SW5e: The Sunless Temple

by LordBiggles

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The Sunless Temple

The Sunless Temple: Table of Contents

The Sunless Temple

Introduction

The Sunless Temple is a Star Wars 5th Edition conversion of the Dungeons and Dragons 5th Edition adventure The Sunless Citadel, which is itself an adaptation of the Dungeons & Dragons 3rd Edition adventure of the same name.

The adapted version of this adventure was released in the 5e sourcebook Tales from the Yawning Portal, which included a collection of adventures from previous D&D editions adapted into 5e's format. Other conversions of adventures from this sourcebook into SW5e can be found in the Tales from the Yawning Maw document.

Much like the original module, this adventure takes players through a subterranean fortress inhabited by a mixture of violent beasts, otherwordly hazards and dangerous tribes - this time, with a distinctly-Star Wars flavour. Much of the content has been adjusted to match the official SW5e rules, but much of the adventure remains a flavourful conversion with minimal changes to the overall progression and difficulty.

This adventure is the first of the series outlined in Tales from the Yawning Maw. It is followed by Forge of the Nightscales; a map leading to the Nightscale's fortress can be found in this adventure, leading the players directly from Dathomir to Blasyndel after they have received level 3.

Opening Crawl

For Game Masters who wish to have an opening crawl before their adventure, consider using the read-aloud text below. You may edit it as necessary to fit the context of your party:

The Sunless Temple

On the far edges of the galaxy, the blood-red planet DATHOMIR is home to intriguing mystery and terrible power. Inhabited by a small number of magick-practicing witch clans, Dathomir is all at once alluring and terrifying.

The people of OKURR STATION, a space colony settlement in orbit around Dathomir's red sun, have been trading with a dathomirian tribe for a dozen years - exchanging food and materials in exchange for the tribe's mystical DOMIR fruit that has the ability to close fatal wounds and heal even the worst ailments.

Many attempts to cultivate the fruit have failed, with some saying that the power to grow this miracle fruit lies in a TEMPLE deep below Dathomir's surface. Following these and other rumors, a party of adventurers approaches Okurr Station to learn more about the supposed hidden bastion...

Setup

This adventure concerns a once-proud fortified temple that fell beneath Dathomir's surface in an age long past. Now known as the Sunless Temple, its echoing, broken halls house malign creatures. Evil has taken root at the temple's core, which is deep within a subterranean garden of blighted foliage. Here a terrible tree and its dark shepherd plot in darkness.

The tree, called the Tree of Domir, is shepherded by a twisted dathomirian witch, Belaak the Outcast, who was exiled from her original witch clan for indulging in darkness. She was drawn to the buried temple twelve years ago, following stories of oddly enchanted fruit to their source.

The witch found an old temple that had been swallowed up by the earth in some sort of unnaturally invoked devastation. With the previous inhabitants long dispersed, vile and opportunistic creatures common to lightless caverns infested the subterranean ruins. At the core of the old temple, Belaak stumbled upon the Twilight Grove. She discovered at the grove's heart the Tree of Domir, which sprouted from the corpse of an ancient Nightmother murdered by a rival clan.

A perfect, ruby-red fruit resembling an apple (which Belaak dubbed a 'domir fruit' in reference to Dathomir's red sun) ripens on the Tree of Domir at the summer solstice, and the tree produces a single albino domir fruit at the winter solstice. The midsummer fruit grants vigor, health, and life, while the midwinter fruit steals the same. In the years since Belaak's arrival, the mystical fruit has been widely dispersed through the surrounding lands, promoting good and ill. The seeds of either fruit, if allowed to sprout, grow into small, sentient plant creatures called ichor blights.

The witch controls the male-centric Durbuluk clan - a tribe populated by the dregs of Dathomirian tribal society, cast out of their old clans for weakness and cowardice. With the aid of these dathomirians spreading the Tree of Domir's seeds on the surface, Belaak plans to have the sprouts eventually overwhelm the other witch clans through sheer numbers of followers and ichor blights, allowing her to rule Dathomir uncontested as the Tree of Domir's regent.

Adventure Synopsis

During their trip through the Sunless Temple, characters deal with monstrous threats and ancient traps, as well as warring tribes of jawas and dathomirians. The adventure is designed for four 1st-level player characters. They should advance through 2nd level to 3rd level before the finale. The adventure has three basic parts:

Okurr Station. Although it isn't part of the adventure per se, the space colony of Okurr Station can provide the characters with valuable information about the temple. They can also use Okurr Station as a place to recuperate and replenish supplies.

The Temple. The characters' foray into the temple begins with an incursion into the most accessible areas of the fortress. This section is split into two subsections:

  • Yyusdral's Tribe. A tribe of jawas has taken up residence just beyond the first area of the fortress. The characters can avoid strife with the jawas by agreeing to retrieve a lost pet for the jawa leader, and they might be able to persuade the jawas to join their side.
  • Durbuluk Clan. The dathomirians that live deeper inside the temple consider themselves the owners of the place. They defend themselves aggressively against intrusion, making it difficult to avoid combat with them.

The Grove. Eventually, the characters discover the lower level of the temple and the Twilight Grove that lies within. There, they learn the truth about the enchanted fruit, and they must confront Belaak the Outcast and the Tree of Domir.

Placing the Adventure

The Sunless Temple is intended to be era-agnostic in relation to the wider Star Wars timeline. Here are some suggestions for existing eras in which to place this setting:

  • The Old Republic: An era where Sith and Jedi fight for the equally matched powers of the Galactic Republic and Sith Empire, battling in a seemingly endless war between light and dark.
  • The High Republic: By this time in history, the once-great Sith threat is very nearly eradicated, and the Republic and Jedi Order are at the height of their power, prioritizing expansion and exploration.
  • Fall of the Jedi: Since their peak, the Republic and Jedi Order have fallen into decline, allowing corruption of both political and moral nature to seep into their midst as the galaxy launches into a civil war between clone and droid armies.

Key Event. The Nightsister witch clan under Mother Talzin makes an enemy of Count Dooku after assisting his former apprentice in multiple assassination attempts. They are attacked and driven to near-extinction by Dooku's droid forces.

  • The Empire: By the end of the Clone Wars, the Republic has been reorganized into an Empire and the Jedi outlawed by the machinations of the insidious Emperor Palpatine, opposed only by the steady unification of resistance cells into the Rebel Alliance.

Key Event. The fallen Jedi Taron Malicos takes control of the Nightbrother clan, only to be defeated by the combined efforts of Cal Kestis and Nightsister Merrin.

  • The New Republic: After the defeat of the Empire at the hands of the Rebel Alliance, many efforts are taken to recover knowledge lost under the reign of the Empire and to combat the outlying Imperial remnants.
  • Rise of the First Order: The fledgling New Republic faces a resurgence of Emperor Palpatine's forces under the banner of the First Order, once again throwing the galaxy into turmoil and forcing the formation of a Resistance to oppose them.

Running the Adventure

To enhance the experience of the players and help you do your best job as Game Master, take the following pieces of advice and information into consideration.

Mapping

It can be difficult to keep track of all the corridors, turns, areas, and other features of a dungeon setting, and the player characters could soon get turned around without a map. Ask for a volunteer to be the party mapper. It's the mapper's job to listen carefully to your description of each area, noting its size and exits, and to record that information by sketching on a sheet of paper.

Season

If you would like the characters to have the opportunity to find a domir fruit, begin the adventure a few weeks before either the summer or winter solstice. Apart from making a piece of fruit available on the Tree of Domir, choosing a season provides you with additional details to set the scene, which enhances the adventure.

If you choose summer, the rocky terrain of Dathomir sprouts flourishing plant life through its cracks, though the heat sometimes grows oppressive. If the characters embark in the winter, temperatures hover just above freezing during the day and plunge below it at night.

Progression

The level progression of the characters in this adventure assumes you will be using XP progression. If you would prefer to use milestone progression to level the characters up after key events or major victories, consider the following areas as points to level up the characters (to a maximum of 3rd level):

  • Defeating the mutated Nightsister in area 12.
  • Meeting Yyusdral in area 21 and agreeing to assist them against the Durbuluk tribe.
  • Retrieving the juvenile rancor Calcruk in area 37 and returning it to the jawas.
  • Defeating Durnn and his Nightbrother exiles in area 41.
  • Defeating the undead Nightsister's shadow in area 50.

Variant Rules

While variant rules are, by nature, optional and not required to run most adventures, this adventure in particular makes use of an enhanced item that is intended to destroy weaponry near the end of the adventure. There are two options presented for running this item as intended:

  • Implementing the "Weapon Sundering" Variant Rule from the start of the adventure. If you choose to do so, make sure your players understand that they can use the Sundering action if you choose to do so and provide the option of taking the associated Fighting Style and Mastery provided with the rule.
  • Making use of the alternative version of the item and its wielder provided in appendix C, which limits Weapon Sundering to being a feature of the item itself.

Adventure Hooks

Adventurers can find the Sunless Temple within a remote and lonely ravine. The characters can be drawn to the dungeon for any of the following reasons. Relate the information below to the players as necessary to get them interested in journeying to the dungeon site.

Going for Glory

You are eager to make a name for yourself. The legend of the Sunless Temple is well known locally, and stories indicate it is a place that holds promise for those intent on discovery, glory, and treasure!

Rescue Mission

Another party of adventurers, locally based, delved into the Sunless Temple a month past. They were never seen again. Two human members of that ill-fated party were brother and sister, Talgen Hucrele (a fighter) and Sharwyn Hucrele (an engineer). They were part of an important merchant family based in the space colony of Okurr Station.

Kerowyn Hucrele, the matriarch of the family, offers salvage rights to you and your team if you can find and return with the two lost members of her family — or at least return the gold signet rings worn by the missing brother and sister. She also offers a reward of 1,250 credits per signet ring, per character. If the characters bring back the Hucreles in good shape (of good mind and body), she offers to double the reward.

Solving a Mystery

The dathomirian tribe infesting the planetside ruins, called the Sunless Temple (though no one knows why), sells a single piece of mystical fruit to the highest bidder in Okurr Station once every midsummer. They've been doing this for the last twelve years. Usually, the fruit sells for around 500 credits, which is then used by the dathomirians to purchase goods for their enclave before returning to the surface. The fruit, apparently an apple-like plant of perfect hue called a 'domir fruit' by the dathomirians, heals those who suffer from any disease or other ailment.

The citizens of Okurr Station sometimes plant the seeds at the center of each fruit, hoping to engender a domir tree. When the seeds germinate in their proper season (usually created artificially in the station's greenhouses), they produce a twiggy mass of twisted sapling stems. Not too long after the saplings reach 2 feet in height, they mysteriously disappear — every time. The citizens assume the dathomirians engineer the seeds of sold fruits to spontaneously combust after some time, ensuring their monopoly of mystical healing fruit.

You are interested in piercing the mystery associated with how the dathomirians have come to possess such a wonder, and how they manage to destroy every sprouting sapling grown from the enhanced fruit's seed. Moreover, you wish to find this rumored tree of healing, hoping to heal an ailing friend or relative.

Jedi Hunting

Among the party of four who left for Dathomir's surface a month ago, one was suspected to be a Jedi of unknown origin. In most eras, the appearance or disappearance of a Jedi is a matter usually worth investigating further.

If the party works for the Republic or Jedi Order, they may have received orders to search for the supposed lost Jedi and report back with anything they find. If they instead work for the Sith or Galactic Empire, they may instead be advised to intercept the Jedi before they make off with any potentially useful dathomirian artifacts - as well as eliminating the Jedi himself.

Returning Home

Though Dathomir's tribes are typically isolationist and distrusting of outsiders, a few clan members or exiles choose to leave the planet to explore the wider galaxy, seeking fortune or experience. Even so, the yearning for home is difficult to quell, and many are drawn back after some time under one pretense or another.

If one or more members of the party are native dathomirians, their experience with dathomirian witch culture and the native language (called Dathomiri) will likely prove an advantage for the wider party while exploring the ancient dathomirian ruins.

If a player wants to play a native dathomirian (a population primarily made up of zabraks and half-humans with zabrak heritage), consider replacing their knowledge of the Zabraki language with the Dathomiri language. Also consider having them use the Dathomirian Witch background (which can also be used for male tribe members) - note for the background's feature that the Durbuluk tribe are unlikely to be allied with any other clans and will not easily provide aid to other native dathomirians unless they submit to the Durbuluk leader.

Okurr Station

The community closest to Dathomir and the Sunless Temple is a space colony called Okurr Station, orbiting Dathomir's sun on a sizeable space station. Most of its 900-odd residents (including outlying caravan ships) are human, with a sizable minority of zabraks and a scattering of other races; unless stated otherwise, most citizens are assumed to be commoners. Docking stations can be found across the length of the station, and are mostly unoccupied at most times.

Key Locations

Significant locations in Okurr Station, and the people to be found within them, include the following:

Station Hall

The center of government on Okurr Station includes the office of Mayor Vurnor Leng, a male human noble, and those of his aides.

General Store

The station's main source for supplies and merchandise is the general store, owned by Kerowyn Hucrele, a female human noble, and operated by her trusted staff. Players can purchase most adventuring gear found in the Player's Handbook at this store at the GM's discretion.

Catering to explorers of ancient ruins on Dathomir, the store also stocks plasteel spikes to be used in disabling ancient trap mechanisms or wedging open doorways. These spikes can be purchased for 1 credit apiece, often bought in stacks of 10.

Medical Centre

Advice, information, and healing are among the services dispensed at the station's medical centre. It is operated by Dr. Dem Cor'Nak, a female bothan physician, and maintained by her staff.

Holding Cells

Next to the station hall is a fortified section where miscreants serve their sentences. Okurr's constable is Felosial, a female twi'lek veteran. She commands a force of sixteen security guards and four pilots (typically patrolling the area of space surrounding the station in starfighters) who keep the station safe.

Workshop

Repairing and forging arms and armor is the job of the station's lead engineer, 5M-7H ('Smith'), a Class II droid commoner. Many premade weapons and armor can be purchased here, in addition to ammunition and accessories. 'Smith' is assisted by a staff of other maintenance droids of varying droid classes.

Ol' Gamorrean Cantina

Garon, a male human commoner, is the owner and barkeep of the Ol' Gamorrean Cantina. He serves food and drink, and the place has a few rooms that visitors can rent.

Rumors Heard in Okurr Station

Player characters can discover the following additional information while spending time in the local bar, or through asking the right questions of the locals.

  • No one knows for sure what the Sunless Temple once was, but legends hint that it served as the retreat of an ancient branch of the Nightsister clan.
  • A hiking path on Dathomir known as the 'Old Road' skirts the Ashen Plain, a lifeless area. A character who succeeds on a DC 15 Intelligence (History) check knows that the desolation is attributed to the long-ago rampage of an enormous bull rancor named Ashardalon (translated to Basic as 'God of Beasts' from ancient Dathomiri). A few Okurr Station locals also know this fact.
  • Plantery explorers and archaeologists don't venture too far afield on Dathomir these days. They're frightened by stories of new monsters that maraud by night. From time to time, people who have explored Dathomir's terrain alone at night have been found dead the next day, bearing dozens of needle-like wounds. No one has seen the creatures that cause this mayhem, nor do they leave a discernible trail.
  • The missing adventurers include a fighter (Talgen Hucrele), an engineer (Sharwyn Hucrele), a man calling himself a 'Jedi' (Berath Vord), and a scout (Kar Arkas). Berath Vord was not a local, and he had an enhanced lightsaber called Shatterpoint. The party set off for Dathomir's surface one month ago on one of the Hucrele family's small cargo ships.
  • Sometimes the dathomirians offer a different domir fruit at midwinter. This fruit is corpse-white and poisonous, even to the touch. No samples of either fruit are to be had.
  • Garon, the barkeep of the Ol' Gamorrean Cantina, remembers the last time anyone, aside from Talgen and Sharwyn, asked questions about the Sunless Temple. About thirteen standard years ago, a grim dathomirian named Belaak stopped by, and she had a small water tank containing something resembling an oversized tadpole.

Approaching the Temple

When the players decide they are ready to search for the Sunless Temple, have the spaceport attendants direct the party toward a landing site identified as the safest nearby point for expeditions, and which was used by the last party to set off for the temple.

When the party arrive at this landing site, they can spot the Hurcele cargo ship used by the previous party, lying untouched for the past month. It is fully capable of operation in case of emergency.

The Temple

Upon reaching the landing site, the party must make their way along a time-hewn path towards the ravine, referred to by Okurr Station's locals as the 'Old Road'. This path winds through rocky cliffsides, below ancient ruins created by long-past dathomirian tribes, and past abandoned campsites of tribal nomads. It is 7 standard miles (11 kilometres) to the Sunless Temple.

Wilderness Encounters

If the characters are anywhere between the landing site and the Sunless Temple at night, four ichor blights attack the party. The blights attack stealthily from out of nearby foliage and over the undersides of rocky ledges.

Ravine

The 'Old Road' passes to the east of a narrow ravine. At the path's closest approach to the cleft, several broken pillars jut from the earth where the ravine widens. Two of the pillars stand straight, but most lean atop sloped earth. Others are broken, and several have apparently fallen into the dark depths. A few similar pillars are visible on the opposite side of the ravine.

A sturdy, knotted length of cable is tied to one of the leaning pillars on this side of the ravine.

The ravine runs for several miles in either direction, with an average depth and width of 30 feet. At the point where it most closely intersects the Old Road, it widens to 40 feet.

Investigating

The pillars are worn and broken, and graffiti in the Galactic Basic alphabet covers most of them. Characters who know Dathomiri recognize the inscriptions as warnings and threats against potential trespassers.

A successful DC 10 Intelligence (Investigation) or Wisdom (Survival) check reveals that the area in and around the pillars has hosted many small campfires, some of as recent as a month ago. Someone went to some effort to hide the evidence of the camps from casual scrutiny.

Descending

The cable tied to one of the leaning pillars hangs down into the darkness of the ravine. Judging by its good condition, the cable couldn't have been tied there any longer than two or three weeks ago. From the edge of the ravine, older and weathered handholds and footholds can be seen carved into the cliff face. These are dathomirian-carved.

Adventurers can easily climb down the knotted cable, using the wall to brace themselves. Using the carved indentations is slower but only slightly harder. The descent is 50 feet to the ledge (area 1).

Sunless Temple Overview

An ancient branch of the Nightsister clan that valued privacy and defense built the Sunless Temple on the surface long ago. All record of the clan's name has vanished, though various sources believe that it was associated with the rancor Ashardalon. The cataclysm that killed the clan's members sank the temple at the same time. Because of residual magicks, much of the structure survived its descent into the earth. With the clan members dead, various dathomirian clans and other creatures moved in, and they have survived here for hundreds of years.

The dathomirians, which belong to the Durbuluk clan ("Dominator" in Dathomiri), once patrolled the area around the ravine to rob explorers or other clans. But now, with explorers moving onto other sectors of the planet and other clans having grown in power, the dathomirians rarely pay much attention to this entrance anymore. Also, a band of offworld Jawas has recently moved in to challenge the dathomiri's ownership of the temple, backed by a contingent of scavenged battle droids. Both groups are skirmishing as they vie for control, and they're not overly concerned about the possibility of intruders. Thus, the cleft offers the characters a good opportunity to gain entry to the dungeon without attracting attention. (The missing party that came here before did much the same; the fibercord cable left tied to the pillar near the ravine is theirs.)

Though the jawas (areas 13–24) and the dathomirians (areas 31–41) claim the Sunless Temple as their property, they've never visited all its chambers. They avoid entering the most secluded parts of the grove level. In the past, they feared that the hidden grove was haunted. With the arrival of Belaak the Outcast twelve years ago, that belief is vindicated. She orders the dathomirians to distribute the midsummer fruit each year, and the dathomirians obey her out of fear and respect.

Monsters on Alert. The jawas and the dathomirians respond similarly if attacked. Intruders who fall back to take a long rest before dealing with the leaders of an attacked community allow the creatures time to make preparations. Alerted monsters reinforce cleared rooms with forces previously stationed in other rooms. For example, three jawas from one area 16 could be stationed in area 15 with orders to set an ambush for returning invaders. In turn, four dathomirians from one area 36 could be redeployed to area 32 to guard against another intrusion. Keep track of such changes, so that the characters don't encounter the same jawas or dathomirians twice.

Random Treasure. Each regular jawa and dathomirian is likely to have 2d10 credits or items of equivalent worth, perhaps in the form of various precious metals and crude jewelry.

























































General Features

The following facts about the environment are true unless otherwise noted in a specific area description.

Doors. The doors are made of wood or stone and require a successful Strength check from DC 14 - 18 to break down unless stated otherwise.

Light. Beyond area 2, many rooms in the underground dungeon are lightless.

Descriptions assume that the characters have a suitable light source and are able to see their surroundings.

Ventilation. All keyed areas contain an adequate air supply. The air is renewed from countless cracks leading to the upper open cavern and the surface. These cracks are too small for any but creatures such as rodents to navigate.

1. Ledge

A sandy ledge overlooks a subterranean gulf of darkness to the west. The ledge is wide but rough. Sand, rocky debris, and the bones of small animals cover it. A rough-hewn stairwell zigs and zags down the side of the ledge, descending into darkness.

The far wall of the chasm is 250 feet to the west, and the bottom of the subterranean vault is 80 feet below where the characters stand.

Creatures

Drawn by the occasional animal that accidentally falls into the ravine, three pig rodents lurk in the rubble. They try to hide if they become aware of the characters, and they ambush the first character who arrives on the ledge without being quiet about it.

Investigating

A successful DC 10 Wisdom (Survival) check reveals humanoid footprints, as well as rodent tracks of unusually large size. The footprints lead down the stairs.

Among the rubble is an old ring of stones that contains (and is covered by) the accumulated ash of hundreds of fires, though no fire has been lit here for a few years. Inside the ash pile are a few rough-hewn spear tips of dathomirian manufacture and small animal bones.

2. Switchback Stairs

The 5-foot-wide stairs that descend from area 1 are roughly carved. They aren't dangerous to traverse, however, except that combat while on the narrow path can be risky. Three small landings lie along the route, the first at 60 feet above the floor in area 3, the second at 40 feet, and the third at 20 feet.

The characters might be able to see area 3 as they descend.

A temple emerges from the darkness. The subterranean temple, though impressive, seems long forgotten - if the lightless windows, cracked crenellations and leaning towers are any indication. All is quiet, though a cold breeze blows up from below, bringing with it the scent of dust and a faint trace of rot.

3. Crumbled Courtyard

The narrow stairs empty into a small courtyard, apparently the top of what was once a crenellated battlement. The buried temple has sunk so far into the earth that the battlement is now level with the surrounding floor. That floor stretches away to the north and south, composed of a layer of treacherous, crumbled masonry, which reaches to an unknown depth. To the west looms the surviving structure of what must be the Sunless Temple. A tower stands on the west side of the courtyard.

The stone courtyard, surrounded by crumbled masonry, contains a trap and a wooden door.

Masonry Debris

An expanse of crumbled masonry surrounds the entire temple. Those attempting to cross it immediately note its unsteadiness. The rubble is difficult terrain. Anyone who moves across the debris must make a DC 10 Dexterity (Acrobatics) check for each 10 feet traversed. On a failed check, the character is unable to move. If the check fails by 5 or more, a slab of masonry below the character shifts, dumping the character into a debris-lined cavity. Climbing back out requires a successful DC 10 Strength (Athletics) check; on a failed check, the victim drops back into the cavity.

Creatures

Each time a creature falls into a cavity, the noise is 10 percent likely to draw 1d4 pig rodents from the dozens that infest the rubble field. Attracted rodents move carefully and stealthily through the rubble to attack.

Hidden Pit

The map shows the location of a concealed trapdoor that covers a 10-foot-square, 10-foot-deep pit. A 2-foot-wide catwalk on the west edge allows access to the door that leads to area 4. It takes a successful DC 15 Wisdom (Perception) check to note the trapdoor's unmortared edge. Then, a successful DC 10 Intelligence (Investigation) check lets a character deduce the location of the catwalk and how the pit operates.

If a creature steps on the trapdoor, the lid flips open, dumping the creature into the pit. With a successful DC 15 Dexterity check, a creature can use a security kit to jam the lid shut. A mechanism resets the trap 1 minute after the door opens, pushing it back into the closed position. The mechanism is in the pit wall under the catwalk. A creature can jam it in the open position with a successful DC 15 Dexterity check using a security kit. If this check succeeds by 5 or more, the mechanism can be permanently disabled if desired.

Creature

The pit contains two sets of bones belonging to dathomirians, one dathomirian that has been dead for about a day, and one live pig rodent. The rodent, which slipped into the pit to feed on the fresh dathomirian but was caught when the trap reset, attacks creatures inside the pit or climbs out to attack those nearby.

Treasure

The dathomirian corpse has a tribal blade and a medium physical shield, as well as 63 credits in a belt pouch.

4. Tower Shell

This circular area is cobbled with cracked granite, upon which sprawl the bodies of four dathomirians, apparently slain in combat. One corpse lies slumps with its back against the western wall, its broken neck lolling to the side. Three wooden doors lead from this area. A hollow tower of loose masonry reaches thirty feet into the air, but the intervening floors and stairs are gone, except for a couple of crumbled ledges.

Bodies

Investigation reveals that the four dathomirian hunters have been dead for quite a while, and rodents have gnawed at them. The bodies have been looted. If someone moves the dathomirian leaning against the wall, the body slumps to reveal ancient Dathomiri runes on the wall behind it. Those who know the Dathomiri language can read the runes as "Ashardalon."

Secret Door

A trapped secret door leads to area 5. Finding the door requires a successful DC 20 Wisdom (Perception) check. The door opens by way of a masonry block that also serves as a lever, which can be pushed in on the left side or pulled out from the right.

Needle Trap

If the lever is pulled out, that movement sets off a needle trap. The needle extends 3 inches out of the opening, dealing 1 kinetic damage to whoever pulled the lever. Someone who carefully and slowly pulls the lever open can easily see the needle before it strikes. Disabling the needle requires a security kit and a successful DC 15 Dexterity check. If the check fails by 5 or more, the trap goes off, stabbing the character unless the character succeeds on a DC 15 Dexterity saving throw.

5. Secret Pocket

This pocket chamber is damp and cold. The skeletons of three long-dead archers, still holding their energy bows, slump against rubble-filled arrow slits along the east and south wall.

The dathomirian skeletons date back to the time before the temple plunged into the earth. That calamity killed all three archers, at the same time instilling in them the magick of undeath. If anyone enters this chamber, the three skeletons animate, pinpoints of green fire sparkling in their eye sockets as they rise.

Treasure

Each skeleton has five power cells, 2d10 x 10 credits, and one enhanced power cell (average) in a special pocket on their armor. Because the skeletons are mindless, they don't use the enhanced power cell.

6. Old Approach

The masonry walls of this twenty-foot-wide hall are in poor repair. The far end has collapsed, filling the southern section with rubble. The western wall is in much better shape than the other walls, and it holds a stone door with a rearing rancor carved in relief on it. The door has a single keyhole, situated in the rearing rancor's open mouth.

Rancor Door

The door that is carved to look like a rancor has a mechanical lock as well as a lock tech power cast on it. The Strength (Athletics) check to defeat the lock power is DC 30, and the Dexterity check to bypass the enhanced lock using a security kit is DC 25. Casting a release tech power on the door suppresses the lock power for 10 minutes, lowering the DCs by 10 during that time. The mechanical lock remains intact if the lock power is bypassed, requiring another release power or the use of the key. The key, which bypasses the lock power as well as the mechanical lock, is in area 21.

Creature

One pig rodent hides in the rubble. The rodent attacks anyone who moves to within 5 feet of the edge of the rubble or anyone left alone in this area.

The globe has AC 10 and 10 hit points. If it is attacked or handled, the music becomes louder, audible in areas 4 and 10 if the doors to those areas are open. The DC of the Wisdom saving throw then increases to 20. If the globe is reduced to 0 hit points or taken from the room, it cracks and goes dark and silent. It no longer functions.

8. Pressure Plates

The air is stale in this twenty-foot-long corridor, which leads to another closed stone door.

Bolt Trap

Each time any weight is placed on any part of the center 10-foot-square section of the corridor, a mechanical pressure plate is activated, triggering a trap. An iron bolt fires from above the western door at the creature who triggered the trap: +5 to hit, 5 (1d10) kinetic damage.

With a successful DC 15 Intelligence (Investigation) check, a character can deduce the presence of the pressure plate from variations in the mortar and stone around it, compared to the surrounding floor. Wedging a plasteel spike or some other similarly sized and sturdy object under the pressure plate prevents it from activating.

9. Rancor Riddle

Dust fills this hall like a layer of gray snow. In the rounded northern end of the chamber stands a ten-foot-tall sculpture of a hunched rancor carved from red-veined white marble.

Rancor Sculpture

If a creature moves within 5 feet of the rancor statue, an implant message tech power causes the rancor to utter a riddle in Galactic Basic, with rudimentary mechanics causing its jaws to move up and down as if speaking. The rancor's riddle is as follows:

We come at night without being fetched;

we disappear by day without being stolen.

What are we?

The answer to this riddle is 'stars', and must be spoken aloud in either Basic or Dathomiri to be registered by the statue.

Secret Door

A secret door in the western wall leads to area 10. Finding the door requires a successful DC 20 Wisdom (Perception) check. Under the scrutiny of a detect enhancement tech power or a sense force force power, the door radiates a faint aura of enhancement. The door comes open, pivoting into the room, only if someone speaks the answer to the riddle.

Once the door is opened, it closes on its own 1 minute later, although any obstruction placed in the doorway prevents it from doing so. The door can be opened from the western side with a simple push.

10. Honor Guard

Dust cloaks the contents of this twenty-foot-wide hall. Six alcoves line the walls, three to the north and three to the south. Each alcove except the southwest one holds a humanoid figure carved of red-veined white marble. The figures resemble dathomirians in ceremonial armor. A stone archway at the west end of the hall opens into a wide room from which greenish light glows. A dark pit is situated before the archway.

Southwest Alcove

A successful DC 10 Wisdom (Perception) check reveals that the dust in the room is disturbed by tracks that start in the southwest alcove, though the tracks are filled in enough that the disturbance must have occurred dozens of years ago. A successful DC 10 Wisdom (Survival) check enables a character to determine that the tracks were made by a half-a-dozen tiny stalk-like appendages. They begin in the center of the alcove, move west toward the pit, and then disappear into the pit. A character who enters the pit to follow the tracks must make another successful DC 10 Wisdom (Survival) check to pick up the trail again.

Spiked Pit

The pit is 10 feet deep, and its bottom is filled with spikes that deal 11 (2d10) kinetic damage to a creature that falls in, as well as falling damage. The walls of the pit are rough, and they offer handholds to climbers. Area 12 begins on its far side.

Creature

A Tiny ancient assassin droid named J-07 ('Jot') was bound in the southwestern alcove an age ago to guard the contents of the sarcophagus in area 12. It was in power-saving mode until a few decades ago, and it now waits on the other side of the arch just out of sight in area 12.

Jot is alerted by any light source the characters have, so it can prepare for them. (If the characters have no light source and are stealthy, Jot might not become aware of them.) The droid darts out of its hiding place and attacks the first creature that climbs out of the pit on the western side.

Development

Jot doesn't fight to the death. If it takes any damage, or if more than one character attacks it, Jot laughs and says, "You've bypassed my protocols. My watch over the witch is over!" It uses its next action to cloak itself and become invisible. It then activates its flight mode and flies along the 10-foot-high ceiling across the pit.

If Jot escapes, the characters might see it again. Having spent possible millenia in hibernation, its personality circuits have degraded significantly, driving it to near-madness. This degredation has also eroded any programming to fight to the death, so it prefers to harass the characters while they are otherwise engaged, laughing and mocking as it does so.

Secret Door

Finding the door on the southern wall requires a successful DC 20 Wisdom (Perception) check. The door opens with a simple push inward.

11. Secret Room

Dust coats the contents of this tiny chamber, obscuring runes inscribed on the southern wall.

Inscription

If the southern wall is cleared of dust, the runes are revealed to be a message in Dathomiri. Someone who can read the language understands it as "A sister entombed alive for the safety of the clan still retains the honor of her position."

Secret Door

A secret trapdoor in the floor requires a successful DC 20 Wisdom (Perception) check to find. The door opens by pulling it upward. It leads to a 3-foot-by-3-foot crawl space that connects to a similar trapdoor in area 12.

12. Tomb of a Failed Nightsister

Violet marble tiles cover the floor and walls, though all are cracked or broken, revealing rough-hewn stone beneath. Sconces are attached to the walls at each corner. One holds a torch that burns with greenish fire. A marble sarcophagus, easily nine feet long, lies in the room's center. The coffin is carved with Nightsister imagery, and the head of the sarcophagus resembles a rancor's head. Rusting iron clasps firmly lock down the lid.

Torch

The greenish fire is the product of Nightsister alchemy, burning as bright as a normal torch while generating no heat and using no oxygen. This flame can be covered or hidden, but not smothered or quenched.

Sarcophagus

Six rusted iron latches hold down the sarcophagus lid. Opening a single latch requires a successful DC 15 Strength check. If the six latches are opened, the lid can be removed with a successful DC 15 Strength check or by the effort of any combination of characters whose combined Strength is 30 or higher.

Inside, a Nightsister lies imprisoned, kept alive by virtue of a carbonite tech power that is dispelled with a flash of green light when the sarcophagus is opened. If the characters look inside, read:

In the coffin is a nydak! It's dressed in rotted finery, but its jewelry and rings adorned with tiny silver rancors still sparkle. The creature's body is shrunken and elongated, and its flesh is a rubbery, putrid grey. Unusually for a nydak, it has long, matted white hair running from its head to its back. Its beady black eyes flash open, and it snarls.

This Nightsister delved into transformative magick without caution — she permanently transformed herself from a dathomirian into a nydak. For this failure, the clan entombed her alive, though the honor of her station remained. The Nightsister attacks her rescuers, her mind all but transformed to that of a nydak over the ages of her burial. She had a name, but she has forgotten it, although she has not forgotten how to speak Basic and Dathomiri.

Creature

In her current state, the Nightsister is slower and weaker than a normal nydak. Use the nydak statistics, but adhere to the rules outlined in the 'Weakened Nydak' addendum.

Development

The Nightsister won't pursue fleeing characters. Instead, she continues to repose in her tomb until hunger finally draws her forth to hunt five days later. By that time, she uses the regular nydak statistics, retaining her additional languages.

Treasure

The Nightsister has an ornate ceremonial dagger (worth 1,250 credits), two silver rings (150 credits each), and a silver amulet (150 credits). Scattered across the bottom of the sarcophagus are 720 credits and four ciphers: a pair of tech ciphers (a signal override remote (execute command) and an overclocked single-shot blaster pistol (2nd-level tracer bolt)), and a pair of force ciphers (weathered scrolls inscribed with the Dathomiri words for 'Give' (2nd-level heal) and 'Take' (2nd-level wound) respectively).

Random Encounters

In areas 13 and beyond, creatures move through the halls of the Sunless Temple. For every 12 hours the characters spend in the dungeon, roll a d20 and refer to the following table if the characters are in an accessible hallway or room at that time.

d20 Encounter
1 1 jawa guard and 1d4 scrap droids
2 1d6 pig rodents
3 1d4 dathomirian hunters
4 1d2 Nightbrother exiles
5 1d4 dathomirian skeletons
6 1d6 ichor blights
7-20 No encounter

13. Empty Room

Several empty rooms in the temple have the same characteristics. Nothing of note can be found in any of them.

This ruined chamber stands empty of all but a litter of rocky debris.

14. Elemental Water Cache

The stone relief-carved door sealing this chamber portrays a crocodile-like beast swimming.

The door is locked but can be opened with a security kit and a successful DC 20 Dexterity check. A successful DC 15 Intelligence (Nature) check reveals the carving on the door is of a sprantal (a crocodile-like carnivore).

If the door is opened, read:

This ten-foot-square chamber is hewn from stone. It contains an upright keg fashioned of rusted iron. Rusted pipes lead from the keg into the floor.

If anyone shakes or strikes the keg, the sound of sloshing liquid comes from inside it. The connecting pipes hold the keg in place, preventing it from being detached. The characters can remove a wide metallic bung on the keg's top with a successful DC 15 Strength check, or someone can easily stave in the side of the keg.

Creatures

If the keg is breached, the frost effigy and smoke effigy confined within it are released. The effigies attack anyone who has disturbed the keg.

Treasure

Within the keg are five small gems, with four representing each of the basic elements (fire, earth, water and air) and one representing ichor (worth 100 credits each). These were used to summon the elemental power bound to the effigies long ago.

15. Rancor Cell

Crudely executed symbols and glyphs, scribed in bright green dye, decorate this large and irregularly shaped crumbling chamber. A large pit in the center shows evidence of a recent fire, with a heap of scorched scrap metal piled next to it. A metallic cage in the middle of the southern wall contains a gaping hole and stands empty. A small wooden bench draped with green cloth is next to the cage, and several small objects rest on it. A cot lies near the wooden bench, and the sound of whimpering comes from inside it.

Until recently, the jawas confined a juvenile rancor in the cage and placed it under heavy guard. Those guards were not strong enough to stand against a sortie by dathomirians that stole the rancor a week ago.

Creature

Meepo, the jawa guard who was the rancor's tamer, is now the sole occupant of the chamber. He is heartsick at the loss of the rancor and spends much of his time nowadays in nightmare-ridden sleep in his cot. With the loss of his charge, Meepo's status is in the gutter. He doesn't react to anything short of loud noise or direct prodding.

If he is disturbed, Meepo is frightened but willing to talk - as a jawa, however, he and other jawas in the area are incapable of speaking Galactic Basic. If no-one in the party speaks Jawaese or has a means of translating effectively, Meepo will quickly realize this and pull a handheld personal translator out from his clothing, handing it to the party. The translator has Galactic Basic, Jawaese and Huttese loaded onto it, and automatically translates the speech of any nearby jawas while the activation button is held.

Meepo is weepy during conversation, and the numerous obvious tears in his robes are souvenirs of his job as the rancor's tamer. If he is asked about the cage or queried in any way that mentions a rancor, he says, "Our rancor... we lost it. The wretched Durbuluk stole Calcruk, our rancor!"

To all other questions, Meepo responds by saying, "Meepo don't know, but Yyusdral does. Meepo take you to meet Yyusdral, our leader, if you make nice. You get safe passage, if you promise to make nice. Maybe if you promise to rescue rancor, Yyusdral make nice to you, answer questions."

Meepo perks up as he senses the possibility of getting the rancor back. True to his word, he guides the characters to area 21. Along the way, he shouts out "Wass-Oko!" (meaning "Hot-Cold!" in Jawaese) from time to time, explaining that it's a password that tells other jawa guards and their scrap droids the characters are friendly. If the characters leave Meepo behind, or if they are antagonistic toward him, the characters don't learn the password, and all other jawas are hostile toward the party.

Development

If combat occurs in this chamber, the jawa guards and scrap droids in the nearby area 16 are alerted, and they rush out to meet enemies.

Investigating

The symbols on the walls are crudely formed in Galactic Basic using the Jawaese language and read, "For the Glory of Ashardalon." The metallic cage is all but destroyed and can't be used to restrain captives. A search of the cage reveals claw marks that someone who has proficiency in Nature or Survival can determine to be from a violent beast. A successful DC 15 check using either skill identifies the markings as those of a juvenile rancor. The firepit, if its ashes are sifted, is found to hold charred bits of jawa bones and clothing. Checking the pile of scorched metal reveals it to be parts of destroyed battle droids.

Treasure

The bench serves as a sort of tiny altar. Resting on it are containers of green dye, a paintbrush made of jawa-hair bristles, and four tiny jade figurines of rancors (worth 150 credits each). A thorough search of the firepit and a successful DC 15 Wisdom (Perception) check reveals another jade figurine.

16. Jawa Guardroom

Three rooms in the temple serve as jawa guard stations. All have the same characteristics.

Door Trap

The door leading to the room is trapped with a tripwire that the jawas connect after shutting the door. Hitting this tripwire, 2 inches off the ground stretched between opposite door frames and running up the frame, causes the trap to trigger. A character who succeeds on a DC 10 Wisdom (Perception) check spots the wire. If a character then succeeds on a DC 10 Dexterity check using a security kit, the tripwire is cut without triggering the trap. A character can attempt this check using any edged weapon or edged tool in place of a security kit, but does so with disadvantage.

On a failed Dexterity check, the trap triggers, tipping over a clay pot of offal, garbage, and rancor droppings that falls on any creature in the doorway and splatters in a 5-foot radius. A creature hit by the stuff must succeed on a DC 10 Constitution saving throw or be poisoned for 1 minute. An affected creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

The jawa guards release the tension on the tripwire when they exit, meaning that any guardroom that has been vacated can be entered safely.

A small pit of embers, built of broken masonry and portions of shattered stone sculptures, smolders in the center of this chamber. Arrayed around the pit are several small rugs woven of matted hair and dead fungi.

Creatures

The room serves as a barracks and guard post for the jawa guards and scavenged battle droids. Two jawa guards and one scrap droid stand guard inside, unless they have already come forth to reinforce other guards.

If the characters try to talk and the interaction is successful, the jawa guards direct the characters to head toward "Yyusdral on her rancor throne," giving them simple directions to area 21 and warning them to avoid rousing the ire of Yyusdral's elite guards.

Scrap droids can speak Basic, but will only defer to any present jawa guards for direction or offer condolences if there are none nearby.

17. Rancor Chow

A character who approaches the door can smell the stench of what lies beyond. If the door is opened, read:

Tiny rodents fill the room, trapped among their own waste. A small half-barrier prevents the rodents from easily escaping when the door is open.

Creatures

The rodents are used as food for the juvenile rancor that was once stabled in area 15. Since the abduction of the rancor, the jawas have neglected the rodents, and in the meantime the rodents have chewed away the fastenings of the barrier. One round after someone opens the door, the rodents knock the barrier over and rush out, attacking as a swarm of rodents for 1 round, after which they disperse into the dungeon.

18. Prison

Each door that lead to the prison chamber is locked, requiring a DC 15 Dexterity check using a security kit to unlock, and also barred on the outside with an iron rod. If a character attempts to open either door while any jawa guards are present, the jawa guards warn against doing so. Opening a door in spite of this warning turns the jawa guards hostile.

Four horned humanoids are shackled by thick, rusted chains attached to a large plasteel spike set in the floor. Several broken weapons and sundered shields lie in one corner.

Creatures

Four dathomirian hunters are chained here, taken prisoner during the course of several skirmishes. Every so often, the jawas remove a dathomirian hunter from the room and ransom it back to the tribe (for a price of 2d10 credits). Those who can't be ransomed are bound for the jawa cook pot. The dathomirians snarl and make a show of pulling at their bindings if any characters enter the room. A character who succeeds on a DC 15 Dexterity check using a security kit can open the lock on the chains, or the chains can be broken (Strength DC 20) or sundered (AC 15, 60 hit points).

The dathomirian hunters promise anything and everything in exchange for their release, including safe passage for the characters to their chief. They have no power to guarantee their promises, however. In addition, if the dathomirians are released, any understanding the characters have with the jawas is voided. Freed dathomirian hunters flee at the first hint of trouble, and they double-cross their rescuers if threatened by other dathomirians.

19. Hall of Rancors

A double row of relief-carved marble columns march the length of this long, large hall. The worn carvings depict entwining Rancors.

Creatures

An elite squad of three scrap droids patrols the hall, considering the duty an honor. The droids pay particular attention to the door that leads to area 24, which is along the route traditionally used by dathomirian raiders. These droids react to the character's presence in the same way as the ordinary ones described in area 16. If the characters head for area 21 without causing hostilities, these guards follow the characters into Yyusdral's presence.

Development

If combat erupts here, the result is likely to be deadly for the party. Any jawa guards and scrap droids remaining in the areas nearby enter the room as reinforcements. Yyusdral and her two guards arrive from area 21 at the start of the second round of combat. At the start of the fifth round, the guards in the area 16 to the southwest of this room come on the scene. At the start of the eighth round, the guards from area 23 enter the fray. (Guards that leave their original area and are slain here should be noted for possible future reference.)

20. Jawa Colony

The strong wooden door that leads to the jawas' living quarters is barred from the inside. Characters who give the proper password ("Wass-Oko!"; see area 15) or who make a successful DC 15 Charisma (Deception) check can convince the jawas within to unbar the door. Otherwise, the jawas open the door only when guards return to the room for a shift change.

Several small but smoky fires light this wide and high chamber. Cooking grills, workbenches, and other implements of a scavenger culture are visible through the haze. Several small figures busily work and play within the chamber.

Twenty-four jawas occupy the room, but only three jawas are capable warriors that challenge unescorted intruders. Seven other jawas are commoners, even weaker than the jawa guards. The other tribe members here are too young, too old, or too cowardly to defend themselves; they flee if combat breaks out and are worth no XP. Even the jawas capable of fighting run away if they are outmatched.

The jawas here answer all questions with a quick "Yyusdral knows."

An attack on these jawas brings reinforcements, as described in area 19, though each group arrives 1 round later because of the extra distance it must traverse.

21. Rancor Throne

A short throne stands near the west wall, constructed of fallen bits of masonry stacked against an old altar. On the top of the altar sit a variety of small items. The portion of the altar that serves as the throne's back features a carving of a rearing rancor. A metallic key is held firmly in the rancor's open jaws.

Creatures

Normally sitting on the throne is the jawas' leader, Yyusdral. Two elite scrap droids guard her. Those who come to Yyusdral's chamber can talk to her; she is hostile only if she knows that the characters have slain other jawas or scrap droids. Characters who antagonize her while talking earn the leader's ire and a savage attack.

Yyusdral can speak to the following questions:

Q. Why are jawas in this place?

A. "Many years ago on Tatooine, our band was saved from Tusken raiders by a wandering rancor, and we have been in reverence of them ever since. As the leader of our band, I have led a brave few to this ancient holy site, where rancors were worshiped long ago." Yyusdral knows nothing else about the history of the temple, except the name of the gargantuan rancor that was once revered here, which is Ashardalon.

Q. What about the dathomirians/fruit/Belaak?

A. "The Outcast, she lives below. She grows the fruit, which she gives to the Durbuluk. The rancor-thieving Durbuluk are her servants!"

Q. What about the twig/plant monsters?

A. "The ichor blights are pets of the Outcast. They are more numerous below, in the Twilight Grove."

Q. What about the lost adventurers?

A. "They went to fight the Durbuluk and never returned."

Q. What about the stolen rancor?

A. "The Durbuluk stole our rancor! If you return Calcruk to us, I shall grant you a reward. Meepo can accompany you if you desire."

If the characters decide to go looking for the rancor, the jawa guards direct them toward the passage that connects area 15 and area 25, which is the "back way" into Durbuluk territory. Yyusdral and her followers know nothing useful about the dathomirian lair. If the characters take Meepo with them, he can serve as their guide to that location. If Meepo goes along and is slain, the jawas count it as a small loss as long as the rancor is rescued.

Possible rewards include the key in the carved rancor's mouth, or any two of the items on the altar. Yyusdral is also willing to sell the key for 500 credits.

Development

If hostilities break out, reinforcements arrive in the manner described in area 19. Yyusdral casts tactical barrier on herself as soon as she can.

If the characters return Calcruk, Yyusdral can be convinced to aid them in an assault on the remaining dathomirians. You determine the nature of the aid.

Treasure

The key clenched in the mouth of the carved rancor opens the door to area 7. Yyusdral has keys to area 18 and the chains there, a key to the doors in area 24, and a key that once fit the cage in area 15. She also has 350 credits.

The items assembled on the altar include a Feather of the Grove, an Antibody Kit, and three tech ciphers: a danger reaction stimulant (battle precognition), a single-use personal magnetic field (magnetic hold) and a mechanism override remote (release). The Feather of the Grove and Antibody Kit are described in appendix A.

22. Larder

The odor of rotting meat permeates this chamber. Most of the rusty iron hooks in the ceiling are empty, but a few hold the skinned carcasses of large vermin, huge fungoid stalks, and several massive insect carapaces. On a small, battered bench along the south wall are pieces of nearly useless cutlery and rusting vibrodaggers.

The jawas bring food for their tribe up from the underground caverns and store it in a nearby chamber. The rotting flesh is that of rodents, bats, beetles, and dathomirian parts. The room also has a selection of fungi and mushrooms.

23. Underground Access

The floor is partially collapsed on the east side of this room, revealing a tunnel. The passage is unworked, and it fluctuates widely in width, height, and direction as natural tunnels do. Within the room, hunting gear is racked on the wall, and several pallets lie nearby.

The jawas used the natural passage for hunting and gathering forays into the underground caverns of Dathomir.

The tunnel leads beyond the scope of this adventure, but it could be a route for further forays into Dathomir's harsh and unforgiving wilds.

Creatures

If they have not come forth as reinforcements, a jawa guard and two scrap droids camp here, serving as hunters and guardians of the tunnel. They react as described in area 16.

24. Trapped Access

The doors on both ends of the corridor are locked and can be opened by a character who succeeds on a DC 20 Dexterity check using a security kit.

At the other end of a twenty-foot-long corridor is another closed door.

Hidden Pit

The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit's center allows safe passage over the pit. With a successful DC 15 Wisdom (Perception) check, a character notices the door's unmortared rim. After that, a character who makes a successful DC 10 Intelligence (Investigation) check deduces the location of the catwalk, as well as how the pit operates.

If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful DC 15 Dexterity check, a creature can use a security kit and an object, such as a plasteel spike, to wedge the lid shut.

Jawa guards regularly check the trap and manually reset it when necessary.

25. Empty Chamber

Two empty chambers in the eastern end of the temple have the same characteristics.

This empty chamber is home only to rodent droppings, crumbled flagstone, and stains.

Investigating

A character who succeeds on a DC 15 Wisdom (Perception) check notices tracks in the dust. Some tracks were made by rodents and some by humanoids. A character who then succeeds on a DC 15 Wisdom (Survival) check ascertains that the rodent tracks are very recent, maybe a day old, and that the humanoid tracks are almost a month old and were made by three or four Medium-sized humanoids moving across the area to the north.

Trap

The door that connects the northernmost empty chamber with area 31 contains a trap. See area 31 for more details.

26. Dry Fountain

Dust and odd bits of stony debris and rubble lie scattered on the floor. An ornate fountain is built into the eastern wall. Though cracked and stained, the fountain's overarching carving of a diving chirodactyl retains its beauty. A relief-carved stone door stands on the western wall.

Investigating

The debris and dust covering the floor display the same tracks described in area 25.

Fountain

A thin layer of scum coats the fountain's basin, but it is otherwise dry. Under the scrutiny of a detect enhancement tech power or a sense force force power, the fountain emits an aura of enhancement. A character who makes a successful DC 15 Wisdom (Perception) check notices a mostly worn-away inscription in Dathomiri on the basin's front. It reads, "Let there be fire."

If a character speaks the phrase aloud, the magick of the fountain functions one last time. Greenish liquid begins to well from the open chirodactyl's mouth, slowly accumulating in the basin. If the liquid is collected, it can be used as a potion of magick breath (detailed in appendix A). After it is used in this way, the fountain loses its enhancement.

Western Door

Carvings on the western door show the corpses of fallen dathomirians. A Dathomiri inscription on the door reads, "Imbue the dead with Dathomir's light." Within 5 feet of the door, the air is noticeably cooler, and the door itself is cold to the touch.

The locked door opens only when someone targets it with a release tech power or an effect imbued with dathomirian magick. If someone does so, the door glows ghostly blue and swings open silently. If the door was opened with dathomirian magick, inspecting the dathomirian carvings afterward reveal the eyes of the corpses now glow green.

Effects imbued with dathomirian magick include, but are not limited to:

  • The torch lit by greenish flame in area 12.
  • Fire from the potion of magick breath.
  • Archetype features that use dathomirian magick, such as the Nightsister Order's Ichor Lightning.

If the party is unable to find a way through initially, they may enlist the help of Eryc Tim'Bars from area 34, whose limited access to magick will allow him to open the door.

Scythe Trap

If someone tries to open the door without first deactivating the lock, a scythe blade springs forth, targeting the area immediately in front of the door: +5 to hit, 4 (1d8) kinetic damage.

The blade is concealed in a slot in the ceiling, 10 feet up. A character who succeeds on a DC 20 Wisdom (Perception) check can find the slot before the trap is sprung.

The opening, once discovered, can be blocked with a plasteel spike or a similar object. A character who does so must make a DC 15 Dexterity check or Strength check. On a failed check, the blockage falls out when the trap is sprung. Alternatively, a character can use a security kit and a successful DC 20 Dexterity check to pull the trap mechanism out of the slot and dismantle it. Either task takes about a minute.

27. Sanctuary

Five dusty sarcophagi, three to the north and two to the south, stand on end in this silent chamber. Each of the carved stone coffins resembles a noble, zabrak-like humanoid in ceremonial robes. An altar, with images of rancors carved into its black obsidian, is set in the center of the west wall. A single candle burns brightly on the altar. Next to the candle are a small flute and a crystal flask.

Creatures

Five dathomirian skeletons emerge en masse from the sarcophagi to attack those who disturb the altar or open any sarcophagus. These creatures pursue characters who flee.

Treasure

The candle emits a perpetual greenish flame like the one in area 12. In the flask is a potion of fire resistance. The flute, also made of crystal, has the name Night Caller inscribed on it in Dathomiri. A secret compartment in the shrine, requiring a successful DC 20 Wisdom (Perception) check to find, holds a coffer containing six peridot gems carved to resemble various Dathomiri runes (worth 100 credits each).

28. Infested Cells

This section of hallway contains six doors, all slightly ajar. The area smells musky.

The doors lead to small cells. Each door is open just wide enough to enable Small and smaller creatures to slip through without having to open it farther.

Creatures

The two southernmost cells and the one to the northeast contain abandoned pig rodent nests. One pig rodent lives in each of the other cells. Any noise or light in the area attracts all three creatures.

Investigating

A character who succeeds on a DC 15 Wisdom (Perception) check notices tracks in the dust here. Some tracks were made by rodents and some by humanoids. A character who then succeeds on a DC 15 Wisdom (Survival) check ascertains that the rodent tracks are recent, perhaps a few minutes old, and the humanoid tracks are almost a month old and were made by four Medium-sized individuals moving across the area to the north. Only three of those individuals returned south.

Treasure

The occupied rodent nests contain shiny bits collected by their current owners. Poking through each nest turns up 3d6-1 x 10 credits and 1d4−1 gems (worth 50 credits each).

29. Disabled Traps

The cobblestone floor contains two trapdoors blocked open by iron spikes. The north wall holds a dry fountain carved with an overarching diving chirodactyl. A faint rotten stench pervades the room.

Investigating

The two marked areas on the map are traps that were jammed open by the lost adventuring party. Examining each one reveals a 20-foot-deep pit containing only rodent bones, rusted scrap metal, and filth.

Chances to find or follow the trail noted in area 28 are similar here. The trail of the missing adventuring party skirts around the traps and leads to the western wooden door.

Development

Those who spend more than 3 rounds in the chamber conversing in normal tones, or otherwise making noise, draw the attention of the inhabitants of area 30, who hide to ready an ambush.

Trapped Fountain

The dry fountain on the northern wall looks remarkably like the one described in area 26. Under the scrutiny of a detect enhancement tech power or a sense force force power, the fountain emits a faint aura of enhancement. A successful DC 20 Wisdom (Perception) check reveals suspicious metallic tubes in the carved chirodactyl's mouth, as well as a small, rusted iron canister. A character who makes a successful DC 15 Wisdom (Perception) check notices a mostly worn-away inscription in Dathomiri on the front of the basin. It reads, "Let there be death."

Anyone who speaks this phrase aloud in Dathomiri triggers the trap. A poison mist sprays forth from the chirodactyl's mouth, filling a 20-foot cube and expending the canister's last charge. Those in the area must make a DC 10 Constitution saving throw. On a failed save, a creature takes 5 (1d10) poison damage and becomes poisoned for 10 minutes. On a successful save, the creature takes only half the poison damage and is poisoned for 1 minute.

Western Door

A character who approaches the western door can smell the stench of rotten meat coming from the other side.

30. Mama Rodent

An oppressive smell suffuses the air, rising from chewed carcasses of cave rodents, smaller vermin, and a few humanoid-looking creatures. The bodies lie upon a floor of filth, old bones, hair, and fur that combine to make a particularly large and vile nest.

Investigating

The humanoid corpses in the chamber include two dathomirian hunters, a jawa guard, and one Duros male — a member of the lost adventuring party (Kar Arkas the scout).

Creatures

Three pig rodents occupy the area, along with a monstrously swollen female diseased pig rodent that the dathomirians call Guthash (Bloated One). The pig rodents that hunt in the Sunless Temple all descend from her. These creatures attack and attempt to eat all trespassers.

Treasure

Poking through the refuse over a period of 10 minutes uncovers 1,192 credits and 3 gems (worth 250 credits each). On and around the scout's corpse are several items: fiber armor, five vibrodaggers, a blaster rifle, a backpack (containing a canteen, one day's field rations, a bedroll, a commlink, and three glowrods), two power cells, a wristpad, a medpac, and a pouch that holds 170 credits. A gold ring (worth 100 credits) on Kar's finger is engraved (in Basic) with his name.

31. Caltrop Hall

The door that leads north into this hallway is closed and fitted with an alarm that beeps loudly if someone opens the door without doing so very slowly.

With a successful DC 15 Wisdom (Perception) check, someone who carefully opens the door might spot the alarm attached to the door about 3 feet off the ground. A character who examines the space around the door before opening it and succeeds on a DC 15 Wisdom (Perception) check notices the damage done to the door when the dathomirians fastened the alarm to it.

If the alarm sounds, the noise alerts the dathomirian hunters in area 32. They duck behind the low wall and wait to ambush intruders that enter the corridor.

The ten-foot-wide hall is liberally strewn with sharp caltrops. On the northern wall, passage to the room beyond is partially blocked by a roughly mortared, three-foot-high wall, complete with crenellations.

Caltrops

The floor in the hallway is visibly strewn with caltrops. Any creature that steps on the hallway's floor must make a DC 15 Dexterity saving throw or take 1 kinetic damage and have their speed reduced to 0 until the start of their next turn. Additionally, until the creature regains 1 hit point or takes an action to remove the caltrops from their feet, their movement speed is reduced by 10 feet. A creature moving at half speed through the hall does not have to make this saving throw.

Creatures

Two dathomirian hunters in area 32 pop up over the wall if they are alerted to the characters' presence. The creatures use ranged attacks as the characters move through the hall.

Treasure

About two hundred caltrops are strewn on the floor; if collected, a bag of 20 intact caltrops is worth 10 credits.

32. Durbuluk Gate

The filth on the floor, stains on the walls, shabby hides, and firepit attest to the years of use this room has seen at the hands of the Durbuluk clan. On the eastern side of the southern wall is a crudely mortared half-wall, complete with crenellations.

Creatures

Two dathomirian hunters are stationed behind the rough, 3-foot-high wall. They are hostile to intruders, but unwilling to die facing a superior force. If captured, these hunters know the same information that Eryc Tim'Bars in area 34 does.

Development

If one of the hunters gets away, it warns the dathomirian hunters in area 33. The alerted dathomirian hunters prepare an ambush for intruders in that area.

Investigating

A search of the room turns up putrid chirodactyl jerky, vinegary mushling wine in roughly-hewn water skins, and other worthless bits of clutter.

33. Practice Range

The sound of dathomirian hunters engaged in target practice might be heard from outside any of the doors to the practice range.

Dozens of scorch marks mar the cracked cobblestone floor and walls, and a few are visible on three crudely sewn, human-sized targets hung along the center of the south wall. The northern third of the room is separated from the south by a crudely mortared and crenellated half-wall. A permanent camp of sorts lies north of the wall, complete with a fire ring and several small iron cook pots.

Creatures

The three hunters assigned to watch the room spend some of their time shooting at the hair-and-grass-filled burlap dummies that look vaguely like humans. The rest of the time, they drink too much mushling wine.

When fighting, the hunters try to use the 3-foot-high wall for cover while shooting their foes.

Treasure

One hunter has a silver flask of Core World make (worth 500 credits) filled with vile mushling wine. Another hunter has a key to open the locked door to area 34.

Development

If things go badly for the hunters, one of them attempts to warn the dathomirian hunters in area 39.

34. Durbuluk Stockade

The wooden door is closed and locked. It can be opened by a character who succeeds on a DC 15 Dexterity check using a security kit.

Squalor reigns in this low-ceilinged room. A large plasteel spike is driven into the floor near the door, and a small iron cage is set farther back. Several sets of corroded manacles are connected to the walls, and some still bind a few crumbling skeletons.

Creatures

Three jawa guards are bound with crude rope to the plasteel. A battered bothan lies in the cage, which is almost too small for him. It's easy to untie the jawa. Freeing the caged bothan requires either a successful DC 15 Strength check to bend the bars or a successful DC 15 Dexterity check using a security kit to open the cage lock.

The jawa guards are aware that the dathomirians might try to ransom them back to the other jawas. Uncertain of their chances with the characters, the jawas are unhelpful and reluctant to be set free. If they are released and shown a clear line of retreat, the jawa guards flee. They know very little, but they react positively to Meepo's presence or if they are told that the characters intend to free Calcruk.

The bothan is named Eryc Tim'Bars, a doctor with 17 (5d6) hit points who knows Basic, Huttese, Bothanese, and Dathomiri. He has access to a weak form of dathomirian witch magick after being forced to imbibe ichor as part of Belaak's experiments, though he has not revealed this to his captors.

If he is released, he helpfully answers questions. He knows the following information:

Q. Why are you here?

A. "Months past, I was on my way to seek my fortune and took the Old Road. My bad luck that the dathomirians caught me; I've been here ever since. The strange ichor they gave me has kept me healthy; otherwise I'm sure I'd be dead from starvation and abuse."

Q. What about the dathomiri/Belaak?

A. "I've heard the dathomirians talk about the Twilight Grove down below. A wicked old dathomirian called Belaak — a Nightsister witch, I suspect — tends an enchanted garden and harvests fruit from something the dathomirians call the Tree of Domir, but they speak of it only in the most terrified of whispers. The mystical domir fruit grows on the Tree of Domir."

Q. What's the deal with the fruit?

A. "The midsummer fruit restores spirit and vigor to those who eat it; the pale midwinter fruit steals the same. Belaak allows the dathomirians to sell the fruit to Okurr Station, but I don't know why."

Q. What about the ichor blights?

A. "Ichor blights live in the level below, with the Tree of Domir."

Q. What about the lost adventurers?

A. "The dathomirians caught three of them over a month ago, and they were captives with me in here for a while. They said their names were Talgen, Sharwyn, and Berath. The dathomirians kept them in here only about a week before they removed them. Belaak wanted them, and that's the last I've heard about that."

Development

If the characters fail to suggest it, Eryc Tim'Bars asks to join the party as a temporary member. The bothan serves as a loyal friend. Currently, though, he has no gear - he is considered to have the same weapon and armor proficiencies as a player character of the engineer class. Those who free Eryc gain XP as if they defeated him in combat.

Manacles

The rusted iron restraints can bind a Small or Medium creature. If the characters are taken prisoner (see area 36) and bound here, escaping from the manacles requires a successful DC 20 Dexterity check. A set of manacles can be broken with a successful DC 20 Strength check, or a character proficient with a security kit can pick the lock on a set of manacles with a successful DC 15 Dexterity check. Manacles have AC 15 and 15 hit points.

35. Trapped Corridor

Hidden Pit

The map shows the location of a concealed trapdoor. A 2-foot-wide catwalk along the pit's center allows safe passage over the pit. With a successful DC 15 Wisdom (Perception) check, a character notices the door's unmortared rim. After that, a character who makes a successful DC 10 Intelligence (Investigation) check deduces the location of the catwalk, as well as how the pit operates.

If a creature steps on the pit cover, the lid flips open, dumping the creature 10 feet into the pit. With a successful DC 15 Dexterity check, a creature can use a security kit and an object, such as a plasteel spike, to wedge the lid shut.

Development

If characters fall into the pit or otherwise make excessive noise, the dathomirian hunters in the area 36 to the north are alerted. Alerted dathomirians respond in 2 rounds. These dathomirian hunters also check the trap and manually reset it.

Treasure

A successful DC 15 Wisdom (Perception) check made while searching around the pit uncovers a long-lost gold ring with an inset sapphire (worth 250 credits).

36. Durbuluk Hunters

Three rooms in the northern part of the temple serve as living quarters for dathomirian hunters. All have the same characteristics.

The stench, garbage, and carrion here are evidence of years of use by unsanitary tenants. Tattered hides stretched on frames form six unstable hammocks around a much-used firepit. Battered cooking equipment is mixed indiscriminately with broken or worn arms and armor.

Creatures

Three dathomirians, who proudly call themselves hunters, are in the room when the characters enter. In better times, two or more hunter groups would stalk the Old Road together, preying on explorers and other tribes. Now, the hunters content themselves with an occasional hunt in the caverns beneath Dathomir (see area 43), as well as preying on the jawas.

Development

The dathomirian hunters might try to knock the characters unconscious and imprison them in area 34, locking victims into manacles. They take captured equipment to the dathomirian chief in area 41. The hunters are likely to try to ransom the prisoners to someone in Okurr Station. Kerowyn Hucrele is prepared to pay such a ransom, taking it out of the characters' prospective reward.

If things go badly for the hunters, one of them attempts to warn the dathomirians in area 39.

Investigating

A search of the room turns up putrid chirodactyl jerky, vinegary mushling wine in roughly-hewn water skins, and other worthless bits of clutter.

37. Trophy Room

Both of the wooden doors that offer access to the trophy room are closed and locked. Either door can be opened by a character who succeeds on a DC 15 Dexterity check using a security kit.

Mounted and stuffed animal heads adorn the walls. The mounting job is sloppy, and the assortment of heads includes veeka birds, pig rodents, and other not particularly impressive specimens. A few grisly trophies share the wall with the animals, including a couple of dathomirian heads. Smashed and broken cabinets and small tables litter the periphery of the room, mute victims of some sort of rampage. A rusted iron spike stands in the center of the room, trailing a broken chain. Large claw marks and gashes mark sections of the walls, floor, and debris.

Creature

Calcruk, the juvenile rancor, is initially out of view, resting behind a broken table. The dathomirians used the iron chain to bind her, but she broke free and rampaged through the room, destroying the floor displays. Balsag, the dathomirian champion responsible for capturing the rancor, hasn't returned to bring her under control, and the other dathomirians fear to enter.

The rancor finds her current situation superior to her station as the jawas' pet. She is hostile to those who enter this chamber. If battle breaks out and Meepo accompanies the party, the rancor targets him first.

Treasure

The rancor has scoured the room and gathered all items of worth into a nest she made behind the table. The valuables include a rancor-shaped jade figurine (worth 200 credits), a crystal goblet (50 credits), and twenty-four pieces of fine silverware (10 credits each).

Of particular note is a sealed case forged from plasteel, carrying an inscription. Letters in the Mando'a script spell out the word "Choruk'Ed", which translates to 'Stone Tooth'. An old datapad is within the case. Age and data corruption have destroyed most of its contents, but a short message in Mando'a remains: "... the remaining few. By order of Durj Ne'tra, we have created a secret Mandalorian redoubt. None shall find us; however,..."

Though the information makes little sense, even to most Mandalorians, the case and the datapad can fetch up to 1,000 credits if sold in a Mandalorian community. This information can also lead onto the party's next adventure - if this is your intent, refer to "Aftermath" for more information.

38. Durbuluk Pantry

The north and south walls of this chamber are stacked halfway to the ceiling with ill-made barrels, boxes, and crates. A clear path allows easy access between the west and east doors.

The dathomirians store water, wine, and food, none of which is of good quality, in a pantry accessible through two doors. The stockpile includes five pints of oil, along with a few small barrels labeled "Naboo Pudding" in Dathomiri.

39. Viper Haze

Several torches mounted in crude sconces burn fitfully around this chamber, filling the air with a haze. A double row of marble columns carved with entwining snakes runs the length of the hall.

As long as the torches burn, the hall is lit, but the haze makes the area lightly obscured. The haze never builds to suffocating levels, thanks to natural ventilation.

Any loud noise in the chamber attracts the attention of dathomirians in the area 36 to the south, as well as in area 40. The dathomirians in area 40 prepare for danger but don't leave their stations, while those in area 36 come to investigate within 2 rounds.

40. Durbuluk Village

Anyone who stands within 10 feet of a door leading to the dathomiri's main living area can hear the voices of the dathomirians inside, unless they have been alerted to danger.

What might once have been a cathedral is now a Durbuluk lair, thick with the filth of years of Durbuluk life. Scores of wall- and floor-mounted sconces filled with violet-glowing fungi provide illumination. Dozens of dathomirians go about their daily business, which involves a lot of rudeness and violence. Along the southern wall is a heaping pile of assorted items, including scrap plating, broken armor and rusted arms, wicker-weave chests, small statues, antique urns and tattooing materials.

Creatures

Thirty-four dathomirians are at home when the characters arrive, but only four of the dathomirians are effective warriors. Ten of the other dathomirians are commoners, while he other twenty creatures are noncombatants, too feeble or too fearful to defend themselves; they try to flee through the northernmost or the eastern exit. This stampede should dominate the first moments of battle, and even the dathomirians capable of fighting refuse to stick around just to lose their lives. Noncombatants are worth no XP.

These dathomirians know the same information, in cruder form, that Eryc in area 34 knows.

Development

An attack on the dathomirians brings reinforcements from area 36 and warns the dathomirian chief in area 41 that something is amiss. Grenyyl, the elderly dathomirian witch in area 41, might emerge to protect the tribe.

Investigating

The dathomirians collect the phosphorescent fungi from the grove below. They need its light for close work, such as reading, and the fungus is edible. Crude equipment for cooking, skinning game, tanning hides, and other basic gear fills the area. Food is usually collected from the underground caverns through area 43.

Treasure

Among the tribal equipment, near the witch's bedding, is a traumakit and a poisoner's kit.

The pile along the southern wall contains the clan's loot, mixed in with lots of other stuff taken from the dathomiri' victims. The characters can find almost any piece of mundane gear that has a value of 50 credits or lower. Two items of considerable value can be unearthed by separate successful DC 15 Wisdom (Perception) checks: a rare collectable holo-statue of the Core World idol Coral Larettz (worth 300 credits) and a Medium mesh armor.

41. Hall of the Durbuluk Chief

If the Nightbrother exiles in the chief's hall have been alerted, or if they hear conflict in area 40, they cover the door for 10 minutes, then investigate the source of the disruptions at their leader's behest.

A circular shaft pierces the floor of this forty-foot-diameter domed chamber. Dim violet light shines out of the shaft, revealing sickly white and gray vines that coat the walls of the shaft. The light is supplemented by four lit wall torches set equidistant around the periphery of the chamber. A crudely fashioned stone throne sits against the curve of the northwestern wall. A large iron chest serves as the throne's footstool. A sapling grows in a wide stone pot next to the throne.

Creatures

The chief of the Durbuluk tribe is Durnn, a Nightbrother exile. When not in combat, Durnn sits on the throne, and three other Nightbrother exiles stand nearby or lounge on stone benches. The elderly dathomirian witch Grenyyl (a variant of the dathomirian hunter) advises the chief.

An ichor blight, a gift from Belaak the Outcast and a pet of Durnn's, is in the stone pot, and dathomirians from area 40 occasionally enter the chamber to see to the needs of the clan's elite that languish here.

Development

Durnn has a medpac and two antitoxkits. Grenyyl has two tech ciphers: a bag of luminescent glowing fungi (gleaming outline) and an injector of adrenaline (expeditious retreat).

The dathomirians in area 40 don't join the battle if they hear sounds of violence coming from the north. If the fight turns against the chief, however, he might open the door to area 40 and call for aid, or withdraw to area 40 to continue the fight.

Durnn can't surrender for fear of losing face. He won't give up if the opposition includes jawas. Otherwise, he might call for parley if doing so allows him to avoid death. But he must still look strong while negotiating, so he's unwilling to capitulate in an arrangement that makes him look weak.

Because Durnn and his Nightbrother exiles usurped control of the Durbuluk tribe, Grenyyl hates them. She also wants to protect her tribe, so she is willing to negotiate a truce if Durnn falls. Grenyyl also hates and envies Belaak, and she wants her gone from the temple so she can control the Tree of Domir.

If captured and interrogated, the dathomirians here know what Eryc in area 34 knows, with the following addition: Belaak wanted all the living human prisoners sent down to her, but in a fit of anger, Durnn slew Talgen - his body has since been taken apart and used for compost, though Durnn still wears his ring. Thus, Durnn sent only Sharwyn and Berath down to the Twilight Grove.

Shaft

The shaft has a 2-foot wall around it, much like the upper end of a well. Because of the wall, a creature pushed toward the shaft can avoid going over the edge by falling prone and succeeding on a DC 10 Dexterity saving throw. Thick, pale vines line the shaft. The vines are as good as knotted rope or cable for the purpose of climbing.

A creature that falls into the shaft can make a DC 15 Dexterity saving throw to catch the vines. On a failed save, the creature falls 80 feet to the floor of area 42.

Trapped Chest

Durnn's iron chest rests in front of the throne. It is locked (Dexterity DC 15 using a security kit) and trapped with a poisoned needle. A character who succeeds on a DC 15 Intelligence (Investigation) check deduces the trap's presence from alterations made to the lock. A character can then remove the needle from the lock by succeeding on a DC 15 Dexterity check using a security kit. On a failed Dexterity check, the trap is triggered.

When the trap is triggered, the needle extends 3 inches straight out from the lock. A creature within striking distance takes 1 kinetic damage and must succeed on a DC 10 Constitution saving throw or take 3 (1d6) poison damage.

Treasure

In addition to the valuables mentioned in the "Development" section, Durnn wears Talgen's gold signet ring (worth 200 credits) and assault armor, which is identifiable by the Hucrele family crest worked into the chest piece. The chief also has the key to his iron chest. Grenyyl has keys to areas 34 and 37. One of the other Nightbrother exiles wears silver earrings set with moonstone gems (200 credits each), and another wears a matching necklace (500 credits).

Inside Durnn's iron chest are 2,310 credits and two onyx gems (300 credits each).

The Grove



















The grove level and the temple level connect through the shaft that leads from area 41 to 42. The following locations are identified on the left-side map shown above.

42. Central Garden

Luminescent fungus, shedding violet light, clings to the walls and ceiling of this wide cavern. The air is damp, chilly, and redolent with the odors of loam and decay. A layer of earth, mixed with rotting vegetation and the remains of cave animals, covers the floor. Several varieties of mushrooms and fungi grow on the detritus, as well as a few saplings.

Creatures

Two dathomirian skeletons serve Belaak by tending a fungus garden, using shovels and a rusted barrow to turn the soil and spread compost. In addition, two mature ichor blights are rooted in the garden. The ichor blights ambush intruders that aren't dathomirians, and the skeletons attack anything that the ichor blights target.

Development

The creatures in area 43 investigate any disturbance in the garden after 3 rounds.

43. The Great Hunter's Abode

The floor of this rough cavern is stained and smells of blood and animal musk. Light from glowing fungus reveals the eastern niche, which holds a pallet of matted furs, a wide wooden board on which a variety of weapons are affixed, and a great cloak of patchy black fur hung on a slender pole. To the edge of the niche are two large nests made of hair, dry fungus, and refuse.

Creature

Balsag the dathomirian champion and his two pig rodent "hounds," named Grip and Fang, reside in a natural stone chamber when they're not hunting (25 percent chance of being absent when characters arrive). The champion's natural crown of horns is far larger than that of the average zabrak, enhancing his frightening appearance.

Balsag considers all non-Durbuluk creatures to be potential prey, so he attacks any he meets, roaring in Dathomiri, "Get ready to meet the cook pot!"

Underground Access

In the dark of the northern cavern section, a crude tunnel leads away, angling west and downward. The tunnel is like the one in area 23.

Treasure

Two vibrospears, six techaxes, one vibroblade, and one vibrosword are affixed to the weapon rack. A box hidden under one of the furs in Balsag's bedding, requiring a successful DC 15 Wisdom (Perception) check to notice, contains 781 credits.

44. Rift

A rift opens here, its debris-strewn floor two feet below that of the corridor. No phosphorescent fungus grows in the rift. The corridor continues past the rift, though the opening of the rift has caused it to shift 10 feet to the west. A number of two-foot-diameter holes riddle the floor of the rift. The smell of burnt earth hangs in the air.

The small holes in the floor extend as far down as anyone is capable of probing.

45. Rift Node

The rift widens, creating a cavern-like chamber. Small, two-foot-diameter holes riddle the node. A dim fiery glow shines out of one such hole.

Creature

In the glowing hall rests a viper of flame - a fiery elemental being formed of ichor. Belak used magick to call the elemental forth and hopes to train it to be a loyal servant.

Treasure

Belaak has already appealed to the viper's need for kindling. In its cave, the adventurers finds the charred corpse of a jawa and two gems (representing fire and ichor) used to summon it (worth 500 credits each).

46. Old Shrine

The stone door at the end of the corridor is closed and stuck, requiring someone to make a successful DC 15 Strength check to pull it open.

Faded mosaic tiles still decorate parts of the wall, but most have fallen to the dust-covered floor and shattered. Situated at the center of the chamber stands a slim pedestal of rusted iron shaped like an upright rancor. In the rancor's mouth rests an empty tray.

The room once held items of importance to the old Nightsister clan. The remaining features are dust-covered and worthless.

47. Belaak's Laboratory

Two rows of rancor-carved marble columns march the length of the hall, most completely covered in luminescent fungus. The cobbled floor is cracked and stained, and on it sit many small wooden tables. The contents on the tables include mortars and pestles, small tools, bowls filled with crushed leaves, chopped fungus stalks, and other plant specimens. The many doors leading off this hall are all partly open.

Belaak prepares various experimental concoctions in her laboratory and the small chambers that lead off it (see the sections below), with the fumbling aid of dathomirians that serve her. Any noise or disturbance in the main area draws all the creatures, although those in the northwest chamber respond most slowly.

Investigating

The containers on the small tables in the main area hold mashed leaves, fungus, bark, and powdered roots. A character who makes a successful DC 10 Intelligence (Nature) check identifies many dathomirian varieties of tree, shrub, and fungus, although all have a pronounced pallor, as if sun-starved.

Treasure

One pile of herbs and supplies in the main chamber contains the ingredients of a low-tech traumakit. An assortment of tools and herbs can be salvaged to make up a herbalism kit and a set of alchemist's supplies.

Northwest Chamber

Snores are audible from the room to the northwest, which is a rough barracks. Sixteen small pallets of matted fur cover the floor. Two pallets currently hold a sleeping dathomirian hunter and two dathomirian commoners (like those in area 40).

Southwest Chamber

The dathomirians use a crude mashing, straining, and casking facility to create mushling wine, which they and Belaak are quite fond of. Two dathomirian commoners currently stand barefoot in the mashing-tun, squashing mushling pods into pulp. A dirty straining bin stands nearby, as well as ten 2-gallon casks of the end product.

North Central Chamber

Two dathomirian commoners currently repair damaged dathomirian armor with cord, iron needles, leather patches, and other crude implements of tailoring.

South Central Chamber

One dathomirian hunter and two dathomirian commoners monitor the health of a diseased pig rodent, which is strapped spread-eagled onto a wooden bench. The rodent suffers from horrible tumors that look woody and fruit-like. Its tumors stem from an elixir Belaak created to infuse ichor blight traits into pig rodents.

On a stand in the corner is a fancy crystal vial (worth 50 credits) that contains the elixir. Drinking the elixir exposes the drinker to the same disease that the diseased rodent might impart with its bite, except the initial saving throw DC is 15.

Northeast Chamber

Extra weapon stores include five battered tribal blades, six energy bows, and ten power cells.

Southeast Chamber

The room stands empty, and the caved-in back wall leads to a natural rift in the earth (see area 44).

48. Garden Galleries

The two galleries that lead to the arboretums have the same characteristics. The doors to all connecting areas are closed.

Nodules of luminescent fungus hang from the ceiling and walls and grow in clumps on the flagstone floor. The light illuminates portions of grand bas-relief carvings on the stone walls that aren't covered with the fungus. The carvings depict rancors and chirodactyls in various stages of attacking terrified people. Soil and compost cover half the chamber's floor, which allows a variety of feeble plants to grow. A bench containing simple gardening implements stands along the west wall.

Belaak is using the galleries to grow aboveground vegetation using the light of luminescent fungus.

Creature

An enthralled dathomirian champion gardener roams both galleries, tending the grasses for Belaak. He is armed with a tribal scythe and has a visible layer of grey bark covering his skin, causing him to resemble a walking tree.

Treasure

The champion carries a medpac.

Development

The neighboring arboretums (area 49) contain additional monsters. The closed doors and stone walls prevent sound from entering these four areas. The creatures within join the battle here at your discretion.

If the Tree of Domir is destroyed before the champion dies, the champion stops doing Belaak's bidding and instead attacks anyone he sees until he is killed or dies after 24 hours have passed.

49. Arboretums

Luminescent mist blurs the edges of this octagonal chamber. Nodules of glowing fungus dot the stone walls and ceiling, as well as the caps of toadstools and mushrooms, small polyps, puffballs, and lichen. The humid air reeks with rot.

The arboretums hold small samples of the ecosystem in the caverns beneath Dathomir's surface, which aren't difficult for Belaak to nurture. The stone doors leading to them are unlocked.

Southern Arboretum

A dathomirian hunter and three dathomirian commoners gather fungus for use in area 47.

Southeast Arboretum

Several growths in the chamber are withered and dead. Fungus shrouds holes similar to those found in area 45, and a viper of flame lurks inside one of these openings. It emerges if anyone pokes into or closely examines the holes. If the viper comes out, a character who reaches into the viper's burrow can recover a bundle of 500 credits, recovered by the viper from its victims.

Northeast Arboretum

Three dathomirian skeletons, wielding shovels and rakes, are at work clearing withered plants. One ichor blight, which is hostile to the adventurers, is with them. The dathomirians attack anything the twig blight attacks.

Fungus shrouds holes similar to those in area 45.

Northern Arboretum

The northern room contains only its plants.

50. Ashardalon's Shrine

Rancor-carved granite blocks line this chamber's walls and ceiling, though many are crumbled and broken, leaving stony debris on the floor. A huge marble statue of a rearing rancor stands in the curve of the western wall. The eye sockets of the rancor are empty, but a red glow lingers there, providing reddish light throughout the chamber. The radiance casts an inky shadow behind the statue's spread arms. A five-foot-diameter, circular tile of dark stone is set in the floor in front of the rancor statue. Runes are carved around the circular tile's inner edge.

Investigating

Viewed in white light, the circular tile is red. A detect enhancement tech power or a sense force force power can reveal that the tile and statue give off an aura of enhancement. The runes on the tile's inner edge read, in Dathomiri, "Let the beast's power illuminate my spirit." If anyone speaks this sentence aloud while standing on the tile, a puff of spectral flame harmlessly envelops the speaker, granting the target advantage on Charisma checks for 24 hours. Once the tile is activated, it is dormant for 24 hours.

Creature

A shadowy Nightsister spirit (called a witch shadow) hides in the gloom behind the rancor statue. It attacks only those who spot it or who attempt to investigate the circular tile or claim the treasure. The creature doesn't pursue those who flee.

Treasure

A loose stone is in the wall behind the statue, requiring a successful DC 15 Wisdom (Perception) check to find. Inside are 340 credits and two flasks of ichor that act as low-tech incendiary grenades.

51. Nightsister Library

Leaning and fallen stone bookshelves fill this chamber, though a clear path connects wooden doors on opposite walls. Torn and burnt pages, bindings, and scrolls form disordered piles in the corners.

Treasure

Rooting around in the wreckage, separate successful DC 15 Wisdom (Perception) checks uncover two ciphers in the form of Nightsister dart guns: one fires a burst of three electrified darts (shocking ray), and another fires a clay ball filled with acid (acid dart). It will also uncover a tome of nightsister lore bound in rancor hide and written in Dathomiri (worth 1,500 credits).

52. Underpass

Damp and crumbled steps descend sharply.

The steps descend 15 feet. An 8-foot-high stone corridor passes about 7 feet below the northern arboretum (area 49), connecting the stairways on either side.

53. Belaak's Study

The wooden door leading to Belaak's study is closed and locked. The lock can be undone by someone who uses a security kit and succeeds on a DC 20 Dexterity check.

A layer of soil covers the floor. Rough wooden shelves, filled with a scattering of tomes and scrolls, line the north and east walls, and a rough-hewn desk stands in the center of the chamber. Fungus on the ceiling provides light, apparently in sufficient quantity to nourish several small bushes and pale saplings that grow in the soil.

Investigating

In her study, Belaak stores seasonal records of growth, precipitation, harvests, and similar notes for the surrounding lands for the last dozen years. One interesting tome titled (in Dathomiri) Treasures of the Sith has a fabricate trap tech power with an explosive trap effect on it, in the form of an ichor emitter. The trap is on the second page, and it's triggered when someone opens to that page. Otherwise, the book is blank.

If the trap is triggered, it erupts with enhanced ichorous energy in a 20-foot-radius sphere centered on the book. The sphere spreads around corners. Each creature in the area must make a DC 12 Dexterity saving throw. A creature takes 22 (5d8) necrotic damage on a failed saving throw, or half as much damage on a successful one. The necrotic power doesn't damage the other works here.

Development

If any obvious disturbance occurs here, the dathomirians in area 54 set an ambush for intruders. They wait at least 10 minutes before coming to investigate.

Treasure

Separate successful DC 15 Wisdom (Perception) checks uncover a force cipher (a plant-growth formula (plant growth (see appendix A))) and a tech cipher (a herbal antitoxin (toxin purge)), and a tome on Nightsister theories regarding the role of ichor in reincarnation (worth 1,500 credits). Cubbyholes in the desk hold 3,650 credits and four agate gems (200 credits each).

54. Grove Gate

Twigs and roots are piled on the floor of this sagging chamber. The collapsed southern wall opens into a vast cavern. Luminescent fungus on the rough walls and the high roof loom over a twilight grove of sickly briars, bushes, saplings, and other woody plants. Ruined walls and hollow towers protrude from the briars.

Creatures

Four dathomirian hunters sort the specimens for Belaak. They are hostile to intruders. If things go badly for them, they cry out in Dathomiri, saying, "Aid us, Sister of the Twilight Grove!"

Development

Sometimes the ichor blights in area 55 attack the dathomirians out of sheer malice. Thus, a call from the dathomirians doesn't bring all the forces of the cavern down on the characters. But if the dathomirians do call, four ichor blights arrive from area 55 and attack.

Investigating

Any character who gazes into area 55 and succeeds on a DC 10 Wisdom (Perception) check spots the blackened top of the Tree of Domir in the distance. If the check succeeds by 3 or more, the character also spots the ichor blights creeping around in area 55.

55. Twilight Grove

Pale, spindly briars press close, casting twisted shadows on the earth floor in the violet light.

Briars

The most successful aboveground plants that Belaak has transplanted in the Twilight Grove are the briars, though they appear sickly and pale, with blighted leaves. Other common plants and bushes are also represented, though they are equally afflicted.

The briars don't hinder Small and smaller creatures. Larger creatures must either spend 2 feet of movement for every 1 foot moved or make a DC 10 Constitution saving throw for every 10 feet moved. On a failed save, the creature takes 1 kinetic damage from the briars.

A 5-foot-by-5-foot area of briars can be cleared if it takes 20 damage of any type other than psychic.

Creatures

Ten ichor blights, less any that were dispatched in area 54, are spread about the grove. After moving 50 feet into the cavern, the characters come upon 1d4 of the hostile creatures. Any significant noise, such as from combat or clearing the briars, also attracts 1d4−1 ichor blights (minimum 0) each round.

Development

If the characters get to area 56 before all the ichor blights have engaged, the rest of the monsters hold off their attacks. Any conflict that involves yelling in a language other than Dathomiri, the use of flashy effects, or similar noticeable elements alerts Belaak in area 56 to the approach of invaders.

56. The Tree of Domir

A walled clearing is here among the briars. The walls are about twenty feet high, which is less than half the height of the cavern's ceiling. Several varieties of plants grow around the perimeter of the clearing, including a few suspicious-looking saplings, but their importance pales before that which stands at the courtyard's center. Beneath the fungal light grows an evil tree. Its blackened, twisted limbs reach upward, like a skeletal hand clawing its way out of the earth. Before it stand a few ichor blights; a robed and heavily armored human male with a lightsaber; a blonde, young human woman in an expensive-looking explorer's outfit; and a middle-aged, pale dathomirian female wearing a hooded brown robe and armed with a staff and sickle. The humans have black eyes and gray skin with the texture of bark.

The Tree of Domir

A Gargantuan plant, the Tree of Domir has AC 10 and 35 hit points. It is immune to necrotic, poison, psychic damage, and it has resistance to kinetic damage. The tree has vulnerability to fire damage.

Fruit. Two enhanced fruits ripen on the tree each year. Each fruit resembles an apple, but it slowly extrudes from the tree like a cyst. Up to a week before the summer solstice, a ruby red fruit grows. Someone other than a droid who eats a quarter or more of it regains 70 hit points. In addition, any blindness, deafness, and diseases affecting the eater end. Up to a week before the winter solstice, a sickly white fruit grows. Someone who eats a quarter or more of it takes 70 necrotic damage. Each fruit has 1d4 seeds that, if planted, grow leafless woody shrubs that animate as ichor blights after one year.

Tree Thralls. If a humanoid is bound to the bole of the Tree of Domir, over the next 24 hours the victim is sucked completely into the tree. Once the victim is completely absorbed into the tree, it becomes the tree's thrall, and is expelled over the course of 1 hour. The Tree of Domir can have only four thralls at any one time. A victim's skin is rough, gray, and bark-like. A thrall is totally corrupted, becoming neutral dark. Such a creature exists only to serve the Tree of Domir and those who tend it (such as Belaak). It possesses all of its former abilities and gains the following traits:

  • Barkskin. The thrall's AC can't be lower than 16.
  • Tree Thrall. If the Tree of Domir dies, the thrall dies 24 hours later.

Creatures

Belaak the Outcast spends much of her time studying the Tree of Domir, but she is well aware when the characters are approaching. She is a dathomirians witch, and possess the power of the Force through ichor magick.

Standing with Belaak are Berath Vord and Sharwyn Hucrele (both described in appendix B). Belaak's juvenile oggdo, Kulket, lurks stealthily in the branches of the Tree of Domir. A character who has a passive Perception score of 15 or higher or succeeds on a DC 15 Wisdom (Perception) check spots the juvenile oggdo. If combat breaks out, the juvenile oggdo jumps down and joins the fight in the second round. Three ichor blights are here, too.

Interaction

When the characters arrive, Belaak says loudly, "Hold a moment, you know not what you do!" If the characters engage her in conversation, she can share the following information:

Q. What are you doing?

A. "I am Belaak, called the Outcast. My clan expelled me, the fools. Why? Because I dared to expand nature's reach in ways they couldn't grasp. I have found what I sought in the Tree of Domir."

Q. What is the Tree of Domir?

A. "It's beautiful, no? It lives, though it looks dead. In an age long past, a Nightmother named Gulthiz was betrayed and murdered on this very spot. With her final breath, she drew on the life-giving light of our sun, Domir, and plunged this temple into the earth while absorbing the ichor of the land to transform herself. And so grew the Tree of Domir, reverberating with primal power for those who can tap it."

Q. What's with the stick-monsters?

A. "The ichor blights grow from seeds of the tree's fruit."

Q. What's going on with the fruit?

A. "I give fruit to the dathomirians with orders to disperse their seeds on the surface. Deceitful beings that they are, the dathomirians of Durbuluk barter the fruit, but the seeds are dispersed all the same. My plan for colonizing the surface - no, the entire galaxy - with the children of Gulthiz continues."

Q. What did you do to the other adventurers?

A. "They are the newest supplicants. The Tree of Domir has accepted them, and they are mine to control, just like the ichor blights. You can't save them."

Q. Why are you talking to us?

A. "Though your remains would enrich the compost, you'll serve my needs better as supplicants. You shall retain your lives, after a fashion. Surrender and submit peacefully, or perish!"

While this interaction proceeds, Berath Vord, the three ichor blights, and Belaak's juvenile oggdo position themselves between the characters and Belaak (Sharwyn stands next to Belaak).

Combat

If a fight breaks out (which will happen unless the characters actually submit to Belaak), the ichor blights, the juvenile oggdo, and Berath Vord attack the characters physically. Berath uses Shatterpoint to degrade his foe's weapons and armor during the fight.

Belaak casts barkskin on herself, possibly before melee occurs. She also makes early use of her talisman of plant growth, attempting to hold the transgressors in place. If Berath looks like he needs healing, Belaak casts healing force powers on him, as well. Sharwyn uses her repertoire of tech powers to best advantage, resorting to her blaster pistol only in desperation.

Development

During a battle, if any ichor blights remain in area 55, 1d4−1 of them (minimum 0) enter this area each round.

Targeting the Tree

A successful DC 15 Wisdom (Insight) check or Intelligence (Arcana or Nature) check allows a character to deduce that destroying the tree might have an effect on Berath Vord, Sharwyn, and the ichor blights. If anyone attacks the Tree of Domir, Belaak and the ichor blights try to kill the aggressor. If the Tree of Domir dies, Belaak loses her influence over the ichor blights, Sharwyn, and Berath Vord. These monsters turn on Belaak before targeting the characters again.

Walls

The courtyard's walls stand 20 feet tall, and the cavern's stalactite-dotted ceiling is 50 feet up.

Treasure

Belaak has a key (to area 53), three medpacs, two antitoxkits, and her talisman of plant growth. Sharwyn wears her gold Hucrele signet ring (worth 200 credits) and a wristpad (fine). Berath has the blade Shatterpoint.

Aftermath

If the characters kill the Tree of Domir, Sharwyn and Berath Vord die 24 hours later (unless you decide they can be saved somehow - suggestions for this are provided in "Saving Berath and Sharwyn"). If Belaak survives, her former servants turn on her, and she attempts to escape. If she succeeds in getting away, she might appear later to trouble the characters.

If the characters reveal the truth about the fruit's seeds to the citizens of Okurr Station, they realize that the saplings have been turning into ichor blights and stowing away on departing ships. Those in charge of the greenhouses destroy all growing saplings and the security forces begin a sweep of the station to hunt down any remaining ichor blights.

As the greenhouse workers begin the process of destroying the saplings, the mayor turns to you with a frank expression. "You realize that our actions have set loose several of these abominations upon the galaxy. Who knows what these twisted plants are doing now?"

The mayor is right. ichor blights that are already loose on Dathomir and in the wider galaxy can still reproduce through root sprouts, as aspen trees do. Although it is likely a hopeless task, the characters can search out these ichor blights and destroy them - alternatively, they may contact a wider galactic power (such as the Empire or the Republic) to warn them of the spread. It's up to you and your players to determine what happens next. At any rate, if the characters warn the station's residents about the seeds, they have taken their first steps toward gaining a measure of fame and establishing a rapport with local residents.

In addition, if the characters return the Hucrele signet rings or a living Sharwyn (see "Saving Berath and Sharwyn") to the family matriarch, they receive the promised monetary award. If they bring back the remains of Sharwyn and/or Berath, the matriarch begins funeral arrangements and invites the characters to attend. If they accept, they can begin to establish a long-term relationship with the Hucrele merchant family, which can prove useful in later adventures.

Next Tale From the Yawning Maw

If you would like to continue from this adventure to Forge of the Nightscales, the party will also discover a map on a datapad alongside the Mandalorian message in area 37. This map directs to a mountainous crag on the surface of the forest moon Blasyndel, above which is written 'Choruk'Ed' in Mando'a script.

Further research can reveal that that the caverns beneath this mountain were used as an old Mandalorian stronghold, which is said to hold powerful weaponry forged from beskar. This should prove as sufficient incentive and an obvious adventure hook for most players.

Saving Berath and Sharwyn

Although the circumstances for saving Berath and Sharwyn before they die seems impossible given their state, at least one clear option presents itself in this adventure. If Berath or Sharwyn are fed a quarter of a red domir fruit from the Tree of Domir (before or after it is destroyed), they may receive the benefits of the fruit's healing power and be restored to normal - in this way, players can receive a greater reward from the Hurcule matriarch for returning their daughter safely, though Berath is not actually a Jedi and cannot give them much reward save for his lightsaber.

For greater stakes, however, you may rule that a tree thrall needs to consume a whole fruit in order to be saved. In doing so, you may present your party with a choice to save either Berath Vord (who they may believe is a Jedi) or Sharwyn Hurcule from certain death. Whether the final decision comes easily or not, doing so can present one final moral challenge for the party before the adventure ends.

Appendix A: Enhanced Items


A collection of enhanced items found across the adventure.

Power Cipher

Cipher, varies

A power cipher is an item that contains the machinations of a single power, imbued by the Force or built of technology. If your class is able to learn this power, you can activate the cipher and cast its power. Otherwise, the cipher is unusable. Casting the power by activating the cipher requires the power’s normal casting time.

If your class is able to learn the power but at a higher level than you can normally cast, you must make an ability check using your powercasting ability to determine whether you cast it successfully. The DC equals 10 + the power's level. On a failed check, the cipher is rendered permanently unusable with no other effect.

Once the power is cast, it is spent from the cipher, and the cipher itself disintegrates.

The level of the power in the cipher determines the power's saving throw DC and attack bonus, as well as the cipher's rarity, as shown in the Power Cipher table.

Power Cipher

Power Level Rarity Save DC Attack Bonus
At-will Standard 13 +5
1st Standard 13 +5
2nd Premium 13 +5
3rd Premium 15 +7
4th Prototype 15 +7
5th Prototype 17 +9
6th Advanced 17 +9
7th Advanced 18 +10
8th Advanced 18 +10
9th Legendary 19 +11

A cipher can take many forms. For a tech power such as explosion, a tech cipher containing it could be a simple grenade, or a small, one-use rocket launcher. Just as there are many ways to describe the form a tech power takes, there are just as many ways to describe their ciphers. A force cipher is likely more complicated to describe, but some options include it being an ancient scroll, a strange holocron, a Sith amulet, a brittle kyber crystal (unsuited for a lightsaber) that releases a stored power when crushed, and so on.

Found In: Area 12, Area 21, Area 41, Area 50, Area 53

Use of Ciphers in the Adventure

The 'Power Cipher' enhanced item is the creation of Aziz, intended as a SW5e replacement for spell scrolls. Make sure your players understand that these items are spell scrolls in all but name, and that the equipment used for them should not be used in ways other than recreating the original power's effects.

Power Cell (Average)

Consumable (ammunition), premium, 1 lb.

You have a +1 bonus to attack and damage rolls made with this enhanced power cell. This bonus is in addition to any bonuses granted by the weapon. Once the power cell is depleted, it no longer gives a bonus.

Found In: Area 5

Feather of The Grove

Adventuring Gear, prototype

You must be on or near soil to use this feather. You can use an action to touch it to an unoccupied space on the ground. The feather disappears, and in its place a native tree rapidly grows out of the ground. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Found In: Area 21

Antibody Kit

Consumable (medpac), prototype, 2 lb.

The kit contains three syringes filled with fast-acting experimental antibodies. When you apply a syringe, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.

Found In: Area 21

Potion of Magick Breath

Consumable (substance), premium

After drinking this potion, you can use a bonus action to exhale magick fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion's green liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Found In: Area 26

Potion of Fire Resistance

Consumable (substance), premium

When you drink this potion, you gain resistance to fire damage for 1 hour.

Found In: Area 27

Night Caller

Adventuring gear, premium, 1 lb.

This flute is carved from transparent crystal, and it resembles a viper in mid-strike. The name Night Caller is etched on the flute in Dathomiri script. If a character succeeds on a DC 20 Intelligence (Lore) check, the character recalls lore that says the Nightsisters were sometimes known to use flutes like this in their magick rituals.

If you blow the flute in darkness or under the night sky, it allows you to reanimate one corpse or pile of bones of a dathomirian or zabrak humanoid within 10 feet, turning them into an undead creature under your command. Choosing a corpse will reanimate them as a dathomirian zombie, while choosing a pile of bones will reanimate them as a dathomirian skeleton. You can have up to two undead animated in this way.

On each of your turns, you can use a bonus action to mentally command the undead if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete.

The target can be affected through up to 10 feet of soft earth or similar material, and if it is, it takes 1 minute to claw its way to the surface to serve you. Once the flute has animated an undead creature, it can't do so again until 7 days have passed.

Once every 24 hours, you can blow the flute to reassert control over one or two creatures you animated with it. If you do not blow the flute within this time, the undead stop obeying your orders and become hostile - once this happens, you cannot reassert control unless you kill and resurrect them again.

Found In: Area 27

Shatterpoint

Weapon (martial lightsaber), premium, 2.25 lb.
Requires attunement

You have a +1 bonus to attack and damage rolls made with this enhanced weapon. If it hits an object, the hit is automatically a critical hit, and it can deal kinetic or energy damage to the object (your choice). Further, damage from unenhanced sources can't harm the weapon.

Found In: Area 56

It is recommended to make use of the "Weapon Sundering" Variant Rule when making use of this item in its intended manner.

In addition, an alternative version of Shatterpoint and its wielder are provided in appendix C under "Alternative Berath Vord and Shatterpoint", intended to simplify the usage of both this weapon and Berath himself.

Talisman of Plant Growth

Adventuring Gear, premium, 1 lb.
Requires attunement by a forcecaster

This talisman has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the plant growth power (save DC 13) from it:

Plant Growth (1st-level light side power)

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the power must succeed on a Strength saving throw or be restrained by the entangling plants until the power ends. A creature restrained by the plants can use its action to make a Strength check against your force save DC. On a success, it frees itself.

When the power ends, the plants wilt away.

The talisman regains 1d6 + 1 expended charges every 24 hours. If you expend the talisman's last charge, roll a d20. On a 1, the talisman crumbles into ashes and is destroyed.

Found In: Area 56

Wristpad (Fine)

Focus (tech), premium, 2 lb.
Requires attunement

You gain a +1 bonus to the tech attack rolls for tech powers you cast through this wristpad.

Found In: Area 56

Appendix B: Creature Statistics

These creatures are sorted by categories relevant to the adventure. Many of them may have similar names to creatures featured in other adventures or creatures in the SW5e Hypercodex, but most are simply adapted versions of the creatures found in the original adventure module or in the Dungeons and Dragons 5e Monster Manual. Versions of creatures taken from other SW5e authors are credited at the end of this document.

Miscellaneous

Commoner

The standard template for most Galactic citizens.


Commoner

Small or medium humanoid (any race), any alignment


  • Armor Class 10
  • Hit Points 4 (1d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0) 10 (+0)

  • Senses passive Perception 10
  • Languages any one language (usually Basic)
  • Challenge 0 (0 or 10 XP), PB +2

Actions

Improvised Weapon. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) kinetic damage.

Jawa and Dathomirian Commoners

In this adventure, both the jawa and dathomirian tribes house a significant population of commoners. When using these commoners, make the following changes for each type:

Jawa. Add Jawaese to languages and remove ability to speak Basic, add 60 ft. of darkvision and the 'chaotic balanced' alignment, and reduce their hit die size to d6 (bringing their average hit points to 3).

Dathomirian. Add Dathomiri to languages and the 'neutral dark' alignment. Their hit die and hit points do not change.

Appears in: Okurr Station, Area 20, Area 40, Area 47, Area 49

Noble

A higher-class citizen with minor combat training.


Noble

Small or medium humanoid (any race), any alignment


  • Armor Class 15 (weave armor)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Skills Deception +5, Insight +4, Persuasion +5
  • Senses passive Perception 12
  • Languages any two languages
  • Challenge 1/8 (25 XP), PB +2

Actions

Vibrorapier. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 5 (1d8+1) kinetic damage.

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.

Reactions

Parry. The noble adds 2 to its AC against one melee attack that would hit it. To do so, the noble must see the attacker and be wielding a melee weapon.

Appears in: Okurr Station

Security Guard

An enforcer commonly found in smaller settlements across the galaxy.


Security Guard

Small or medium humanoid (any race), any alignment


  • Armor Class 15 (mesh armor, medium physical shield)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

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

  • Skills Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Basic)
  • Challenge 1/8 (25 XP), PB +2

Actions

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.

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

Appears in: Okurr Station

Pilot

A skilled spaceship pilot, typically trained for starfighter combat.


Pilot

Small or medium humanoid (any race), any alignment


  • Armor Class 13 (combat suit)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 11 (+0)

  • Skills Perception +3, Piloting +4
  • Senses passive Perception 13
  • Languages any one language (usually Basic)
  • Challenge 1/8 (700 XP), PB +2

Bad Feeling. When the pilot rolls for initiative, it can move up to its speed. This movement happens before the initiative order is determined.

Actions

Light Pistol. Ranged Weapon Attack: +4 to hit, range 40/160 ft., one target. Hit: 4 (1d4+2) energy damage.

Appears in: Okurr Station

Veteran

A skilled fighter that often leads troopers or guards.


Veteran

Small or medium humanoid (any race), any alignment


  • Armor Class 17 (assault armor)
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 14 (+2) 10 (+0) 11 (+0) 10 (+0)

  • Skills Athletics +4, Perception +2
  • Senses passive Perception 12
  • Languages any one language (usually Basic)
  • Challenge 3 (700 XP), PB +2

Actions

Multiattack. The veteran makes two heavy blaster rifle attacks or two vibroblade attacks.

Heavy Blaster Rifle. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 7 (2d4+2) energy damage.

Vibroblade. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage, or 7 (1d10+2) kinetic damage if used with two hands.

Appears in: Okurr Station

Physician

Though many doctors across the galaxy may only be comparable to intelligent commoners, a truly effective physician has the capability to treat any kind of wound on any kind of species in any kind of situation - even combat.


Physician

Small or medium humanoid (any race), any alignment


  • Armor Class 13 (mesh armor)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

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

  • Skills Medicine +6, Persuasion +3, Lore +5
  • Senses passive Perception 12
  • Languages any four languages
  • Challenge 2 (450 XP), PB +2

Weaponized Defibrillator. As a bonus action, the physician can expend 2 tech points to cause its melee weapon attacks to deal an extra 10 (3d6) enhanced electrical damage to a target on a hit. This benefit lasts until the end of the turn. If the physician expends additional tech points, the extra damage increases by 1d6 for each point above 2.

Techcasting. The physician is a 5th-level techcaster (tech save DC 13, +5 to hit with power attacks, 20 tech points). The doctor knows the following powers:
At-will: minor defribrillation, mobile lights, production values
1st-level: kolto pack, toxin scan, tracer bolt
2nd-level: kolto dispenser, toxin purge
3rd-level: diminish tech, slow-release medpac

Actions

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.

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

Appears in: Okurr Station

Eryc Tim'Bars

A nurse from Okurr Station, Eryc is a budding academic with an interest in Dathomirian ruins. Despite warnings by station residents and returning explorers, Eryc secretly went to the surface months prior while on leave to explore the ruins further.

Soon after, he was captured by the Durbuluk and brought to the Sunless Temple, where he was fed a concoction of ichor created by Belaak as an alchemical test. Though the ichor was successfully infused within him, he did not reveal this to his captors, who instead left him to rot over the last few months. He has survived up to this point thanks to a mixture of his personal medical supplies and the sustaining power of the dathomirian ichor within him.


Eryc Tim'Bars

Medium humanoid (bothan), neutral light


  • Armor Class 10
  • Hit Points 17 (5d6)
  • Speed 30 ft.

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

  • Skills Medicine +2, Lore +4
  • Senses passive Perception 12
  • Languages Basic, Bothanese, Dathomirian, Huttese
  • Challenge 1/4 (50 XP), PB +2

Ichor Infusion. Eryc's body is infused with and empowered by dathomirian ichor. If Eryc takes 5 damage or less that would reduce him to 0 hit points, he is reduced to 1 hit point instead.

Techcasting. Eryc Tim'Bars is a 1st-level techcaster (tech save DC 12, +4 to hit with power attacks, 4 tech points). The doctor knows the following powers:
At-will: minor defribrillation, mobile lights, production values
1st-level: kolto pack, stack the deck, toxin scan

Actions

Improvised Weapon. Melee or Ranged Weapon Attack: +2 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 2 (1d4) kinetic damage.

Ichor Lightning. Ranged Weapon Attack: +2 to hit, range 30/90 ft., one target. Hit: 3 (1d6) necrotic damage.

Appears in: Area 34

J-07 ("Jot")

An assassin droid of ancient design, Jot physically resembles a miniature probe droid with several stalk-like legs protruding from beneath its main body.

The droid's legs facilitate its various traversal methods, such as folding inward before flight or mimicking a squid's tentacles to help propel itself through water. The droid also takes advantage of its unsettling appearance to frighten targets, preventing them from fighting back.



J-07 ("Jot")

Tiny droid (tracker), chaotic dark


  • Armor Class 13
  • Hit Points 7 (3d4)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
5 (-3) 17 (+3) 10 (+0) 12 (+0) 10 (+0) 7 (-2)

  • Skills Stealth +5
  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic; kinetic, ion or energy damage from unenhanced attacks
  • Condition Immunities poisoned, diseased
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Galactic Basic, Dathomiri, Binary
  • Challenge 1 (200 XP), PB +2

Adaptive Form. The droid can use its action to enter one of four modes: flight mode (speed 10 ft., fly 40 ft.), scaling mode (speed 40 ft., climb 40 ft.), aquatic mode (speed 40 ft., swim 40 ft.), or back to its default mode. Its statistics are the same in each form, except for the speed changes noted.

Unusual Circuitry. The droid has advantage on saving throws against tech powers and other enhanced effects, but disadvantage on saving throws against effects that would deal ion or lightning damage.

Actions

Poisoned Needle. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 5 (1d4 + 3) kinetic damage, and the target must succeed on a DC 10 Constitution saving throw or take 5 (2d4) poison damage and become poisoned for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

Scare (1/Day). One creature of the droid's choice within 20 feet of it must succeed on a DC 10 Wisdom saving throw or be frightened for 1 minute. The target can repeat the saving throw at the end of each of its turns, with disadvantage if the droid is within line of sight, ending the effect on itself on a success.

Cloaking Tech. The droid becomes invisible, until it attacks or uses Scare, or until its concentration ends (as if concentrating on a power). Any equipment the droid carries is invisible with it.

Appears in: Area 10

Beasts

Pig Rodent

Native vermin of Dathomir, pig rodents are scavengers and plague-spreaders that are a common source of nourishment for native rancors.


Pig Rodent

Small beast, unaligned


  • Armor Class 12
  • Hit Points 7 (2d6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 11 (+0) 2 (-4) 10 (+0) 4 (-3)

  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/8 (25 XP), PB +2

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

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

Actions

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

Variant: Diseased Pig Rodents

Some pig rodents carry vile diseases that they spread with their bites. For these rodents, their Bite action gains the following changes:

Bite. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 4 (1d4 + 2) kinetic damage. If the target is a creature, it must succeed on a DC 10 Constitution saving throw or contract a disease. Until the disease is cured, the target can't regain hit points except by enhanced means (such as enhanced items or powers), and the target's hit point maximum decreases by 3 (1d6) every 24 hours. If the target's hit point maximum drops to 0 as a result of this disease, the target dies.

Appears in: Area 1, Area 3 Area 6 Random Encounters, Area 28, Area 29, Area 43, Area 47

Guthash

The long-lived pig rodent whose spawn now infest the halls of the Temple, Guthash is a Dieseased Pig Rodent with the following changes:

Size: Medium (6 feet long)

Hit Points: 16 (3d6+6)

Ability Scores: DEX 16 (+3), CON 14 (+2)

Challenge Rating: 1/4 (50 XP)

Swarm of Rodents

Though less dangerous than their larger counterparts, tiny rodents of Dathomir can still pose a danger in swarms.


Swarm of Rodents

Medium swarm of tiny beasts, unaligned


  • Armor Class 10
  • Hit Points 24 (7d8-7)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 11 (+0) 9 (-1) 2 (-4) 10 (+0) 3 (-4)

  • Damage Resistances kinetic, ion, energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 30 ft., passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP), PB +2

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

Swarm. The swarm can occupy another creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny rodent. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +2 to hit, reach 0 ft., one target in the swarm's space. Hit: 7 (2d6) kinetic damage, or 3 (1d6) damage if the swarm has half of its hit points or fewer.

Appears in: Area 17

Nydak

The nydak is a native carnivore of Dathomir, often dwelling on spires and in caves across the surface. These beasts are considered savage and unpredictable, with their attack patterns often mistaken for wild flailing.


Nydak

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 89 (9d10+36)
  • Speed 40 ft., climb 40 ft.

STR DEX CON INT WIS CHA
18 (+4) 16 (+3) 18 (+4) 5 (-3) 12 (+1) 10 (+0)

  • Skills Athletics +6, Perception +3
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 4 (1,100 XP), PB +2

Leap Attack. If the nydak jumps at least 10 feet as part of its movement next creature and then hits it with a claw attack on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone and be stunned until the end of its next turn. If the target is prone and stunned, the nydak can make one bite attack against it as a bonus action.

Actions

Multiattack. The nydak makes one claw and one bite attack.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 13 (2d8+4) kinetic damage.

Bite. Melee Weapon Attack: +6 to hit, reach 5ft., one target. Hit: 15 (2d10+4) kinetic damage.

Weakened Nydak

While weakened, the nydak starts combat with only 44 hit points, has both its speeds reduced by 10 feet each, and can't use Multiattack. If defeated in this state, the nydak is worth 450 XP.

Appears in: Area 12

Rancor, Juvenile

Juvenile rancors are often born in sets of two, riding their mother's back until fully grown. Despite being known to care for their young, mother rancors have also been observed consuming their young in times of famine.


Rancor, Juvenile

Medium beast, unaligned


  • Armor Class 13 (natural armor)
  • Hit Points 95 (10d8+50)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 20 (+5) 3 (-4) 9 (-1) 6 (-2)

  • Senses darkvision 60 ft., passive Perception 9
  • Languages -
  • Challenge 2 (450 XP), PB +2

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

Actions

Multiattack. The rancor makes two attacks: one with its claws and one with its bite.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Claws. Melee Weapon Attack: +6 to hit, reach 10 ft., one creature. Hit: 6 (1d4+4) kinetic damage.

Appears in: Area 37

Jawas

The local jawas serving under Yyusdral are no ordinary scavengers. Though they retain their prowess for tinkering, this particular band are rancor worshippers, enamoured by the power and presence that the beasts represent. They have come to the Sunless Temple on a pilgrimage of worship to the great bull rancor Ashardalon.

Jawa Guard

The main protectors of the jawa colony in the Sunless Temple, these guards work with scrap droids to prevent incursion by Durbuluk hunters and to gather food from the underground caverns.


Jawa Guard

Small humanoid (jawa), chaotic balanced


  • Armor Class 12
  • Hit Points 5 (2d6-2)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
7 (-2) 15 (+2) 9 (-1) 12 (+1) 7 (-2) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 8
  • Languages Jawaese, understands Basic but cannot speak it
  • Challenge 1/8 (25 XP), PB +2

Nimble Escape. The jawa can take the Disengage or Hide action as a bonus action on each of its turns.

Actions

Ion Carbine. Ranged Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) ion damage.

Appears in: Random Encounters, Area 15, Area 16, Area 18, Area 19, Area 20, Area 21, Area 23, Area 24, Area 32

Yyusdral

Yyusdral is the leader of the jawa colony within the Sunless Temple, having led her people there to honor the temple's patron rancor Ashardalon. Yyusdral and her band first began venerating the rancors when they were saved from Tusken Raiders on Tatooine by a wandering rancor, which promptly left the jawas alone after eating its fill of Tusken.

Within her band, Yyusdral maintains leadership status thanks to her intelligence and skill with technology. She is a shrewd negotiator, but will hold up her end of the deal where possible so long as it will benefit her colony.


Yyusdral

Small humanoid (jawa), chaotic balanced


  • Armor Class 13 (combat suit, 15 with tactical barrier)
  • Hit Points 16 (3d6+6)
  • Speed 25 ft.

STR DEX CON INT WIS CHA
8 (-1) 15 (+2) 14 (+2) 16 (+3) 10 (+0) 12 (+2)

  • Skills Technology +5, Insight +2, Stealth +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Jawaese, understands Basic but cannot speak it
  • Challenge 1 (100 XP), PB +2

Nimble Escape. Yyusdral can take the Disengage or Hide action as a bonus action on each of its turns.

Techcasting. Yyusdral is a 2nd-level techcaster (tech save DC 13, +5 to hit with power attacks, 8 tech points). Yyusdral knows the following powers:
At-will: electroshock, minor hologram, on/off, spectrum ray
1st-level: flame sweep, spectrum bolt, tactical barrier

Actions

Ion Carbine. Ranged Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 4 (1d4+2) ion damage.

Appears in: Area 21

Scrap Droid

The battle droids used by Yyusdral's clan are ramshackle imitations of their original prowess, earning them the moniker 'scrap droids'. Despite their lower quality, the jawas will use anything they can to stop the dathomirians from driving them out.


Scrap Droid

Medium droid (class IV), unaligned


  • Armor Class 12 (scrap armor)
  • Hit Points 7 (2d8-2)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
9 (-1) 13 (+1) 9 (-1) 12 (+1) 10 (+0) 7 (-2)

  • Damage Vulnerabilities ion
  • Damage Resistances necrotic, poison, psychic
  • Condition Immunities poisoned, diseased
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary, Galactic Basic, Jawaese
  • Challenge 1/8 (25 XP), PB +2

Scrap Droid Swarm. When an ally of the scrap droid hits a hostile creature that it can see with a weapon attack, the scrap droid can use its reaction to make one weapon attack, with disadvantage, against that creature.

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

Actions

Blaster Rifle. Ranged Weapon Attack: +3 to hit, range 100/400 ft., one target. Hit: 5 (1d8+1) energy damage.

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

Elite Scrap Droids

Elite scrap droids (found guarding Yyusdral and the Hall of Rancors) are more robustly constructed, causing the following changes:

Hit Points. 9 (2d8)

Ability Scores. CON 10 (+0)

Appears in: Random Encounters, Area 15, Area 16, Area 19, Area 21, Area 23

Dathomirians

The dominant sapient species of the planet Dathomir, the dathomirians are a race comprised of those with Zabrak heritage, whether they be pureblood or mixed. Dathomirian society is traditionally gender-segregated and matriarchal, with the females holding dominion over the males to varying degrees. They are split into tribal clans across the planet, eschewing traditional technological development in favor of a reverence of the Force as it flowed through the land, which they call 'ichor'. This ichor is commonly used by female clans as 'magick' that allows them to match or even exceed the capabilities of more advanced civilizations.

Dathomirian Zombies

While zombies created by the Nightsisters' Chant of Resurrection possess both speed and power, zombies created without the chant's aid (usually through unrefined magick or accidental surges of ichor) often fall short in these domains. Even so, an unsuspecting foe can easily find themselves overwhelmed by the zombie's unrelenting fortitude if they are not cautious.


Dathomirian Zombie

Medium undead (dathomirian), unaligned


  • Armor Class 8
  • Hit Points 22 (3d8+9)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
13 (+1) 6 (-2) 16 (+3) 3 (-4) 6 (-2) 5 (-3)

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages understands Dathomiri but cannot speak it
  • Challenge 1/4 (50 XP), PB +2

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

Actions

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

Dathomirian Skeletons

A variation on the zombies produced without the Chant of Resurrection, dathomirian skeletons are less resilient than their counterparts while boasting a greater capacity for tool usage. These undead can be more useful for labor and weapon-based combat, but lack their counterpart's unrelenting fortitude and can be destroyed more easily.


Dathomirian Skeleton

Medium undead (dathomirian), unaligned


  • Armor Class 13 (armor scraps)
  • Hit Points 13 (2d8 + 4)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 14 (+2) 15 (+2) 6 (-2) 8 (-1) 5 (-3)

  • Damage Vulnerabilities kinetic
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 9
  • Languages understands Dathomiri but cannot speak it
  • Challenge 1/4 (50 XP), PB +2

Actions

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

Energy Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) energy damage.

Servants of Belaak

Dathomirian skeletons that serve Belaak have their armor class reduced to 12 and have their listed actions replaced with the following action:

Gardening Tool. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage.

Appears in: Area 5, Random Encounters, Area 27, Area 42, Area 49

Elemental Effigies

The ancient Nightsisters who built the Sunless Temple devised a creative method of controlling the elements; by imbuing an effigy with two distinct elemental forces, they could combine the effects of both elements to create artificial compound-elementals that they would then animate and control with magick.

The effigies resemble small, winged imps with horned heads, emitting a thin aura comprised of their elements of choice.


Frost Effigy

Small construct, neutral dark


  • Armor Class 11
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
7 (-2) 13 (+1) 10 (+0) 9 (-1) 11 (+0) 12 (+1)

  • Skills Perception +2, Stealth +3
  • Damage Vulnerabilities kinetic, fire
  • Damage Immunities cold, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Dathomiri
  • Challenge 1/2 (100 XP), PB +2

Death Burst. When the effigy dies, it explodes in a burst of jagged ice. Each creature within 5 feet of it must make a DC 10 Dexterity saving throw, taking 4 (1d8) kinetic damage on a failed save, or half as much damage on a successful one.

Innate Forcecasting. The effigy can innately cast smoke cloud as a force power. Its innate forcecasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +3 to hit, reach 5 ft., one creature. Hit: 3 (1d4+1) kinetic damage plus 2 (1d4) cold damage.

Frost Breath (Recharge 6). The effigy exhales a 15-foot cone of cold air. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 5 (2d4) cold damage on a failed save, or half as much damage on a successful one.

Appears in: Area 14


Smoke Effigy

Small construct, neutral dark


  • Armor Class 11
  • Hit Points 21 (6d6)
  • Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 11 (+0) 10 (+0) 11 (+0) 10 (+0) 12 (+1)

  • Damage Immunities fire, poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Dathomiri
  • Challenge 1/4 (50 XP), PB +2

Death Burst. When the effigy dies, it explodes in a cloud of smoke. Each creature within 5 feet of the effigy must succeed on a DC 10 Dexterity saving throw or take 4 (1d8) fire damage.

Innate Forcecasting. The effigy can innately cast force blur. Its innate forcecasting ability is Charisma.

Actions

Claws. Melee Weapon Attack: +2 to hit, reach 5 ft., one creature. Hit: 2 (1d4) kinetic damage plus 2 (1d4) fire damage.

Smoke Breath (Recharge 6). The effigy exhales a 15-foot cone of burning smoke. Each creature in that area must succeed on a DC 10 Dexterity saving throw, taking 4 (1d8) fire damage on a failed save, or half as much damage on a successful one.

Appears in: Area 14

Durbuluk Clan

In spite of their boastful name, the male-centric Durbuluk ('Dominator') clan is considered one of the lowest in dathomirian tribal society, made up primarily of rejects and exiles from other clans. This has resulted in the formation of a clan steeped in debauchery, violence and deceit, with its members considered unworthy of acknowledgement by other clans. Despite this, the clan has been known to house female members from time to time, in particular the services of an elderly witch exile.

Dathomirian Hunter

The main fighting force of the Durbuluk, hunters are responsible for hunting game, protecting their clan from intruders and serving the whims of their leaders.


Dathomirian Hunter

Medium humanoid (dathomirian), neutral dark


  • Armor Class 15 (tribal furs, medium physical shield)
  • Hit Points 9 (2d8)
  • Speed 30 ft.

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

  • Senses passive Perception 8
  • Languages Dathomiri, Basic
  • Challenge 1/4 (50 XP), PB +2

Second Heart (1/Short Rest). If the hunter takes 3 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

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

Energy Bow. Ranged Weapon Attack: +4 to hit, range 80/320 ft., one target. Hit: 5 (1d6+2) energy damage.

Appears in: Area 4, Random Encounters, Area 18, Area 30, Area 31, Area 32, Area 33, Area 35, Area 36, Area 47, Area 49*

Variant: Dathomirian Witch

Female dathomirians often train in the use of magick. These dathomirians have the following changes:

Armor Class 13 (tribal furs)

Ability Scores STR 8 (-1), DEX 12 (+1), WIS 11 (+0), CHA 13 (+1)


They also gain the following trait:

Forcecasting. The witch is a 1st-level forcecaster (force save DC 11, +3 to hit with power attacks, 4 force points). The witch knows the following powers:
At-will: enfeeble, sound trick
1st-level: curse, wound

Tribal Weaponry

Though the dathomirians frequently use low-tech gear, imbued witch magick allows it be as effective as standard-issue equipment from the wider galaxy. If collected by PCs, the dathomirian armor and weaponry translate as follows:

Standard Dathomirian
Techblade Tribal Blade
Vibroblade Tribal Sword
Vibromace Tribal Mace
Techaxe Tribal Axe
Vibroglaive (WH) Tribal Scythe
Techstaff Tribal Staff
Combat Suit Tribal Furs
Mesh Armor Tribal Hide
Battle Armor Tribal Leather

Nightbrother Exile

Nightbrothers who break clan law or show excessive weakness are either killed or exiled. Those who are cast out often seek weaker clans of male dathomirians that they can easily corral under them thanks to their superior training and gear.


Nightbrother Exile

Medium humanoid (dathomirian), neutral dark


  • Armor Class 17 (tribal leather, light physical shield)
  • Hit Points 11 (2d8+2)
  • Speed 30 ft.

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

  • Senses passive Perception 8
  • Languages Dathomiri, Basic
  • Challenge 1/2 (100 XP), PB +2

Martial Advantage. Once per turn, the exile can deal an extra 7 (2d6) damage to a creature it hits with a weapon attack if that creature is within 5 feet of an ally of the exile that isn't incapacitated.

Second Heart (1/Short Rest). If the exile takes 5 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Actions

Tribal Sword. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage, or 7 (1d10+2) kinetic damage if used with two hands.

Plasma Bow. Ranged Weapon Attack: +4 to hit, range 105/420 ft., one target. Hit: 5 (1d8+2) energy damage.

Appears in: Area 41

Durnn

Leader of the Nightbrother exiles, Durnn is a Nightbrother exile with the following changes:

Armor Class 18 (assault armor, light shield)

Hit Points: 19 (3d8+6)

Ability Scores: STR 16 (+3), CON 14 (+2)

Challenge Rating: 1 (200 XP)

Plasma Bows

The high-power energy bows wielded by the Nightbrother exiles do not have an official SW5e equivalent, being more direct conversions of the 5e longbow. If you permit your players to wield these weapons, a player version of the weapon is provided below:

Name Type Cost Weight Damage Properties
Plasma Bow Martial Blaster 525 credits 6.5 1d8 energy Power Cell (105/420), Mighty, Reload 2, Two-Handed

Dathomirian Champion

Enhanced by nightsister magick, dathomirian champions are stronger and more vicious than their hunter counterparts.


Dathomirian Champion

Medium humanoid (dathomirian), neutral dark


  • Armor Class 16 (tribal hide, light physical shield)
  • Hit Points 27 (5d8+5)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 13 (+1) 8 (-1) 11 (+0) 9 (-1)

  • Skills Stealth +6, Survival +2
  • Senses passive Perception 8
  • Languages Dathomiri, Basic
  • Challenge 1 (200 XP), PB +2

Brute. A melee weapon deals one extra die of its damage when the champion hits with it (included in the attack).

Second Heart (1/Short Rest). If the champion takes 7 damage or less that would reduce it to 0 hit points, it is reduced to 1 hit point instead.

Surprise Attack. If the champion surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 7 (2d6) damage from the attack.

Actions

Tribal Mace. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 13 (2d10+2) kinetic damage.

Tribal Axe. Melee or Ranged Weapon Attack: +4 to hit, range 25/75 ft., one target. Hit: 8 (2d6+2) kinetic damage.

Appears in: Area 43, Area 48

Champion Gardener

Turned into a mindless thrall of the Tree of Domir, the champion gardener gains the following trait:

Barkskin. The champion's AC can't be lower than 16.


In addition, all the champion's actions are removed and replaced with the following attack:

Tribal Scythe. Melee Weapon Attack: +4 to hit, reach 10 ft., one target. Hit: 13 (2d10+2) kinetic damage. If the attack roll is a critical hit, the champion deals an additional 5 (1d10) damage in addition to the normal critical hit damage.

Witch Shadow

The long-dead spirit of a Nightsister witch, the Nightsister's skill in fading into shadows manifests itself in this spirit's own capabilities. This comes at the cost of the original being's will, leaving the spirit to remain a mindless guardian of the Sunless Temple.


Witch Shadow

Medium undead (dathomirian), neutral dark


  • Armor Class 12
  • Hit Points 16 (3d8+3)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
6 (-2) 14 (+2) 13 (+1) 6 (-2) 10 (+0) 8 (-1)

  • Skills Stealth +4
  • Damage Vulnerabilities force
  • Damage Resistances acid, cold, fire, lightning, thunder; kinetic, ion or energy damage from unenhanced attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, frightened, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP), PB +2

Amorphous. The shadow can move through a space as narrow as 1 inch wide without squeezing.

Shadow Stealth. While in dim light or darkness, the shadow can take the Hide action as a bonus action. Its stealth bonus is also improved to +6.

Sunlight Weakness. While in sunlight, the shadow has disadvantage on attack rolls, ability checks, and saving throws.

Actions

Strength Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 9 (2d6 + 2) necrotic damage, and the target's Strength score is reduced by 1d4. The target dies if this reduces its Strength to 0. Otherwise, the reduction lasts until the target finishes a short or long rest.

If a non-dark humanoid dies from this attack, a new shadow rises from the corpse 1d4 hours later.

Appears in: Area 50

Belaak and Her Servants

Belaak the Outcast

A former member of a light-aligned Dathomirian witch clan, Belaak took an unhealthy interest in the dark arts that the Nightsister clan practiced, despite her clan mother's warnings. Eventually exiled for her dark practices, Belaak sought out the Nightsister she idolized - only then to be turned away as an unskilled outsider.

Distraught and dejected, Belaak wandered aimlessly for years before learning of the Sunless Temple and finding the Tree of Domir, which embraced her inner darkness and guided her toward spreading its influence across Dathomir and the wider galaxy.


Belaak the Outcast

Medium humanoid (dathomirian), neutral dark


  • Armor Class 11 (16 with barkskin)
  • Hit Points 27 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
10 (+0) 12 (+1) 13 (+1) 12 (+1) 11 (+0) 15 (+2)

  • Senses passive Perception 10
  • Languages Dathomiri, Basic
  • Challenge 2 (450 XP), PB +2

False Barkskin (1/Long Rest). Belaak's skin gains a bark-like appearance, increasing her AC to 16 for 1 hour. While False Barkskin is active, she is considered to be concentrating as though using a power (though she can use other concentration force powers), and the effect ends if this concentration is broken.

Forcecasting. Belaak is a 4th-level forcecaster (force save DC 12, +4 to hit with power attacks, 16 force points). Belaak knows the following powers:
At-will: enfeeble, force imbuement, nature trick
1st-level: force propel, heal, plant growth
2nd-level: kinetite (fire damage)

Second Heart (1/Short Rest). If Belaak takes 8 damage or less that would reduce her to 0 hit points, she is reduced to 1 hit point instead.

Special Equipment. Belaak holds a talisman of plant growth with 7 charges. As an action, she can expend 1 charge to cast plant growth (DC 13).

Actions

Tribal Staff. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 3 (1d6) kinetic damage, or 5 (2d4) if wielded with two hands.

Tribal Staff (Force Imbuement). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage.

Appears in: Area 56

Magick Powers

Through the power of ichor, witches like Belaak can wield manipulate and wield powers similar to, yet unlike those of the Jedi and Sith. When casting the kinetite force power, the sphere deals fire damage instead of lightning.

She also knows the following Expanded Force Powers (courtesy of HugeHuman) and they are treated as universal powers for her:

Nature Trick (at-will light side power)

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

Drawing on a connection to nature through the Force, you create one of the following effects within range:

  • You immediately gain knowledge of what the weather will be at your location for the next 24 hours.
  • You instantly make a flower blossom, a seed pod open, or a leaf bud bloom.
  • You create an instantaneous, harmless sensory effect, such as falling leaves, a puff of wind, the sound of a small animal, or the faint odor of eopie droppings. The effect must fit in a 5-foot cube.
  • You instantly light or snuff out a candle, a torch, or a small campfire.

Plant Growth (1st-level light side power)

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

Grasping weeds and vines sprout from the ground in a 20-foot square starting from a point within range. For the duration, these plants turn the ground in the area into difficult terrain.

A creature in the area when you cast the power must succeed on a Strength saving throw or be restrained by the entangling plants until the power ends. A creature restrained by the plants can use its action to make a Strength check against your force save DC. On a success, it frees itself.

When the power ends, the plants wilt away.

You may choose whether to allow your players to be able to learn these powers if they have forcecasting capability. If so, consider including a journal with Belaak's possessions that goes into detail about these powers.

Ichor Blight

Plant creatures spawned from the Tree of Domir. Infused with the power of ichor, they obey the commands of Belaak so long as she sustains the Tree of Domir and helps spread its seeds.


Ichor Blight

Small plant, neutral dark


  • Armor Class 13 (natural armor)
  • Hit Points 4 (1d6+1)
  • Speed 20 ft.

STR DEX CON INT WIS CHA
6 (-2) 13 (+1) 12 (+1) 4 (-3) 8 (-1) 3 (-4)

  • Skills Stealth +3
  • Damage Vulnerabilities fire
  • Condition Immunities blinded, deafened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 9
  • Languages understands Basic but cannot speak it
  • Challenge 1/8 (25 XP), PB +2

False Appearance. While the blight remains motionless, it is indistinguishable from a dead shrub.

Actions

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

Appears in: Ravine, Random Encounters, Area 41, Area 42, Area 49, Area 55, Area 56

Viper of Flame

Fire elementals summoned by Belaak, formed into the shape of a dathomirian viper.


Viper of Flame

Medium elemental, neutral dark


  • Armor Class 14 (natural armor)
  • Hit Points 22 (5d8)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 14 (+2) 11 (+0) 7 (-2) 10 (+0) 8 (-1)

  • Damage Vulnerabilities cold
  • Damage Resistances kinetic, ion or energy damage from unenhanced attacks
  • Damage Immunities fire
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands Dathomiri but can't speak
  • Challenge 1 (200 XP), PB +2

Heated Body. A creature that touches the viper or hits it with a melee attack while within 5 feet of it takes 3 (1d6) fire damage.

Actions

Multiattack. The viper makes two bite attacks.

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

Appears in: Area 45, Area 49

Oggdo, Juvenile

This oggdo, a frog-like amphibian, was raised from a tadpole by Belaak. A treasured pet and close companion, Belaak hopes to raise it into a fierce beast at her beck and call.


Oggdo, Juvenile

Medium beast, unaligned


  • Armor Class 11
  • Hit Points 18 (4d8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
12 (+1) 13 (+1) 11 (+0) 2 (-4) 10 (+0) 3 (-4)

  • Skills Perception +2, Stealth +3
  • Senses darkvision 30 ft., passive Perception 12
  • Languages -
  • Challenge 1/4 (50 XP), PB +2

Amphibious. The oggdo can breathe air and water.

Standing Leap. The oggdo's long jump is up to 20 feet and its high jump is up to 10 feet, with or without a running start.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, and the target is grappled (escape DC 11). Until this grapple ends, the target is restrained, and the oggdo can't bite another target.

Swallow. The oggdo makes one bite attack against a Small or smaller target it is grappling. If the attack hits, the target is swallowed, and the grapple ends. The swallowed target is blinded and restrained, it has total cover against attacks and other effects outside the oggdo, and it takes 5 (2d4) acid damage at the start of each of the oggdo's turns. The oggdo can have only one target swallowed at a time. If the oggdo dies, a swallowed creature is no longer restrained by it and can escape from the corpse using 5 feet of movement, exiting prone.

Appears in: Area 56

Sharwyn Hucrele

Youngest daughter of the Hucrele merchant family, Sharwyn was entranced by the promise of adventure and leapt at the chance to explore Dathomir's ruins with a real Jedi. Though her technical prowess saw the party through various dangers, she and her party were overrun and she was forced to watch her brother be killed before being turned into a mindless thrall of the Tree of Domir.


Sharwyn Hucrele

Medium humanoid (human), neutral dark


  • Armor Class 16 (barkskin)
  • Hit Points 13 (2d8+4)
  • Speed 30 ft.

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

  • Skills Technology +5, Insight +4, Persuasion +1
  • Senses passive Perception 12
  • Languages Basic, Dathomirian, Huttese
  • Challenge 1/2 (100 XP), PB +2

Special Equipment. Sharwyn uses a wristpad (fine) to cast her tech powers (included in her techcasting trait).

Barkskin. Sharwyn's AC can't be lower than 16.

Techcasting. Sharwyn is a 1st-level techcaster (tech save DC 13, +6 to hit with power attacks, 4 tech points). Sharwyn knows the following powers:
At-will: light, minor hologram, spectrum ray
1st-level: energy shield, flash, homing rockets, tranquilizer

Tree Thrall. If the Tree of Domir dies, Sharwyn dies 24 hours later.

Actions

Blaster Pistol. Ranged Weapon Attack: +3 to hit, range 50/200 ft., one target. Hit: 4 (1d6+1) energy damage.

Appears in: Area 56

Berath Vord

Berath Vord is a semi-experienced explorer with an arrogant streak, whose expeditions eventually led him to an enhanced lightsaber he named 'Shatterpoint'. Despite lacking formal lightsaber training, Berath's latent force-sensitivity allowed him to wield the blade effectively enough that he began to think of himself as a Jedi. Brimming with confidence, he chose to lead a team of explorers into the infamous Sunless Temple - a foolish mistake that would cost him and his allies their lives.


Berath Vord

Medium humanoid (human), neutral dark


  • Armor Class 18 (assault armor, light physical shield)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Languages Basic
  • Challenge 1/2 (100 XP), PB +2

Special Equipment. Berath wields Shatterpoint, an enhanced martial lightsaber that grants a +1 bonus to attack and damage rolls made with it (included in his attack). Damage from unenhanced sources cannot harm the weapon.

Barkskin. Berath's AC can't be lower than 16.

Formation Style. Berath can take the Guard action as a bonus action.

Tree Thrall. If the Tree of Domir dies, Berath dies 24 hours later.

Actions

Shatterpoint. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage, or 8 (1d10+3) energy damage if wielded with two hands. If this attack targets and hits an object, it is an automatic critical hit and can deal either kinetic or energy damage.

Appears in: Area 56

It is recommended to make use of the "Weapon Sundering" Variant Rule when making use of Berath's Shatterpoint action in its intended manner.

In addition, an alternative version of Berath Vord and his weapon are provided in appendix C under "Alternative Berath Vord and Shatterpoint", intended to simplify the usage of both this creature and Shatterpoint itself.

Appendix C: Miscellaneous

Additional details that cannot be fit into the adventure itself can be found here, including adaptations of existing 5e rules and optional content for the adventure.

Object Hit Points and Armor Classes

While the D&D 5e Dungeon Master's Guide provides expected armor classes for most materials, many locations in the Star Wars universe, even ancient strongholds, are liable to make use of more advanced compound materials than simple iron or wood. This is particularly important to consider with the addition of the Shatterpoint weapon in this adventure, which actively encourages object destruction.

As such, here is an updated version of the DMG's Object Armor Class table for use with this adventure, alongside an accompanying hit point table:

Object Armor Class

Substance AC
Polymer (cloth, fiber, wool) 11
Crystalline (gems, glass, ice) 13
Composite (wood, plasteel) 15
Ceramic (stone, plascrete) 17
Metal (iron, flexisteel, durasteel) 19
Beskar 21
Phrik 23

Object Hit Points

Size Fragile Resilient
Tiny (cup, lock) 2 (1d4) 5 (2d4)
Small (chest, helmet) 3 (1d6) 10 (3d6)
Medium (crate, table) 4 (1d8) 18 (4d8)
Large (speeder bike, 10-ft.-by-10-ft. window) 5 (1d10) 27 (5d10)

Refer to the "Objects" section in part 4 of the D&D Basic Rules for further guidance on running attacks against objects and dealing with Huge and Gargantuan objects.

Alternative Berath Vord and Shatterpoint

Although the version of Shatterpoint presented in this adventure is kept as close as possible to the existing 5e version called Shatterspike, both versions have a glaring flaw in their design. As weapon attacking/sundering rules are not nearly as robust in 5e compared to 3.5e (which Shatterspike originated from), the intent of having Berath use the weapon to target objects being carried can cause many different interpretations on how to determine AC, damage, hit points etc., which can cause disagreements or hurt the game's pace in some cases. While SW5e provides the "Weapon Sundering" Variant Rule to help with this, many groups may prefer to stick with base rules where possible.

To address this, these alternative versions of Berath and Shatterpoint instead limit the effects of the "Weapon Sundering" Variant Rule to being a feature of Shatterpoint itself, increasing its relative value. As a result, the critical damage to objects has been removed, with the understanding that granting sundering capabilities in the first place would be a suitable justification for the weapon's rarity on top of its +1 bonuses. A copy of the "Weapon Sundering" Variant Rule can be found on the next page.


Berath Vord (Alt.)

Medium humanoid (human), neutral dark


  • Armor Class 18 (assault armor, light physical shield)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 9 (-1) 14 (+2) 10 (+0) 14 (+2) 13 (+1)

  • Skills Athletics +5, Perception +3
  • Senses passive Perception 13
  • Languages Basic
  • Challenge 1/2 (100 XP), PB +2

Special Equipment. Berath wields Shatterpoint, an enhanced martial lightsaber that grants a +1 bonus to attack and damage rolls made with it (included in his attack). Damage from unenhanced sources cannot harm the weapon.

Barkskin. Berath's AC can't be lower than 16.

Formation Style. Berath can take the Guard action as a bonus action.

Tree Thrall. If the Tree of Domir dies, Berath dies 24 hours later.

Actions

Shatterpoint. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage, or 8 (1d10+3) energy damage if wielded with two hands. Berath can target a creature's wielded melee weapon with this attack at disadvantage; if it hits, he deals damage to the weapon (see "Weapon Sundering").

Appears in: Area 56

Shatterpoint (Alt.)

Weapon (martial lightsaber), premium, 2.25 lb.
Requires attunement

You have a +1 bonus to attack and damage rolls made with this enhanced weapon. Additionally, you can choose to target a creature's wielded melee weapon with attacks made with this weapon with a Sundering action (see "Weapon Sundering"). Further, damage from unenhanced sources can't harm the weapon.

Found In: Area 56

Why Not Both?

The main reason for these alternative versions is to prevent GM's from being forced to implement a group-wide variant rule solely because of this item's intended use. Limiting the effects of Weapon Sundering to Shatterpoint makes the item valuable enough that automatic critical hits are not required, unless you choose to implement this variant rule for all weaponry.

If you would like to keep the 'automatic critical hits against objects' aspect of the original weapon as well as keeping its Sundering properties unique, you may freely combine these versions - just keep in mind how these combined benefits may affect the item's rarity and consider increasing it as appropriate.

WEAPON SUNDERING (Variant Rule)

You can attempt to damage, and potentially destroy, a weapon held by a hostile creature. On your turn, you can take the Sundering action to damage an enemy’s weapon. Make a melee weapon attack roll with disadvantage against the target’s Armor Class as normal. If the attack hits, roll weapon damage and instead apply the damage to one weapon being wielded by your target.

WEAPON HIT DICE AND HIT POINTS

A weapon’s hit points are presented both as Hit Dice and hit points. A weapon has a number of Hit Dice equal to twice its damage dice. For instance, a blaster rifle has a 1d8 damage die, so it has 2 Hit Dice, which are d8s. A weapon’s hit points are determined by taking the average of its hit dice. For instance, a blaster has 2 Hit Dice, which are d8s, so it has 9 hit points on average, as shown in the Hit Dice Average table below.

HIT DICE AVERAGE

Hit Die Average Hit Points per Hit Die
d4 2.5
d6 3.5
d8 4.5
d10 5.5
d12 6.5

At the GM’s discretion, some weapons might be resistant, immune, or even vulnerable to certain types of damage. Enhanced weapons are resistant, or even immune, to damage from unenhanced weapons.

REPAIRING DAMAGED/BROKEN WEAPONS

A weapon is destroyed when it drops to 0 hit points. As long as a weapon has 1 or more hit points remaining, a character can attempt to perform minor repairs by spending one or more of the weapon’s Hit Dice at the end of a short rest, up to the weapon’s maximum number of Hit Dice. To restore hit dice, the player must first make an Intelligence (Technology) check.

If a weapon has at least 1 HP remaining, you can attempt to make minor repairs to it during a Short Rest. To attempt to restore HD, a character must make an Intelligence (Technology) roll. The DC is 8 + the amount of damage the weapon has taken. The player has advantage on the roll if they know the mending tech power or are proficient with the appropriate artisan’s tools (armstech’s tools for blasters and vibroweapons, artificer’s tools for lightweapons). On a failure, the Hit Die is expended and no hit points are restored. On a success, the player can spend the weapon’s Hit Dice to restore hit points. The player can decide to spend an additional Hit Die after each roll.

A weapon regains Hit Dice when serviced by a professional with the appropriate artisan’s tools, who can repair the weapon over a number of hours equal to the size of the weapon’s damage dice. For instance, a blaster rifle has a 1d8 damage die, so it would take 8 hours to repair. This service costs half the value of the weapon.

Realism Note

In reality, lightweapons are probably more effective than vibroweapons when it comes to sundering weapons. For the sake of balance, they aren’t. At the GM’s discretion, weapons might be resistant to kinetic damage, or vulnerable to energy damage, to represent this effectiveness.

A player can choose to specialize their character with the following Fighting Style and Fighting Mastery:

Fighting Style: SUNDER FIGHTING

You are skilled at striking in order to damage, and potentially destroy, your enemies’ weapons. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • You no longer have disadvantage on Sundering attack rolls.
  • When a foe hits you with a Sundering attack, you can use your reaction to add a +5 to your armor class vs the triggering attack. If this causes the attack to miss, your weapon does not take any damage.

Fighting Mastery: SUNDERING MASTERY

You have mastered rending your foes’ weapons, leaving them impotent and vulnerable to your follow up attacks. While you are wielding a melee weapon with which you are proficient, you gain the following benefits:

  • Before you make a Sundering attack with weapon that you are proficient with, you can choose to forgo your proficiency bonus. If the attack hits, you add double your proficiency bonus to the attack’s damage.
  • On your turn, when you score a critical hit with a Sundering attack or reduce a weapon to 0 hit points with one, you can make one melee weapon attack as a bonus action.

Note

This variant rule originates from the SW5e website - please compare the version available on the website with the version available here to ensure it is up-to-date.

Credits

Content

The Sunless Citadel (5e) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

Official SW5e Content - Steev and all other contributors

Nydak Statistics - Nusaka, 'Assorted Statblocks'

Juvenile Rancor Statistics - Steev, 'Scum & Villany'

Scrap Droid Statistics - Steev, 'Scum & Villany' (adaptation of the B1 Battle droid)

Power Ciphers Enhanced Item - Aziz, 'Power Ciphers'

Images

Dathomir Temple Concept Art (Cover/pg 1) - https://grushing.artstation.com/projects/lV288V

Sunless Citadel Maps (pg 9 & 24) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

 

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