Read-Aloud Text If his invitation to join him is rebuffed, Valin Callus attacks with his minions. > A hint of disappointment briefly flashes across the inquisitor's face. "Very well." Callus secures both holocrons to his belt and ignites his lightsaber. "Prepare to meet your destiny." > > > > The inquisitor glances at the woman next to him. > > > > "Aspirant--kill the Jedi, and you will finally be promoted to a full Sister of the Inquisitorius." \columnbreak #### Inquisitor Valin Callus Nearly 6'5 tall, with closely cropped hair and a lantern jaw, Callus looks every bit the heroic Jedi he once was. The former Padawan of Master Denia, Jedi Draco embraced his role as a Republic commander in the Clone Wars wholeheartedly. However, at some point during the conflict, his heady determination to defeat the Separatist threat evolved into something pernicious, and he turned to the dark side. The Inquisitor arrived in the Cularin system in the Imperial I-class Star Destroyer Assiduous. However, unable to traverse the comet field in the vessel, the Inquisitor and his entourage made the journey to Almas in a Scythe shuttle, tucked safely away at what’s left of the Forard spaceport. #### Valin Callus' Tactics During this encounter, Valin Callus keeps his distance, allowing his apprentice to engage the heroes in melee. He uses *animate weapon* on his Great-saber, and tries to debuff groups of heroes with his *affliction* and *plague* powers. \pagebreakNum ___ ___ > ## Inquisitor Valin Callus > *Medium humanoid (Human), lawful dark* > ___ > - **Armor Class** 18 (battle precognition) > - **Hit Points** 200 (20d8 + 100) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|18 (+4)|20 (+5)|16 (+3)|16 (+3)|20 (+5)| >___ > - **Saving Throws** Str +10, Dex +9, Con +10, Wis +8 > - **Skills** Acrobatics +9, Athletics +10, Deception +10, Insight +8, Intimidation +10, Perception +8, Persuasion +10, Stealth +9, Survival +8 > - **Senses** Darkvision 60 ft., passive Perception 18 > - **Languages** Galatic Basic, Bocce, Dosh, Honoghran, Huttese > - **Challenge** 10 (5,900 XP) > ___ >***Aggressive.*** As a bonus action, the Dark Jedi can move up to its speed toward an enemy. > >***Form: Juyo/Vaapad (Recharge 5-6).*** As a bonus action, the Dark Jedi can designate one creature within 30 feet as its prey. For 1 minute, the Dark Jedi has advantage on all attacks against the creature. > >***Form: Shien/Djem So.*** When Valin Callus hits a creature with a melee attack, and another creature is within 5 feet of the original target, he can choose to deal 3 energy damage to the second creature. > >***Legendary Resistance (1/Day).*** When Valin Callus fails a saving throw, it can choose to succeed instead. > >***Sith Holocron.*** Valin Callus' body is charged with protective Force energy. Unless the damage from a single attack or effect equals or exceeds 15 points, the he takes no damage from it. If Valin Callus takes an amount of damage from a single attack or effect equal to or greater than its damage threshold, it takes damage as normal. A damaging Force power of Light alignment that exceeds this threshold deals double damage. > > ***Forcecasting.*** Valin Callus is a 10th-level forcecaster. Its forcecasting ability is Charisma (force save DC 18, +10 to hit with force powers, 30 force points). He knows the following force powers: > > Callus knows the following powers: > > **At-will:** force push/pull, force disarm, mind trick, saber reflect, saber throw, seethe, shock > **1st-level:** *battle precognition, dun moch, fear, force jump, force reflect, slow descent* > **2nd-level:** *affliction, animate weapon, force sight, improved saber throw* > **3rd-level:** *choke, force lightning, force repulse, plague* > **4th-level:** *drain life* > > ### Actions > ***Multiattack.*** Valin Callus makes three Greatsaber attacks. > > ***Inquisitor Greatsaber.*** *Melee Weapon Attack:* +10 to hit, reach 10 ft., one target. Hit: 15 (2d6 + 5) energy damage. > > ### Reactions > ***Parry.*** Valin Callus adds 6 to his AC against one melee attack that would hit him. To do so, he must see the attacker and be wielding a melee weapon. > > ### Legendary Actions > Valin Callus can take 2 legendary actions, choosing from the options below. Only one legendary action option can be used at a time and only at the end of another creature's turn. Callus regains spent legendary actions at the start of his turn. > > ***At-will Power.*** Valin Callus casts one of its at-will powers. > > ***Attack.*** Valin Callus makes a Greatsaber attack. > > **Forcecasting (1 legendary action per power level).** Valin Callus can cast a force power by spending a number of legendary actions equal to the power level. ***Note: The Sith holocron portion of Callus' statblock does not have any effect until he channels its power in part 2 of the fight.*** \pagebreakNum #### Shadow Troopers (4) It’s believed that when the curse “Emperor’s black bones” was coined, it was at the sight of these ashen-armored soldiers. Imperial shadow troopers might be mistaken for regular clone troopers, except that their stealth armor and red visors give them the appearance of demonic silhouettes. They are trained for reconnaissance and occasionally serve as guardians to vital facilities and personnel. Inquisitor Callus reasons that if they’re good enough for the Emperor’s secret Utapau storehouse, they’re good enough for him. Unlike that of other stormtroopers, shadow trooper armor retains its distinctive pre-Imperial appearance. There is talk of eventually streamlining shadow trooper armor, but for now, their scarlet T-visors remain a haunting reminder of Palpatine’s bloody ascension to the rank of Emperor. Like all other stormtroopers, shadow troopers cannot be bribed, blackmailed, or seduced. Any such attempt automatically fails. > The shadow troopers’ scarlet T-visors give the impression of demonic silhouettes, but their coordination and synchronization of movement reminds you that that these clones are highly trained killers. ___ > ## Shadow Trooper > *Medium humanoid (Human), lawful dark* > ___ > - **Armor Class** 14 (combat suit) > - **Hit Points** 22 (5d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0) |16 (+3) |12 (+1) |10 (+0) |12 (+1) |10 (+0)| >___ > - **Skills** Stealth +7, Perception +3 > - **Senses** darkvision 60 ft., passive Perception 14 > - **Languages** Galactic Basic > - **Challenge** 1 (200 XP) > ___ > ***Cunning Action.*** On each of its turns, the trooper can use a bonus action to take the Dash, Disengage, or Hide action. > > ***Sneak Attack.*** Once per turn, the shadow trooper deals an extra 7 (2d6) damage when it hits a target with a weapon attack and has advantage on the attack roll, or when the target is within 5 feet of an ally of the trooper that isn't incapacitated and the trooper doesn't have disadvantage on the attack roll. > > ### Actions > ***DC-19 Stealth Carbine.*** *Ranged Weapon Attack:* +5 to hit, range 80/320 ft., one target. Hit: 7 (1d12 + 3) energy damage. Additionally if hidden, the trooper makes a Dexterity (Stealth) check contested by the targets’ Wisdom (Perception) check. On a success, the trooper remain hidden. \columnbreak #### Shadow Trooper Tactics The Shadow Troopers attempt to remain hidden and shoot at the heroes, using their cunning actions to hide if the players manage to figure out where they are. #### INQUISITOR ASPIRANT The inquisitor Aspirant, a red-headed near-Human, wears plain black armor. Not being a full Sister yet, she's not permitted to customize her armor as true Inquisitors do. Neither has she earned the right to wield the Inquisitors' spinning doublesaber, instead making use of a plain red lightfoil. Violent and ambitious, she's determined to score a kill today. > The fire-haired woman stalks toward you, clad in a plain version of the Inquisitor’s attire. She appears Human, but something about her says otherwise. Then you see it. Callus’ gaze shows ruthlessness and calculation, but this dark adept’s entrancing, green-slitted pupils harbor only murder. ___ > ## Inquisitor Aspirant > *Medium humanoid (human), neutral dark* > ___ > - **Armor Class** 16 (battle precognition) > - **Hit Points** 113 (25d8) > - **Speed** 30 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|11 (+0)|16 (+3)|10 (+0)|13 (+1)|12 (+1)|16 (+3)| >___ > - **Saving Throws** Dex +5, Cha +5 > - **Skills** Acrobatics +5, Intimidation +5 > - **Senses** darkvision 60ft, passive Perception 11 > - **Languages** Galatic Basic > - **Challenge** 4 (1,100 XP) > ___ > ***Forcecasting.*** The apprentice is a 9th level forcecaster. Her forcecasting ability is Charisma (force save DC 13, +5 to hit with force attacks, 21 force points). > > The apprentice knows the following powers: > > **At-will:** enfeeble, force push/pull, saber reflect > **1st-level:** battle precognition, curse, slow descent, wound > **2nd-level:** animate weapon, force throw, phasewalk > **3rd-level:** knight speed, sever force > > ### Actions > ***Multiattack.*** The apprentice makes three lightfoil attacks. > > ***Lightfoil.*** *Melee Weapon Attack:* +8 to hit, reach 5 ft., one target. *Hit:* 10 (2d8+3) energy damage. \pagebreakNum The Inquisitor's apprentice will attempt to block the players from attacking the Twelfth Brother at first, deflecting any attacks the heroes make at her and standing in front of him. However if the players do not approach and stay at range, she will charge them and engage them in melee combat, focusing on Vin Thorla and any other Jedi in the party. #### Loot * Lightfoil {Red} * 2,800cr * DC-19 Stealth Carbine x4 *(Uses stats of a Nightstinger Rifle)* #### Conclusion If Callus is reduced to fewer than half of his hit points, or if all of his allies are dead, he retreats to another cavern for the final encounter. #### Encounter Map Map: Callus' Final Stand > #### Features of the Area > Aside from ignited lightsabers, this room has no light source. The shadow troopers have the advantage of darkvision. A few large rocks scattered about the cave can offer concealment, or they can be lifted with the Force and thrown at opponents. Anyone standing too close to the openings in the center of the area risks falling over the edge. ### Behemoth from Below At any point when Callus finds himself below half of his hit points, or if his apprentice and shadow troopers are dead, he retreats to a back entrance that opens into an immense cavern that is spectacularly lit by bioluminescent, multicolored lichen coating the walls. Callus retreats onto a natural rock overpass bridging a wide chasm that appears as bottomless as it is black. Even in while retreating, the Inquisitor still tries to push players off the ledge. He is prepared to make his last stand here as long as he deprives the heroes of the object they desire—the Qornah Holocron. However, there is one factor the Callus hasn’t accounted for. The howl of rage produced when the Sith holocron is severed from him awakens the largest, darkest beast of all--the k'kayeh dragon, which has grown to a massive 200 meters (as big as some space slugs) since Darth Rivan first created the monster more than a thousand years ago. The k'kayeh is much too large and too powerful for the heroes to kill. The best they can hope to do is drive it off before it devours them all. #### Read-Aloud Text When Valin Callus starts his turn below 50% of his maximum health read the following text aloud: > "Enough of this!" Callus shouts as he grabs the sith holocron from his belt. "The time for games is over." A shockwave of dark side energy explodes out of the holoron causing you to stumble backwards as the inquistor retreats deeper into the cavern at inhuman speeds. \columnbreak #### Setup This encounter begins with Callus entering the room and moving to the middle of the large stone bridge that stretches across this canyon. After the events described in the boxed text below, the heroes should be at the entrance to the cavern, with Callus across the bridge, waiting for them. #### Read-Aloud Text When the first heroes enter the cavern where this encounter takes place, read the following text aloud: > Callus makes a stand midway on the overpass traversing the black gulf. A red lightsaber hisses in his right hand, angled down and away from him; the sith holocron clutched against his chest by his left. Immense dark-side energy now pours uncontrollably from the holocron, feeding into its new master. Callus' feet begin to lift a few inches from the ground as a torrent of dark-side energy swirls around him. The holocron begins to glow and crackle. Tendrils of red lightning spread over the Inquisitor's body. His wounds begin to close and his eyes acquire a sickening gold hue, and his voice plummets in pitch as he shouts "Witness the true power of an ancient sith lord!", allowing himself to be fully engulfed in the torrent of energy. #### The Sith Holocron While the Sith holocron is bonded with Valin Callus, the "Sith Holocron" portion of his statblock becomes active. Make it clear to the players that these effects are coming from the holocron by describing tendrils of red lightning deflecting the heroes' attacks, and electricity flaring up whenever he is forced to make a saving throw. The only way to sever Valin Callus's bond to the holocron is by casting the *force suppression* power on him. One of the players might be able to cast this power normally, or the players can use the *ring of apprentice force storing* to do so. Vin Thorla is also able to cast the power if the players ask him to. If the players didn't see the tome in the archives room and don't figure out what they need to do, Vin Thorla prompts them after three rounds of combat. When *force suppression* is cast on Valin Callus, the red lightning dissipates with a blinding flash and a chilling howl of rage. The DM can determine what happens to the holocron. You could choose to have it shatter when the bond is broken, removing it from the story. Alternatively, you could let the heroes recover it. You could represent it as a *holocron (journeyman)* that contains dark Force powers of your choice, or you could have it play a more narrative role, serving as a source of temptation for Jedi players in the future. * As a failsafe, if the party is out of spells Vin Thorla will cast force suppression instead. If Vin Thorla is dead or not present, then the holocron overloads after 5 rounds. Read the following section to the players after they cast *force suppression* or the holocron overloads. \pagebreakNum #### Read-Aloud Text > Just as all hope seems lost, the sith holocron on the inquisitor's belt begins to crack and fracture. > > "No!" Callus shouts "You will obey me!" > > Several more beams of light begin to pierce outwards from the holocron causing the cracks to grow in size and intensity. Unable to its imminent destruction, Callus hurls the holocron into the abyss, just moments before it explodes in a chilling howl of rage. The seething energy once engulfing him immediately disperses and Callus drops to the ground on one knee. "No..." he mutters under his breath, breathing heavily. > > Then a sound like rolling thunder causes the caverns to shudder, as if the planet itself were growling in fury. Abruptly, as if the sky’s been turned upside down, two blue bolts of lightning the size of starfighters explode toward you from below. > > One of the seething electrical masses smashes into the ceiling high above, producing a shower of man-sized boulders. The other mammoth blue bolt sideswipes the bridge, missing you by a mere meter. > > On the heels of that unnatural lightning comes a monster straight out of your nightmares—200 meters of golden sinew and obscenity, led by a gaping maw lined with teeth bigger than the tallest Wookiee. #### Inquisitor Callus Tactics The Inquisitor knows that, alone, he could easily be overwhelmed by a group of heroes. As such, he takes a much more defensive position than he did in the previous encounter. He casts the rage power and summons his greatsaber back to his hand. Callus stays away from the ledge as much as possible, and while under the effects of the holocron he is immune to being moved against his will. The Inquisitor uses *saber reflect* and Parry when appropriate to deal with any attacks that get by his AC, hoping to draw one or two melee attackers to him at a time so that he can whittle them down rather than face a barrage from all of the heroes at once. \pagebreakNum ___ ___ > ## K’kayeh Dragon > *Gargantuan aberration, chaotic dark* > ___ > - **Armor Class** 18 > - **Hit Points** 145 (8d20+32) > - **Speed** 40 ft., swim 40 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|20 (+5)|10 (+0)|19 (+4)|12 (+1)|11 (+0)|15 (+2)| >___ > - **Saving Throws** Str +8, Dex +3, Con +7 > - **Damage Resistances** Energy and kinetic damage from unenhanced weapons > - **Skills** Athletics +8, Deception +5, Perception +3, Stealth +3, Survival +3 > - **Senses** passive Perception 13 > - **Languages** can't speak but understands Sith > - **Challenge** 6 (2,300 XP) > ___ > > ***Amphibious.*** The k'kayeh dragon can breathe air and water. > > ### Actions > ***Multiattack.*** The k’kayeh dragon can use its Frightful Roar. It then makes three attacks: one with its claws, and two with its bite. It can use its devour instead of its bite. > > ***Bite.*** *Melee Weapon Attack:* +8 to hit, 15 ft., one target. *Hit:* 9 (1d8+5) kinetic damage. If the target is large or smaller, the target is now grappled (escape DC 15). Until this grapple ends, the target is restrained and the k'kayeh dragon can't bite another target. > > ***Claw.*** *Melee Weapon Attack:* +8 to hit, 10 ft., one target. *Hit:* 9 (1d8+5) kinetic damage. > > ***Force Lightning Breath (Recharge 5-6).*** The k’kayeh dragon exhales force lightning in a 90 foot cone. Each creature in that cone must make a DC 15 Dexterity saving throw, taking 21 (6d6) lightning damage on a failed save, or half as much damage on a successful one. > > ***Devour.*** The k’kayeh dragon makes one bite attack against a Large or smaller creature it is grappling. If the attack hits, the target takes the bite's damage, the target is swallowed, and the grapple ends. While swallowed, the creature is blinded and restrained, it has total cover against attacks and other effects outside the k’kayeh dragon, and it takes 14 (4d6) acid damage at the start of each of the k’kayeh dragon's turns. If the k’kayeh dragon takes 25 damage or more on a single turn from a creature inside it, the k’kayeh dragon must succeed on a DC 15 Constitution saving throw at the end of that turn or regurgitate all swallowed creatures, which fall prone in a space within 10 feet of the k’kayeh dragon. If the k'kayeh dragon dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone. > > ***Frightful Roar.*** Each creature of the k’kayeh dragon's choice within 90 feet of it must succeed a DC 15 Wisdom saving throw or become frightened for 1 minute. A creature can repeat the saving throw at the end of each of its turns, with disadvantage if the k’kayeh dragon is within line of sight, ending the effect on itself on a success. If a creature's saving throw is successful or the effect ends for it, the creature is immune to the k’kayeh dragon's Frightful Roar for the next 24 hours. #### K'kayeh Dragon Tactics The k'kayeh dragon is angry at being awoken, but it senses the Inquisitor's alignment to the Dark Side, and thus chooses to focus its attacks on the heroes. When the k'kayeh is reduced to 0 hit points, it does not die--rather, it decides that the heroes are too frustrating to be worth its time. It releases any heroes it has grappled and dives back into the abyss, taking out its anger on the foundations of the temple itself. > #### Features of the Area > Most of the combat will take place on a large stone bridge with no railings. Any heroes pushed off of the bridge must attempt to catch themselves or they will fall into the abyss. #### Loot * Qornah Holocron * Greatsaber +1 {Red} *(Prototype, Major)* \columnbreak #### Conclusion When the heroes deal the killing blow to the Vallin Callus, he drops the Qornah Holocron at his feet. With a gasp, he goes wide-eyed and tumbles from the side of the bridge into the abyss. As the Inquisitor plummets into darkness, the k’kayeh dragon (if it's still present) descends into the abyss once more, presumably after the body of the Inquisitor. With the Inquisitor defeated and the holocron recovered, the heroes need to escape from the collapsing academy with haste. The Inquisitor also drops his doublesaber before he falls, and a hero can pick it up if they wish. > Callus lets out a gasp and his eyes go wide and he stares at the mortal wound in his chest. His lightsaber and the Qornah Holocron clatter to the ground as the inquisitor stumbles backwards before plummeting into the darkness below. \pagebreakNum ### Leaving the Echoes Behind The giant dragon causes major tremors, and the academy’s foundations, already weakened by a major bombardment and several months of misuse, start to collapse. This is a good time for the heroes to exit. Describe the ground shaking and falling rocks at random points. Reuse the fallen debris from the *Cave-In* section a few times as the heroes make their way back up toward the surface. Appropriate points on the map would be the tunnel leading to sublevel 2, the stairs leading up to sublevel 1, and any corridor on sublevel 1. If the heroes survived their encounter with the Inquisitor relatively unscathed, feel free to run more encounters on sublevel 2. For example: * Some Believers might have escaped the heroes’ first trip through the level. * The nighthunter or the t’salak might have survived. * The library on sublevel 1 might have some guardian spirits still roaming around. * Some Dark Lizards might still be stalking the ruins on the top level. These encounters should be run in the corridors, delaying the heroes from escaping and creating a rising sense of urgency. If none of these encounters is appropriate, or if the heroes overcome the challenges easily, they might encounter more pirates as they return to their ship. Once the heroes climb up the turbolift shaft and are out of the ruins, read the following: > As you run through the ruins of the academy’s ground floor, the remaining walls of the fountain room and the columns in the entry hall collapse around you, showering you with dust. As you leap for the exit out of the academy, huge clouds of dust billow into the air, obscuring your view as the ground quakes and devours the ruins. > > As the dust clears, you could not have imagined how good Almas’ toxin-filled air would feel in your lungs. It’s a good thing you rescued the holocron, because no one will be able to go back down there for a long, long time. > > Master Denia will be grateful that you’ve recovered the holocron. You should return to the *Resurgence* soon, before more Imperial agents come looking for the missing inquisitors. The heroes shouldn’t have too much trouble reaching their ship. If it needs repairs, they have to perform the work uninterrupted for a few hours. The *Assiduous* is still in the system, but it is outside the comet field. The heroes detect the Star Destroyer once they clear the comet field, but the ship is too far out of weapons range to attack. The heroes could not detect the ship on their way in because the Imperials were stationed in Cularin’s shadow. But now, not having received a report from the Inquisitor in several hours, the *Assiduous* approaches the limits of the system to launch another shuttle. It does not pursue the heroes, but it attacks if they are daring enough to come within range. \columnbreak #### Vin Thorla If Thorla survived the adventure, he feels a strange sense of relief as the temple's destruction frees him from his vow. If the players invite him to join the Rebellion, he says that he doesn't feel ready to openly fight against the Empire yet--rather, he and SevenAy will travel the galaxy, looking for other abandoned Jedi temples to cleanse, and hoping to find more Jedi survivors there. If the players invite him simply to visit the *Resurgence* and see Denia, he gladly accepts, and the two Jedi have a heartfelt reunion. Thorla tells the heroes that he is forever in their debt. If you wish, you can have him return as an ally later in the campaign. ### Concluding the Adventure When the heroes leave the Cularin system, they can reach the last known coordinates of the *Resurgence*. The trip back takes one day, giving the heroes time to rest, treat their wounds, and study the holocron. Any non-Force-sensitive heroes find the cube unresponsive, but a Force user can conjure the holocron’s gatekeeper, Master Qornah, who answers a few basic questions but insists on the presence of another Jedi Master. When they finally approach the Nebulon-B frigate, the heroes receive a communication from Captain Verana asking if their mission was successful. He greets them as they dock underneath the large ship and walks them to their quarters. When the heroes are ready, they are instructed to go to the briefing room to meet with Master Denia. Denia asks the heroes for the holocron and activates it. She then listens as the heroes recount their adventure. If the heroes tell Denia that the Twelfth Brother was her former apprentice, she is shocked, and then saddened. Gathering her composure, she states the following: > “This sounds like quite an ordeal you experienced, and whether you follow the Jedi ways or not, you have contributed greatly to the enlightenment of the Force. With this item, I will seek answers about the slaves that you rescued at Bespin, and hopefully some clues about the Empire’s Sarlacc Project. I am also curious about the creatures and evil forces that you encountered in the academy, and if I find information about them, I will advise you. But now if you’ll excuse me, I must meditate.” If any of the players are level 7 in a forcecasting class who have an appropriate background, Jedi Master Denia will officially make them a Jedi Knight in a ceremony before the next chapter. **>> Completing this adventure is a level-up milestone. (Level 9) <<**