SW5e: Hidden Shrine of the Massassi

by LordBiggles

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Hidden Shrine of the Massassi

Table of Contents

Hidden Shrine of the Massassi

Introduction

Hidden Shrine of the Massassi is a Star Wars 5th Edition conversion of the Dungeons and Dragons 5th Edition adventure The Hidden Shrine of Tamoachan, which is itself an adaptation of the Dungeons & Dragons 1st 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 the underground catacombs of a lost tribal city - 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 second of the series outlined in Tales from the Yawning Maw. It is preceded by Forge of the Nightscales; the notes of a Sith alchemist who once inhabited the Mandalorian stronghold provide landmarks that lead to the hidden Massassi city once they have reached level 5.

It is followed by White Plume Installation, to which the players can be led to by carvings of an ancient Massassi warsword within the temple, and which has been taken from its most recent owner by a resurfaced mad scientist.

Old-School Dungeon Design

Before using this adventure, please note that the old-school design of this dungeon means a lot of deadly traps and hazards that often have no clear or straight-forward solution apart from avoiding or spotting them in advance. In addition, the GM is regularly expected to provide false leads or directly lie to players as part of the dungeon hazards, such as the 'poison gas' in area 42, and there are moments where the players may be expected to 'go along' with clear deceptions, such as creatures impersonating one of their party members.

It is advised to either get clear approval from your group to utilize these factors of the adventure, understanding that it is part of the intended experience, or to make alterations as necessary to reduce the severity of these factors.

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:

Hidden Shrine of the Massassi

In times long past, the warrior caste of the ancient sith race was brought to the jungle moon of YAVIN 4 by their dark master. These warriors were known as the MASSASSI, who came to worship the gas planet that their moon revolved around as their god and built great temples in reverence to it.

Today, these ancient temples and the cities that surrounded them are all that remain of the massassi caste, all but devoid of danger - one temple, however, stands out amongst them. In the ruined city of TAMOKHAN, the catacombs beneath are filled with traps, ancient guardians and strange creatures, leaving only a few survivors from those who attempt to explore or plunder it.

Whether drawn by the intrigue of the temple's secrets or the allure of its myriad treasures, many have attempted and failed to fully navigate these catacombs. For reasons known only to them, yet another party now makes its way toward the ruined city, daring to uncover the secrets of the ancient massassi...

Setup

The ancient ruined city of Tamokhan on Yavin 4 is familiar to a select few scholars and fortune seekers, who know of it but not always exactly where it is. Even more secluded, lying somewhere within or beneath the ruins, is a hidden shrine said to be dedicated to an unknown god. Adventurers who catch wind of the place are likely to find its lure irresistible.

When arriving at Yavin 4, it is not recommended the party attempt to fly directly to the city; the city ruins are too cluttered with debris to land a ship, and the loud noises produced by a drop-off ship are likely to attract an excess of predators from the nearby jungle. Instead, the players can set down their ship in or be dropped off at an open clearing within an hour's walk of the city ruins, giving them a safe spot to rest if needed before venturing off.

Most of the city is toppled and almost completely covered in undergrowth. Intruders who enter the ruins will discover that the ancient streets now serve as overgrown "valleys" between the debris of the crumbled buildings. The largest of these valleys all lead to the central clearing where a great massassi temple stands.

In the south side of that clearing is a newly collapsed area, revealing a jagged hole with a debris-covered slide, leading down into darkness.

Adventure Synopsis

As the party ventures through the ruins of Tamokhan, they must face off against native beasts, hideous sith mutants and adherents of the ancient tribe that have been entombed to protect their shrine.

The party starts the adventure having fallen into an underground chamber beneath the ruined city. After making their way to the area beneath the temple itself, they must climb up through the temple's remaining tiers in order to reach the precious shrine at its summit. Along the way, they will face traps, abhorrent guardians and tests of their ingenuity in order to progress.

Unlike the two prior adventures, there are few opportunities to rest, as the party will have difficulty exiting the catacombs and wandering beasts regularly stalk the halls. Even once the party claims the treasure of the shrine and leaves, they may find themselves being tracked by one of the tribe's most powerful adherents.

Progression

This adventure expects players to start at level 5, but does not have any particular progression apart from standard XP awards for killing creatures. If you would prefer to use milestone progression to level the characters up after key events or major victories, consider the following milestones as points to level up the characters (to a maximum of 8th level):

  • Reaching the first, second or third tiers of the catacombs.
  • Defeating any of the individual guardians of certain areas (e.g. area 7, area 30, area 37, etc.)
  • Beating the game of lanvarr in area 29.
  • Getting past the hssiss statue in area 40.
  • Freeing the diathim in area 42.
  • Accessing the treasure beneath the shrine in area 54.

Adventure Hooks

Though the most obvious reason to enter this dungeon is in search of treasure, party members may have other reasons for combing its depths. Consider the following options for your party members as reasons for their journey.

Following the Trail

The party may have heard of this location from a previous adventure (such as the notes of Lord Troja in area 49 of Forge of the Nightscales) or during some downtime research. These notes made mention of this particular massassi temple containing a veritable wealth of treasure and alchemical wonders from its massassi creators, created in honor of the deified planet of Yavin.

Documenting History

Though many know of the mutated massassi that once roamed Yavin 4's surface, what little is known of Tamokhan indicates that it was considered an unusual location amongst the moon's massassi tribes. Treasure aside, any history of Tamokhan and its inhabitants that can be extracted from its catacombs would be invaluable to galactic archeologists, especially if those who enter are fluent in the Sith language.

Legacy of the Sith

Though the massassi were but a warrior caste of the greater Sith society, their activity on Yavin 4 may be of interest to those who study or follow Sith teachings. Tamokhan is particular is highly valuable in this respect, as rumors of its legacy indicate that the massassi who built it had established a microcosm of traditional Sith society within and studied Sith alchemy like their predecessors.

Searching for the Lost

Of those who have traveled to Tamokhan in the past, few if any have managed to return. For those seeking closure on these adventurers' fates, delving into Tamokhan's depths like those before them may give them answers on what exactly happened to these lost souls and how to avoid their fate.

Background

After the fallen Jedi Freedon Nadd killed their master Naga Sadow and declared himself the new Dark Lord of the Sith, the mutated massassi of Yavin 4 were abandoned by their new leader as he sought greater conquests. Bereft of a figurehead, many turned to absolute worship of the gas giant Yavin, and continued building monuments to honour their god.

In the centuries between Sadow's death and the arrival of Exar Kun, a massassi male named Sothil was born whose brutish mutations were suppressed, granting him a higher level of sapience than his fellow massassi at the cost of his physical strength. Thanks to his greater intelligence, Sothil discovered a natural aptitude for Sith alchemy, reverse-engineering many techniques left by Naga Sadow and swiftly becoming powerful enough to lead his tribe and subjugate its rivals. In turn, he reversed the mind-dampening effects of Sadow's mutations on the children of several of his trusted allies, effectively creating a new generation of pureblood Sith that Sothil dubbed the 'high massassi'.

As he grew older and consolidated his power, Sothil came to view the monuments built by his people as ineffective for the purpose of attaining power on par with their god Yavin. Seeking to realize the vision of his people, Sothil and his tribe began to tear down these monuments and used their resources to create a sanctuary where they could engineer their godhood - the great temple-city of Tamokhan. To organize these efforts, Sothil and his allies reinstated the traditional Sith castes, keeping the mutated or 'low' massassi as warriors and appointing themselves as kissai priests and zuguruk engineers.

Over the following years, Tamokhan became an active haven of experimentation and expansion, with Sothil reigning as Mass'ari or 'Supreme Massassi'; upon his death, his title was passed between worthy successors for each generation. The tribes that still honored the old Sith masters learned to steer clear of the city's borders, whose warriors made use of mutated beasts and alchemically-enhanced weaponry in combat. The city also became home to various off-worlders, who came to work alongside or even serve under Sothil and his successors for myriad reasons, further securing the city's prosperity.

Eventually, the city's downfall came soon after fallen Jedi Exar Kun secured the position of Dark Lord and began a full-scale conquest of Yavin 4's massassi tribes. Confronted by the arrival of a new Sith Lord, the then-leader of Tamokhan, Sothil XIV, and his warriors decided that they would not allow themselves to be subjugated by a 'false god' like their contemporaries, and chose to fight for their independence. Though Sothil XIV and his warriors used every tool at their disposal, they were ultimately no match for Exar Kun's superior Force abilities and the crushing tide of his combined massassi tribes, who laid the city to waste and subjected Sothil XIV to a brutal execution.

Unknown to Exar Kun, many of the tribe's creations and warriors were secretly interred in catacombs beneath the city, awaiting a rightful heir of the massassi to return and continue their work in pursuit of godhood. Should the catacombs be breached by the unworthy, the dangers that await such interlopers are to be dreaded...

Placing the Adventure

Hidden Shrine of the Massassi 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.

Key Event. After the immortal Emperor Vitiate is defeated, his remaining essence returns to a Massassi temple on Yavin 4 to recover. He is then resurrected from his slumber by his former prisoner Revan, who wished to kill him before he could return to full power, and only escaping thanks to the intervention of a Imperial-Republic coalition trying to stop his revival.

  • 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.
  • 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 Rebel Alliance's first major base of operations is set up on Yavin 4, in the ruins of a Massassi temple. From this base, the Alliance secures its first major victory against the Empire by destroying the Death Star battle station just moments before it could fire on the base.

  • 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

The adventure, which is designed for a group of four or five 5th-level player characters, gets under way the morning after the characters arrive in the vicinity of the ruins and make camp. When all of them have risen and finished preparing for the day's travel, read:

As you head toward the pyramid temple, you tread across cracked and overgrown flagstones, stepping over fallen and shattered pillars, pushing aside vines and briars.

When you are nearly at the temple, the sound of creatures crashing through the underbrush comes from behind you. You turn around to see people moving through the jungle toward the clearing around the pyramid.

Then, suddenly, the earth shudders and gapes open beneath your feet, and you are falling amid the roar of collapsing masonry. Dust fills the air and the sunlight disappears as the darkness swallows you.

The party has fallen into area 1 of the dungeon, which is where play begins.

The Ruins of the Shrine

The maps provided show the layout of the shrine, and later sections of this adventure describe what can be found there.

The Ruins: General Features

The walls inside the ruins are constructed of blocks of unmortared stone covered by stucco. The ceilings are of the same material, supported by corbel arches.

Ceilings. Most of the hallways have 20-foot ceilings. Some rooms have ceilings of 20 to 40 feet in height.

Doors. Doors are made of beaten bronze or slabs of stone. While heavy, they can be opened without a check.

Unsafe Stonework. In some places, the arches that hold up the ceiling aren't structurally sound. As a result, some powers or equipment might have disastrous effects. A tech power like explosion, a force power like force current or equipment such as a fragmentation grenade has a 25 percent chance (5 or lower on a d20 roll) to cause a ceiling collapse within the power's area, dealing 16 (3d10) kinetic damage to creatures in the area. This collapse might block or bury objects or exits.

Poisonous Gas. The lower levels of the ruins, including the rooms and passages of encounter areas 1 through 38, are filled with poisonous gas. The gas is an amber color, and its area is lightly obscured. Anyone can tell that the gas is irritating, but it takes a successful DC 15 Intelligence (Nature) check to discern the gas's toxicity.

Flames in the gas sputter and glow redly, and any attempt to use natural means to ignite a fire has only a 50 percent chance (d20: 10 or higher) of success. Fire used as a light source has an effective radius only half normal.

A creature takes 3 (1d6) poison damage every hour it spends in the gas. The gas is light, so it accumulates closer to the ceiling. Inhabitants of the dungeon have immunity to the poisonous effect of the gas. The gas rises up and out of the ruins if the doors to area 39 are opened. It takes one month for the lower levels to clear completely. If the doors are closed again, the lower chambers refill with gas in two weeks.

Dried Mutagen. In some locations, characters discover the remains of a liquid mutagen (created from Sith alchemy) in the form of sediment in the bottom of a container. It is possible to mix this powder with water or alcohol and restore the mutagen. Alcohol creates a mutagen with full effect, but water shortens the mutagen's duration (if it has one) by half. If the powder is consumed by itself, there is a 1 in 8 chance (1 on a d8) that it acts as a malignant mutagen; otherwise, the powder has no effect.

Pressure Plates. Several areas have traps that are triggered by the operation of a pressure plate, which depresses when a certain amount of weight is put on it.

A character who succeeds on a DC 20 Wisdom (Perception) check can find a pressure plate. The plate can be blocked, preventing the trap from triggering, by wedging it in the upper position with pitons or similarly strong shims. Doing so takes one character at least 5 minutes, and the character must make a DC 15 Dexterity check using a security kit. If the check fails by 4 or less, the character knows the shims aren't properly placed. If the check fails by 5 or more, the character doesn't realize the shims will fail to hold up the plate.

Random Encounters

Each hour the party is in the ruins, roll a d12. On a roll of 1, an encounter occurs. Then roll a d10 and see the following table to determine which monsters show up.

d10 Encounter
1 1d3 swarms of diseased stintaril
2 1d3 swarms of stonebats
3 2d4 ember beetles
4 1d6 sith zombies
5 1 lesser derriphan
6 2d4 woolamanders
7 1 swarm of crystal snakes
8 1d4 giant pucs
9 1d2 howlers
10 1d3 juvenile chitterwebs

These wanderers are extra and aren't from any of the areas in the ruins. If an indicated monster doesn't fit the situation, check again or choose a different result.

The Lower Chambers

1. The Vault of Seven Caves

The poisonous gas is present here, affecting fire and breathing.

Relate the following information to the characters gradually as they examine their surroundings:

You are in a long, narrow chamber, running east-to-west. In the center of this apartment is a domed shape on the floor. In the east wall is a blank-faced stone door. The west end of the room is blocked by fallen stone and rubble, apparently the result of a collapse. The two side walls appear to have several niches cut into them.

The shape in the center of the chamber appears to be a small alcove, protected by a half-dome with the open end facing toward the door in the east wall. This alcove is set in a recessed, shallow, tiled well, one foot deep and ten feet wide. The alcove itself is four feet high. The recess contains some sort of display.

The display appears to be a diorama depicting a hunting party of massassi warriors, in feathers and runyip-hide garments, in a mountainside scene. Some have pulled down a runyip alpha with the aid of a hunting beast (a reptavian quadruped called a choku), another group is cleaning a small runyip, and others have cornered a howler with axe-like weapons. A massassi scout watches the howler from an outcropping above. He holds a metal staff with a loop in its end. It looks like a shepherd's crook.

The three niches on both the northern and southern walls are five feet wide and about three feet off the floor. Each niche contains a diorama depicting some aspect of tribal life. The six-inch-tall figures in all of the displays appear to be made of stucco, realistically and brightly painted. The scenes portrayed represent fishing, farming, religion, warfare, the arrival of Yavin 4's first massassi, and crafting.

A cave-in completely blocks the west end of the chamber. At short intervals, small amounts of rubble and dirt come spilling into the room. Several large stones appear to have wedged themselves tightly, closing the collapse.

The figures of massassi and animals in all of the dioramas are loose and can be picked up and manipulated. If any of the people, and some of the animals, are removed from a display and placed on the floor of this vault, the item breaks apart as a swirling mist manifests into the shape of the being it represents. These beings are spirits, but otherwise function according to the statistics for a certain kind of creature, as noted below:

  • Center Display. The diorama in the alcove holds six massassi warriors, one massassi scout holding a crooked staff, a tamed choku, and a howler. The runyip don't animate.
  • Niche A. In a river scene, a dozen grotthu laborers (slaves) gather rushes, fish with nets, and carve a dugout.
  • Niche B. Twelve grotthu laborers are engaged in farming, planting maize and harvesting wheat. Two massassi warriors stand guard, and a kissai priest in a bird costume is blessing the fields.
  • Niche C. The display portrays a temple upon a tiered pyramid. Seven grotthu laborers are bringing small offerings of gold and jade. Before the temple stands a kissai priest handling a reel. Around him stand three costumed massassi warriors. One, dressed as a whisper bird, holds a lance; another is dressed as a skreeg (a bipedal mammal) with razor claws; the third represents a choku holding a torch. There are also several stone statues of Sith lords. The bits of gold and jade are worth 50 credits each, and there are fifteen such items.
  • Niche D. A scene of tribal warfare involves six massassi warriors in combat. The three warriors of one side are painted black, while the three others are done in white. Warriors that are animated will fight animated enemy warriors first, but once they vanquish their foes they turn on the characters.
  • Niche E. In the display that depicts the arrival of the massassi to Yavin 4, all the statuettes are heavily stylized. These figures can be removed, but they don't animate. A red-skinned man - a pureblood Sith - steps off a landing craft, followed by a contingent of ten unmutated massassi. The massassi are all looking upward, seemingly in awe at the centrepiece of the diorama - a large and imposing red orb, representing the gas giant Yavin. A successful DC 15 Intelligence (Lore) check reveals that the Sith the warriors are following must be Naga Sadow, an ancient Dark Lord of the Sith.
  • Niche F. In a scene that shows various forms of crafting, twelve grotthu laborers are busy weaving rugs and baskets, carving totems, making pots, grinding stones for weapons, and making clothes.

The Massassi Language

In this adventure, characters are likely to find writings and creatures that speak the Sith language in an unusual manner. As the Massassi variant of Sith is based on older religious Sith writings, it is likely to sound archaic and grandoise even to a native Sith speaker. Consider implementing these factors when player characters listen to or read translated information within the dungeon.

Treasure

The staff held by the massassi scout in the central diorama is actually a key and may be separated from the figure without affecting it. The key (worth 200 credits) is used to open the door to this room.

Cave-In

Attempting to dig upward through the rubble in the west end of the room results only in more detritus falling into the area.

Any further collapse deals 2 (1d4) kinetic damage to each digger. Each digger must also succeed on a DC 13 Dexterity saving throw or be buried by the rubble and take another 7 (3d4) kinetic damage. If the saving throw fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can't breathe (suffocating) until dug out. Struggling out on one's own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute.

Door

When the characters investigate the door that offers an exit from the chamber, read:

The door is carved with a sun symbol and appears to open into the room; there are hinges on this side and scratches on the floor. There is no visible lock or handle on it, although a slight gap stretches across the top of the door. Eight holes seem to have been bored into the door; they are about an inch in diameter, but nothing can be seen in them. The door seems to be fairly thick. The lintel is arched, with a keystone at the top.

This door can be opened in a number of ways:

A. The key found in the diorama about hunting can be used to spring the door open when it is turned in the keyhole hidden under the keystone over the door. The keyhole can be found with a successful DC 20 Wisdom (Perception) check.

B. Pitons or similar tools can be driven into the door to provide handles. Driving pitons into the door takes 1 minute and requires a successful DC 10 Strength check. With such a grip, the door can be opened with some force, but with no check needed. (Objects inserted into the holes that are already bored won't stay in the door.)

C. The two hinge pins can be broken (each has AC 12 and 20 hit points) and removed, but the door falls inward. Someone who holds the door and succeeds on a DC 15 Strength (Athletics) check can keep the door up and lower it to the floor. Otherwise, the door falls, and those within 5 feet of it must succeed on a DC 15 Dexterity saving throw to avoid the falling door. On a failed save, a creature takes 7 (2d6) kinetic damage.

2. The Hall of Thrashing Canes

The stone walls of this corridor are carved to resemble a stack of bamboo-like logs. The passage slopes down from a single door on its western leg, the lintel of which has been crafted to represent a stylized cavern entrance. It leads to double doors of beaten bronze, worked to resemble a forest of seaweed.

Pressure Plate

There is a pressure plate halfway down the hallway that triggers a trap when weight equivalent to that of three or four humanoids is on it. See "The Ruins: General Features" at the beginning of the adventure for details about pressure plates.

If the trap triggers, several of the logs swing out from either wall and buffet the party. Those in the plate's area when the trap triggers take 7 (2d6) kinetic damage and are pushed 5 feet down the slope toward the double doors. Once they swing out, the stone logs don't swing back and thus effectively block the passage, since they bar the way from ceiling to floor with only a 6-inch gap remaining between the logs.

3. Roost of the Conch

This room is constructed of large stone blocks, buttressed in the corners. The walls are wet and slimy, and mud covers most of the floor in a thin coating. To the east and west may be seen stone doors recessed in the wall, and to the north a set of stairs leads down.

In the center of the chamber sits a large polished boulder amid a pile of smaller rounded rocks. The boulder is five feet tall and colored brown with dark streaks and spots. Leaning against it is what appears to be a bamboo staff.

In the mud around the base of the boulder is a moving shape, looking like an oversized crawlfish. It is facing you and seems to be aware of your presence.

Slippery Mud

The floor of the chamber is very slippery, counting as difficult terrain. Any sudden actions, including those necessary for combat, may result in the character taking a spill. A character who uses the Dash action or tries to fight within the room must succeed on a DC 10 Dexterity saving throw or fall prone. The saving throw should be made before attacks are made. Creatures encountered here are unaffected by the mud.

Guardian

The creature at the base of the boulder is a giant crawlfish. If it is approached, it will advance waving its claws in an aggressive manner and speak. If any member of the party can understand Sith, the crawlfish will be heard to say in an archaic dialect, "Who is this? Who dares to enter the chamber of the guardian? You had better go, or I will have to discharge my sacred duty! Be off with you before I lose my temper!"

If the party retreats, the crawlfish will not follow, but will take to marching back and forth in front of the boulder and will continue to threaten the party if they approach again. If the crawlfish is attacked, it will immediately call forth its companion.

Creature

The boulder is in reality a huge shell inhabited by Kailla (Kay-lah), a giant stonecrab. The bamboo staff is one of its legs; a successful DC 15 Intelligence (Nature) check enables a character to discern this fact and get a hint as to Kailla's nature before the stonecrab moves.

When the characters enter the room, Kailla is asleep and will not awaken unless the crawlfish is attacked. Once it is awake, it may attack or bargain. Like the crawlfish, it speaks Sith in an archaic manner.

The stonecrab can be reasoned with, if the party doesn't attack it and can come to terms with it. The stonecrab denies any knowledge of this place, stating that it was brought into these warrens when very young. If asked for directions, it first sends the party to the rubble-filled staircase to the east, and then, if asked a second time, it sends the party to the west.

4. Mud-Filled Doorway

Southern Approach

If the characters come upon the doorway from the south, read:

The landing at the foot of a short flight of steps is filled with mud and silt that partially blocks the door leading north. The door is meant to open inward, for there are hinges on this side and a large grip to pull on.

Any attempts to open the door will meet with failure until the blockage is removed. Probing the silt will reveal its depth to be about 18 to 24 inches and its consistency as tenacious as quicksand. The silt can be scooped out of the stairwell, but it is semi-liquid and will quickly flow back. If water is forced, in quantity, through the silt, it will wash the silt under the door jamb and down the hall beyond, alleviating the blockage.

Northern Approach

If the characters come upon the doorway from the north, read:

The thin, muddy stream that trickles through the hallway here flows out from underneath the door that lies ahead.

The door can be forced open only a few inches, enough to see it is blocked on the other side by a mass of silt.

5. Tomb Stone and Wet Lime

The walls of this corridor are wet and slimy. The stucco covering has become saturated with water and is decomposing and sloughing off in spots on the southern wall, exposing the seams of one of the large stone blocks from which this structure was built.

The tightly fitted stone seals off a tomb. The block is made of limestone, and the entire face of the plug is covered with wet, caustic lime.

Wet Lime

Any flesh that comes in contact with the lime will take 1 acid damage per round. The lime must be removed from the skin to stop the damage, and it can either be wiped off or washed away.

If polymer or natural armoring is used to protect flesh from contact with the wet lime, the lime will soak through in 2 rounds. Unenhanced light armor won't absorb the lime, but each hour of contact with it reduces the armor's AC by 1, making the armor useless if its AC becomes 10. The lime can't be removed from the stone, since it isn't a coating.

Moving the Block

After the stucco is scraped away from the seams, the block can be pushed inward by the combined effort of up to four characters with a total Strength of 48 or higher. The stone is about 6 feet tall, 3 feet wide, and 3 feet thick. It takes 1 minute to push the plug 10 feet, after which it can be circumvented.

6. Rubble-Filled Staircase

This staircase goes up for only a few steps, and then it seems that the rest is filled in with clay and stone rubble.

One or more characters can try to dig this staircase out. Any digging, however, will result in further movement of the rubble, dealing 2 (1d4) kinetic damage to each digger. Each digger must also succeed on a DC 13 Dexterity saving throw or be buried by the rubble, taking another 7 (3d4) kinetic damage. If the saving throw fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can't breathe until dug out. Struggling out on one's own requires 1 minute of effort and a successful DC 15 Strength (Athletics) check. The staircase is completely blocked and leads nowhere.

7. The Sepulcher of Sothil VII

Once the stone entrance block (area 5) is pushed out of the way, the characters have enough space to get past it.

Beyond the plug is a small foyer holding three sealed urns on the east and west sides. To the south are double doors of bronze with glyphs worked into their faces.

The ancient glyphs are scribed in ancient Sith. If anyone in the party can read this language, or if the message can be understood by other means, the glyphs will translate as "Here lies Sothil VII, the undying warrior-king, who is like the wind and the night!"

Multiple Sothils

As each new leader of Tamokhan came to power, they would discard their old name and take on the mantle of Sothil, the first Mass'ari, hoping to carry his legacy all the way to godhood. There were fourteen Sothils in total, with the last being executed by Exar Kun after the fall of Tamokhan.

Trapped Doors

The doors are locked (DC 15 Dexterity check to pick with a security kit) and trapped. Opening the lock disables the trap. Forcing the doors open can be done with a successful DC 20 Strength (Athletics) check, but the act causes a glass sphere on the other side of the doors to break. This sphere is attached to the doors just above the lock, and opening the lock pushes the sphere aside, putting it out of harm's way.

Someone who examines the door closely with a light source notices the glint of glass in the seam between the doors with a successful DC 20 Wisdom (Perception) check. Even with the lock still in place, the lever on which the sphere rests can be moved by someone who succeeds on a DC 20 Dexterity check using a security kit. The painstaking process in the narrow space takes 5 minutes, and if the check fails by 5 or more, the sphere breaks at the end of the attempt.

Sleep Gas

If the glass sphere breaks, it releases green, swirling sleep gas throughout the area. Each time a creature ends its turn in this chamber, the creature must succeed on a DC 10 Constitution saving throw or become poisoned for 5,000 years. While poisoned in this way, a creature is also unconscious, and it is unaffected by the passage of time or by other poisons. If powers are used to cure the poisoned condition, the recipient is immune to the poison for 1 hour. A casting of force suppression or diminish tech at 7th level or higher can also end the effect. The vapors linger for a month unless they are cleared away by a strong wind.

Treasure

The seal on the urns is made of beeswax and may be broken so that the lids can be removed. Each of the six urns is filled with flammable oil. A filled urn weighs 25 pounds.

Behind the doors is a chamber cut out of the rock with a veil of calcite and stalactites covering the walls. Buttresses rise from the corners, brown shot through with black, and triangular stone pillars support the high ceiling. Occupying the center of the chamber is a colossal monument resembling a giant's table, covered on all sides with intricate carvings and glyphs. Engraved on the floor in front of the entrance is a seal that displays more glyphs. Opposite the entrance, a weapon similar to a battleaxe is embedded in the wall, six feet above the floor.

The glyphs in the floor seal are written in Sith and translate as "Ah, defilers! Now you shall join me in my eternal resting!"

The monument is constructed from several parts. A great stone slab, 20 feet long by 10 feet wide, rests upon a 4-foot-thick monolith of rock of similar dimensions, and this, in turn, is supported by six huge blocks of dolomite. Every component has been covered with intricate carvings and glyphs. The top of the slab depicts a struggle between a massassi and a mighty, knotted serpent.

Engraved alongside this illustration are glyphs identical to those found on the door. Under these sigils are etched a series of four face-glyphs in a line. At the foot of the slab is a row of eleven of these symbols, all different in form.

The carved block is the resting place of Sothil VII ('the seventh'), a former leader of Tamokhan mutated during his pursuit of godhood. The glyphs on the top of the slab give his name, and the date he died, 54–3–9, is written in the face-glyphs - this date does not match any known calender. One glyph is a primitive fabricate trap tech power (save DC 17), which casts the bestow curse force power on everyone in the tomb if the crypt is opened by those who are not recognised as servants of Yavin. The curse lasts until it is dispelled, and 4d10 days after this tomb has been broken into, every cursed violator receives a visit from either Sothil VII in his 'evolved' form or another agent seeking retribution (see 'Aftermath').

The eleven face-glyphs at the foot of the block correspond to the numbers 0 through 10. The tomb is opened by pressing the glyphs that correspond to the numbers of the date carved on the top, in order. When the 9 glyph is depressed, a grating sound issues forth and the top slab slides back a bit. The tomb lid can then be opened the rest of the way by the combined effort of one or two characters with a total Strength of 20 or higher.

The block beneath the slab is hollow, and inside is a crumbling skeleton decked out in decayed finery. It appears to have been a human of taller than average stature, obviously of great importance. Gems and other small adornments of obvious value lie on and around the body, including a length of tubing with an attached spile and an ornate bowl. Covering the skull is a mask of jade with cowrie-shell eyes and obsidian pupils. About the corpse's neck is a jade pendant carved with the face of a human-like bat.

Creature

The corpse is the body of Sothil VII, a massassi-turned-sithspawn mutated to mimic the traits of the vampiric anzati species. If the characters examine the contents of the tomb, see "Treasure" for details. Any of the items can be lifted off or out if the characters so desire. If the mask and the pendant are both removed, Sothil VII starts to awaken. Dust is stirred up into clouds and begins to gather on the bones as they knit back together, undoing the damage of time. His wasted form then sits up and gazes about. This part of the regeneration process requires 2 rounds, during which time the corpse has AC 12 and 27 hit points. (If they have not been removed, the corpse benefits from the bracers of shielding and the ring of heightened reflexes he is wearing; see "Treasure").

If either the mask or the pendant is forced back upon him before the 2 rounds elapse, Sothil VII returns to death. If not, he then sits for 2 more rounds, while his flesh knits and swells out with the apparent vigor of the living. He gains 27 hit points in the first round and 28 hit points in the second round, and he has his normal AC of 17 but remains prone. He can use Multiattack to make two claw attacks in either of these rounds, but being prone, he does so with disadvantage. Within this period, if both the mask and the pendant are forced back on him, he can resist returning to death with a successful DC 10 Wisdom saving throw. When he is whole again, he attacks.

Sothil VII, due to being an unfinished project, does not have all the benefits of a normal anzat, lacking proboscises with which to absorb a creature's essence and a diminished form of their hypnosis which merely stuns enemies. However, he compensates with his defensive jewelry and, if he gets the chance, his personal weapon. When he has a chance to do so, Sothil VII pulls his weapon (a massassi axe weapon called a lanvarok) from the wall and then uses it for each of his two attacks per round.

Like any other anzat, Sothil VII must sustain himself on the 'soup' or life essence of sentients once he is awoken. To this end, he attempts to subdue opponents, if not vastly outnumbered, so as to assure himself a constant supply of soup. To drink soup, Sothil VII must first drain and then drink it using the tools found in his crypt. The procedure involved is lengthy, so it cannot be performed during combat.

Sothil VII's Feeding

When in possession of a willing or subdued humanoid (one that is unconscious or restrained and incapacitated), Sothil VII inserts a spile and tubing into one of the creature's orifices leading to the organ holding their 'soup'. Once the source of the essence (usually the creature's brain) is found, the spile penetrates the organ and deals 6 (1d6+3) kinetic damage plus 7 (2d6) necrotic damage as their Force essence is drained into a cup or bowl; at the same time, it reduces the creature's hit point maximum by the same amount until they reach 0 and die, or complete a long rest.

Drinking this Force essence allows Sothil VII to regain hit points equal to the damage taken by the creature the essence was taken from; additionally, if he has any levels of exhaustion caused by his Soup Addiction trait, he recovers from one level of exhaustion.

Sothil VII will not pursue fleeing grave robbers from his tomb immediately, but instead will seek to regain his bearings in the world of the living for several days, feeding on what he can from the outside jungles. He can track down cursed thieves later, or invoke his crypt's enhancements to locate any treasure stolen from this place. In the intervening time, he might awaken to his full power (see appendix C for a more powerful Sothil VII, under "Sothil Prime").

Lanvarok

The lanvarok, a massassi weapon resembling a battleaxe with a single axehead, has a blade of bronze, and the haft is wound with snakeskin wrappings. The weapon detects as enhanced, and an inscription running down its side reads "Siqsa", meaning "Demon" in Sith. It casts an ominous shadow in the shape of what appears to be a withered arm. Those who approach within reach of it feel a cold chill run up and down their spine, and anyone who tries to pull the lanvarok from the wall finds it impossible to do so.

The enhanced lanvarok, called a demon's lanvarok, can't be picked up by another as long as its current owner, Sothil VII, remains alive. Concealed beneath the wrappings around the handle is a parchment imbued with Sith sorcery that enables the wielder to use ancient Force powers. When the attuned wielder uses an action to say the correct words of power, which are engraved in Sith on the axe blade, one of these powers can be cast. The axe contains 1d4+1 lanvarok discs, as determined upon first entering the room.

Treasure

The mask has a value of 2,000 credits, and the pendant is worth 500 credits. Describe the other contents of the tomb if the characters examine portions of the corpse more closely:

  • Beneath the mask are fragments of bone, as though the skull has been crushed. Within the fragments of the jaw is a spherical white onyx (150 credits).
  • Thin tendrils still remain on the skull, gathered into black obsidian and red pipestone tubes (worth 500 credits as a bunch).
  • Above the mask, on the corpse's forehead, is a diadem of dark opals and jade discs (worth 2,000 credits).
  • To either side of the mask are jade earplugs carved in several pieces to resemble budding flowers (the pair worth 300 credits).
  • Draped over the rib cage is a breastplate made of loops of tubular jade interspersed with bone dividers (protects like fiber armor, worth 2,000 credits).
  • Scattered around the neck and through the rib cage of the corpse are one hundred fifty-six jade beads (each worth 10 credits) shaped like spheres, cylinders, tri-lobed beads, floral buds, open flowers, pumpkins, melons, and a snake's head.
  • About the wrists are wide jade bead bracelets (bracers of shielding).
  • On the middle finger of each hand are carved jade rings, one in the form of a man with afterimages (a ring of heightened reflexes) and the other a howler ready to strike (a ring of beast influence).
  • Pressed into the fingers of each hand is a large bead, a jade cube (1,500 credits) in the right hand and a spherical agate (500 credits) in the left hand.
  • At the feet of the skeleton lie two small containers, apparently of glazed clay, one fitted with flower-shaped plugs in both ends (it contains the dried remains of a dried mutagen of invisibility), the other holding a 1-inch-diameter piece of mother-of-pearl (50 credits).
  • Lying among the hip bones is a 6-inch-long statue of a faceless man with a crown of horns. Plugged at the bottom, it is a bottle that contains an elixir of health.

8. Courses of the Gods

This room is wet, and the walls are covered with a slimy, white buildup. There is about an inch and a half of water and mud blanketing the floor. Many overturned pedestals and pieces of broken statuary lie on the floor, partially buried in the mud. Opposite the entrance to this room is another door.

Only one pedestal remains standing, in the northwest corner. On it sits a small, metallic, three-sided pyramid. Overhead in the shadow-draped ceiling are inlaid colored tiles depicting a starry sky and forming strange patterns in the areas above the pedestals.

A dark, wet mass clings to the wall above the western door. Upon closer inspection, it appears to be green in color. The mass is a large colony of algae, though it resembles green slime; a successful DC 15 intelligence (Nature) check enables a character to tell the difference. Fire will have little effect on it, because the algae is oozing wet and fire doesn't burn with much vigor in the presence of the poisonous gas that fills this level. Attempts to dislodge the slime will result in slippery sections of it dropping on the characters.

Caustic Lime

The walls of this room are heavily coated with caustic lime. Any flesh that comes in contact with this lime will take 1 acid damage per round. The lime must be removed from the skin to stop the damage, and can be either wiped off or washed away.

Treasure

The small pyramid is made of silver (worth 50 credits). It represents a massassi god of lightning, Chwûq-Itsu ('Ember-Chain') - an avatar of the force lightning often used by their Sith masters. The fallen statuary was made of stucco and depicted other massassi 'gods', mostly powerful allies of Tamokhan from across the galaxy. These include figures of a shistavanen, a sauvax, a trandoshan, a riishi, and a cathar.

Massassi Gods

Although the massassi view Yavin as their personal deity, they revere a number of other beings and concepts as gods to be respected. Even so, they believe most other gods to be 'lesser' deities, with the exception of the Sith deity Typhojem who is viewed as at least equal, if not superior to Yavin.

9. Stone Statue

The walls and ceiling of this hallway are coated with slime, and the floor of the passage is covered with a layer of mud. Through this muck a steady stream of water trickles northward. The stucco on the walls is flaking off, and there are glowing silver tracks in the slime crisscrossing the walls and ceiling.

Along the east wall of the passage stands a twelve-foot-tall stone statue of a pureblood Sith outfitted in fine clothing and holding a stone tray in his raised arms. Its eyes appear to be black gemstones; the right one droops out of its socket, balancing on the statue's cheek. From behind the left shoulder protrudes the hilt of a weapon, most likely a sword. The stone tray, as well as the forehead and the nose of the statue, are chipped and scratched.

The easiest way to reach the sword or the gems is to climb up on the statue and stand on the tray. A character who succeeds on a DC 15 Intelligence (Investigation) check realizes the statue is top-heavy; proficiency with constructor's implements and traits related to checks on stoneworking apply to this check. If a weight of more than 100 pounds is applied to the tray, or someone pushes on the statue anywhere above the tray and succeeds on a DC 10 Strength check, the statue overbalances and topples into the hall. Anyone on the statue, or under it, must succeed on a DC 15 Dexterity saving throw or take 7 (2d6) kinetic damage from the falling statue. Behind the toppled statue is a narrow passage 4 feet above the floor (see area 10).

Treasure

The eyes of the statue are pieces of polished obsidian worth 100 credits each. The sword is an ancient massassi machete made of laminated wood, inset with jagged teeth of obsidian. The sword comes free easily, if any character pulls it up and out.

10. Secret Passage

Water beads collect upon the walls of this narrow passage, and the flooring is cold and damp. A low ceiling, only five feet tall, further cramps this dank place.

The northern entrance to this passage is a block of stone mounted on a central pivot, which has been wedged partially open by accumulated debris.

The location of the southern entrance appears to be a blank wall when initially viewed from within the passage. The portal can be opened from inside the passage by releasing a concealed catch at the intersection of the wall and the ceiling. Finding the catch requires a successful DC 15 Wisdom (Perception) check.

11. The Court of Enclosing Water

Describe the features of this room as the characters become able to see them or examine them. The text assumes the characters are approaching from the south.

The doors to this room are made of bronze and are tinted blue from oxidation. Just inside the doorway are two small alcoves. Each space contains an old fountain, cracked and crusted with lime. Around the fountain in the eastern alcove, a heap of rubbish litters the floor. The fountain in the western alcove still holds some green scummy water, in which something moves.

A short hall ending in descending steps leads to the central chamber, which is flooded. A dark, foul pool covers the entire floor. A central hall, flanked by narrow aisles, is defined by two rows of massive square columns. The walls are coated with slime, and there are glowing silver lines etched across them. From what you can see of the chamber's walls, the stone appears to be crudely worked.

Two corroded bronze braziers stand in the pool. Toward the middle of the room, two broken urns, each apparently once about four feet tall, poke up out of the water. In the darkness on the eastern wall appears to be an enormous growth of an overall greenish hue that gives off the same silvery gleam as the slime trails.

The water in the central area of the floor is 2 feet deep, and the floor is very slippery — moving across this difficult terrain costs 3 feet of speed for every 1 foot traveled. Any sudden actions, including those necessary for combat, might result in the character taking a spill. A character who takes the Dash action or make a melee attack while on the room's floor must first succeed on a DC 10 Dexterity saving throw or fall prone.

Moat

The 10-foot-wide section of floor that runs along the east, west, and north sides of the room is 10 feet lower than in the rest of the room, creating a 12-foot-deep moat. Characters who don't probe ahead will be unable to detect the drop-off until it is too late.

Lime

The walls are heavily coated with lime, which also pollutes the water. If a character stands in this water for more than 30 minutes, the soaked portions of the character's clothing begin to rot away.

Creature

The phosphorescent glow on the eastern wall is actually a mutated swamp slug named Tecu'ari, the Supreme Slug. Tecu'ari is highly intelligent and quite the boaster. In Tamokhan's lore, it was considered to be related to the planet Yavin itself, a fact of which it is quite proud. During combat, the slug will detail, in Sith, what it has in store for the characters and how hopeless their situation is.

If it begins to lose the combat, the slug will either "surrender" and after bargaining agree to help the party, or else it will flee and conceal itself in the moat. If the characters allow themselves to be helped, the slug will precede them to the north side of the moat and stretch its body across the gap, making it appear to be solid ground. Those who step on the slug without taking precautions will plunge into the moat.

The slug will lead the party toward the Tomb of the Flood God (area 12) and instruct them to open the door. Once the door is open, Tecu'ari will flee from the party and hide in the bottom of the moat.

Eastern Alcove

The eastern fountain has a small amount of concentrated lime solution near the bottom (dealing damage as the lime in area 5). It looks like cloudy water. A small amulet lies beneath the caked lime. The amulet (worth 650 credits) is made of brass and chrysoprase, engraved with the words "Supreme Slug" in Sith. It is possible to use the amulet as a bargaining tool with the swamp slug, which will accept it in return for allowing the characters passage to the Tomb of the Flood God.

In the southeast corner of the eastern alcove, a swarm of diseased stintaril nests in the rubbish.

Western Alcove

The western fountain is filled with algae, and some spined pucs are raising a brood of tadpoles in the water.

12. The Tomb of the Flood God

If the characters approach from the north (through the corridor marked 12A), read:

This passageway is slime-covered, and a stream of water trickles away from the door. There is condensation on the walls, door, and ceiling, some of which drips down on you. A quiet sound of dripping and splashing echoes in the corridor. This door is tightly sealed and appears to be warped outward or wedged shut. The door's hinges are mounted on this side.

The door requires a successful DC 20 Strength (Athletics) check to pull it open. The difficulty is due to the fact that the room behind the door is entirely filled with water, which has bowed the door and jammed it shut. Those who listen at the door will hear a slight splashing and gurgling, if they hear anything at all.

Opening the door will release a wave of water. Those hit by the water take 2 (1d4) kinetic damage and must succeed on a DC 15 Strength saving throw or be knocked down and washed along the passage to the north, then westward. A creature that succeeds on a DC 15 Strength (Athletics) check while moving around a corner can grab onto the stonework there and halt its movement. When the flood washes to area 11, the water bursts open the doors there (if they weren't open already), and anyone in the water is dumped into the moat.

A character who is washed down the hall must succeed on DC 15 Dexterity saving throw to keep a hold on anything in hand. Heavy objects sink to the floor in the hall, but lighter ones are washed into the moat.

12B. Tomb, South Entrance

If the characters traverse the corridor from east to west, describe the area as they advance.

This hall is strewn with mud and flotsam. Water accumulates in the center of the corridor and flows westward to where a stone block in the southern wall has shifted out of place. The corridor turns north, and the flow of water follows it, then goes under a door made of bronze-bound wood. The door has a handle and a keyhole.

Opening the door will reveal stairs going down into a small room. A pool of water fills the entire chamber. Another door is across the way, but only the top 3 inches of it can be seen above the water.

13. Child of Sothil

A faint, melodious sound comes from ahead. It is difficult to tell whether it is someone singing or the echoing of dripping water in a great cavern.

If the characters burst into the room, they immediately hear a surprised squeal and a splash.

The room is lit by a soft light that reveals a section of rocky beach. Beyond the beach is a pool of glowing water, filling half the room and framed by a crystal cavern. Green fronds can be seen in the pool. Light seems to flow from everywhere, the pool and walls glistening like soft moonlight. On the far side of the pool is a set of doors carved with a symbol of Yavin.

If the characters approached quietly, they might glimpse the singer.

Sitting on the beach in front of the crystalline pool is a humanoid woman, young and slim, with long golden hair and pale skin. She wears fine white clothing and archaic jewelery, including a obsidian-black band around her neck. She is singing a strange melody in an unrecognizable language. After finishing her song, she enters the water in a long, arching dive.

Water covers more than half of the cavern. The floor drops off sharply, creating a pool that is 12 feet deep. A ledge runs from the southern wall to a set of doors that lead east. Above the ledge, the water is only 2 feet deep, but the area counts as difficult terrain.

The doors that lead east have keyholes in them but are unlocked.

Creatures

The young woman is actually a melodie named Crescendo. Whether startled or not, eventually the melodie surfaces and a silvery laugh is heard. This creature is a servant of Yavin, mutated by Sith alchemy to freely move between land and water. Unlike most other melodies, she is chaotic dark in alignment, and she speaks Basic, Melodese and Sith. She possesses an insidious and clever mind, concealed beneath her alien beauty and seeming naiveté. She retreats from close combat and conceals herself in the water.

The melodie has a pet named Cento, a giant armored electroeel. If she calls to Cento for aid, she does so on her turn when she uses Water Lash. The waters begin to heave and boil, and the watery form of a massassi with an monstrous head, wearing an elaborate headdress and holding a trident, rises up. The electroeel comes near the surface and strikes when the watery "god" levels its trident at a character.

Treasure

If seriously threatened, such as by her collar being taken away, the melodie might reveal the location of her treasure. At the deepest part of the pool is a grotto hidden behind a bed of kelp. In this cave are six golden statuettes (worth 500 credits each) and a golden mask (worth 2,500 credits). Also lying in the cache are two crystal scroll cases (worth 250 credits apiece), though water has destroyed the scrolls in them; a silver idol (worth 150 credits), which is actually a bottle holding a dried mutagen of clairvoyance; and a pair of gloves of suspension.

14. Flooded Hall

Half of the L-shaped corridor is flooded. The water is 3 feet deep and cold, and the bottom is very slippery; moving across this difficult terrain costs 3 feet of speed for every 1 foot traveled. Any sudden actions, including those necessary for combat, might result in the character taking a spill. A character who takes the Dash action or tries to fight within the room must first succeed on a DC 10 Dexterity saving throw or fall prone.

The water becomes shallower to the east. After the corridor turns north, a set of stairs rises up out of the dampness, and the path ends at a set of bronze doors. The doors have keyholes but are unlocked.

15. The Great Hall

This hallway is twenty feet wide and has piles of rubble and debris scattered along its length. The walls are covered with frescoes. The south wall displays scenes of a battle between the Sith Lords and the Jedi Order.

The north wall depicts the massassi on a great battleship traveling to Yavin 4; their experiences during the journey include skirting dangerous nebulae, concealing themselves from Republic search parties, and communing with the dark side in their battles to keep their home free from Jedi invasion. In the center of the wall is a painting of a pyramid with a temple atop it and Yavin looming over the land.

Double bronze doors stand in the eastern end of the south wall. Down the hall to the west is an archway carved in the form of twining serpents. Beyond it, the corridor continues on into shadow.

The hallway extends only 5 feet beyond the arch. The western wall is a cleverly painted mural designed to give the illusion of depth and reality, and the obscuring effect of the poison gas contributes to this impression. If characters attempt to go in this direction, they walk straight into the wall unless someone succeeds on a DC 15 Wisdom (Perception) check. The space beyond the arch immediately in front of the mural is where creatures arrive after being teleported from the south end of area 32.

To either side of the arch is a 5-foot-deep niche. A character who steps into either niche triggers a pressure plate (see "The Ruins: General Features" at the beginning of the adventure) that releases a set of horizontal bars — closing off the archway and trapping the interloper.

The character can instead take 10 minutes to remove the plate from the floor, requiring the same sort of check as for an attempt to block the plate from moving. A failed check in this case means another 10 minutes of work is required, followed by another check.

Yavin Painting

The painting of the pyramid and Yavin conceals a secret door. A character who makes a successful DC 15 Wisdom (Perception) check discovers that the portion of the work that depicts Yavin is separate from the rest and can be depressed. Pushing it inward reveals and opens a secret door in the wall. The floor of the passage that leads north is 8 feet above the floor of the great hall. Accessing this secret exit causes any bars over the niches to retract into the walls and the pressure plates to reset.

16. Secret Door

This description assumes an approach from the north. The south side of the secret door is described in area 15.

The wall at the end of this corridor has a bas relief sculpture of a warrior armed with a massassi sword and shield. The shield, which rests on the floor, resembles a sundial, complete with a marker standing out from the wall. Etched on the shield's surface are runes in Sith script.

The message on the shield reads, "Turn back!"

Instead of being part of a solid carving, the shield has a seam that a character can discover with a successful DC 15 Wisdom (Perception) check. Chips around the seam suggest that the shield can be pivoted. Experimentation thereafter reveals that the sundial marker is movable. When it's in its current position, leaning to the right, the secret door is closed. If the marker is pushed to the left, the shield pivots, and the exit opens.

The floor of the area beyond the door is 8 feet lower than the floor in the corridor.

17. Hall of the Great Spirits

This corridor is high-ceilinged and decorated with sculptures mounted on the walls. Two corridors branch off from the main hall, a narrow one to the east and another to the west. The statuary that adorns the walls consists of four sculpted heads of animals. Each one is six feet above the floor and two to three feet in diameter. Opposite the passage that leads east is the stylized head of a reptilian howler, and across from the hallway going west is the head of a grinning ape-like mamien. Near the south end of the corridor, the head of a beaked mawgax is mounted on the east wall.

At the north end of the area, on the west wall, is what appears to be the head of a whisper bird, with its beak open. Something shines from within the bird's mouth.

Wedged in the whisper bird's throat is an intricately crafted golden bracelet. To remove the item, a character must either reach into the mouth or attempt to push the bracelet out with another object.

Snapping Trap

Disturbing the bracelet in any way will cause the beak to snap shut instantly. Whatever was inserted into the mouth will be pinned, and the hinge of the mechanism will jam.

The hinge can be loosened with oil, after which the beak opens easily, or the beak (AC 16, 25 hit points) can be broken off by dealing kinetic damage to it that reduces it to 0 hit points. If a character's arm is caught in the beak when the beak is struck, that character takes one-quarter of the damage dealt to the beak and the beak takes the remainder.

Treasure

The golden bracelet is a bracelet of carbon-freezing, an unusual creation worn as jewelry by its creator.

18. Hallway of the Ancestors

Along both sides of the corridor, deep in shadows, humanoid figures appear to be floating above the floor. As you approach, you see that the figures seemingly suspended in the air are actually withered massassi corpses standing upright on a ledge two feet above the floor.

Creatures

Once the lead character in the party reaches the midway point of the east–west passage, fifteen sith zombies animate and attack. These corpses don't register as enhanced to a casting of sense force or force sight until after they animate, at which point they appear to have a red hue to those using force sight.

Disease

After combat with the zombies is finished, each character who took damage from the monsters must succeed on a DC 11 Constitution saving throw or contract sithspit plague, a disease often contracted by unwary explorers of Korriban's tombs.

19. Silver Coffer

At the end of the corridor is a small alcove holding a three-foot-tall stone pedestal on which rests a small silver coffer. Fifteen feet in front of the alcove, there is a single small step up in the stone floor. Inside the alcove, the floor is elevated an additional two feet.

Hinged Floor

A character who examines the base of the 2-foot step along the edge of the raised floor and succeeds on a DC 15 Wisdom (Perception) check notices a metallic glint coming from a hinge that runs across the full width of the floor. The hinge can be dismantled by someone who uses a security kit, takes 5 minutes to do so, and succeeds on a DC 15 Dexterity check. On a successful check, the trap (see below) is prevented from triggering. On a failed check, the character hasn't managed to dismantle the hinge but can try again.

Shifting Slab Trap

If the hinge in the floor isn't dismantled, a trap is triggered if more weight is placed on the floor of the alcove than on the space immediately in front of the step up. The floor inside the alcove sinks 10 feet. At the same time, the 15-foot slab of floor north of the alcove (as shown on the map) rises up, pivoting along its south edge. The northern side of the slab now seals off the passage to the north, while the southern side slopes down toward the alcove. Those who were on the slab when it pivoted fall prone and roll to the bottom of the slope on the alcove floor, 13 feet below where the coffer sits on its pedestal. Each creature that falls in this way takes 3 (1d6) kinetic damage.

When the slab finishes moving, it locks into place, so the floor remains steeply sloped and the passage north remains blocked. The locking mechanism is hidden by the northern (elevated) edge of the floor, and it's in a very narrow space. The stone around it can be chipped away over several hours of tedious labor until the edge of the slab no longer holds in place. A release tech power can also defeat the locking mechanism.

Treasure

The silver coffer is unlocked, but it is latched, so the lid will not come open unless the characters touch the box.

Inside the coffer is a strange copper figurine, narrow, with tendrils, looking somewhat like a Sith pureblood. Written on the side of this figurine are strange runes. On the slimmer end is a small arched square panel.

The runes are in a script similar to Sith and spell out the name "Askelkwyer" . Deft fingers will be able to open the small panel, revealing a hollow inside which is a wall of lighted, colored beads.

Touching any of the beads will cause the panel to close. A few seconds thereafter, the figurine will rise into the air and start to fly about the alcove, hovering at times and avoiding being touched by characters or projectiles. Once an exit is available, the figure will fly from the party and move randomly through the ruins, stopping at doors and pausing for a minute. This floating statuette serves no purpose and is more or less a false lead.

The silver coffer weighs 15 pounds and is worth 1,500 credits due to its fine workmanship. The copper figure is worth 500 credits and weighs 5 pounds.

20. Spirit Guard of the Poet-King

A massive bronze door opens into this grand chamber. The place is filled with rubble and life-sized statuary, much of it broken. Standing in ranks is an army of clay statues, in what must have once been an impressive array. Now, half of them are fallen and crumbled. Near the door are lance-wielders, perhaps twenty of them, outfitted only in scraps of leather now. At their feet lay obsidian lanceheads and bits of rotted wooden shafts. Behind these figures are marksmen, in a scattered formation. Few of them remain standing. Their arrows are gone, but they hold laminated wooden bows, dried and worm-eaten.

Farther into the room are figures of warriors with knucklers and lanvaroks, wearing scraps of lacquered leather, sandals, and caps. Beyond all of this in the north end of the chamber are a group of statues that must have been an honor guard. These warriors wear feathered robes and headdresses and are armed with pitted bronze staves. Each of these figures wears a breastplate of shells. They are standing near a domed structure. The stuccoed dome has no apparent openings.

On the east wall of the room are two carved stone columns flanking the remains of a covered sedan or litter, with statues of attendants standing nearby.

Treasure

The stuccoed dome is a cairn. It is a weak construction and can be broken into in 1 minute, using any kinetic instruments. If the characters work in concert, the time can be divided among multiple workers. Inside are six sets of worthless bones and six jade bead pectorals, worth 500 credits each. In a dusty corner is a pendant made of silver and turquoise, which is an amulet of bravery. In the center of the floor of this cairn is a bronze and chrysoprase lamp set into the stucco, worth 150 credits.

Creature

Lifting the lamp will open a hidden door in the floor, releasing a sith wight called Ayoqu from the compartment in which he has been trapped - in life, he served as the buried Mass'ari's personal bodyguard. Ayoqu wears another amulet of bravery.

Covered Sedan

Inside the curtained portion of the litter are the skeletal remains of Sothil III, his arms shackled to an arm of the sedan. In his rib cage can be found three rusted lanvarok disks. Mixed throughout the broken clay in the immediate area are nearly five thousand beads of coral and shell, worth 500 credits in total (roughly 1 credit per ten beads).

20A

Behind the columns along the east wall is a bronze door barred shut with a pitted copper bar so that it can't be opened from the outside. From inside this room, one has merely to remove the bar.

21. Stone Block

A large block of stone obstructs the corridor ahead. It doesn't seem to have been a part of the original construction, for its composition is more sandy than the stones that make up the walls of these ruins. Furthermore, a gap of several inches is visible along the sides of the block and between the stone and the ceiling.

This block was placed by the ancient zuguruks to prevent access into the lower chambers and deter grave-robbers.

To reach its current position, the stone was slid southward down the gently sloping passage to the north. That passage has several rollers built into the floor to aid in moving the stone across it. The block can be pushed back up the rollers by the combined effort of up to four characters with a total Strength of 45 or higher, or moved out onto the bare stone floor by the combined effort of up to four characters with a total Strength of 50 or higher. In either case, the stone can be moved a number of feet per round equal to half the walking speed of the slowest individual among the workers.

If the block is pushed up the rollers, it will roll back next round to block the corridor if not braked with a large object.

22. Chamber of the Left-Handed

All the doors bordering this lozenge-shaped room are made of heavy bronze. Colorful glyphs are scribed on the western wall. There are two sideboards against the walls to the east.

In the middle of the chamber are two stone divans, each with a human figure stretched out on it. Between the divans is a low stone table holding a flask and two goblets, all made of crystal. In the bottom of the crystal flask is a quantity of silvery dust.

The figures on the divans are an unmutated massassi male and female, each about middle-aged and perfectly preserved. They are very still, dust-covered, and apparently dead. Their bodies are covered with dry snakeskin. The female wears a silver bracelet and holds what looks to be an ivory wand. The male has an amulet of electrum resting on his chest, inset with a red stone of considerable size.

The glyphs, in Massassi, read, "Beware... the Left-Handed God will bring down a fiery death."

Poison Dust

Mixing the silvery powder in the flask with any liquid will create a special potion. A creature that drinks it must succeed on a DC 20 Constitution saving throw or become poisoned for 5,000 years. While poisoned in this way, a creature is also unconscious but semi-aware of its surroundings, and it is unaffected by the passage of time or other poisons. If enhanced items or powers are used to cure the poisoned condition, the recipient becomes immune to the poison's effect for 1 hour. A casting of force suppression at 7th level or higher can also end the effect.

Creatures

The two bodies are massassi monks in suspended animation, both adherents of Typhojem, the Left-Handed God of Sith legend. The male is named Kipact, and the female is Oksom. They used the potion that the flask once contained to feign their death. If either is disturbed, they both instantly awaken and stand. Oksom says, first in Sith and then in an ancient dialect of Basic, "You have broken our glorious sleep; for this you must atone."

The two then slip bladed knucklers onto their left hands and assume fighting stances, and if either is threatened or harmed, they attack. If the party negotiates, the two demand payment of 5,000 credits or equivalent treasure, or one premium or prototype enhanced item. If they aren't paid, the monks attack.

If the monks are questioned about the ruins, they know nothing to tell, except that they can translate the message on the western wall. They will not leave their chambers.

Treasure

The ivory "wand" that Oksom holds is actually a folded fan worth 500 credits, and her platinum bracelet is worth 2,500 credits. Kipact's amulet, made of electrum and garnet, is worth 1,000 credits.

23. Light Ahead

As you peer down the corridor, a faint flickering light becomes visible. The light begins to move through the hallway away from you, sputtering and wavering just at the edge of your perception.

The bobbing light is a lesser derriphan. It will attempt to lure the party into a trap, then use its Enter Host trait on a victim. The creature will lead parties coming from the west toward and then into the north–south corridor. Characters approaching from the north, who might already be familiar with the lesser derriphan (see area 24), will be led on a zigzag route through the passages toward area 19.

23A. Triangular Stone

If the characters approach from the south, read:

You come upon a ten-foot-wide pit that stretches across the corridor. Beyond it is a wedge-shaped stone block or pillar that blocks the passage. The light ahead of you that you had been following is nowhere to be seen, as though it somehow passed through the pillar.

The pit is 10 feet deep and contains several humanoid skeletons.

The triangular pillar's apex points toward the pit. Scratches on the floor and ceiling, scribing short arcs on either side of it, are easy to see. Someone who examines the pillar notices that it can be pivoted to either the left or the right, which will open a passage 2 feet wide that offers access to the north. If the characters move through this opening, they once again see the light of the lesser derriphan in the distance.

If the characters approach from the north, read:

The hallway abruptly ends at a blank stone wall.

If the wall is hammered on, it will sound solid. A character who examines the floor or the ceiling finds scratches that scribe an arc from one corner to the other. Pushing on one side of the apparent dead end causes the triangular pillar to pivot as noted above. If the characters move through the opening, they discover the pit. If they proceed to the south, continue with area 23.

24. Sandbox

The two thick lines on the map mark the boundaries of a trap. A character who examines the ceiling 20 feet overhead as the party passes under one of the marked areas and makes a successful DC 15 Wisdom (Perception) check notices a narrow band of copper extending from wall to wall. A gap between the copper and the surrounding stone suggests that the metal might be part of a door or a portcullis. This object can be prevented from coming down by wedging it in place as if it were a pressure plate.

Pressure Plate

The 10-foot-square section of floor marked on the map is the location of a pressure plate (see "The Ruins: General Features" at the beginning of the adventure). If an amount of weight equivalent to that of three or four humanoids is placed on it, the trap described below is triggered.

Falling Door Trap

If the characters set off the trap by activating the pressure plate in the floor, they hear a click and then a crash as both portcullises, made of timber bound in copper, come crashing down, sealing off the indicated area. These barriers are a foot thick; each has an AC of 15 and 100 hit points. Lifting a door requires a successful DC 25 Strength (Athletics) check, and any such check is made with disadvantage, since getting a good grip is difficult. If a door can first be pried up slightly with a crowbar or similar lever, requiring a successful DC 20 Strength (Athletics) check, someone not using the lever can get a grip on the bottom of the door, eliminating the disadvantage.

After 5 rounds, characters confined by the trap hear the sound of stone slowly grating on stone. Small panels near the ceiling move to expose four holes the size of a human fist on each wall. Dust trickles from the holes. After another 5 rounds passes, golden sand starts to pour rapidly through the holes. The floor is swiftly covered by the sand, which builds up at a rate of 2 feet per minute. Therefore, it takes 10 minutes for the sand to completely fill the hallway.

The area becomes difficult terrain after 1 minute. After 3 minutes of accumulation, a creature that moves through the sand must make a DC 10 Strength or Dexterity saving throw, becoming restrained on a failed save. (A creature that crawls need not make the saving throw, and creatures that have more than two legs have advantage on the saving throw.)

A creature can end the restrained condition on itself by using an action and succeeding on a DC 10 Strength or Dexterity check. Another creature can use an action to make the check and pull a restrained creature free. After 5 minutes of accumulation, the DC of the saving throw increases to 15. Once the sand is flowing, it must be scooped away from a closed door for someone to try to lift that door, and the sand flows through open doorways.

The dust that fills the air as the sand falls causes choking. Unless it need not breathe, a creature in the dust must make a DC 13 Constitution saving throw at the start of its turn. On a failed save, the creature spends its turn coughing, able only to move at half speed or to make a check (with disadvantage) to free itself from the restrained condition.

Creature

As soon as the sand begins flowing, the lesser derriphan that frequents this part of the ruins (see area 23), if it remains alive, moves through one of the doors into the trapped area. It harries those who are having the most success at escaping the trap.

25. The Nest of the Warriors

A bitter stench assails the senses as you lay eyes on the room ahead. Inside, amid a pile of rubbish, offal, and bracken, ghostly lights move across the floor.

Closer observation reveals that the light is emitted by giant beetles. There seem to be around a dozen of these creatures in the room, each about three feet in length. They don't appear to take notice of you. From within the largest pile of trash, where most of the beetles are clustered, come glints of something shiny.

Creatures

The garbage-infested room is home to thirteen ember beetles. They lack the two light-emitting glands behind the eyes that are normal for such creatures. They do give off a soft glow that emanates from their abdomens but doesn't provide significant illumination. The beetles are non-aggressive unless their nest is threatened. Any sudden noise will bring a beetle or two to investigate. They examine any strange object with their feelers, and if it is edible, they bite it. Other beetles move toward the sound of their comrades fighting.

Treasure

The shiny objects in the beetles' nest are odd pieces of metal, polished rocks, broken crystal, three large turquoises (worth 200 credits each), and a kissai dagger that looks like junk. When it is used, its grip frays, its blade chips, and it flakes rust. If a character wielding this weapon gets a natural 1 on an attack roll, the dagger breaks and becomes unenhanced.

The First Tier

Ascending either of the routes out of the lower chambers brings the characters to the first tier of the temple proper.

26. Ramp

If the characters approach from the north, read:

A ramp slopes gently down from north to south. Set in the floor at two-foot intervals are smooth stone cylinders that apparently function as rollers.

If the characters approach from the south, read:

A ramp leads gently up from south to north. Set in the floor at two-foot intervals are smooth stone cylinders that apparently function as rollers.

27. Stairs

This corridor ascends from south to north in a series of short, gently sloped staircases.

Pressure Plate

The 10-foot square indicated on the map is the location of a pressure plate (see "The Ruins: General Features" at the beginning of the adventure). If more than 30 pounds is placed on the plate, the trap described below triggers. If the characters detect the presence of this plate, they can remove it from the floor with 10 minutes of work and a successful check as for an attempt to block the plate from moving. A failed check means another 10 minutes of work is required, followed by another check.

Rolling Stone Trap

A millstone, concealed in the wall behind a layer of stucco, lies at the top of the steps. No unenhanced means can detect the hidden stone. If the trap is triggered, the mechanism pushes the millstone through the wall and sends it rolling down the stairs. When this occurs, anyone who has a passive Perception score of 14 or lower is surprised. Everyone rolls initiative, including the stone, which has a +10 bonus to the roll. On its turn, the stone moves 60 feet. Anyone in its path must succeed on a DC 15 Dexterity saving throw or take 27 (5d10) kinetic damage and have a 50 percent chance to drop anything carried in hand. A character whose saving throw fails by 5 or more takes maximum damage, is knocked prone, and drops anything held in hand. Dropped objects take damage from hitting the stone and end up somewhere on the stairs.

The stone ultimately crashes into the doors to area 25, breaking them open and destroying them. If beetles remain in the room, some or all of them come into the stairway agitated and looking for a fight.

28. The Arc of Yavin

This is a spacious, vaulted hall, weathered and cracked from the ravages of time. The walls are charred and scored. Scattered around the floor are several stone statues of simian creatures, chipped and tipped over. The remains of a few once-living woolomanders, partially eaten, lie nearby, with fungus covering their corpses.

As the area is further penetrated, it is discerned that this was once a processional hall. Little remains to identify its past purpose except for a carving etched in the center of the worn floor that depicts a silver sun with a single eye. The beast that lairs here will not attack until the party sights it.

Ahead, something spherical floats in the air at about chest height. The sphere has a central eye and about a dozen tentacles growing out of its top. Each appendage has a white sphere with a black pupil at its tip.

Creature

The spherical creature is actually a sithspawn spore that represents the planet Yavin in a disturbing and morbid form of worship. It initially appears to be a sentient, but its 'eyes' are nothing more than a misdirection to deter predators.

Treasure

Near the center of the south wall is a sack made of fish skin. It contains seven silver pellets, each about the size of a pebble and worth 10 credits.

29. The Tomb of Chwita

As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the playing field.

At the place where the corridor bends is a capstone that seemingly covers a hole in the floor. Etched into the top of the slab are several glyphs obscured by a layer of dust. This writing, in Massassi, reads, "Dare not open this pit unless you be willing to meet the challenge of chwita." Those translating the writing can recognise that the term 'chwita' derives from the Sith word for 'to throw'.

Five feet above the capstone in the southern wall is a hemispherical depression 1 foot in diameter.

Lifting the capstone requires the application of leverage and the combined effort of up to two characters with a total Strength of 25 or higher. Beneath the stone lid is a pit filled with the skeletal remains of the losers of a previous game of chwita in this area. Atop the bones rest several figurines and a plaque, all made of jade, and a glistening black ball 1 foot in diameter and 2 inches thick at its centre.

Cursed Treasure

If any treasure is removed from the pit, a curse will fall upon its bearer 1 hour later. The victim must succeed on a DC 15 saving throw, or it has disadvantage on Strength and Dexterity ability checks and saving throws until the curse is dispelled.

The jade plaque depicts two massassi, wearing padding on their arms and hips, with a large ball traveling between them. The figurines are carved in the image of a kissai in a feathered robe. There are seven jade items in all, weighing 1 pound and worth 300 credits each.

Buried beneath the skeletons is a chalice of beaten gold, inset with six amethysts, that weighs 1 pound and is worth 1,500 credits.

Chwita Ball

The ball, made of rubber wound around a wooden core, is used in the game of chwita. It is the same width as the depression in the wall, which is one of the goals on this playing field. The ball is cool to the touch. If it is picked up, it suddenly jerks free of the holder's grasp and rebounds off the south wall, then speeds 30 feet to the north and hovers, remaining at an angle where its edge is perpendicular to the floor. It animates for the purpose of challenging the violators of the tomb to a game.

The ball can fly up to 30 feet on its turn, and it can hover. It makes melee weapon attacks with a +5 bonus, dealing 1 (1d4−1) kinetic damage on a hit. The disk has AC 13 and 50 hit points. It is immune to all damage except for enhanced effects that deal acid, fire, force, energy, or kinetic damage. The ball is immune to most conditions, but it can be grappled or restrained by effects that work on objects. It makes ability checks to escape such entanglements with a +5 bonus.

Start of the Game

Roll initiative. The ball uses its initial actions to bounce off the walls and strike at characters, trying to get them to strike back. When a character's attack hits the ball, it bounces off the south wall, and the depression in the wall briefly glows orange. After the second such occurrence, the ball will break off its attacks. A sound like that of a brass horn indicates that the game is about to start.

The goal above the pit and another goal at the northern end of the hall 140 feet away are limned in orange light that remains until the game ends. When the characters hit the ball, it flies to the south and the southern goal flashes briefly. When the ball moves, it flies to the north, and the northern goal flashes.

How to Win

The characters win the game by propelling the ball into the goal above the pit while preventing the ball from reaching the northern end of the hall. If all the characters fail to hit the ball for 1 round, the faint sound of a drum dirge will be heard.

A character who attacks the ball successfully sends it flying south up to 15 feet. To knock the ball into the southern goal, the disk must be within 15 feet of the goal, and a player must declare that the character is trying to score. If the character's attack roll exceeds the ball's AC by 4 or more, the ball goes into the goal.

If the ball moves to within 5 feet of the northern wall, it can bounce itself into its own goal. To do so, the ball must make a successful attack roll against AC 15.

Once the ball is knocked into a goal, it sticks there for 1 round, impossible to remove without destroying it. If the ball enters the goal to the north, a number of force projectiles erupt from the goal equal to the number of conscious characters in the corridor. Each projectile strikes a different character for 3 (1d4 + 1) force damage.

When the ball moves out of a goal, it flies to the center of the corridor and hovers, awaiting the start of another point. The game continues until the characters die or score a goal that puts them 2 points ahead of the ball.

Spoils of Victory

If the characters win, the ball becomes inert. The sound of triumphant drums erupts briefly, then the area goes silent. The southern goal goes dark, but the northern goal continues to glow orange. Investigation reveals that the slot can now be pushed aside to reveal a hidden space. Within the space beyond is a pouch made of fish skin that holds ten pink pearls (worth 200 credits each), a topaz and shell necklace (worth 500 credits), and a whistle made of a whisper bird's bone with feather decoration, which is a whisper whistle.

Alternative Chwita Rules

The game presented here is a direct adaptation of the pelota challenge in the original adventure. An alternative version of this game with a changed ruleset is provided in appendix C, under "Alternative Chwita", which separates the rules of the game into a more focused context.

30. The Guardian Beast

This oddly shaped room is decorated in a feline motif. The center of the southeastern wall is carved to resemble the face of a snarling feline predator with hollow eyes. Near the center of the room is a stuffed manka cat, posed as if on the prowl. The cat's left ear has been torn off, leaving a jagged scar on the head. Also near the middle of the room stands a stone statue of a male cathar holding a massassi lance.

In several other spots on the floor are stuffed cats of varying species in various poses: sitting, stalking, pouncing, and one is begging, pawing the air. One of these cats in the center of the room has been knocked over and chewed on; its stuffing is falling out.

Hung on the walls are several skins of various wild cats, saber cat heads, and a 'cat-of-nine-tails' flogging implement. Along the northwest edge of the chamber a large calendar stone is mounted on the wall above a stone table or altar.

The statue of the cathar depicts a tall, maneless male with two extra sets of nipples. He seems to be roaring and is clad only in a loincloth. A jagged scar runs across the left side of his chest, above the heart, and his chest is sunken and bony. The lance is stone-hafted, but bears a silvery head.

All the items hanging on the walls are actually realistically painted stucco sculptures. If the characters investigate the calendar stone, see area 31.

Creature

The statue is a petrified cathar warrior named Jagurr Lu, a servant of Yavin with ferocious primal power. If the altar is molested or any of the room's contents are abused, the cathar becomes aware and seizes the first opportunity to attack with surprise. It can turn to flesh as a bonus action and then shift into a feral stance, dropping its lanvarok. (The sith alchemy on the creature renders it strongly related to earth and stone with regard to the curse on the bracelet of carbon-freezing). Its first choice of targets is always the weakest member of the party. If the cathar is reduced to 0 hit points, it reverts to humanoid form and becomes petrified again.

The cathar's heart has been removed by alchemical surgery and is hidden in the head of the stuffed manka cat (hinted at by the scars on cathar and manka cat). Therefore, the cathar might take damage or even die, but unless its heart is destroyed, it is reborn again whole in one day's time. If the cathar's heart (AC 10, 2 hit points) is destroyed, the creature dies and turns to dust.

Treasure

In the belly of the stuffed tiger is a pile of gold piles, altogether worth 5,000 credits.

Eye of the Tiger

A secret door is concealed in the mouth of the wall carving. The catch to open it is hidden in the hollow of the right eye. The door and the catch each require a successful DC 20 Wisdom (Perception) check to find.

31. Calendar Stone

The calendar, a great wheel of stone, is carved from limestone. In the center of the calendar is a symbol of Yavin's sun surrounded with various sigils depicting seasons of the year. The stone is ten feet across and is mounted five feet above the floor over a stone altar. On the altar rests a ceremonial dagger of flint and a jade statue of a cat. At the foot of the altar is a stuffed cat, posed as if begging or attempting to catch something in the air.

Secret Passage

The calendar stone covers a door and a secret passage to a hidden tomb. A character who examines the calendar and succeeds on a DC 15 Wisdom (Perception) check can see that it is held onto the wall by a smaller rod of stone behind it. The gap between the calendar and the wall is a few inches wide, so characters looking at the calendar in a specific way might notice the unusual mounting without making a check. In order to open the door, the sun symbol must be pushed into the wall. The calendar stone and the wall behind it then swing to one side on a set of hinges.

Treasure

The sacrificial knife on the table is a kissai dagger. The jade statue is worth 2,000 credits and weighs 9 pounds. In the tail of the stuffed cat is a scroll of feline warding.

32. The Portal to Death

Behind the concealed entrance is a narrow tunnel that slants down and away. The passage is barely four feet in diameter, and the walls are carved with a profusion of ancient and weird glyphs. The floor of the tunnel is slick with a molten, glassy glaze.

These unenhanced glyphs are of two types. Some are Sith curses cautioning and cursing trespassers; others are primitive symbols for warding, which is apparent to anyone who has proficiency in the Lore skill.

The tunnel opens out two feet above the floor of a corridor running north and south. Three exits are visible, one at either end of the hallway and a set of double doors on the midpoint of the western wall.

The door to the north is barred, though it seems to have no latch. The image of a hairy beast holding a disk of obsidian is set in its face. The lintel of the door is carved in the form of entwined serpents.

The southern door is plated in bronze. Etched on it is a symbol of two circles joined. The path leading up to it has a depression in the stone floor, as though it has been worn smooth by the passage of countless feet.

The floor in front of the central doorway is sunken and glazed. Affixed across the double doors is a golden seal one foot in diameter with ancient glyphs scribed into it. To open this door, it appears that the golden seal must be broken. Ancient glyphs are scribed on the seal. To either side on the lintel of the door are barely discernible scratches, and brown stains stipple the wall and floor.

Northern Door

Even after the bar is removed, the false door will not open. It appears to open outward, but when a character pushes against it, three arms spring out from the lintel and surround the character. Spotting these arms among the entwined serpents in the lintel requires a successful DC 20 Wisdom (Perception) check. The arms are treated as a pressure plate (see "The Ruins: General Features" at the beginning of the adventure) if a character attempts to jam them in place to keep them from moving.

A character caught in the trap can wriggle free only with a successful DC 20 Dexterity (Acrobatics) check. Otherwise, unconfined characters can attempt to free a victim. The combined effort of two characters with a total Strength of 30 or higher is needed to pry back each arm, taking 1 round to move each one.

After a victim has been trapped for 5 rounds, the cover to a 5-foot-square pit starts to drop open. The pit is lined with spikes. The cover fully opens in 2 rounds, at which point the arms swiftly spring back into the lintel, releasing any victims to plummet into the 15-foot-deep pit. A fall into the pit deals 11 (2d10) kinetic damage. The spikes are hard rubber wrapped around wood, placed for artistic effect.

Southern Door

The image on the southern door resembles a black hole, representing the galactic core that serves as an 'overgod' to Yavin. The door isn't latched, but it is stuck shut. A sense force or detect enhancement power cast on it reveals that an aura of enhancement emanates from beyond the door. It takes a successful DC 20 Strength (Athletics) check to bash the door open. If a creature does so, the door gives way suddenly, dumping the gate-crasher into a narrow space ahead. Any creature that enters this space is teleported to the west end of area 15, just outside the painted mural on the wall.

Double Doors

The message on the seal, written in Massassi, reads, "Beware! Beyond this door is death!" Once the seal is broken by opening the doors, it may not be used to reseal the doors. The gold in the seal is worth 2,500 credits.

The door is trapped, but the only evidence of this fact is concealed within the door frame and under the stucco on the ceiling, completely hidden. When the doors are pushed open, five lanvarok disk traps, set in the ceiling of the room beyond, fire. Two are aimed toward each door, and the last is aimed down the center of the two doors. The disks have a +6 bonus to hit, and each deals 5 (1d10) kinetic damage.

33. The Tomb of the Zuguruk

Beyond the door is a pillared porch overlooking a chamber that contains a model of a city. Arrayed on the porch are numerous clay statues of guards holding bronze-headed lances. The face of each statue is different, as if they were modeled from different subjects. Next to each statue is a small, glazed clay pot. The walls are decorated with brightly colored frescoes depicting a royal court in ceremonial garb and a Mass'ari arrayed with his armies.

There is a chill in the chamber beyond, like that of a brisk winter morning. In the center of the room is an enormous, tarnished copper raft, crafted to resemble a hssiss, bearing a copper coffin. The raft is afloat on a sea of silvery-white, flowing metal, fed by several rivers that trail along the floor of the room. The flowing liquid appears to be cool.

Between the waterways, stepped pyramid-temples rise skyward in mute paean to Yavin. Three of the pyramids appear to have tops that can be removed. In the rest of the area, a royal complex sprawls across verdant fields, and courtyards and ringed marketplaces dot the miniature countryside. There is a blight on this spectacle, however, for several of the models have been smashed and melted.

Fire Trap

On the floor just inside the doorway is a primitive fabricate trap power (save DC 17). The first character to step through the door and onto the glyph causes a greater pyrokinesis power to spring up in the doorway, with the damaging side facing away from the character who entered. The wall remains in place for 1 minute.

Creature

Within the copper coffin is a sithspawn double. The creature emerges from the coffin through a hole in the side facing away from the entrance as soon as the trap is triggered. It assumes the form of any character trapped alone in the room and tries to attack with surprise. If it succeeds in slaying the character before the greater pyrokinesis expires, then it hides the body in the coffin.

The double is unfamiliar with the rest of the ruins but tries to act like the character it has killed until it is discovered. If the double is forced to fight the party, it assumes the shape of a creature of molten metal that shrouded in flames. The fire is an illusion and doesn't burn.

Liquid Fire

The first time a creature or an object enters or touches the silvery liquid metal of the sea or the rivers on a turn, or a creature starts its turn in such a place, the creature or object takes 3 (1d6) fire damage. If any of this fluid is carried out of this room, it evaporates in 1 minute. The ships and the coffin floating on the liquid deal similar fire damage if they are touched.

Treasure Chests

Three of the pyramid-temples, which are fastened to the floor, conceal treasure. The top of each temple is hinged like the lid of a chest, and the catch is released by pressing down on the altar at the top. Each of these chests holds several coin necklaces, each made of three hundred sixty silver coins pierced and threaded on a piece of gut, and other assorted valuables. Each necklace is worth its number of coins in credits.

Chest 1. The lid is jammed on the first chest that the characters examine, requiring a successful DC 15 Strength (Athletics) check to pry open. The chest holds ten coin necklaces, six pairs of jade earplugs (worth 150 credits a set), an alabaster statuette (worth 500 credits), and an agate ring (worth 50 credits).

Chest 2. The second chest is trapped. When hands are thrust into the treasure, a mechanical vise in the wall of the chest grabs the limbs within. A character must succeed on a DC 15 Dexterity saving throw or become grappled by the device (escape DC 15). A creature is restrained while grappled in this way. Roll initiative. Six mechanical needles spring out from the sides of the chest on initiative count 0. The needles can be attacked (AC 12, 5 hit points). Each needle deals 1 kinetic damage.

A creature struck by one or more of the needles must make a DC 15 Constitution saving throw. The creature takes 21 (6d6) poison damage on a failed save, or half as much damage on a successful one. In either event, the creature is poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failure. The poison ends when the creature makes five successful saves against it. Until the poison ends, any hit points lost to it can't be regained. The poisoned creature is feverish and occasionally trembles, gibbers, or retches.

The chest holds nine coin necklaces, eight bracelets of beads (50 credits apiece), four small figurines of jade and coral (250 credits each), and three rings carved of jade and alabaster (100 credits each).

Chest 3. Operating the catch of the third chest requires more force than with the other two. If the catch is pressed, the chest lid sprays perfumed oil on anyone within 5 feet of it. The nozzles that produce this spray can be discovered by someone who succeeds on a DC 15 Wisdom (Perception) check. The only way to disarm the "trap" is to disassemble the chest lid and remove it without pressing the catch. Doing so takes 10 minutes of work with a security kit.

When the catch is pressed, a lever wedged in the lid pops up, triggering the launch of darts. The tubes that hold these darts are sealed with a thin layer of stucco, so they're all but impossible to discover without damaging the chest. Someone who cautiously opens the chest can feel the pressure from the lever and see it by peeking into the chest. If someone can reach the lever through the half-open lid and hold it in place, the trap doesn't function. Holding the lever in place as the lid is opened requires a successful DC 12 Strength check. This check must be repeated in every round that the lever is held down. If the trap triggers, four darts fire from each of the chest's front and back sides. Each dart flies up to 60 feet, has a +6 bonus to hit, and deals 5 (2d4) kinetic damage on a hit.

The third chest holds eleven coin necklaces, fifteen bracelets of obsidian, bronze, and shell (100 credits each), and two piles of gems (tourmalines, spinels, and topazes; sixty gems worth 50 credits each) lying upon two silver platters (150 credits apiece).

Other Treasure

The clay pots on the porch are sealed with wax, and they hold scented oils and perfumes — there are twenty such containers, each weighing 10 pounds and with contents worth 150 credits.

Several places that represent royal granaries in the modeled city are actually stone bins that hold aromatic woods and spices (cinnamon, nutmeg, vanilla, quince, cinchona, sandalwood, and pepper). This haul is worth a total of 2,500 credits and weighs 10 pounds.

Inside the coffin are the bones of a Sith zuguruk named Takael, for the double has disintegrated the flesh. Scattered around the interior are the ornaments once worn by the corpse. These items include a stone box, two jade bracelets (worth 200 credits apiece), and an alabaster statuette of Sothil V (worth 250 credits). The stone box (worth 750 credits) holds five small figurines carved of coral (250 credits each), a large jade thumb ring (100 credits), and eight ceramic miniature flasks of perfumes and essences (100 credits apiece).

Cradled in the crook of the elbow of the corpse's right arm is a baton of granite. The baton is a scroll case with a cleverly fashioned plug. Within the case is a tech cipher (a piece of faded parchment written in astrological symbols of the massassi [fabricate]).

Upon the skull is a ferret-faced, feathered mask that serves as an incognito mask.

33A. Sacrifice to Yavin

When the characters can see the northern end of the chamber, read:

In an alcove framed by pillars stands a stone bench on which a shriveled corpse huddles. Scattered around its feet are various trinkets.

This figure is the preserved body of an adolescent male, whose heart has been cut out. He was a boy chosen at birth to be sacrificed to the god Yavin upon his coming of age.

Treasure

The items at the corpse's feet include an agate carved in the shape of a heart (worth 150 credits) that is actually a cursed item called a stone of misfortune, a miniature gold runyip (worth 500 credit), a ring of polished pink granite (worth 100 credits), and a silver plaque bearing the symbol of Yavin (150 credits).

34. Guardians Bar the Way

The passage leads toward a set of double bronze doors bearing the engraved face of a cathar. Both walls of the corridor are carved to represent two lines of warriors in profile, holding lanvaroks and facing the western doors. These figures are painted with vivid, lifelike colors: red, black, white, green, and yellow.

Pressure Plate

Near the midpoint of this corridor is a 10-foot-square pressure plate (see "The Ruins: General Features" at the beginning of the adventure) that triggers if more than 30 pounds is placed on it.

Shocking Blades

If the pressure plate is depressed, two of the carved warriors pivot out from the walls in front of the party, crossing their metal lanvaroks before them to bar the way to the northern doors. The blades spark and hum when they are brought together. A creature that touches either of the blades takes 5 (2d4) lightning damage and must succeed on a DC 15 Constitution saving throw or become paralyzed while it is in contact. A paralyzed creature takes the damage again at the start of each of its turns.

There is barely enough room for a Medium humanoid to crawl under the crossed polearms and between the statues. Doing so without touching the blades requires a successful DC 10 Dexterity check.

35. Jeoch's Audience Chamber

When the door comes open, a rush of warm, fetid air greets you. The room is lit with a sanguine glow. On the wall opposite the door are tacked several massassi skins. A flogging whip hangs beside them.

To the west the room widens to accommodate a statue that towers almost to the ceiling. The statue is a misshapen figure resembling a gen'dai, outfitted in flayed skins and adorned with skulls, with tendrils splaying off in all directions. It is seated atop a huge basin of red-hot coals, more than ten feet in diameter.

Around the statue is a pile of splintered bones, skulls with cracked pates, and broken weapons. In front of the display crouches a howler, deathly still, facing away from the statue.

To the east the walls are highly polished. They loosely enclose an intricately carved well that seems to be illuminated from within. Beyond the well, mounted on the wall, is a blackened mirror with a richly ornamented frame. Directly above the well, in the twenty-five-foot-high ceiling, a five-foot-wide opening can be discerned in the red light of the room.

The statue represents Jeoch, "Lord of the Flayed Skins." The chamber serves as the foyer to his lair, which lies beyond the opening in the ceiling. Jeoch is asleep until someone activates the well of light (see below).

Statue Guardian

If the characters approach the statue, the howler will stand and stalk menacingly in their direction... and then continue on past them. The howler has a mental block that prevents it from being able to see Sith species such as purebloods or massassi, which initially applies to other humanoids and human-like droids as well. It likewise ignores tracker droids, but it attacks any beast companion or other non-humanoid present with the party.

If the howler is not attacked and is unable to find a target, it takes to pacing in front of the door. If the party attacks the reptile, its mental block regarding other humanoids fails, and the panther attacks any such creature it can see. If it can see no target, the bewildered howler resumes its pacing.

Treasure

Almost all the weapons around the statue are useless, though the head of a techaxe (fine) attached to a broken haft can be found.

Well of Light

The illumination inside the well comes from liquid light, a fluid that clings like oil if touched to a given surface and in the presence of other light eventually spreads to cover the entire surface.

If a creature falls into the well and is pulled out, the liquid light clings to a small portion of its body, then spreads to cover an additional 5 percent of the body every round. Eventually the liquid covers its eyes, nose and mouth. If this happens, the character can't breathe until the liquid is removed by immersion in water. In the absence of a light source, the liquid light doesn't spread, and any enhanced darkness renders it inert for 1 hour.

If anything is tossed into the well, brilliant light flashes upward and a bellowing voice fills the chamber. The voice belongs to Jeoch, and he asks (in Sith) who has come and for what purpose. Nothing else happens, for Jeoch is restrained by dark power and cannot leave his lair to investigate.

Ceiling Tunnel

The hole in the ceiling leads to Jeoch's lair. If the characters try to climb the walls, they discover the walls are too slick to be ascended in this way.

A surefire way of getting in is to launch a weapon-mounted or handheld grappling hook up through the hole. This method never fails to anchor the hook on something, for Jeoch grabs the cable once it is launched through his front door. If a creature then decides to climb the cable up into the lair, Jeoch starts to reel in the climber when it has ascended halfway.

A creature being hauled up into the tunnel can release the rope and drop into the well, taking no immediate damage (other than being covered in the liquid light), or it can swing its body outward and drop onto the floor, taking falling damage. Otherwise, Jeoch pulls the climber into his lair in 1 round.

Creature

Beyond the hole in the ceiling is a chamber that measures 30 feet in each direction. It is the lair of Jeoch, a sadistic gen'dai and former ally of Sothil IX, who has been enchanted by Sith alchemy that prevents him from leaving this area. When he casts his innate horror force power, he unleashes a great bellow that shakes the room.

If Jeoch is defeated, he falls to the ground and becomes motionless, apparently dead by all counts. However, he has entered a hibernation state (as outlined in his stat block) and will reawaken a few days later. Even so, he will not be able to pursue the characters due to the chamber's restraining power, and successfully defeating him in this way should still grant the player characters experience points as normal.

Treasure

Jeoch's treasure includes a wooden cylinder that holds a force cipher (an scroll containing an archaic Sith incantation [sense force]). Also in his lair are piles of rich feline furs, eight of the furs worth 50 credits each. Two leather bags beneath the furs hold a number of ancient coins equivalent to 1,000 credits each.

Lastly, an intricately carved ivory cube about 1 foot tall stands on an ornamental table. The cube (worth 1,000 credits) is a trick box. To open it, two plugs on either side of the cube must be pushed in, and then its center slides out of a frame formed by the other four sides. This inner box opens like a chest. Within it is a silver and aquamarine necklace (worth 1,250 credits) and a parchment packet that holds three pinches of concealing dust.

36. Apartment of the Dust of Ages

The floor of this room is covered with a layer of fine gray dust and ash, three inches deep. Across the room, opposite where you entered, is another set of double doors. There are two empty alcoves to the north and south. On small ledges in each corner of the room are pieces of what appear to be broken pottery.

As you move into the room, your steps send motes of dust and ash swirling into the air, and these clouds form into shapes.

First, from the ash, a dusty phantom assumes the shape of a massassi woman. Her face is forlorn and tear-streaked. She throws up her hands in despair, rushes into one of the alcoves, and disappears.

Immediately afterward, two more dusty phantoms emerge — mighty massassi warriors armed with jagged-edged swords and bearing fierce countenances. They move to block the doorway opposite where you entered.

If the characters approach the phantom guards, they raise their swords threateningly. But they can cause no harm, for they are just images of the long-dead past. For as long as the characters remain in the room, other phantoms — in the shapes of kassai, Sith purebloods, and mourning young women — briefly form out of the dust and then dissipate. Moving through any of these phantom forms causes them to collapse.

37. Bed of the Harvest Goddess

In the center of this room is a withered tree that looks like a leafless willow, rooted in a terraced depression. The bottom of this hollow is filled with oily water, a few inches deep. Across the room, beyond the dead tree, is another door. Around the sides of the room, a five-foot-wide ledge encircles the tree. The walls of the room are beaded with condensation.

The water in the bottom of the depression makes the floor in that area difficult terrain.

Creature

The "tree" is Siqsadzu, a semisentient (Int 2), gigantic variety of polyp, similar to a sea anemone, once revered as the a goddess of the harvest. The polyp initially appears inanimate, but is very hungry and seeks to lure intruders closer before trying to restrain them. Its mouth is concealed among a nest of flailing tentacles and protected by sharp spines.

Treasure

Within the polyp's gut are twelve pieces of blue jasper (worth 100 credits each) and a silvery Sith talisman, actually a copper-nickel alloy, which is a talisman of force lightning.

38. Barred Pit

The walls of the passage glow magenta, bathing the corridor with a ghastly hue. After fifteen feet, the floor drops away to a pit that fills the hallway ahead. The pit is twenty-five feet deep. Eight large, spidery bushes with thorny stems, white leaves, and enormous yellow blossoms grow across its bottom.

Five feet beyond the nearest edge of the pit is a bronze bar, set level with the floor and embedded in the pit walls to either side. Farther out over the pit can be seen other similar bronze rungs, set at five-foot intervals. On the floor by the edge of the pit is a scattering of broken, rotting wooden planks.

Bridge of Bars

A character can attempt to cross this pit by leaping from one bar to the next. There are a total of eight bars and 45 feet of pit. Moving across the bars is akin to moving across difficult terrain; moving 5 feet onto a bar, or between two bars, costs 10 feet of movement. If a creature attempts to move more than half of its base walking speed on any of its turns, it must make a DC 10 Dexterity (Acrobatics) check. On a successful check, the creature can keep moving. On a failed check, the creature stops moving to regain its balance and can move no farther on that turn. If the check fails by 5 or more, the creature falls into the pit.

The third and sixth bars along the way are corroded. When a character moves onto one of these bars, roll a d20. On a roll of 5 or lower, or 2 or lower for a Small character, the bar breaks. If the bar doesn't break and the roll is 10 or lower, some obvious sign of the bar's weakness becomes evident, such as chipping or bending.

Hazard

The bushes growing in the pit are carnivorous thorn slingers - thorny bushes engineered to track and launch thorns at non-Sith intruders. Each plant lies beneath one of the bronze bars and casts its projectiles directly upward against anyone attempting to traverse the bars. A creature balancing on a bar when it is hit by thorns must make a Dexterity saving throw with a DC of 6 + the damage taken. If the saving throw fails by 4 or less, the creature falls prone, catching itself on the bar (to stand up on the bar afterward, a character must make a Dexterity check as if attempting to move on the bars). If the saving throw fails by 5 or more, the character falls in the pit.

Someone who falls into the pit always comes down on a bush, cushioning the impact. The fall deals only 3 (1d6) kinetic damage, but the character lands on a plant's adhesive blossoms.

39. Chamber of the Second Sun

This enormous chamber is thirty feet tall with mighty buttressing and a vaulted ceiling. Parts of the ceiling and walls have collapsed, and raw earth has spilled down from a gaping hole in the east wall. Crushed beneath a fallen block in the center of the room are humanoid remains. Elsewhere around the floor are the chewed and decayed corpses of woolamanders. Through a hole in the eastern ceiling, daylight and fresh air filter in. Above, through this gap, can be seen four woolamanders. They jump around the hole and and scream in agitation, and as they do, dirt begins to slide down the banks and rocks in the walls shift slightly.

There is no poison gas in the room, or in any of the upper areas (40 and higher), because the gas escapes out the hole in the ceiling. The floor is strewn with rubble, so it is difficult terrain. Larger rubble piles are 1 to 4 feet high. Any loud noise (such as an explosion, shouting, or fighting) causes a minor cave-in: at the start of each creature's next turn after the noise, that creature is subjected to an attack from falling rocks and earth (+5 to hit, dealing 3 (1d6) kinetic damage on a hit).

Creatures

Hidden in a pile of rubble in the center of the room is a battle reel — a giant, two-headed serpentine sithspawn created as a prototype for the battle hydra sithspawn.

If the reel is slain, the four woolamanders leap through the hole in the ceiling and down upon the party. (They remained outside the room because of their fear of the reel.)

Treasure

The bones crushed beneath the fallen block belonged to two treasure hunters. This block can be moved by the combined effort of up to three characters with a total Strength of 30 or higher. A pouch tied on the waist of one corpse holds 200 credits. One of the humans wore a brooch of bronze and green quartz in the shape of a lizard (worth 250 credits). A silver and beryl-emerald ring (500 credits) is worn on a bony finger. A silvery dagger, actually made of a copper-nickel alloy and worth 100 credits, is stuck in the left boot of one figure. A scroll case holds a map of the territory in which these ruins are located. Finally, a crystal sphere, cracked in the catastrophe, has rolled into the shadow of some nearby rubble. It is made of polished quartz, 3 inches in diameter, and is worth 450 credits.

Crumbling Exit

If characters attempt to climb up the dirt embankments to the hole in the ceiling, they discover that the surface supports only 50 pounds. More weight than that on any space along the slope causes further collapse — each climber must succeed on a DC 13 Dexterity saving throw or be buffeted by dirt and rubble, taking 7 (3d4) kinetic damage. If the save fails by 5 or more, the rubble engulfs the digger completely, and the trapped character can't breathe until dug out. Getting out on one's own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute.

If any characters escape the dungeon through here, they emerge on the south-eastern corner of the clearing, just beyond area 54. From here, they can move directly to the temple ruins.

Serpent Doors

The southeast exit from this chamber is a set of double bronze doors in the north wall at the end of a short corridor. Above them hangs a plaque inlaid with jade (worth 250 credits). The plaque depicts a two-headed serpent, much like the reel found in this room.

The Second Tier

The staircase at area 40 provides access to the second tier of the temple.


40. Hssiss Breath

When the party reaches the bottom of the stairs, read:

A staircase leads upward into the gloom. It seems as though you have found the entrance to another layer within the complex.

The second 10-foot square along these stairs is warded by sorcery like that of a fabricate trap power (save DC 17). If the trap is triggered, nothing happens until a creature moves onto the uppermost 5 feet of the stairs. When that occurs, a stone statue of a hssiss, hidden in the secret room at the top of the stairs (see the "Second Tier" portion of the map), pops out and rolls forward to the head of the steps.

As soon as it stops after emerging, it opens its mouth and breathes a gust of steam 30 feet long and 10 feet wide. Those in the area must make a DC 15 Constitution saving throw, taking 7 (2d4 + 2) fire damage on a failed save, or half as much damage on a successful one. Thereafter, the statue breathes the next three times someone moves into or through the warded area. After four breaths, the statue retreats to its room and the door closes. (The statue's resting place is connected to a hot water geyser in the bedrock, through which it replenishes itself.)

Though the statue is not considered a creature and does not provide XP, it is considered a Large construct (unaligned) with the following statistics:

  • Armor Class 17 (natural armor)
  • Hit Points 178 (17d10+85)
  • Ability Scores STR 22 (+6) | DEX 9 (-1) | CON 20 (+5) | INT 3 (-4) | WIS 11 (+0) | CHA 1 (-5)
  • Damage Immunities poison, psychic; kinetic and energy from unenhanced attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 120 ft., passive Perception 10

The statue also possesses the following traits:

  • Immutable Form. The statue is immune to any power or effect that would alter its form.
  • Power Resistance. The statue has advantage on saving throws against powers (tech and force) and other enhanced effects.
  • Enhanced Strikes. The statue's weapon attacks are enhanced.

Slippery Steps

After the statue breathes for the first time, the condensing steam makes the stairs slippery difficult terrain. A character who moves on the stairs must while they are slippery must succeed on a DC 10 Dexterity (Acrobatics) check or fall prone.

Secret Door

If the characters get to the top of the stairs without triggering the glyph, someone can discover the secret door here with a successful DC 20 Wisdom (Perception) check. The door can't be opened from the outside, however.

41. Free Gold

At the western end of this corridor is a pile of golden coins heaped on the floor. On top of the gold rests a skull missing its lower jaw. In the right eye socket, a black spider has made a home. Several bones are piled with the coins, and the hilt of a broken vibroblade thrusts up from the mass.

This apparent pile of gold is covered with a pale yellow dust. The entire pile of coins is actually a mass of poisonous yellow mold covered by a permanent force illusion similar to a greater hologram power (save DC 15). The bones, spider, and vibroblade hilt are real.

Yellow Mold

The mold and the associated illusion are a trap set for greedy interlopers. If touched, the mold ejects a cloud of spores that fills a 10-foot cube originating from the mold. Any creature in the area must succeed on a DC 15 Constitution saving throw or take 11 (2d10) poison damage and become poisoned for 1 minute. While poisoned in this way, the creature takes 5 (1d10) poison damage at the start of each of its turns. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Sunlight or any amount of fire damage instantly destroys the mold, causing the bones and blade hilt to clatter to the ground.

Eastern Door

Close examination reveals that the stone in the center of the corridor is smoother than the surrounding wall. Because of this clue, it takes only a successful DC 15 Wisdom (Perception) check to find the secret door. The door can be opened by stepping forcibly upon an obvious cobblestone that is slightly raised from the floor. The door has two facing panels that pivot inward when it is opened.

Western Door

In front of the secret door is a dark stain on the floor, which makes the door as easy to find as the eastern one. This door swings on a horizontal pivot in the middle of the slab. Pushing in at either the top or the bottom of this secret panel causes the opposite end to swing outward, providing enough space to crawl through into the secret passage beyond.

42. The Chapel of The Spirit

Beyond the secret door, the passage bends around to the left. At the end of a narrow corridor hangs an ornate mirror, and a door is set in the eastern wall next to it.

Magick Mirror

The first creature to come within 10 feet of the mirror at the end of the corridor must make a DC 15 Wisdom saving throw. On a failed check, the creature believes that it is in deadly combat with a feathered massassi warrior that has emerged from the mirror. This effect is like that of a hallucination force power, with the character battling a warrior that deals 3 (1d6) psychic damage, as described in the power. The effect ends if the affected creature deals the imaginary warrior a total amount of damage equal to the creature's own hit point maximum.

While under the effect of this sorcery, the creature is actually paralyzed, appearing to others as if it were just standing there staring into the mirror. If someone disturbs the affected creature, that creature can repeat the saving throw, ending the effect on a successful save.

The Door

When anyone get close to the door, read:

The door seems to be very heavy, and it has many glyphs carved upon it. In the center of the door is carved an eagle killing a serpent. Two stone warriors dressed in loincloths and wearing war masks are sculpted into the door posts.

The glyphs on the door tell a story in ancient Sith of a journey to find truth and light, which ended in failure and imprisonment in the land of the dead.

The door opens outward. When the characters pass through the doorway, read:

Beyond the door is a wide foyer that leads into a circular room. On the south wall of this hall is a jade death mask affixed at chest height.

Taking up the middle of the chamber is a cross-shaped dais with sets of stairs leading up to it along each of the four ends. In the center of the dais rises a cylindrical structure that appears to be made of transparent walls of crystal enclosing an oddly carved, stone pillar.

The stairs that face the room's entrance are carved with the heads of many servants of Yavin. The steps on the north side are bloodstained, and atop the landing stands a statue of a reptilian warrior. The stairs to the east, across the room, are partly obscured by shadow. The southern staircase is luminescent, appearing to change colors in the light.

Tucked into each nook where the arms of the cross come together is a low shelf on which are placed small offerings: silver bracelets, earrings, neck collars, anklets, piles of coral beads, and silver and jade statuettes.

Trapped Mask

The mask (worth 250 credits) is the trigger to a trap. If the mask is taken off the wall, the lever it hangs on pivots up and three sets of iron bars drop, caging whoever is in the square in front of the mask. The bars are old, and they can be bent or lifted away from the floor with a successful DC 20 Strength (Athletics) check.

Trapped Treasure

If any of the items on the shelves (worth a total of 4,500 credits) are touched, the exit door seals with an effect like that of a lock tech power, requiring the use of powers or a successful DC 25 Strength (Athletics) check to force the door open.

Creature

Trapped within the enhanced walls of the crystal cylinder is the force ghost of a being imprisoned by Sothil IX long ago. Because of her especially potent Shielded Mind trait, she is effectively invisible, but does not initially notice the party as she tries to conserve her strength.

If the characters disturb any of the items on the shelves, the force ghost (a diathim named Cuexakoutl) notices their presence and speaks to the party in Basic, its voice seeming to come from everywhere in the chamber.

"Interlopers, you have trespassed on my sacred chapel. For this affront, retribution has already begun, for you are now breathing a toxic gas which will kill you shortly. It is possible your actions were not from malice or greed, but just idle curiosity. Therefore, you will find the cure upon the stone in the middle of the dais, if you can solve the puzzle to reach it by the proper route. Choose your path wisely, and act quickly."

There is actually no poison gas in the room, but the cage created by Sothil prevents Cuexakoutl from directly asking for help or providing explicit instructions. As the characters spend time in here trying to get to the cure, describe how they seem to be getting weaker and weaker. They should feel as if time is running out.

Aura

A sense force or detect enhancement power reveals an aura of enhancement emanating from inside the crystal cylinder.

The Right Path

To reach the "cure," the characters must first face the challenge of ascending the northern steps, where the warrior statue stands. The warrior, a petrified dashade guardian, turns to flesh and attacks when it is approached. Once the assassin is defeated, the characters can proceed to the center of the dais.

A character who attempts to reach the dais another way has no luck:

  • Someone who tries climbing up the shelves takes 2 (1d4) force damage and is pushed back 10 feet.
  • The heads carved into the western stairs babble when a character steps on them. That character feels too weak to continue, and sits down until helped away from the stairs.
  • The eastern stairs are shrouded in dim light, which can't be made brighter by any means. Any character who mounts the stairs falls down and rolls back onto the floor, taking 3 (1d6) kinetic damage.
  • The southern stairs change color constantly. Anyone who tries to ascend them makes no progress (though they can be descended normally).
  • If a creature attempts to fly, teleport or otherwise reach the dais through the air, they are teleported to the adjacent side of the dias oriented upside-down. Unless they have a flying speed that hovers or a similar method of maintaining their airborne state, they immediately fall prone to the ground below and take 3 (1d6) kinetic damage.

Once the characters reach the crystal cylinder, Cuexakoutl again speaks to them, still hidden from sight:

"So you have passed the first test. Perhaps you are not the fools you first seemed. But it will take the best tool of your most clever person to breach these crystal walls. Your time is running out."

The surface of the crystal cylinder is cold to the touch and impervious to all blows. The enclosure has no visible gaps.

A gap appears in the wall if someone who has proficiency with a security kit touches the tools to the surface with the intention of finding a portal or a lock. The players might come up with other valid solutions, such as an engineer (clever person) touching the crystal with an implement (tool). It's up to you which alternative attempts work.

Cure in Sight

By the time the characters reach the pillar inside the cylinder, they feel very weak. On the top of the pillar in front of them is a potion bottle, but an invisible barrier prevents anyone from touching it. A glyph is etched into the side of the pillar just below the bottle. One more time Cuexakoutl speaks, her voice now seeming to come from the stone:

"So you have reached my altar, but your time is nearly exhausted and the cure is just beyond your reach. Trust your souls to the light of the Force, foolish mortals."

The top of the pillar is shielded by a nigh-impenetrable telekinetic shield that must be breached to reach the potion bottle. The shield can be destroyed by a disintegrate tech power or by damaging the glyph inscribed below it. If someone casts a light-side force power on the shield or glyph, the shield disappears.

Aftermath

As soon as the shield disappears, Cuexakoutl becomes visible and flies out into the chamber. If the characters immediately attack her, Cuexakoutl audibly laments their reaction, and makes herself intangible. If any character makes an attempt to stop the attack, Cuexakoutl uses her The Force Is With You action on them after becoming intangible, choosing to observe the party further and possibly make peace with them later if they prove they are worthy of her blessings.

If the characters don't attack, Cuexakoutl smiles and thanks them for freeing her from her long imprisonment. If they ask why she tricked them, Cuexakoutl apologizes and explains that she was prevented from speaking honestly by the power of Sothil's barrier.

Treasure

Inside the bottle is a liquid mutagen that, when drunk, grants the benefits of a medpac (fine). The mask, if it is claimed, weighs 30 pounds and is worth 250 credits. Miscellaneous items on the shelves have a total value of 4,500 credits.

Special Treasure

If Cuexakoutl and the characters are on good terms at the end of the encounter, Cuexakoutl provides them with special treasures: a balance of harmony and the gems needed to operate it, a mirror of psychometry, and a pendant of recovery. She produces these treasures from her own essence - manifestations of the knowledge granted to her by the Force.

In addition, if the characters ask, Cuexakoutl might be willing to use her innate force powers to help the party. If she takes a particular liking to a member of the group and at the GM's discretion, she may use The Force Is With You on them to offer guidance on their journey. She has been imprisoned a long time and doesn't know anything about the ruins. She becomes intangible after giving the characters their rewards - if she has chosen to assist them on their journey, she stays close to the member she chose; otherwise, she disappears into the Cosmic Force, likely never to be seen again.

43. The Smoking Mirrors

An amber haze drifts in this room, which is unoccupied. Strangely shaped and colored mirrors hang on the walls, and a large, oblong stone basin stands in the middle of the floor. The basin is about ten feet long, five feet wide, and three feet tall. It is filled with a steaming golden liquid.

The red mirror on the eastern wall seems to be composed of fiery glass and framed in bronze. Light beams are broken by the mirror into myriad flames, and ghostly shapes seem to flicker in its depths.

On the northern wall are two mirrors: a striking black one of obsidian framed in lacquered wood, and a stark white mirror with a wrought iron frame. The black mirror has a distinctive earthy odor and the blackness of subterranean caverns, but it seems of crude construction and reflects objects only when they are close to it. The white mirror has a pungent odor of nutmeg and spice, and its depths are gelid and smoky.

The mirror that hangs on the western wall is in a stone frame and is blue in color. Reflections in this mirror ripple as if the viewer were looking into a pool of water.

Red Mirror

A creature that looks into the red mirror sees a ghostly white form next to its own reflection. This mirror falsely predicts the viewer's death. The ghostly image takes on the appearance of a monster or a trap from this adventure. The image then assaults and kills the viewer's reflection. The mirror functions only once per character; after a character has this vision, the mirror becomes a normal mirror for that individual.

A creature that touches the red mirror for the first time on a turn takes 2 (1d4) fire damage.

Black Mirror

A creature that looks into the black mirror sees its reflection blur and then reappear in the robes of an ancient massassi leader as if depicting a previous incarnation. The image says, in Sith, "Command me to answer, and I shall."

The image of a former ruler of Tamokhan is superimposed on the character's reflection. Expending two force, tech or focus points and telling the spirit to "answer" can cause the spirit to answer three yes-or-no questions. The spirit answers only questions spoken in Sith, and nods or shakes its head in response.

Any creature that touches the black mirror must succeed on a DC 13 Charisma saving throw, or all valuable metals and gems in its possession are transmuted into lead and glass.

White Mirror

Reflections in the white mirror are blurred by what looks like a fine mist. Any creature that steps before this mirror and looks into it must make a successful DC 13 Wisdom saving throw or be stunned until the end of the creature's next turn. If the saving throw fails, the mirror, which is really a sithspawn gel, comes out of the frame and falls upon the character. Behind this false mirror is a door, which can be opened once the gel is removed.

Blue Mirror

The mirror on the western wall is actually a window of force-enhanced glass that offers a view of a pool of water. Any character who touches the glass must succeed on a DC 13 Charisma saving throw or be drawn through the glass, becoming submerged in the water. Weapons can be used to break the glass (AC 15, 20 hit points). If the glass is destroyed, the water in the pool and those trapped in it spill out into the room.

Golden Liquid

Any unenhanced object immersed in the basin reacts with the fluid inside, which turns the object into gold for 1 hour. If any of the golden liquid is removed from the basin, it becomes colored water.

44. Sun of Motion

In the center of this diamond-shaped room is a dais on which a weirdly formed altar rests. The altar is made to resemble a many-armed octopus-like creature called a rathtar with a large purple-red stone its forehead. The altar and floor are covered with dust. The walls of the room are decorated with paintings of the sun and moon in motion. Other images show people standing about a temple making sacrifices of flesh and blood, while the figure of a priest holds the heart of his latest victim above his head.

Trapped Altar. The altar radiates an aura of enhancement if either sense force or detect enhancement is cast on it. Any creature that touches the rathtar figure sticks to the stone, becoming grappled (escape DC 15). Once a creature is stuck, the rathtar-altar starts to spin, dragging the victim about the room. Within 1 round, the speed is too great for the victim to maintain footing, and the creature is dragged and bashed about, taking 3 (1d6) kinetic damage at the end of each of its turns. A creature that comes free while the altar is spinning tumbles away from it and takes another 2 (1d4) kinetic damage.

The gem in the center of the altar has AC 17 and 15 hit points. If it is destroyed, the altar stops spinning and the character is released. The gem is a cursed stone, but it appears to be a jewel of value, and it can be pried from the altar. If the gem comes in contact with a creature's flesh, that creature must succeed on a DC 16 Wisdom saving throw or be affected as if by a master malacia force power, going into a spinning dance that lasts until the stone is released. To let go of the stone willingly, the creature must be the target of a power or effect that removes a curse or breaks an enhancement.

If the creature dances for a number of minutes equal to its Constitution score, it must succeed on a DC 10 Constitution saving throw or suffer one level of exhaustion. The creature repeats the saving throw whenever the same number of minutes elapses again, suffering one more level of exhaustion on a failed save.

45. The World Beyond

This room is decorated with a bizarre diorama depicting the land of the dead. Small, brightly painted clay statues have been placed about the room to represent the inhabitants of this realm and the unfortunate people they have taken into their care.

In the center of the room, the floor rises to form a small hill. A group of small figures seem to be struggling to roll a boulder up the hill, while a demon drives them on. Above the hill in the ceiling is a glowing spot that illuminates the entire chamber with an eerie silver light.

A cobblestone path leads from the western door to the foot of the hill. A similar path runs eastward and then veers south. Sections of the diorama around the perimeter of the room depict different environments in the land of the dead.

In the western end of the room is a region of burning sands. There, demons torture those who have been unfortunate enough to fall into their hands.

Along the southern side is a grassy plain, where people frolic and hunt herbivores.

North of the grassy plain and south of the hill, the floor opens into a model of a canyon. A river of lava flows down it while flames lick the walls.

East of the hill, in a side area of the room, is a counterpart to this fiery canyon — an icy waste.

To the north of the hill is a putrid, bubbling marsh where figures strive to keep their heads above the surface.

From out of the marsh a black, torpid river wends its way past the northern edge of the hill and flows west to pour over the lip of a steam-filled chasm in the northwest corner of the room. Within this dark chasm, worms pursue the fleeing forms of naked massassi.

In the south corner of the room on the eastern wall is a barred door.

The light in the ceiling comes from the walls of a chute that glows in the dark. The chimney can be reached by someone who climbs on the shoulders of another character, but to enter it, the character must brace back and legs against opposite walls because there are no protuberances to hold onto. The steeply inclined passage beyond is full of cobwebs and leads eventually to area 48.

Each section of the diorama in this room has an enhanced aspect that affects any creatures that walk into the region. If the effect isn't instantaneous and isn't related to a power, it can be dispelled with force suppression or diminish tech cast as a 5th-level power (or at a level stated in the effect). A creature on which a region's effect is dispelled is immune to the effect for 1 minute.

The two paths are free of enhanced effects. If characters veer off the paths, either unwittingly or with the intent of exploring, apply the effects described below according to the areas they enter. Unless otherwise noted, creatures can leave an area whenever they desire, by either moving onto one of the paths or into an adjacent area.

Hill. An unseen force pushes those who climb to the top of the hill in a random direction. A creature that ends its turn on top of the hill must succeed on a DC 15 Strength saving throw or be pushed 5 feet off the top of the hill and knocked prone. If a creature slips, roll a d4 to see which direction it rolls off the hill.

Burning Sands. Any creature that ends its turn in this region must succeed on a DC 15 Constitution saving throw or start to bleed profusely from the nose or another facial orifice. This hemorrhaging causes a loss of 1 hit point at the end of each of the creature's turns thereafter. If the creature leaves the area, the bleeding stops at the end of its next turn.

Grassy Plain. Any creature that enters this region must succeed on a DC 15 Charisma saving throw or refuse to leave it. A creature affected by the enhancement is allowed another Wisdom saving throw every 24 hours while the enhancement persists. A creature can repeat the saving throw every time it takes damage. If companions outside the area try to talk the creature into leaving, you can decide to allow the victim another saving throw. In any case, each time the saving throw is repeated, the DC increases by 1.

Flames. Creatures that enter this section are affected as if by a 3rd-level overheat tech power (save DC 15).

Ice. Creatures that enter this area are affected as if by a 3rd-level overheat tech power (save DC 15), but the damage is cold instead of fire, and the creature has no chance of dropping a chilled object.

Marshes. Any creature that enters this area feels a shortness of breath after 3 rounds and begins to suffocate after 3 more rounds.

River. Those who enter the river for the first time on a turn must succeed on a DC 15 Intelligence saving throw or forget how they came to be here and why they are here. A tech- or force-caster also forgets how to cast one level of powers for each point by which the saving throw is failed, starting with the highest level the character knows. Forgotten powers are remembered once the caster restores their casting points with a long or short rest. Neither force suppression nor diminish tech remove this effect, but remove curse or improved restoration can.

Pit of the Worms. Any character who enters this region must succeed on a DC 15 Wisdom saving throw or be affected as if by a horror force power.

46. Priest's Chamber

Beyond the door is a modest-sized room with a lumpy pile of earthy material in the middle of the floor. Across from the door in the southeast corner, a glazed flask rests on a small shelf. In the northwest and northeast corners are two more shelves on which rest a small urn and a thin stone cylinder.

Creature

When any character starts into this room the pile of earth, which is a sithspawn anomaly, opens one eye, and then another and another, until many eyes of different shapes and sizes stare at the party. All about the eyes are fanged, drooling mouths that begin a cacophony of babbling. The creature attacks until destroyed but doesn't leave the room.

Treasure

The flask contains a dried mutagen of mogu strength. The stone cylinder is a sith sorcerer's rod.

The urn holds the dried heart of a revered kissai that radiates enhancement if sense force or detect enhancement is used on it. Any character who eats the entire thing gains the permanent ability to understand the Sith language and its dialects, as well as the literal meaning of sithspawn communication.

47. Chitterweb in Hiding

Creature

In a web-covered opening in the wall of the steeply inclined chute, 30 feet above the where the lower end meets the ceiling of area 45, lurks an adult chitterweb. The adult chitterweb's lair is 10 feet long, 4 feet wide, and 4 feet tall. A character must succeed on a DC 17 Wisdom (Perception) check to notice the tunnel or its occupant before the adult chitterweb attacks. If the adult chitterweb paralyzes its prey, it retreats into its lair with the prey to feed.

In the Chute

The cramped quarters of the tunnel impose disadvantage on weapon attack rolls.

Also, a creature in the chute struck by the adult chitterweb must succeed on a DC 11 Dexterity or Strength saving throw (player's choice). On a failed save, the creature slips down the chute 5 feet for every point by which the saving throw failed. If a creature falls 30 feet, it plummets out of the chute, taking falling damage accordingly and rolling in a random direction (roll a d4) after landing prone in area 45. The adult chitterweb pursues prey into the chute, but is unlikely to emerge to fight in an open area.

Upper End

The top of this passage is covered with a pewter basin, which requires a successful DC 10 Strength (Athletics) check to move.

The Third Tier

The tunnel that leads up from area 45 opens onto the third tier of the temple.



48. Hound of the Bat

The description below assumes that the characters entered the room by traveling through the chute and pushing aside the pewter cover. The tunnel comes out at the bottom of a stone ring that, from inside the room, resembles a well. (If they entered from the west, the pewter cover is still in place.)

This room is small and plainly decorated. On the north and south sides are fountains made of bronze-inlaid marble. The southern one is cracked, and only dry limy deposits remain in it. The northern one contains about two feet of dark water, fed by a trickle that falls from the top of the fountain. In the water, the white, gauzy form of a giant crawlfish lies on a bed of lime encrustations.

To the west, stairs lead up out of the room, and to either side of the stairs along the west wall are narrow, dust covered ledges.

Creature

The fouled water in the fountain contains a mutated muscous salamander, forced to remain in its amorphous form. It rises up and attacks characters who disturb the water.

Treasure

The "crawlfish" is nothing more than the shed shell of a long-expired resident of the fountain. Beneath it is a platinum key and chain (worth 200 credits). The key unlocks the portcullis that blocks the exit in area 53.

49. Sacred Guardian

In the middle of this chamber is what appears to be the withered, preserved form of a chironian mounted on a slab of marble. Tinted green and decked out in lacquered leather, feathers, and copper wire jewelry, he faces the western entrance to this chamber. The chironian holds a bronze-hafted lance tipped with a broad, blue-gray saber emitter of archaic design.

Scattered around the room are jewelry and knickknacks, made of beaten copper, cut and polished obsidian, shells, quartz, and coral. Much of this treasure is at the feet of the chironian, symbolically being trod underfoot. Two tall urns shaped like wicker baskets stand along the north wall, each one filled with river stones.

Creature

The centaur figure is the mummified remains of a chironian named Equiro Bhaln, a warrior of Tamokhan that the massassi considered the guardian of the gateway to the underworld. This guardian has two functions: to prevent any but the dead from entering these ruins, and to keep those creatures in the ruins confined there. Thus, if any character tries to exit this room by any door other than the one entered from, the chironian mummy animates and attacks the characters. The mummy will also defend itself if attacked. The approval of any of Yavin's servants (whether genuine or through deception) can be used to gain free passage.

Treasure

If all the junk jewelry is taken (eight hundred pieces), the total value of the haul is 800 credits. The real treasure is concealed in the bottoms of the two urns. Buried beneath the stones are two crushed silver masks (worth 250 credits each), an electrum serpent bracelet (worth 500 credits), a broken marble statue of a woolamander (500 credits), and four silver hairpins set with jade worth (50 credits each).

50. Jade Wall

Here a wall of green, polished stone blocks the way.

This wall, which is 7 feet wide and 7 feet tall, is a trap for those attempting to break into the ruins. If any tampering is done to the wall, it falls west out into the anteroom. If the wall falls on a creature, the creature must make a DC 10 Dexterity saving throw. On a failed save, the creature takes 9 (2d8) kinetic damage and is knocked prone under the wall, restrained. A successful DC 15 Strength (Athletics) check is needed to lift the stone wall off any trapped beneath it.

51. Wind Tunnel

This five-foot-diameter passage is dry and dusty, and it shows no sign of having been used for ages. Near the top of the corridor walls, about three feet from the ceiling, stone lintels run the length of the passage. The corridor abruptly widens to a cube fifteen feet on a side with a corrugated floor. In the ceiling of this area, a bronze, circular trapdoor is set. The cover is latched shut.

In the four corners of this foyer are sets of metal rungs forming a ladder that leads up and across the arched ceiling to the trapdoor. The rungs are broken in several places, leaving rusty spikes. On the other side of this area, the corridor continues.

Hazardous Hatch

Opening the hatch releases a whirlwind. The character who climbed up to open the hatch is hurled to the floor and takes 3 (1d6) kinetic damage as the wind emerges and fills the 15-foot chamber. Thereafter, it costs 3 feet of speed to move 1 foot in the room. The hatch can't be shut, and the wind doesn't die down.

Each creature that starts its turn in this area must make a DC 13 Strength saving throw. (A character grasping the rungs of one of the ladders has advantage on the saving throw.) On a failed save, the wind throws the creature 10 feet in a random direction, the creature takes 3 (1d6) kinetic damage, and it is knocked prone. If the saving throw fails by 5 or more, the creature strikes one of the rusty spikes, taking an additional 3 (1d6) kinetic damage.

If a target thrown by the wind strikes an object, such as a wall, the target takes another 3 (1d6) kinetic damage. If a target is thrown into another creature, that creature must succeed on a DC 13 Dexterity saving throw or take 3 (1d6) kinetic damage and be knocked prone. On a successful save, the creature takes half the kinetic damage and isn't knocked prone.

A creature that moves only by crawling on the floor, using the corrugated surface to maintain one's grip, is safe from the wind.

52. The Hidden Room of Guidance

A character can discover one of the secret doors to this room by succeeding on a DC 20 Wisdom (Perception) check. Each door can be opened by reaching up above it, grabbing the lintel or the molding on the wall about 8 feet above the floor, and pulling down. The secret door then swings inward, but it closes 30 seconds later. These doors are counterweighted and can't be spiked open. From the inside, either of the doors can be opened by pressing down on a stone projection to the right of it.

When the characters exit one of the antechambers and pass into the room beyond, read:

The walls of this chamber are painted flat black, while the floor is inlaid with a colorful mosaic of strange beings cavorting and leaping around the planet Yavin. An alcove in the center of the eastern wall is masked by a curtain of shells and beads.

If the characters push aside the curtain, read:

Behind the curtain is the chalky form of a statue seated on a stone throne with its surface carved to depict feathers. The statue is wearing a feathered headdress and a feathered robe. Lying across its lap in its open palms is a scepter of gold and silver with a whisper bird's head crafted on one end and the talons of a bird holding a blazing sun on the other.

The statue, made from stone, appears to be of an elderly unmutated massasi. The scepter is worth 2,000 credits and reads as enhanced if targeted with detect enhancement or sense force.

Once any character picks up the scepter, it provides its holder with visions of great battles of the past. The holder is transfixed by the visions; others see the character lose focus and begin to sweat. At the same time, the statue's face begins to transform into that of the character holding the scepter.

After 30 seconds, if still holding the scepter, the holder becomes petrified as though in carbonite. At the same time, the statue becomes flesh and blood, now physically resembling the petrified character.

Creature

The figure on the throne is a clawdite servant of Tamokhan named Orra Snal. Through the power of the scepter, it possesses the memories of the petrified character and tries to convince the party that they are the character themselves, having been merged with the mind and body of an ancient massassi priest. Given a chance, the clawdite leads the party to their deaths with false information gained from the "memories" of the priest.

The clawdite must be slain and the scepter touched to the clawdite's corpse to restore the petrified character. An improved restoration force power also works, before or after the clawdite has been slain. The scepter no longer reads as enhanced once the clawdite is slain.

53. The Valve

Before you is a foyer, ten feet wide and twenty feet long. A narrow hall connects with this area on the south side, and on the north end a five-foot-wide staircase leads up.

A wheel is set horizontally half into the wall in the southwest corner. This wheel appears to be a crank. Above the wheel, a bronze lever is set in the wall, angled downward.

Open and Shut

The stairs lead up to a blank wall that is the location of a secret door. This door can be opened by turning the wheel in the foyer. The wheel turns only after the lever is pushed up, and then only in one direction. Rotating the wheel opens the secret door, but it also opens the floor in front of the wheel to reveal a 10-foot-square pit, at the bottom of which can be seen a pale shimmer of bones. There is a 1-foot-wide ledge along the west edge of the pit for someone to stand on while working the wheel, and a 6-inch-wide footbridge of polished marble spans the center of the pit from west to east.

Crossing this beam, which is difficult terrain, requires a DC 10 Dexterity (Acrobatics) check. On a failed check, the character can't move farther during that turn. If the check fails by 5 or more, the character falls off the beam 30 feet to the bottom of the pit.

If the crank is released once the secret door is open, it unwinds quickly, pulling the door shut. To prevent this, the lever can be pulled down to lock the wheel in place — but doing so causes a portcullis to fall across the entrance to the stairs. The portcullis can be lifted by a character who succeeds on a DC 20 Strength (Athletics) check.

Easy Way Out

If the characters search the walls beside the portcullis, a keyhole can be discovered. The key from room 48 fits the lock, enabling the portcullis to be opened like a gate.

Hard Way Out

In the ceiling directly above the pit, a thin slab that looks like ordinary stonework conceals a sloping tunnel that leads upward. The slab can't be detected or manipulated from this side.

Temple Grounds

The inset on the shrine map depicts what is left of the shrine at ground level.



54. Temple Ruin

This was apparently a large temple of some sort. Once a major building, all that remains are the back wall and enough of the roof to shelter the altar. All else seems closed off by fallen debris. Several pillars have fallen and they litter the floor. Sunlight filters through holes in the roof, thirty-five feet overhead, which is a maze of chips and cracks.

The back wall is covered by a bas-relief of a giant gackle bat, nine feet tall, with a wingspan of twenty feet. In front of this wall is an altar stone, carved to represent a mass of squirming rats, weasels, and worms. On the front of the altar is the head of a snarling massassi warrior. Jutting above the altar on either side are a pair of stone arms gripping sharp-edged blades, eight feet long. The floor in front of the altar is worn smooth.

Field of Rubble

The temple area is filled with debris that offers no obvious passage to the interior. In the center of the south edge is an area where rubble is heaped over an opening that seems to lead down deeper into the debris. It is shaky and can be collapsed easily — any force applied to the heap by a creature with Strength 15 or higher will bring the rocks down. This rubble can also be caused to collapse by hurting a weighty object at it or using a tech or force power such as explosion or force propel to create the needed force. Those within 10 feet of the collapse must succeed on a DC 10 Dexterity saving throw or take 5 (2d4) kinetic damage from falling debris.

Climbing elsewhere on the debris causes a minor collapse, dealing 2 (1d4) kinetic damage to each climber. Each climber must also succeed on a DC 13 Dexterity saving throw or be buried by the debris, taking 7 (3d4) more kinetic damage. If the saving throw fails by 5 or more, the debris engulfs the digger completely, and the trapped character can't breathe until dug out. Struggling out on one's own requires a successful DC 15 Strength (Athletics) check, and doing so takes 1 minute. Any of these sorts of collapses open no access to the inside.

Fragile Roof

Each time a creature ends its turn on the portion of the roof that remains standing, there is a 20 percent chance that the roof beneath its feet gives way. The creature falls 35 feet, to the rubble below, taking 14 (4d6) kinetic damage.

Trapdoor Entrance

If the characters begin their investigations of the hidden shrine by arriving at the temple, they need to find a way in. One route is by way of a trapdoor in the floor about 10 feet in front of the altar. A character can discover the seam of the door with a successful DC 15 Wisdom (Perception) check. Any creature that walks across the top of the door has a 1-in-12 chance of triggering it, for the mechanism is old, and long disuse has made it unreliable.

Any skilled character's reasonable attempt to keep the door from opening works. Forcing the door to stay open requires a successful DC 10 Strength (Athletics) check. The trapdoor opens onto a slide that emerges above the pit in area 53. Anyone who slides down the tunnel to the hidden hatch at the other end is dumped into that room.

Secret Entrance

The second way to enter the tombs below is through a secret door hidden behind the left wing of the giant gackle bat carved upon the wall. A character can locate the door with a successful DC 20 Wisdom (Perception) check.

The door can be opened if a character places a limb into the mouth of the carving. If this occurs, the mouth clamps shut; the teeth puncture the limb, dealing 11 (2d10) kinetic damage; and a giant batwing folds out from the wall to reveal the passage. A creature trapped in the bat's mouth is grappled (escape DC 12) but doesn't take further damage.

The mechanical nature of the latch becomes apparent to any creature that examines the mouth of the bat sculpture and succeeds on a DC 10 Intelligence (Investigation) check. If the check succeeds by 10 or more, the creature deduces that the function of the mouth can be activated by placing any object (not necessarily an extremity) into it. This information can also be obtained by a creature that examines the mouth further and then succeeds on a DC 15 Intelligence (Investigation) check.

Once the wing has moved to reveal the secret door, it veils the lower half of the carving's face and the bat's black eyes start to glow. Any character who looks at them must succeed on a DC 15 Charisma saving throw or be paralyzed. A creature can repeat the saving throw at the end of each minute or whenever it takes damage, ending the effect on itself on a successful save. The effect ends after 1 hour, or earlier if any enhanced light is shone on the altar.

Development

After the secret door to the shrine is opened, a tuk'ata drawn by the party's activities moves into this area. It makes a lair behind a fallen pillar to the east, waiting to ambush any who emerge back through the door.

Hinged Altar Trap

Close inspection of the altar reveals handholds along the front side and hinges at the back, indicating that the altar can be lifted from the front and tipped on its side. This can be accomplished by the combined effort of up to three characters with a total Strength of 30 or higher. If the altar is lifted quickly by characters in a standing position, the swords whip through an arc from the sides of the altar to the front center about 4 feet off the floor. Each sword's leading edge is razor-sharp. Anyone in the path of a wing must succeed on a DC 15 Dexterity saving throw or take 13 (3d8) kinetic damage. If a sword misses its first target, it sweeps past that creature with the possibility of striking another creature along the same path.

If the altar is tilted by characters while they are in a kneeling position, the swords whistle harmlessly overhead. The other way to avoid the trap is by being careful in the lifting.

The mechanism for the trap is inside the altar. Characters who lift the altar slowly and look underneath it can easily spot the levers and joints that connect with the blades. The characters can prop the altar up, enabling someone to crawl under and disable the trap. Doing that requires 10 minutes of work and a successful DC 15 Dexterity check using a security kit.

Treasure

Beneath the altar is an 8-foot-deep pit in which are many items of value and two bodies cut in half - inspecting the bodies indicates them to be unfortunate adventurers. The treasure is very bulky. Resting on and buried in a pile of ancient coins (altogether worth 20,000 credits) are the following items: fifty silver chased goblets (worth 50 credits each), twenty gold-plated statuettes (100 credits apiece), forty embossed silver chalices and servings (50 credits each), eighty pieces of jewelry (50 credits apiece), fifty mother-of-pearl pieces (10 credits each), a jade placard bearing the regal image of Sothil (1,000 credits), and a marble statue of a reclining figure (5,000 credits).

What if the party gets here early?

If the party takes measures to escape the dungeon early, such as by avoiding the rockfall that leads them to area 1 (if you, the GM, allow it) or by escaping via the exit in area 29, the party may decide to simply head toward the temple ruins. Though this is not restricted, the temple shrine itself contains enough treasure that the party may see no further reason to enter the dungeon again.

If you would prefer to use the rest of the dungeon where possible, consider adding additional steps to opening the space beneath the altar. For example, there may be a locking mechanism keeping the altar in place, which can only be deactivated by fitting specially-shaped depressions with matching sigils, which are carried by powerful servants of Yavin such as Jeoch or Orra Snal.

Aftermath

After the party have thoroughly investigated the catacombs and located the treasure of the shrine, they should be set to leave the ruins of Tamokhan and return to a place they can sell off what treasure they've found. However, additional consequences may arise due to their actions.

If the party took large portions of the treasure found at the temple shrine, or if they were cursed in area 6, a ripple in the force will emanate from the temple into deep space. This ripple attracts the attention of an old anzat named Raemus Vokk, a close friend of Sothil VII who will pursue the party across the galaxy to avenge the desecration of his friend's city. Alternatively, if the reanimated Sothil VII in area 7 is resurrected but not defeated, he may also pursue the characters, having completed his mutation. At your discretion, any other being of your choosing may serve as an ally of Tamokhan that pursues the party past this dungeon.

In addition, attentive players may recall that briefly before their tumble into the catacombs, the party spotted humanoid figures in the nearby woods approaching the temple. These figures turn out to have been nothing more than apparitions of massassi warriors formed by the dark side energy permeating the ruined city, much like the dusty phantoms found in area 36 or the spectral athletes in area 29. Apart from wildlife and any creatures that still lie below, the city remains completed abandoned.

Next Tale from the Yawning Maw

If you would like to connect the end of this adventure onto White Plume Installation, consider implementing the following aspects.

As the party explores the temple ruins in area 54, they find a part of a display on what remains of the eastern wall. The display appears to be meant for holding a long object of some kind, but the iron hooks on which the object would hang lay bare. An inscription in Massassi is carved next to the empty display - though portions of the script are worn, the following can be made out:

'--id to rest is t-- --ble Sothil I-, int----- -- his bl--- Dar--azor. Wh--her ser---- -r thief, whome--- --kes the blade will sat- --s h---er.'

Next to the inscription is a faded drawing of an ancient sword. A successful DC 15 Intelligence (Lore) check reveals that the sword matches the designs of Sith war swords used in ancient conflicts.

After discovering this information, the party later receives information (whether from a contact or from overhearing it at a cantina such as the Yawning Maw) that three powerful weapons have been stolen from the vaults of wealthy collectors across the galaxy - one of which is an ancient Sith war sword dubbed 'Darkrazor'. Whether or not the party recognizes that this sword and the one intended for display in Tamokhan are the same, this should serve as an effective continuation between the tales.

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 33, Area 35

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.

Malignant Mutagen

Consumable (substance), premium, 1 lb.

This concoction looks, smells, and tastes like any other beneficial liquid mutagen or substance. However, it has been mutated to become harmful. An analyze or telemetry power reveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Found In: Area 7, Area 13, Area 42, Area 46

Bracers of Shielding

Adventuring Gear (wrists), prototype
Requires attunement

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

These bracers project an imperceptible energy barrier around their wearer.

Found In: Area 7

Ring of Heightened Reflexes

Adventuring Gear (finger), prototype
Requires attunement

You gain a +1 bonus to AC and saving throws while wearing this ring.

This ring emits an electrical signal that stimulates the body's response to danger, heightening its wearer's ability to avoid strikes.

Found In: Area 7

Ring of Beast Influence

Adventuring Gear (finger), prototype
Requires attunement

This ring has 3 charges, and it regains 1d3 expended charges after a long rest. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following force powers:

  • beast trick (save DC 13)
  • horror (save DC 13), targeting only beasts that have an intelligence of 3 or lower
  • telepathic link, targeting only beasts; this power does not require concentration when cast in this way

Found In: Area 7

Demon's Lanvarok

Weapon (lanvarok), legendary, 2.25 lb.
Requires attunement

You gain a +2 bonus to attack and damage rolls made with this enhanced weapon, and you are considered proficient with it while attuned. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Forcecasting. Three Sith words are inscribed on the weapon's axehead - "Qo", "Chwûq" and "Krah". A parchment is wrapped beneath snakeskin wrappings on the weapon's haft, which contains the archaic force powers that these words activate.

The lanvarok has 12 charges, and regains 1d6+4 expended charges after a long rest. Casting a power from it takes a number of charges equal to the power's level.

When a word is spoken aloud, it glows for the duration of the following powers:

Qo. This word (meaning 'path' in Sith) casts an archaic force power called force tunnel at 5th-level. See "Additional Force Powers" in appendix C for more information on this power.

Chwûq. This word (meaning 'ember' in Sith) casts the flame sweep tech power as a force power at 1st-level (force save DC 15), and can be cast at higher levels by using more charges as appropriate.

Krah. This word (meaning 'wind' in Sith) casts an archaic force power called force gale. See "Additional Force Powers" in appendix C for more information on this power.

Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the lanvarok, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the lanvarok is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the lanvarok. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Found In: Area 7

Mutagen of Invisibility

Consumable (substance), advanced

When you drink this liquid mutagen, you become invisible for 1 hour as your personal magnetic field begins to reflect light. Anything you wear or carry is invisible with you, covered by this field. The effect ends early if you attack or cast a power.

This liquid mutagen's container looks empty, but feels as though it holds liquid.

Found In: Area 7

Elixir of Health

Consumable (substance), prototype, 2 lb.

When you drink this elixir, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions.

The clear red liquid mutagen has tiny luminescent bubbles in it.

Found In: Area 7

Massassi Machete

Weapon (vibroblade), premium, 2.25 lb.

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon. Additionally, attacks with this weapon deal an additional 2d6 weapon damage to creatures of the plant type.

This blade was infused with sith alchemy to counter a carnivorous plant that was attacking massassi near Tamokhan, allowing them to capture and inter it beneath the temple. Dubbing the entity Siqsadzu or 'Demonleaf', its neutered form became an object of worship for the massassi of Tamokhan.

Found In: Area 9

Mutagen of Clairvoyance

Consumable (substance), prototype

When you drink this liquid mutagen, one of your senses is duplicated and displaced through the Force in the form of an invisible sensor. This sensor is generated in a location familiar to you (a place you have visited or seen before) or in an obvious location that is unfamiliar to you (such as behind a door, around a corner, or in a grove of trees) within 1 mile. The sensor remains in place for the duration, and it can't be attacked or otherwise interacted with.

When generating the sensor, you can choose seeing or hearing. You can use the chosen sense through the sensor as if you were in its space. As your action, you can switch between seeing and hearing.

A creature that can see the sensor (such as a creature benefiting from detect invisibility or truesight) sees a luminous, intangible orb about the size of your fist.

This sensor lasts for 10 minutes or until you lose concentration (as though you were casting a power).

A transluscent eyeball appears to bob in this mutagen's yellowish liquid, but vanishes when the container is opened.

Found In: Area 13

Gloves of Suspension

Adventuring Gear (hands), premium
Requires attunement

When a ranged weapon attack hits you while you're wearing these gloves, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can suspend the projectile used in the attack in midair using your free hand until you release it, causing it to drop into your free hand (if physical) or dissipate (if energy-based).

These gloves appear oversized, but adhere tightly to your hands when worn. Small objects that pass by or through these hands appear to move in slow motion.

Found In: Area 13

Bracelet of Carbon-Freezing

Adventuring Gear (wrist), advanced, 1 lb.
Requires attunement

While you wear this carbonite bracelet, it grants you immunity to being petrified, and it allows you to cast the carbonite tech power (save DC 15) as an action from the bracelet. Once the power has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast fabricate as an action, targeting only solid minerals such as stone or ore. After you have done this thirteen times, the bracelet loses its power and dissipates into carbon gas.

Curse. The bracelet's carbon-freezing capabilities manifests as an unusual curse. Creatures with a strong relation to stone or minerals have advantage on the saving throw against the carbonite tech power cast from the bracelet. If such a creature's save is successful, the bracelet breaks your attunement to it and casts the power on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.

Found In: Area 17

Amulet of Bravery

Adventuring Gear (neck), prototype, 1 lb.
Requires attunement

While you wear this amulet of silver and turquoise, you have advantage on saving throws against effects that would cause the frightened condition.

If you fail a saving throw against such an effect, you can choose to succeed instead. You can do so three times, and expended uses recharge after a long rest or 24 standard hours have passed. Each time an effect that causes the frightened condition is used against you, the amulet glows with silvery blue light for a few seconds.

Found In: Area 21

Kissai Dagger

Weapon (vibrodagger), premium, 1 lb.

You gain a +1 bonus to attack and damage rolls made with this enhanced weapon.

This kris-styled dagger is made from a metal found on Korriban, used in alchemical processes by kissai.

Found In: Area 25, Area 31

Variant: Worn

When you roll a natural 1 on an attack roll with a worn kissai dagger, the blade breaks and the weapon becomes unenhanced.

Whisper Whistle

Adventuring Gear, prototype, 1 lb.

While you blow a whisper whistle continuously, you can fly twice as fast as your walking speed. You can blow the whistle continuously for a number of rounds equal to 5 + five times your Constitution modifier (minimum of 1 round) or until you talk, hold your breath, or start suffocating. A use of the whistle also ends if you land. If you are aloft when you stop blowing the whistle, you fall. The whistle has three uses. It regains expended uses after a long rest or 24 standard hours have passed.

The noise produced by this whistle mimicks the call made by whisper birds. Strangely, whisper birds do not respond to the noise, suggesting a difference in tone outside of a non-avain hearing range.

Found In: Area 29, Area 29 (Alt)

Scroll of Feline Warding

Adventuring Gear, prototype

Using an action to read the scroll encloses you in an invisible force barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents feline beasts or humanoids (such as Jagurr Lu) from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a feline would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Found In: Area 31

Incognito Mask

Adventuring Gear (head), premium
Requires attunement

While wearing this mask, you can use an action to cast the force mask force power from it at will. The power ends if the mask is removed.

This mask interfaces with the user's brain signals to best emulate their intended expressions while disguised as another.

Found In: Area 33

Stone of Misfortune

Adventuring Gear, premium, 1 lb.
Requires attunement

When first identified, this item appears to be called a 'Stone of Fortune'. While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Curse. This item is cursed. While it is on your person, you take a -2 penalty to ability checks and saving throws. Until the curse is discovered, the GM secretly applies this penalty, assuming you are adding the item's primary bonus. You are unwilling to part with the stone until the curse is broken with remove curse or similar enhanced power.

Found In: Area 33

Concealing Dust

Adventuring Gear, premium

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its power takes effect. If a creature affected by the dust attacks or casts a power, the invisibility ends for that creature.

Found In: Area 35

Talisman of Force Lightning

Adventuring Gear, prototype
Requires attunement by a forcecaster

This talisman has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the force lightning force power (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the power. You can increase the power level by one for each additional charge you expend.

The talisman regains 1d6 + 1 expended charges after a long rest or 24 standard hours have passed. 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 37

Medpac (Fine)

Consumable (medpac), premium

A medpac is a quick-acting syringe filled with a concentrated dose of kolto. As an action, you can use this medpac to restore hit points to a beast or humanoid within 5 feet. The creature rolls two dice equal to the size of their Hit Die and regains hit points equal to the amount rolled + their Constitution modifier (minimum of one hit point). If the creature has Hit Dice of different sizes, use whichever Hit Die size they have the most of.

Found In: Area 42

Balance of Harmony

Adventuring Gear, premium, 1 lb.

This scale bears sleek, pale symbols on one pan and jagged, dark symbols on the other. You can use the scale to cast both sense force and force sight simultaneously, combining their effects (i.e. sense force now detects light and dark force within objects it senses). Doing so requires you to place the scale on a solid surface, then have a forcecaster touch and keep their hand against the scale's base or place a transparent gem worth at least 1,000 credits in each pan.

The scale remains motionless if it detects nothing, tips to one side or the other for light or dark, and fluctuates slightly if it detects a creature with forcecasting capabilities but is of neither light nor dark alignment. By picking up the scales after enabling its effects, you instantly learn any information either power can normally convey, and then the effect ends.

Found In: Area 42

Mirror of Psychometry

Adventuring Gear, prototype, 1 lb.

The holder of this platinum hand mirror can learn something about the history of a specific object or creature by taking an action to gaze into the mirror and think of the target. Instead of the holder's reflection, the mirror presents scenes from the target's past. Information conveyed is accurate, but it is random and cryptic, and presented in no particular order. Once it is activated, the mirror gives its information for 1 minute or less, then returns to normal. This effect cannot be used again until after a long rest or 24 standard hours have passed.

Found In: Area 42

Pendant of Recovery

Adventuring Gear, premium, 1 lb.

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

This pendant draws power from the Cosmic Force and converts it into Living Force, enhancing its wearer's natural healing processes.

Found In: Area 42

Mutagen of Mogu Strength

Consumable (substance), premium

When you drink this liquid mutagen, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This mutagen's transparent liquid was synthesized from the DNA of a mogu.

Found In: Area 46

Sith Sorcerer's Rod

Focus (force), prototype, 2 lb.
Requires attunement by a dark-aligned forcecaster

While holding this rod, you gain a +1 bonus to force attack rolls and to the saving throw DCs of your dark force powers.

In addition, you can regain force points equal to your Charisma modifier as an action while holding the rod. You can't use this property again until you finish a long rest.

This small, unremarkable stone rod is infused with raw dark-side essence. Its original wielder, a sadistic sith alchemist, was found half-eaten by its abhorrent creation - a mess of eyes and mouths formed from his many victims.

Found In: Area 46

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 or creature traits taken from other SW5e authors are credited at the end of this document.

Miscellaneous

Cuexakoutl

Kwehk-sah-coh-til

A force-wielding diathim or 'space angel' captured and imprisoned within Tamokhan by Sothil IX's agents. Before her imprisonment, Cuexakoutl came upon and fostered hidden knowledge that granted her a powerful connection to the Force, allowing her to become an invaluable sage and healer of Iego's moons. Desiring this power for his own ends, Sothil IX had his agents abduct her and take her to Tamokhan.

Unknown to Sothil, Cuexakoutl had developed a method of shielding the secret behind her connection to the Force; frustrated by his inability to break through her Shielded Mind, Sothil trapped her in an alchemically-reinforced cage of Force energy. Though further efforts were made by the alchemists to break her will, they were forced to leave her when Tamokhan fell, leaving only a loyal dashade guardian to ensure her continued imprisonment.

After many years, Cuexakoutl's physical form perished - yet even in death, her Living Force remains trapped within Sothil's cage, unable to pass into the Cosmic Force. Existing solely as a spirit, Cuexakoutl placed herself into a meditative state whilst awaiting potential rescuers, awakening only when someone makes their presence known.



Cuexakoutl

Medium force-entity, lawful light


  • Armor Class 19 (natural armor)
  • Hit Points 97 (13d8+39)
  • Speed 30 ft., fly 30 ft. (hover)

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

  • Saving Throws Con +5, Wis +7, Cha +6
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained
  • Damage Resistances acid, cold, fire, sonic, kinetic
  • Damage Immunities necrotic, poison
  • Senses truesight 120 ft., passive Perception 15
  • Languages Basic, telepathy 120 ft.
  • Challenge 4 (1,100 XP), PB +2

Force Resistance. Cuexakoutl has advantage on saving throws against force powers and similar effects.

Intangible Movement. Cuexakoutl can move through other creatures and objects as if they were difficult terrain. She takes 5 (1d10) force damage if she ends its turn inside an object.

Innate Forcecasting. Cuexakoutl's forcecasting ability is Wisdom (force save DC 15). She can innately cast the following force powers:
At will: force sight, probe mind, sense force
3/day each: breath control, force reflect, heal, restoration, sanctuary, share life, valor
1/day each: *dream-walking, improved restoration, force meld

Shielded Mind. Cuexakoutl is immune to any effect that would sense her emotions, read her thoughts, or detect her location.

Actions

One with the Force. As an action, Cuexakoutl can make herself fully intangible, melding into the Living Force. While intangible, Cuexakoutl can see and hear the physical world within 60 feet of her, but cannot interact with it or any creatures on it unless stated otherwise. However, powers and effects she has used before turning intangible still affect the physical world as normal until the end of their duration.
In turn, creatures, objects and effects in the physical world cannot perceive or affect Cuexakoutl, unless a special ability or power has given them the ability to do so. Lasting effects of a mental nature (such as mind trick) still affect her, but cannot be applied again under she returns to tangibility.
Cuexakoutl can use this action again to return to tangibility.

The Force Is With You. Cuexakoutl marks one creature she can see or hear within 60 feet. Until that creatures dies or Cuexakoutl uses this ability on a different creature, Cuexakoutl can use her bonus action to teleport to a space within 30 feet of the creature.
While within 30 feet, Cuexakoutl can target the chosen creature with the Help action whether she is tangible or intangible. A creature can only benefit from the Help action by Cuexakoutl in this way once per short rest.

Appears in: Area 42

See "Expanded Force Powers" in appendix C for details on the dream-walking force power.

Beasts

The beasts found in Tamokhan are mostly typical wildlife found across Yavin 4, but have been influenced by the dark force essence permeating its ground. This caused many animals surrounding the ruins to become more aggressive than normal, contributing to the dangers found within the catacombs itself.

Swarm of Diseased Stintaril

Nomadic, tree-dwelling rodents with an exceptional metabolism that forces them to feed every few hours, often hunting in swarms to overwhelm targets. A terrible disease has recently spread amongst the stintaril surrounding Tamokhan, overworking their immune systems and forcing them to hunt larger prey just to survive.


Swarm of Diseased Stintaril

Medium swarm of small 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 and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses darkvision 60 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 Small stintaril. 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) kinetic damage if the swarm has half of its hit points or fewer. 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: Random Encounters, Area 11

Swarm of Stonebats

As is common for bats across the galaxy, stonebats congregate and nest in dark caves. They can commonly be found in old massassi temples due to their relative security from the wilds.


Swarm of Stonebats

Medium swarm of tiny beasts, unaligned


  • Armor Class 12
  • Hit Points 22 (5d8)
  • Speed 0 ft., fly 30 ft.

STR DEX CON INT WIS CHA
5 (-3) 15 (+2) 10 (+0) 2 (-4) 12 (+1) 4 (-3)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/4 (50 XP), PB +2

Echolocation. The swarm can't use its blindsight while deafened.

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

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 bat. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +4 to hit, reach 0 ft., one target in the swarm's space. Hit: 5 (2d4) kinetic damage, or 2 (1d4) damage if the swarm has half of its hit points or fewer.

Appears in: Random Encounters

Ember Beetle

Similar to their more aggressive cousins from Kashyyyk, the ember beetle emits light from glands within its body. The massassi kept and bred these beetles for use as a light source in places where flame or electronic light was untenable.


Ember Beetle

Small beast, unaligned


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

STR DEX CON INT WIS CHA
8 (-1) 10 (+0) 12 (+1) 1 (-5) 7 (-2) 3 (-4)

  • Senses blindsight 30 ft., passive Perception 8
  • Languages -
  • Challenge 0 (0 or 10 XP), PB +2

Illumination. The beetle sheds bright light in a 10-foot radius and dim light for an additional 10 ft. If the beetle dies, its corpse continues to emit this light for 1d6 days before fading.

Actions

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

Appears in: Random Encounters, Area 25

Woolamander

Simian tree-dwellers that commonly live high in Yavin's canopies. Though they are mostly fruit-eaters, the power of the dark force essence permeating Tamaochan's ruins have instigated aggressive tendencies amongst the beasts.


Woolamander

Small beast, unaligned


  • Armor Class 12
  • Hit Points 3 (1d6)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 14 (+2) 11 (+0) 4 (-3) 12 (+1) 6 (-2)

  • Senses passive Perception 11
  • Languages -
  • Challenge 0 (0 or 10 XP), PB +2

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

Actions

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

Appears in: Random Encounters, Area 39

Swarm of Crystal Snakes

Crystal snakes are near-invisible under normal lightning conditions due to their translucent skin, making them a significant threat when traveling through Yavin 4's rainforest. Though their venom is non-lethal, it can send a full-grown humanoid into a deep sleep with a single bite.


Swarm of Crystal Snakes

Medium swarm of Tiny beasts, unaligned


  • Armor Class 14
  • Hit Points 36 (8d8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
8 (-1) 18 (+4) 11 (+0) 1 (-5) 10 (+0) 3 (-4)

  • Damage Resistances kinetic and energy
  • Condition Immunities charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned
  • Senses blindsight 10 ft., passive Perception 10
  • Languages -
  • Challenge 2 (450 XP), PB +2

Translucent. While under bright light, the swarm has advantage on Dexterity (Stealth) checks made to Hide.

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 snake. The swarm can't regain hit points or gain temporary hit points.

Actions

Bites. Melee Weapon Attack: +6 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. The target must make a DC 10 Constitution saving throw or be poisoned for 1 hour. Until this poison ends, the target is unconscious. Another creature can use an action to shake the target awake.

Appears in: Random Encounters

Giant Puc

An amphibian creature resembling a giant frog, the giant puc lacks the venomous spines of its miniature contemporary in exchange for greater physical power.


Giant Puc

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 puc can breathe air and water.

Standing Leap. The puc'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 puc can't bite another target.

Swallow. The puc 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 puc, and it takes 5 (2d4) acid damage at the start of each of the puc's turns. The puc can have only one target swallowed at a time. If the puc 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: Random Encounters

Howler

An reptilian carnivore that stalks the rainforest for its prey, before stunning them with an ear-splitting scream and moving in for the kill.


Howler

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 13 (3d8)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
14 (+2) 15 (+2) 10 (+0) 3 (-4) 14 (+2) 7 (-2)

  • Skills Perception +4
  • Damage Immunities sonic
  • Condition Immunities deafened
  • Senses passive Perception 14
  • Languages -
  • Challenge 1/4 (50 XP), PB +2

Aggressive. As a bonus action, the howler can move up to its speed toward a hostile creature it can see.

Actions

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

Howl (Recharge 6). The howler lets out a piercing screech in a 60 foot radius. All creatures in the area must make a DC 12 Constitution saving throw or be stunned until the end of their next turn.

Appears in: Random Encounters, Area 1, Area 34

Juvenile Chitterweb

The juvenile form of a chitterweb commonly collaborates with its siblings to hunt prey before it reaches adulthood, when it can begin hunting independently.


Chitterweb, Juvenile

Medium beast, unaligned


  • Armor Class 13
  • Hit Points 11 (2d8+2)
  • Speed 40 ft., climb 40 ft.

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

  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP), PB +2

Spider Climb. The chitterweb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Web Walker. The chitterweb ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6 + 1) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 7 (2d6) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Appears in: Random Encounters

Tamed Choku

The domesticated form of a reptavian carnivore that often hunted in packs. When the massassi domesticated them, they made use of the choku's muscled frame to drag down fleeing prey.


Tamed Choku

Medium beast, unaligned


  • Armor Class 12
  • Hit Points 5 (1d8+1)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
13 (+1) 14 (+2) 12 (+1) 3 (-4) 12 (+1) 7 (-2)

  • Skills Perception +3
  • Senses passive Perception 13
  • Languages -
  • Challenge 1/8 (25 XP), PB +2

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

Actions

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) kinetic damage. If the target is a creature, it must succeed on a DC 11 Strength saving throw or be knocked prone.

Appears in: Area 1

Reel

The serpentine reel of Yavin 8 constrict their prey by wrapping around them using the length of their bodies. Though they are not native to Yavin 4, they managed to breed after being released into the wilderness by the kissai as a test of their adaptative capability.


Reel

Large beast, unaligned


  • Armor Class 12
  • Hit Points 13 (2d10+2)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

  • Senses blindsight 10 ft., passive Perception 13
  • Languages -
  • Challenge 1/4 (50 XP), PB +2

Actions

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

Constrict. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d8+2) kinetic damage, and the target is grappled (escape DC 14). Until this grapple ends, the creature is restrained, and the reel can't constrict another target.

Appears in: Area 1

Chitterweb

A large web-spinning arachnid that often makes its home in dark places, such as the deep forests and abandoned temples of Yavin 4.


Chitterweb

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 26 (4d10+4)
  • Speed 30 ft., climb 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 16 (+3) 13 (+1) 3 (-4) 12 (+1) 4 (-3)

  • Skills Perception +3, Stealth +7
  • Senses blindsight 10 ft., darkvision 60 ft., passive Perception 13
  • Languages -
  • Challenge 1 (200 XP), PB +2

Spider Climb. The chitterweb can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

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

Web Walker. The chitterweb ignores movement restrictions caused by webbing.

Actions

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage, and the target must make a DC 11 Constitution saving throw, taking 9 (2d8) poison damage on a failed save, or half as much damage on a successful one. If the poison damage reduces the target to 0 hit points, the target is stable but poisoned for 1 hour, even after regaining hit points, and is paralyzed while poisoned in this way.

Web (Recharge 5–6). Ranged Weapon Attack: +5 to hit, range 30/60 ft., one creature. Hit: The target is restrained by webbing. As an action, the restrained target can make a DC 12 Strength check, bursting the webbing on a success. The webbing can also be attacked and destroyed (AC 10; hp 5; vulnerability to fire damage; immunity to ion, poison, and psychic damage).

Appears in: Area 47

Massassi of Tamokhan

The sith who resided in Tamokhan were almost all members of the massassi native to Yavin 4. Though the massassi were exclusively a warrior caste on Korriban, these massassi adopted the caste system of their predecessors as part of their governing system for Tamokhan.

Massassi Warrior

The massassi served as the warrior caste of Sith society, below the engineers while above the slaves. While different roles existed among this caste, the majority of massassi trained in warfare and hunting using their disk-slinging lanvaroks.

The massassi found on Yavin 4 were mutated by Naga Sadow to become physically stronger than their fellows on Korriban, but had their sapience taken away to ensure compliance with the Sith Lords' orders. In the castes of Tamokhan, the warrior caste was occupied primarily by these 'low' massassi whose mutations were maintained as a tool of war.


Massassi Warrior

Medium aberration (massassi), neutral dark


  • Armor Class 13 (thick hide)
  • Hit Points 15 (2d8+5)
  • Speed 30 ft.

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

  • Skills Intimidation +2
  • Senses passive Perception 10
  • Languages Sith
  • Challenge 1/2 (100 XP), PB +2

Aggressive. As a bonus action, the warrior can move up to its speed toward a hostile creature that it can see.

Actions

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

Disk. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 6 (1d6+3) kinetic damage.

Appears in: Area 1

Massassi Scout

Members of Tamokhan's warrior caste who were born unmutated often took on roles requiring tactical nuance. Of note, these massassi made use of the wrist-mounted lanvarok variant, allowing them to keep another hand free for a separate blade. On hunts and raids, these massassi acted as scouts to direct their stronger cousins toward their targets.


Massassi Scout

Medium humanoid (massassi), neutral dark


  • Armor Class 13 (combat armor)
  • Hit Points 16 (3d8+3)
  • Speed 30 ft.

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

  • Skills Nature +4, Perception +5, Stealth +6, Survival +5
  • Senses passive Perception 15
  • Languages Sith
  • Challenge 1/2 (100 XP), PB +2

Keen Hearing and Sight. The scout has advantage on Wisdom (Perception) checks that rely on hearing or sight.

Actions

Multiattack. The scout makes two melee attacks or two ranged attacks.

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

Sith Lanvarok. Ranged Weapon Attack: +4 to hit, range 100/400 ft., one target. Hit: 5 (1d6 + 2) kinetic damage.

Appears in: Area 1

Grotthu Laborer

The species that made up the slave caste of the Sith varied over the millenia, but those found on Yavin 4 were known to be mostly of the Sith species. These massassi were those whose ancestors were subjugated by more powerful tribes in millenia past, or members of other castes whose failure to live up to expectation imposed on them a fate worse then death.


Grotthu Laborer

Medium humanoid (sith), 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 Sith
  • 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.

Appears in: Area 1

Kissai Priest

The kissai served as the second-highest caste of Sith society, only beneath the Dark Jedi and Sith Lords who subjugated them - in turn, Tamokhan's kissai were second only to Sothil themselves. These massassi act as priests and alchemists, being the source of many sithspawn creations within Tamokhan's catacombs.


Kissai Priest

Medium humanoid (sith), neutral dark


  • Armor Class 13 (combat armor)
  • Hit Points 33 (6d8+6)
  • Speed 30 ft.

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

  • Skills Deception +4, Persuasion +4, Religion +2
  • Senses passive Perception 11
  • Languages Sith
  • Challenge 2 (450 XP), PB +2

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

Forcecasting. The priest is a 4th-level forcecaster. Its forcecasting ability is Charisma (force save DC 12, +4 to hit with force attacks). The priest has the following force powers:
At-will: enfeeble, pyrokinesis, sound trick
1st level: malacia, sanctuary (DC 11), wound
2nd level: animate weapon, stun (DC 11)

Actions

Multiattack. The priest makes two melee attacks.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5 ft. or range 20/60 ft., one target. Hit: 4 (1d4+2) kinetic damage.

Appears in: Area 1

Massassi Monk

A massassi who chooses to forego training with weaponry to train their body and mind. These monks often have an innate connection to the Force, yet choose to channel it into their strikes rather than using it to manipulate others from a distance. The massassi monks in Tamokhan originated from Korriban, having honed their bodies to a superior physical state than even their mutated brethren, seeking to emulate the teachings of the Left-Handed God Typhojem.


Massassi Monk

Medium humanoid (massassi), lawful dark


  • Armor Class 16 (unarmored defense)
  • Hit Points 60 (11d8+11)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 13 (+1) 11 (+0) 10 (+0) 16 (+3)

  • Skills Acrobatics +5, Deception +5, Stealth +5
  • Senses passive Perception 13
  • Languages Sith
  • Challenge 3 (700 XP), PB +2

Unarmored Defense. While the monk is wearing no armor and wielding no shield, its AC includes its Charisma modifier.

Actions

Multiattack. The monk makes three unarmed strikes or three dart attacks.

Unarmed Strike. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage. If the target is a creature, the monk can choose one of the following additional effects:
- The target must succeed on a DC 13 Strength saving throw or drop one item it is holding (monk's choice).
- The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the monk's next turn.

Dart. Ranged Weapon Attack: +5 to hit, range 20/60 ft., one target. Hit: 5 (1d4+3) kinetic damage.

Reactions

Deflect Missile. In response to being hit by a ranged weapon attack, the monk deflects the missile. The damage it takes from the attack is reduced by 1d10+3. If the damage is reduced to 0, the monk catches the missile if it's small enough to hold in one hand and the monk has a hand free.

Appears in: Area 22

Sithspawn

Aberrations created by Sith alchemy - an ancient practice conducted by the Kissai caste of Sith society that imbues beings and objects with the dark side to warp their properties. 'Sithspawn' refers to living mutants that have often been repurposed into tools of war and destruction.

Lesser Derriphan

A ball of energy created from the dark side of the Force, resembling a floating black star swirling with energy. These beings enter into the bodies of sentients in order to leech their life essence; stronger ones can even possess their host. This trait is what earned them the name 'derriphan' - the Sith word for 'devourer'.



Lesser Derriphan

Tiny aberration (sithspawn), chaotic dark


  • Armor Class 19
  • Hit Points 22 (9d4)
  • Speed 0 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
1 (-5) 28 (+9) 10 (+0) 13 (+1) 11 (+0) 14 (+2)

  • Damage Vulnerabilities acid, cold, fire, necrotic, sonic; kinetic and energy from unenhanced attacks
  • Damage Immunities lightning, poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses darkvision 120 ft., passive Perception 10
  • Languages Sith
  • Challenge 2 (450 XP), PB +2

Enter Host. As a bonus action, the derriphan attempts to enter the body of a living creature within 5 feet. The creature must succeed on a DC 10 Constitution saving throw or become a host of the derriphan, which enters their body and is granted total cover and immunities to any effects outside of the host.

The first time they enter a host and every hour afterward, the derriphan deals 10 (3d6) necrotic damage to the host, regaining hit points and reducing the target's maximum hit points by an amount equal to the damage dealt. The derriphan cannot take any action while inside a host except for leaving. The host's hit point maximum can only be restored by taking a long rest after the derriphan is expelled.

When the derriphan deals damage in this way, the host can attempt another DC 10 Constitution saving throw. On a successful save, the derriphan is expelled to an unoccupied space within 5 feet and the former host is immune to this trait for 24 hours. The derriphan is also expelled if the host dies.

Ephemeral. The derriphan can't wear or carry anything.

Incorporeal Movement. The derriphan can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) force damage if it ends its turn inside an object.

Variable Illumination. The derriphan sheds bright light in a 5 to 20-foot radius and dim light for an additional number of ft. equal to the chosen radius. The derriphan can alter the radius as a bonus action.

Actions

Shock. Melee Power Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d8) lightning damage.

Invisibility. The derriphan and its light become invisible through the Force until it attacks or uses its Enter Host trait, or until its concentration ends (as if concentrating on a power).

Appears in: Random Encounters, Area 23, Area 24

Enlarged Crustaceans

A pair of mutated crustaceans (a crawlfish and a stonecrab) who have been enlarged and granted sapience by Sith alchemy. Left to fend for themselves after the fall of Tamokhan, the crawlfish protects the shellcrab, which it has named Kailla, as its charge.


Giant Crawlfish

Large aberration (sithspawn), lawful balanced


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d10+7)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 8 (-1) 9 (-1) 3 (-4)

  • Skills Stealth +3
  • Senses blindsight 30 ft., passive Perception 9
  • Languages Sith
  • Challenge 2 (450 XP), PB +2

Amphibious. The giant crawlfish can breathe air and water.

Actions

Multiattack. The giant crawlfish makes two claw attacks.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10 + 2) kinetic damage, and the target is grappled (escape DC 12). The crawlfish has two claws, each of which can grapple only one target.

Appears in: Area 3


Giant Stonecrab

Large aberration (sithspawn), neutral balanced


  • Armor Class 15 (natural armor)
  • Hit Points 85 (10d10+30)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 12 (+1) 16 (+3) 15 (+2) 16 (+3) 12 (+1)

  • Skills Deception +3, Insight +5, Stealth +3
  • Senses blindsight 30 ft., passive Perception 9
  • Languages Sith
  • Challenge 3 (700 XP), PB +2

Amphibious. The stonecrab can breathe air and water.

False Appearance. While the stonecrab remains motionless and hidden in its shell, it is indistinguishable from a polished boulder.

Shell. The giant stonecrab can use a bonus action to retract into or emerge from its shell. While retracted, the giant stonecrab gains a +4 bonus to AC, and it has a speed of 0 and can't benefit from bonuses to speed.

Actions

Multiattack. The stonecrab makes two claw attacks.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage, and the target is grappled (escape DC 13). Until this grapple ends, the target is restrained. The stonecrab has two claws, each of which can grapple only one target.

Appears in: Area 3

Tecu'ari

A large swamp slug brought from the swamps of Dagobah, given sapience by Sith alchemy. The creature was originally intended for further physical experimentation, but demonstrated surprising mental acuity as a result of the alchemical tests. As such, the slug was repurposed as a spiritual leader for the massassi, who soon came to worship it as a messenger of Yavin and granted it the epithet Tecu'ari or 'Supreme Slug'.


Tecu'ari

Large aberration (sithspawn), neutral balanced


  • Armor Class 13 (natural armor)
  • Hit Points 102 (12d10+36)
  • Speed 30 ft., climb 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 16 (+3) 15 (+2) 16 (+3) 13 (+1)

  • Skills Deception +3, Stealth +2
  • Damage Resistances kinetic from unenhanced sources
  • Damage Immunities acid
  • Senses blindsight 30 ft., passive Perception 13
  • Languages Sith
  • Challenge 4 (1,100 XP), PB +2

Amphibious. Tecu'ari can breathe air and water.

Flexible. Tecu'ari can enter a space large enough for a Medium creature without squeezing.

Glowing. Tecu'ari sheds dim light within 20 feet of itself.

Spider Climb. Tecu'ari can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. Tecu'ari makes two pseudopod attacks.

Pseudopod. Melee Weapon Attack: +5 to hit, reach 10 ft., one target. Hit: 12 (2d8 + 3) kinetic damage.

Spit Acid (Recharge 4–6). Tecu'ari exhales acid in a 30-foot line that is 5 feet wide. Each creature in that line must make a DC 13 Dexterity saving throw, taking 18 (4d8) acid damage on a failed save, or half as much damage on a successful one.

Appears in: Area 11

Giant Armored Electroeel

An enlarged armored eel granted electro-conductive traits by Sith alchemy. This beast has been tamed and used as a pet by the mutated melodie Crescendo, who dubbed the creature Cento.


Giant Armored Electroeel

Large aberration (sithspawn), neutral balanced


  • Armor Class 13
  • Hit Points 42 (5d10+15)
  • Speed 5 ft., climb 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 17 (+3) 16 (+3) 2 (-4) 12 (+1) 3 (-4)

  • Damage Resistances lightning
  • Senses blindsight 60 ft., passive Perception 11
  • Languages -
  • Challenge 3 (700 XP), PB +2

Sith-born Beast. Dark forcecasters and members of the Sith Pureblood or Massassi species have advantage on Animal Handling checks against the electroeel.

Water Breathing. The electroeel can breathe only underwater.

Actions

Multiattack. The electroeel makes two bite attacks.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage plus 4 (1d8) lightning damage.

Lightning Jolt (Recharge 5–6). One creature the electroeel touches within 5 feet of it outside water, or each creature within 15 feet of it in a body of water, must make a DC 12 Constitution saving throw. On a failed save, a target takes 13 (3d8) lightning damage. If the target takes any of this damage, the target is stunned until the end of the electroeel's next turn. On a successful save, a target takes half as much damage and isn't stunned.

Appears in: Area 13

Sith Zombie

A Sith zombie is a corpse infused with the dark side of the Force to carry out the infuser's orders. The Sith zombies in Tamaochan are almost all massassi warriors, having been reanimated from corpses left over from tribal warfare. They carry a strain of infectious bacteria native to Korriban, causing those they attack to contract sithspit plague.


Sith Zombie

Medium aberration (sithspawn), 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 Sith 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 radiant or from 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.

Sithspit Plague

When a humanoid creature is bitten by a creature that carries the disease, or when it comes into contact with filth or offal contaminated by the disease, the creature must succeed on a DC 11 Constitution saving throw or become infected.

It takes 1d4 days for sithspit plague's symptoms to manifest in an infected creature. Symptoms include fatigue and cramps. The infected creature suffers one level of exhaustion, and it regains only half the normal number of hit points from spending Hit Dice and no hit points from finishing a long rest.

At the end of each long rest, an infected creature must make a DC 11 Constitution saving throw. On a failed save, the character gains one level of exhaustion.

On a successful save, the character's exhaustion level decreases by one level. If a successful saving throw reduces the infected creature's level of exhaustion below 1, the creature recovers from the disease.

Appears in: Random Encounters, Area 18

Sith Wight

Sith wights are a more powerful variant of Sith zombie with semi-sentience and the ability to resurrect those it kills as the lesser Sith zombies. Unlike zombies, these undead are created from those who still possessed life, giving them a second chance in exchange for undying service and a chronic fear of the sunlight that would decay their bodies. These undead are created from the bodies of revered massassi warriors who wish to serve even in death, laid to rest with a traditional sith blade and rifle.


Sith Wight

Medium aberration (sithspawn), neutral dark


  • Armor Class 14 (fiber armor)
  • Hit Points 45 (6d8+18)
  • Speed 30 ft.

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

  • Skills Perception +3, Stealth +4
  • Damage Resistances necrotic; kinetic and energy from unenhanced attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, poisoned
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sith
  • Challenge 3 (700 XP), PB +2

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

Actions

Multiattack. The wight makes two sith sword attacks or two sith rifle attacks. It can use its Life Drain in place of one sith sword attack.

Life Drain. Melee Weapon Attack: +4 to hit, reach 5 ft., one creature. Hit: 5 (1d6+2) necrotic damage. The target must succeed on a DC 13 Constitution saving throw or its hit point maximum is reduced by an amount equal to the damage taken. This reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.

A humanoid slain by this attack rises 24 hours later as a Sith zombie under the wight's control, unless the humanoid is restored to life or its body is destroyed. The wight can have no more than twelve zombies under its control at one time.

Sith 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.

Sith Rifle. Ranged Weapon Attack: +4 to hit, range 105/420 ft., one target. Hit: 6 (1d8+2) energy damage.

Appears in: Area 20

Sithspawn Spore

A fungal spore created by Sith alchemy. The plant visually mimics an oversized fruit, enticing unwary creatures or adventurers to try tasting it before it infects them with a Sith plague that incubates yet more spores within a host. Even those who attempt to destroy the spore subject themselves to even greater risk as numerous spores are released and assail their aggressor in hopes of infecting them.


Sithspawn Spore

Large plant, unaligned


  • Armor Class 5
  • Hit Points 1 (1d10-4)
  • Speed 0 ft., fly 10 ft. (hover)

STR DEX CON INT WIS CHA
5 (-3) 1 (-5) 3 (-4) 1 (-5) 1 (-5) 1 (-5)

  • Damage Immunities poison
  • Condition Immunities blinded, deafened, frightened, paralyzed, poisoned, prone
  • Senses blindsight 30 ft. (blind beyond this radius), passive Perception 5
  • Languages -
  • Challenge 1/2 (100 XP), PB +2

Death Burst. The spore explodes when it drops to 0 hit points. Each creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or take 10 (3d6) poison damage and become infected with a disease on a failed save. Creatures immune to the poisoned condition are immune to this disease.

Spores invade an infected creature's system, killing the creature in a number of hours equal to 1d12 + the creature's Constitution score, unless the disease is removed. In half that time, the creature becomes poisoned for the rest of the duration. After the creature dies, it sprouts 2d4 Tiny sithspawn spores that grow to full size in 7 days.

Eerie Resemblance. The spore resembles an oversized orange fruit. A creature that can see the spore can discern its true nature with a successful DC 15 Intelligence (Nature) check.

Actions

Touch. Melee Weapon Attack: +0 to hit, reach 5 ft., one creature. Hit: 1 poison damage, and the creature must succeed on a DC 10 Constitution saving throw or become infected with the disease described in the Death Burst trait.

Appears in: Area 28

Sithspawn Double

A shapeshifting humanoid abomination created from Sith alchemy. Made up of a molten metal found throughout its chamber and empowered by an artificial Force consciousness, the double can read minds and take on the form of any humanoid creature it sees to replace its enemies and infiltrate their ranks.


Sithspawn Double

Medium aberration (sithspawn), neutral dark


  • Armor Class 14
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 14 (+2)

  • Skills Deception +6, Insight +3
  • Condition Immunities charmed
  • Senses darkvision 60 ft., passive Perception 11
  • Languages Sith, Basic
  • Challenge 3 (700 XP), PB +2

Shapechanger. The double can use its action to transform into a Small or Medium humanoid it has seen, or back into its true form. Its statistics, other than its size, are the same in each form. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies.

Ambusher. In the first round of a combat, the double has advantage on attack rolls against any creature it surprised.

Surprise Attack. If the double surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Actions

Multiattack. The double makes two melee attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d6 + 4) kinetic damage.

Read Thoughts. Using the Force, the double reads the surface thoughts of one creature within 60 feet of it. The effect can penetrate barriers, but 3 feet of wood or dirt, 2 feet of stone, 2 inches of metal, or a thin sheet of lead blocks it. While the target is in range, the double can continue reading its thoughts, as long as the double's concentration isn't broken (as if concentrating on a power). While reading the target's mind, the double has advantage on Wisdom (Insight) and Charisma (Deception, Intimidation, and Persuasion) checks against the target.

Appears in: Area 33

Siqsadzu

A gigantic polyp (coral-type plant) mutated to an enlarged size by Sith alchemy. With a name meaning 'Demonleaf', the plant was once revered as a goddess of the harvest by the massassi of Tamaochan, and was fed unruly or weak slaves as tribute. Though it has sustained itself on water alone thus far, it is eager to feed on the larger prey it once enjoyed.


Siqsadzu

Large plant, unaligned


  • Armor Class 20 (natural armor)
  • Hit Points 93 (11d10+33)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
18 (+4) 8 (-1) 17 (+3) 2 (-4) 16 (+3) 6 (-2)

  • Skills Perception +6, Stealth +5
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 16
  • Languages -
  • Challenge 5 (1,800 XP), PB +2

False Appearance. While Siqsadzu remains motionless, it is indistinguishable from a withered tree.

Grasping Tendrils. Siqsadzu can have up to six tendrils at a time. Each tendril can be attacked (AC 20; 10 hit points; immunity to poison and psychic damage). Destroying a tendril deals no damage to Siqsadzu, which can extrude a replacement tendril on its next turn. A tendril can also be broken if a creature takes an action and succeeds on a DC 15 Strength check against it.

Spider Climb. Siqsadzu can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Multiattack. Siqsadzu makes four attacks with its tendrils, uses Reel, and makes one attack with its bite.

Bite. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 22 (4d8 + 4) kinetic damage.

Tendril. Melee Weapon Attack: +7 to hit, reach 50 ft., one target. Hit: The target is grappled (escape DC 15). Until the grapple ends, the target is restrained and has disadvantage on Strength checks and Strength saving throws, and Siqsadzu can't use the same tendril on another target.

Appears in: Area 37

Thorn Slinger

A thorn-filled bush mutated by Sith alchemy to become an organic sentry. The plants shoot their thorns at any targets that pass by, gaining sustenance from the corpses of beasts that wander in and fall into their adhesive blossoms.


Thorn Slinger

Large plant, unaligned


  • Armor Class 11
  • Hit Points 32 (5d10+5)
  • Speed 10 ft.

STR DEX CON INT WIS CHA
13 (+1) 12 (+1) 12 (+1) 1 (-5) 10 (+0) 1 (-5)

  • Condition Immunities blinded, deafened, frightened
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 5
  • Languages -
  • Challenge 1/2 (100 XP), PB +2

Adhesive Blossoms. The thorn slinger adheres to anything that touches it. A Medium or smaller creature adhered to the thorn slinger is also grappled by it (escape DC 11). Ability checks made to escape this grapple have disadvantage.
At the end of each of the thorn slinger's turns, anything grappled by it takes 3 (1d6) acid damage.

False Appearance. While the thorn slinger remains motionless, it is indistinguishable from an inanimate bush.

Actions

Thorns. Melee or Ranged Weapon Attack: +3 to hit, reach 5 ft. or range 30 ft., one target. Hit: 8 (2d6 + 1) kinetic damage.

Appears in: Area 38

Battle Reel

A two-headed reel mutated by Sith alchemy. This creature served as an early draft of the battle hydra later created by Exar Kun, with both creatures sharing their reptilian roots and multiple heads, which fork off from the main body to sit alongside each other.


Battle Reel

Huge aberration (sithspawn), unaligned


  • Armor Class 12
  • Hit Points 60 (8d12+8)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 14 (+2) 12 (+1) 1 (-5) 10 (+0) 3 (-4)

  • Skills Perception +2
  • Senses blindsight 10 ft., passive Perception 13
  • Languages -
  • Challenge 3 (700 XP), PB +2

Two Heads. The reel has advantage on Wisdom (Perception) checks and on saving throws against being blinded, charmed, deafened, frightened, stunned, and knocked unconscious.

Sith-born Beast. Dark forcecasters and members of the Sith Pureblood or Massassi species have advantage on Animal Handling checks against the reel.

Actions

Multiattack. The reel makes two Bite attacks. The reel can replace one Bite attack with a Constrict attack.

Bite. Melee Weapon Attack: +6 to hit, reach 10 ft., one target. Hit: 11 (2d6+4) kinetic damage.

Constrict. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage, and the target is grappled (escape DC 16). Until this grapple ends, the creature is restrained, and the reel can't constrict another target.

Appears in: Area 39

Dashade Guardian

The dashade are a rare species of Force-resistant reptilian humanoids often used by the old Sith Empire as warriors. Many dashade serve a single dedicated master, chosen through victory in a trial of combat with the dashade itself.

Those chosen to become guardians have effective combat ability and tactical skill, but do not bother with preparing a home advantage, preferring to relish in personal combat. Their natural Force resistance is heightened even further through Sith alchemy, becoming outright immune to certain powers commonly used by Force wielders.


Dashade Guardian

Medium humanoid, lawful evil


  • Armor Class 14 (natural armor)
  • Hit Points 60 (8d8+24)
  • Speed 30 ft.

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

  • Skills Perception +4, Intimidation +2
  • Damage Resistances kinetic and energy from unenhanced attacks
  • Damage Immunities force, necrotic
  • Senses passive Perception 14
  • Languages Sith, Dashadi
  • Challenge 4 (1,100 XP), PB +2

Force Resistance. The dashade has advantage on saving throws against force powers and force-based enhanced effects.

Force Immunity. The dashade is immune to the following force powers chosen by its master:
- force throw (2nd-level universal force power)
- stun (2nd-level light force power)
- force lightning (3rd-level dark force power)

Actions

Multiattack. The dashade makes two war sword attacks.

War Sword. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage, or 9 (1d10+4) kinetic damage if used with two hands.

Appears in: Area 42

Sithspawn Gel

An amorphous being of dubious purpose, capable of splitting itself upon being struck with energy. While it is possibly meant as an anti-Jedi tool, it is just as likely to have been a failed Sith experiment, resulting in the intended creation breaking down into its current form.


Sithspawn Gel

Medium aberration (sithspawn), unaligned


  • Armor Class 8
  • Hit Points 45 (6d10+12)
  • Speed 10 ft., climb 10 ft.

STR DEX CON INT WIS CHA
15 (+2) 6 (-2) 14 (+2) 2 (-4) 6 (-2) 1 (-5)

  • Damage Resistances acid
  • Damage Immunities lightning, energy
  • Condition Immunities blinded, charmed, deafened, exhaustion, frightened, prone
  • Senses blindsight 60 ft. (blind beyond this radius), passive Perception 14
  • Languages -
  • Challenge 2 (450 XP), PB +2

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

Spider Climb. The gel can climb difficult surfaces, including upside down on ceilings, without needing to make an ability check.

Actions

Psuedopod. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 9 (2d6 + 2) kinetic damage plus 3 (1d6) acid damage.

Reactions

Split. When a gel that is Medium or larger is subjected to lightning or energy damage, it splits into two new gels if it has at least 10 hit points. Each new gel has hit points equal to half the original gel's, rounded down. New gels are one size smaller than the original gel.

Appears in: Area 43

Sithspawn Anomaly

A heinous crime against life itself, the anomaly was created not for study or experimentation, but sheer sadistic pleasure. The anomaly melds the bodies and consciousnesses of all the beings used to create it, forced to express their suffering and compelled to draw others into its mass if only to reduce their own suffering by a fraction.


Sithspawn Anomaly

Medium aberration (sithspawn), unaligned


  • Armor Class 9
  • Hit Points 67 (9d8+27)
  • Speed 10 ft., swim 10 ft.

STR DEX CON INT WIS CHA
10 (+0) 8 (-1) 16 (+3) 3 (-4) 10 (+0) 6 (-2)

  • Condition Immunities prone
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 2 (450 XP), PB +2

Aberrant Ground. The ground in a 10-foot radius around the anomaly is doughlike difficult terrain. Each creature that starts its turn in that area must succeed on a DC 10 Strength saving throw or have its speed reduced to 0 until the start of its next turn.

Gibbering. The anomaly babbles incoherently while it can see any creature and isn't incapacitated. Each creature that starts its turn within 20 feet of the anomaly and can hear the gibbering must succeed on a DC 10 Wisdom saving throw. On a failure, the creature can't take reactions until the start of its next turn and rolls a d8 to determine what it does during its turn. On a 1 to 4, the creature does nothing. On a 5 or 6, the creature takes no action or bonus action and uses all its movement to move in a randomly determined direction. On a 7 or 8, the creature makes a melee attack against a randomly determined creature within its reach or does nothing if it can't make such an attack.

Actions

Multiattack. The anomaly makes one Bite attack and, if it can, uses its Blinding Spittle.

Bites. Melee Weapon Attack: +2 to hit, reach 5 ft., one target. Hit: 17 (5d6) kinetic damage. If the target is Medium or smaller, it must succeed on a DC 10 Strength saving throw or be knocked prone. If the target is killed by this damage, it is absorbed into the anomaly.

Blinding Spittle (Recharge 5–6). The anomaly spits a chemical glob at a point it can see within 15 feet of it. The glob explodes in a blinding flash of light on impact. Each creature within 5 feet of the flash must succeed on a DC 13 Dexterity saving throw or be blinded until the end of the anomaly's next turn.

Appears in: Area 46

Muscous Mutant

A muscous salamander mutated by Sith alchemy, which has forced it to remain in its water-based amorphous form even when above water. As a result, the beast is effectively bound to the water source in which it has been interred, as its body will dissipate if it leaves, and has taken to expressing its frustrations against any unfortunate being to cross its path.


Muscous Mutant

Large aberration (sithspawn), unaligned


  • Armor Class 13
  • Hit Points 58 (9d10+9)
  • Speed 0 ft., swim 60 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 13 (+1) 11 (+0) 10 (+0) 10 (+0)

  • Damage Resistances fire; kinetic and energy from unenhanced attacks
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, poisoned, prone, restrained, unconscious
  • Senses blindsight 30 ft., passive Perception 10
  • Languages -
  • Challenge 3 (700 XP), PB +2

Invisible in Water. The mutant is invisible while fully immersed in water.

Sith-born Beast. Dark forcecasters and members of the Sith Pureblood or Massassi species have advantage on Animal Handling checks against the mutant.

Water Bound. The mutant dies if it leaves the water to which it is bound or if that water is destroyed.

Actions

Constrict. Melee Weapon Attack: +5 to hit, reach 10 ft., one creature. Hit: 13 (3d6+3) kinetic damage. If the target is Medium or smaller, it is grappled (escape DC 13) and pulled 5 feet toward the mutant. Until this grapple ends, the target is restrained, the mutant tries to drown it, and the mutant can't constrict another target.

Appears in: Area 48

Tuk'ata

A vicious canine sithspawn whose name translates to 'Sith hound', the tuk'ata is a common sight amongst the valleys of Korriban. Though not native to Yavin 4, a small pack kept by a kissai as pets escaped during the city's abandonment and flourished in the nearby forests.


Tuk'ata

Large aberration (sithspawn), lawful dark


  • Armor Class 14 (natural armor)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.

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

  • Saving Throws Wis +2
  • Skills Perception +2
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Sith (telepathy)
  • Challenge 1 (200 XP), PB +2

Keen Hearing, Sight, and Smell. The tuk’ata has advantage on Wisdom (Perception) checks that rely on hearing, sight, or smell.

Telepathy. The tuk’ata can communicate telepathically with other creature within its line of sight.

Sith-born Beast. Dark forcecasters and members of the Sith Pureblood or Massassi species have advantage on Animal Handling checks against the tuk'ata.

Actions

Multiattack. The tuk'ata makes two attacks: one with its bite and one with either its claws or poisonous stingers.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

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

Poisonous Stingers. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 5 (1d4+3) kinetic damage, and the target must succeed on a DC 13 Constitution saving throw or become poisoned.

Appears in: Area 54

The Servants of Yavin

Of all the mutants and warriors within Tamokhan, the most powerful are those whose strength and skill granted them authority and power on par with Sothil himself, who would be considered the 'chosen' servants of Yavin. These beings are intended to act as both guardians against interlopers and as eventual servants to the true heir of the massassi upon their return - though the existence of such a being may be all but impossible.

Sothil VII

A militaristic leader of Tamokhan, Sothil VII sought godhood through achieving physical perfection. Personally leading hunting parties and defeating tribal leaders in single combat, he sought ever-greater heights of physicality to which he could rise. This approach resulted in his befriending of a visiting anzat named Raemus Vokk, whose incredible physical abilities drew Sothil's interest.

Seeking to gain the anzat's powers for himself, Sothil arranged a deal with Raemus to recreate his physiology within Sothil himself, increasing his incredible strength and abilities even further. Initially, Sothil took well to the mutations, which empowered him further and granted him powerful regenerative capabilities. However, he sought to take on the ability to drink Force essence or 'soup' from his enemies, hoping to honor the ancient Sith tradition of consuming bloodsoup. After the ability to physiologically process 'soup' was implanted, however, he developed a sudden addiction to the substance and began attacking his fellow massassi.

Unable to effectively calm him and fearing he would bring down Tamokhan with his hunger, the kissai had Sothil restrained and chose to inter him within a sealed tomb, deeming the project a failure and sealing him into stasis using a Force-infused pendant and mask. In respect to his legacy as a warrior, he was buried with his war spoils and powerful items that would allow him to hunt down and destroy any who dared to defile his sacred tomb.



Sothil VII

Medium aberration (massassi/anzat), neutral dark


  • Armor Class 16 (thick hide; 19 with bracers of shielding and ring of heightened reflexes)
  • Hit Points 82 (11d8+323)
  • Speed 30 ft.

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

  • Saving Throws Dex +7, Wis +4
  • Skills Perception +3, Stealth +6
  • Damage Resistances necrotic; kinetic and energy from unenhanced attacks
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Sith
  • Challenge 6 (2,300 XP), PB +3

Special Equipment. If they are not removed before he awakens, Sothil wears bracers of shielding and a ring of heightened reflexes. Additionally, the demon's lanvarok is attuned to him and the attunement cannot be broken or overwritten until he dies. If he loses these items, he drops to CR 5 (1,800 XP) and cannot use the Demon's Lanvarok or Disk actions.

Pulseless. Sothil has advantage on Dexterity (Stealth) checks and Charisma (Deception) checks to feign death.

Regeneration. Sothil regains 10 hit points at the start of his turn if he has at least 1 hit point.

Soup Addiction. Sothil must feed on sentients using his tools (described in area 7) to sate his addiction to life essence. For every 1d4 days that Sothil does not feed on life essence, his exhaustion level increases by 1 and cannot be removed by any means except for consuming life essence.

Actions

Multiattack. Sothil makes two attacks.

Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one creature. Hit: 7 (1d8 + 3) kinetic damage. Instead of dealing damage, Sothil can grapple the target (escape DC 13).

Stun. Sothil chooses one target within 60 feet that can see him. The target must succeed on a DC 14 Wisdom saving throw or become paralyzed for up to 1 minute. At the end of each of the target's turns, they can make another Wisdom saving throw. The effect ends once the target succeeds on the saving throw or Sothil loses concentration (as if using a power).

Demon's Lanvarok. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 11 (1d12+5) kinetic damage.

Disk. Ranged Weapon Attack: +8 to-hit, range 25/75 ft., one target. Hit: 8 (1d6+5) kinetic damage.

Appears in: Area 7*

Sothil Prime

If the party is affected by the bestow curse power in area 7 or fails to defeat Sothil VII, Sothil decides to begin sustaining himself on creatures in and around Tamokhan, no longer risking the fall of Tamokhan by his hunger. In doing so, Sothil VII's mutations are completed with Sothil's assistance within 2d4 days, elevating him to a full massassi-anzat hybrid and renaming himself 'Sothil Prime'. If the party encounters him again after this time, he uses the following statistics:



Sothil Prime

Medium aberration (massassi/anzat), neutral dark


  • Armor Class 17 (thick hide; 20 with bracers of shielding and ring of heightened reflexes)
  • Hit Points 144 (17d8+63)
  • Speed 30 ft.

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

  • Saving Throws Dex +9, Wis +7, Cha +8
  • Skills Perception +3, Stealth +6
  • Damage Resistances necrotic; kinetic and energy from unenhanced attacks
  • Senses darkvision 120 ft., passive Perception 13
  • Languages Sith
  • Challenge 15 (13,000 XP), PB +5

Special Equipment. If they are not removed before he awakens, Sothil wears bracers of shielding and a ring of heightened reflexes. Additionally, the demon's lanvarok is attuned to him and the attunement cannot be broken or overwritten until he dies. If he loses these items, he drops to CR 13 (10,000 XP) and cannot use the Demon's Lanvarok or Disk actions.

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

Hidden Feeders. Sothil can retract or uncoil his proboscises as a bonus action. While retracted, Sothil is indistinguishable from a normal massassi, but cannot take the Proboscis action.

Legendary Resistance (3/Day). If Sothil fails a saving throw, he can choose to succeed instead.

Pulseless. Sothil has advantage on Dexterity (Stealth) checks and Charisma (Deception) checks to feign death.

Regeneration. Sothil regains 20 hit points at the start of his turn if he has at least 1 hit point.

Soup Addiction. Sothil must feed on sentients using his Proboscis action to sate his addiction to life essence. For every day that Sothil is not satiated from life essence, his exhaustion level increases by 1 and cannot be removed by any means except for consuming life essence.

Actions

Multiattack. Sothil makes two attacks, only one of which can be a Proboscis attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) kinetic damage. Instead of dealing damage, Sothil can grapple the target (escape DC 18).

Proboscis. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature or a creature that is grappled by Sothil, incapacitated, or restrained. Hit: 7 (1d6 + 4) kinetic damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Sothil regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Additionally, if Sothil has any levels of exhaustion caused by his Soup Addiction trait, he recovers one of those exhaustion levels.

Demon's Lanvarok. Melee Weapon Attack: +11 to hit, reach 5 ft., one target. Hit: 12 (1d12+6) kinetic damage.

Disk. Ranged Weapon Attack: +11 to hit, range 25/75 ft., one target. Hit: 9 (1d6+6) kinetic damage.

Hypnotize. Sothil targets one humanoid it can see within 30 feet of it. If the target can see Sothil, the target must succeed on a DC 17 Wisdom saving throw against this effect or be charmed by Sothil. The charmed target regards Sothil as a trusted friend to be heeded and protected. Although the target isn't under Sothil's control, it takes Sothil's requests or actions in the most favorable way it can, and it is a willing target for Sothil's Proboscis attack.
Each time Sothil or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours, or until Sothil is destroyed or takes a bonus action to end the effect.

Legendary Actions

Sothil can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Sothil regains spent legendary actions at the start of his turn.

Move. Sothil moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Sothil makes one Unarmed Strike attack.

Proboscis (Costs 2 Actions). Sothil makes one Proboscis attack.

Appears in: Area 7, Aftermath*

Crescendo

A melodie of the moon Yavin 8, yet another of Yavin's few habitable moons. Suspected by Tamokhan's alchemists to be some of Naga Sadow's alchemical creations, the melodies begin life as egg-hatched humanoids that dwelled on the land before reaching adulthood and undergoing a weeks-long metamorphosis into a water-dwelling form. During this process, the changling melodie is protected by several of her kin, but the unexpected is almost always a factor in play.

Crescendo was found by one of Sothil XII's agents in the midst of her own metamorphosis from land- to water-dweller, her sworn protectors having been killed by predators who now threatened her life. Saving her from the beasts and returning her to Tamokhan for study, Sothil had his kissai use Sith alchemy to save the flailing changeling from certain death. To this end, the kissai devised a collar that would stabilize her transfigured form; once she awoke, they discovered that the melodie's newly stabilized body had gained the ability to dwell on both land and under the water.

Grateful to her saviors and harrowed by the news of her protectors' deaths, Crescendo swore herself into Sothil's service in exchange for gaining the power to eventually return to Yavin 8 and grant her fellow melodies the same power she now had, ridding them of their limitations. Sothil agreed to this arrangement and had his kissai perform further experimentation, granting her the power to manipulate the very water in which she resided; however, he also worked manipulation upon her mind to dedicate her fully into his service, ensuring she would forget completely about her intentions to return to Yavin 8 and serve only him as her 'father', becoming as manipulative and sadistic as him.



Crescendo

Medium humanoid (melodie), chaotic dark


  • Armor Class 13
  • Hit Points 44 (8d8+8)
  • Speed 30 ft., swim 60 ft.

STR DEX CON INT WIS CHA
10 (+0) 17 (+3) 12 (+1) 13 (+1) 14 (+2) 16 (+3)

  • Skills Acrobatics +5, Nature +3, Stealth +5, Survival +4
  • Senses passive Perception 12
  • Languages Basic, Melodese, Sith
  • Challenge 2 (450 XP), PB +2

Amphibious. The melodie can breathe air and water.

Aquatic Invisibility. If immersed in water, the melodie can make itself invisible as a bonus action. It remains invisible until it leaves the water, ends the invisibility as a bonus action, or dies.

Collar Dependent. The melodie wears a collar created from sith alchemy secured around her neck, which stabilizes her current form. The collar has an AC and hit points equal to that of the melodie, but the accessory can't be directly harmed while the melodie wears it. If the mantle is destroyed, the melodie becomes poisoned and dies within 1 hour. The melodie is willing to do anything in its power to recover the mantle if it is stolen, including serving the thief.

Emissary of the Depths. Using their natural connection with the Force, the melodie can communicate with any beast, humanoid or aberration that has a swimming speed as if they shared a language.

Actions

Blinding Acid. Melee or Ranged Power Attack: +5 to hit, reach 5 ft. or range 30 ft., one target. Hit: 16 (2d12+3) acid damage, and the target is blinded until the start of the melodie's next turn.

Drowning Touch (Recharge 5–6). The melodie touches one creature she can see within 5 feet of her. The target must succeed on a DC 13 Constitution saving throw or take 22 (3d12+3) acid damage. On a failure, it also runs out of breath and can't speak for 1 minute. At the end of each of its turns, it can repeat the save, ending the effect on itself on a success.

Water Lash. The melodie causes a 5-foot cube of water within 60 feet of it to take a shape of its choice and strike one target it can see within 5 feet of that water. The target must make a DC 13 Strength saving throw. On a failed save, it takes 17 (4d6 + 3) kinetic damage, and if it is a Large or smaller creature, it is pushed up to 15 feet in a straight line or is knocked prone (the melodie's choice). On a successful save, the target takes half as much damage and isn't pushed or knocked prone.

Appears in: Area 13*

Jagurr Lu

A once-despondent cathar refugee whose family was killed by pirates, Jagurr was granted the opportunity to avenge his slaughtered kin through alchemical empowerment, provided by . Granted great physical power and resilience with heightened primal ferocity, Jagurr was able to infiltrate the pirate's den and slaughter them all single-handedly.

Afterward, he arrived in Tamokhan to act as a guardian for the kissai; upon his impending death, he volunteered his strength to protect from robbers and was granted a form of eternal life through sorcerous manipulation of his life force. To this end, his heart was removed and placed in hiding, granting him the power to return from death so long as his heart remained intact.



Jagurr Lu

Medium humanoid (cathar), neutral dark


  • Armor Class 12
  • Hit Points 120 (16d8+48)
  • Speed 30 ft. (40 ft. in feral stance)

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 16 (+3) 10 (+0) 13 (+1) 11 (+0)

  • Skills Perception +5, Stealth +4
  • Damage Immunities kinetic and energy from unenhanced attacks
  • Senses darkvision 60 ft., passive Perception 15
  • Languages Catharese, Sith (can't speak in feral stance)
  • Challenge 4 (1,100 XP), PB +2

Stances. Jagurr changes between fighter or feral stance using his action. When entering feral stance, Jagurr's Intelligence becomes 3 (-4) as he drops to all fours and begins acting like a wild cat. While in feral stance, his creature type changes from humanoid to beast and he is no longer able to use weaponry like a humanoid. These changes are reversed once he enters fighter stance.

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

Pounce (Feral Stance Only). If Jagurr moves at least 15 feet straight toward a 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. If the target is prone, Jagurr can make one bite attack against it as a bonus action.

Actions

Multiattack. In fighter stance, Jagurr makes two techblade attacks, two claw attacks or two blaster rifle attacks. In feral stance, he can make two claw attacks or one claw attack and one bite attack.

Bite (Feral Stance Only). Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 8 (1d10 + 3) kinetic damage.

Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8 + 3) kinetic damage.

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

Blaster Rifle (Fighter Stance Only). Ranged Weapon Attack: +4 to hit, range 150/600 ft., one target. Hit: 6 (1d8 + 2) kinetic damage.

Appears in: Area 30

Jeoch

A bloodthirsty and sadistic gen'dai who was hunted across the galaxy for many years due to his serial murders. Promised a safe haven and opportunities to sate his bloodthirst by Sothil IX, Jeoch's talents were used by the kissai of Tamokhan to punish cowardly or traitorous massassi warriors through the gen'dai's torturous methods. To enhance his capability for torture, Jeoch was granted dark force powers that allowed him to better torment his victims.

As Exar Kun's army approached Tamokhan, Jeoch refused to be interred within the temple's lower chambers, declaring his intent to seek asylum elsewhere. Believing that he would turn and join Exar Kun's forces, the kissai overwrote Jeoch's will and forced him into a deep sleep with force energy permeating his chamber, waking him only whenever trespassers approached his chamber. The level of restraint required for the chamber's imbued power to control him reduces his efficiency significantly, leaving him at only a fraction of his former power when he awakens.



Jeoch

Medium humanoid (gen'dai), chaotic dark


  • Armor Class 16 (battle armor)
  • Hit Points 110 (13d10+39)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 11 (+0) 16 (+3) 14 (+2) 12 (+1) 15 (+2)

  • Saving Throws Dex +3, Con +6, Wis +4, Cha +5
  • Skills Lore +5, Deception +5, Perception +7
  • Senses tremorsense 60 ft., passive Perception 22
  • Languages Basic, Sith, Gen'Dai
  • Challenge 7 (2,900 XP), PB +3

Enhanced Strikes. Jeoch's weapon attacks are enhanced.

Gen'Dai Regeneration. Jeoch regains 10 hit points at the start of his turn. If Jeoch takes fire or acid damage, or energy damage from an enhanced source, this trait doesn't function at the start of Jeoch's next turn.
If Jeoch is missing any body part aside from his brain at the start of his turn, he can forego hit point regeneration to immediately regenerate that body part (reattaching the severed part if possible). If his brain or entire body is destroyed (such as via a weapon with the Disintegrate property), he immediately dies.

Heightened Senses. Jeoch has advantage on Wisdom (Perception) checks.

Hibernation. If Jeoch falls to 0 hit points, cannot regenerate at the start of his next turn and his brain is not destroyed, he falls unconscious and enters a hibernation state indistinguishable from death for 1 day. After entering this state, he begins to regenerate all wounds he has suffered; after 1d4+1 days have passed, he returns to consciousness with full hit points and any missing body parts regenerated.

Innate Forcecasting. Jeoch's innate forcecasting ability is Charisma (force save DC 13). Jeoch can innately cast the following force powers:
At will: darkness, force camouflage, force mask
1/day each: cloud mind (DC 12), dark aura, horror, malacia

Formless. If Jeoch's armor is destroyed, his size becomes Large, his AC becomes 10 and his melee weapon attacks gain an additional damage die (included). He can choose to destroy his own armor as a bonus action, and can only return to his previous state by donning a suit of medium or heavy armor.

Actions

Multiattack. Jeoch makes two melee weapon attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8 + 4) kinetic damage or 13 (2d8+4) in Formless mode.

Flail. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 9 (1d10 + 4) kinetic damage or 15 (2d10+4) in Formless mode.

Appears in: Area 35


Gen'Dai Physiology

As a gen'dai, Jeoch's unusual physiology makes him difficult to put down even in his weakened state. Being formed primarily of bundled nerve clusters given a humanoid shape by enclosed armor, Jeoch can regenerate from most injuries and effectively pinpoint the location of approaching foes with ease. Should he appear to be losing a war of attrition, he may choose to destroy his own armor and show his true form, allowing him to deal even greater damage at the cost of his defense.

Even should he fall before the party, he cannot be killed until either his brain or his entire body is destroyed. Otherwise, he enters a death-like hibernation state and slowly regenerates from his wounds to awaken in prime condition a few days later. Despite this, he is still unable to leave his lair and cannot pursue the characters should they successfully defeat him.

Equiro Bhaln

A chironian and former Coruscant security officer who acted as a personal bodyguard of the kissai of Tamokhan. After failing to protect his charge from assassination, the disgraced Equiro was left adrift before entering Sothil's service with promise of renewed purpose. For years Equiro served the kissai faithfully, even granted a specialized saberpike as a mark of his station; after being mortally wounded, he gladly accepted a chance to act as a guardian of the catacombs against any who would enter from the shrine who were not of true adherents of Yavin.

To this end, Equiro was mummified and resurrected as a powerful undead guard of the catacombs, interred in a recreation of a mythological underworld's gate. Having never quite come to terms with his prior failings, in no small part due to the kissai's manipulations, Equiro is of a single-minded purpose to kill any and all who trespass upon his realm.



Equiro Bhaln

Medium aberration (sithspawn), lawful dark


  • Armor Class 13 (natural armor)
  • Hit Points 85 (10d10+30)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 12 (+1) 16 (+3) 5 (-3) 14 (+2) 12 (+1)

  • Skills Stealth +3
  • Damage Vulnerabilities fire
  • Damage Resistances kinetic and energy from unenhanced attacks
  • Damage Immunities necrotic, poison
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, poisoned
  • Senses darkvision 60 ft., passive Perception 12
  • Languages Basic, Sith, Chironian
  • Challenge 6 (2,300 XP), PB +2

Charge. If Equiro moves at least 20 feet straight toward a target and then hits it with a saberpike attack on the same turn, the target takes an extra 10 (3d6) kinetic damage.

Actions

Multiattack. Equiro makes two melee attacks, one with his saberpike and one with his hooves, or he attacks with his saberpike and uses Dreadful Glare.

Saberpike. Melee Weapon Attack: +8 to hit, reach 10 ft., one target. Hit: 10 (1d10 + 5) energy damage.

Hooves. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 12 (2d6 + 5) kinetic damage plus 10 (3d6) necrotic damage. If the target is a creature, it must succeed on a DC 14 Constitution saving throw or be cursed with dark rot. The cursed target can't regain hit points, and its hit point maximum decreases by 10 (3d6) for every 24 hours that elapse. If the curse reduces the target's hit point maximum to 0, the target dies, and its body turns to dust. The curse lasts until removed by the remove curse force power or similar effects.

Dreadful Glare. Equiro targets one creature he can see within 60 feet of it. If the target can see Equiro, the target must succeed on a DC 12 Wisdom saving throw against this effect or become frightened until the end of Equiro's next turn. If the target fails the saving throw by 5 or more, it is also paralyzed for the same duration. A target that succeeds on the saving throw is immune to this ability for the next 24 hours.

Appears in: Area 49

Orra Snal

A shapeshifting clawdite mercenary saved from certain death by a servant of Sothil XIV. Seeing an alliance with Sothil as a perfect contingency and seeking to repay his intervention, Orra initially served under him as a temporary measure. Before long, however, the power he offered her in exchange for loyalty became too great to pass up, and she became one of his most loyal servants in exchange for continued sorcerous power.

As Exar Kun's tribes marched on Tamokhan, Orra reluctantly agreed to serve as a guardian for the ruins, believing she would never feel satisfied again if she was forced to give up the power Sothil had granted her in exchange for her freedom. Petrified and put into stasis by a dark-side ritual, Orra was to use her shapeshifting to lure adventurers deeper into the ruins and into deadly traps by pretending to act as a preserved kissai priest.



Orra Snal

Medium humanoid (clawdite), chaotic dark


  • Armor Class 15 (combat armor)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
11 (+0) 18 (+4) 14 (+2) 11 (+0) 12 (+1) 18 (+4)

  • Saving Throws Dex +6, Cha +6
  • Skills Deception +8, Insight +3, Performance +8, Persuasion +8, Stealth +6
  • Senses passive Perception 11
  • Languages Basic, Sith, Clawdite
  • Challenge 3 (700 XP), PB +2

Shapechanger. Orra can use her action to transform into a Small or Medium humanoid it has seen, or back into her true form. Her statistics, other than her size, are the same in each form. Any equipment she is wearing or carrying isn't transformed. She reverts to her true form if she dies. While in this form, Orra has advantage on deception checks made to maintain its disguise.

Ambusher. In the first round of a combat, Orra has advantage on attack rolls against any creature she surprised.

Innate Forcecasting. Orra's innate forcecasting ability is Intelligence (force save DC 14) It can innately cast the following force powers:
At-will: affect mind, seethe
3/day: burst of speed, force blinding, phasestrike
1/day: force camouflage, hallucination, mind spike

Surprise Attack. If Orra surprises a creature and hits it with an attack during the first round of combat, the target takes an extra 10 (3d6) damage from the attack.

Bad Feeling. When Orra rolls for initiative, she can move up to 30ft. This movement happens before the initiative order is determined.

Actions

Multiattack. Orra makes two attacks with her Wristblaster or Wristblade.

Wristblaster. Ranged Power Attack: +6 to hit, range 30/120, one target. Hit: 6 (1d4+4) energy damage.

Wristblade. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 6 (1d4+4) kinetic damage.

Reactions

Unsettling Visage. When a creature Orra can see makes an attack roll against her, she can use her reaction to impose disadvantage on the roll. Using this trait reveals their shapeshifting nature to any creature within 30 feet that can see them.

Appears in: Area 52

Raemus Vokk

An ancient anzat and former resident of Tamokhan, Raemus Vokk has hidden amongst galactic society for centuries and developed incredible strength from his long life. Arriving on Yavin 4 in search of treasure to fund his activities, Raemus discovered Tamokhan and was invited by its warrior leader, Sothil VII, to stay with them for a time. During this stay, Raemus and Sothil became close friends, finding they shared an interest in achieving greater power and eventually agreeing to assist each others' endeavours.

In exchange for a sizeable portion of their gathered treasure, Raemus agreed to contribute his genetic material toward imbuing Sothil with anzati traits. Though he warned of the dangers of 'soup' addiction, Sothil nonetheless succumbed to his hunger and was sealed away in suspended animation to protect the rest of Tamokhan. As he left to return to galactic society, Raemus, wishing to ensure his friend's legacy remained, took a vial of gas developed by Tamokhan's kissai that would send the user into suspended animation for 5,000 years or until they were awoken, arranging to be placed in suspension in his old age until a day when Tamokhan or his friend required his assistance - or, if necessary, vengeance.



Raemus Vokk

Medium humanoid (anzat), lawful dark


  • Armor Class 16 (fiber armor)
  • Hit Points 144 (17d8+68)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
18 (+4) 18 (+4) 18 (+4) 17 (+3) 15 (+2) 18 (+4)

  • Saving Throws Dex +9, Wis +7, Cha +9
  • Skills Perception +7, Stealth +9, Deception +9
  • Damage Resistances necrotic; kinetic and energy from unenhanced attacks
  • Senses darkvision 120 ft., passive Perception 17
  • Languages Basic, Sith, Anzat, Huttese, and any two additional languages
  • Challenge 13 (10,000 XP), PB +5

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

Hidden Feeders. Raemus can retract or uncoil his proboscises as a bonus action. While retracted, Raemus is indistinguishable from a human, but cannot take the Proboscis action.

Legendary Resistance (3/Day). If Raemus fails a saving throw, he can choose to succeed instead.

Pulseless. Raemus has advantage on Dexterity (Stealth) checks and Charisma (Deception) checks to feign death.

Regeneration. Raemus regains 20 hit points at the start of his turn if he has at least 1 hit point.

Soup Addiction. Raemus must feed on sentients using his Proboscis action to sate his addiction to life essence. For every 24 standard hours that Raemus does not feed on life essence, his exhaustion level increases by 1 and cannot be removed by any means except for consuming life essence.

Actions

Multiattack. Raemus makes two attacks, only one of which can be a Proboscis attack.

Unarmed Strike. Melee Weapon Attack: +9 to hit, reach 5 ft., one creature. Hit: 8 (1d8 + 4) kinetic damage. Instead of dealing damage, Raemus can grapple the target (escape DC 18).

Proboscis. Melee Weapon Attack: +9 to hit, reach 5 ft., one willing creature, or a creature that is grappled by Raemus, incapacitated, or restrained. Hit: 7 (1d6 + 4) kinetic damage plus 10 (3d6) necrotic damage. The target's hit point maximum is reduced by an amount equal to the necrotic damage taken, and Raemus regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if this effect reduces its hit point maximum to 0.
Additionally, if Raemus has any levels of exhaustion caused by his Soup Addiction trait, he recovers one of those exhaustion levels.

Hypnotize. Raemus targets one humanoid it can see within 30 feet of it. If the target can see Raemus, the target must succeed on a DC 17 Wisdom saving throw against this effect or be charmed by Raemus. The charmed target regards Raemus as a trusted friend to be heeded and protected. Although the target isn't under Raemus' control, it takes Raemus' requests or actions in the most favorable way it can, and it is a willing target for Raemus' Proboscis attack.
Each time Raemus or his companions do anything harmful to the target, it can repeat the saving throw, ending the effect on itself on a success. Otherwise, the effect lasts 24 hours, or until Raemus is destroyed or takes a bonus action to end the effect.

Legendary Actions

Raemus can take 3 legendary actions, choosing from the options below. Only one legendary action can be used at a time and only at the end of another creature's turn. Raemus regains spent legendary actions at the start of his turn.

Move. Raemus moves up to his speed without provoking opportunity attacks.

Unarmed Strike. Raemus makes one Unarmed Strike attack.

Proboscis (Costs 2 Actions). Raemus makes one Proboscis attack.

Appears in: Aftermath

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.

Ancient Weaponry

The weaponry wielded by humanoid creatures in this adventure is split between equivalents and near-equivalents to existing SW5e weaponry. The direct equivalents can be found below:

Standard Sith
Techblade Sith Blade
Vibroblade Sith Sword
Blaster Rifle Sith Rifle
Vibrodart Dart

Near-Equivalent Gear

The near-equivalent weaponry of this adventure is very close to existing SW5e weaponry, with some changes to add additional flavor and function as described below:

Lanvaroks (Massassi and Sith)

The massassi lanvarok is equivalent to a vibroaxe, but with the Special (30/90) and Dexterity 13 properties. The special property is as follows:

This weapon can be loaded with lanvarok discs, up to five at a time. When attacking with this weapon, you can choose to make a ranged attack using one of the discs with a range of 30/90 feet. This ranged attack is considered equivalent to being made with a thrown weapon.

In turn, the Sith lanvarok is equivalent to a wrist launcher, but only loads lanvarok dics and has the reload 5, range (100/400) and Strength 13 properties.

A lanvarok disc is a flat, circular projectile with sharpened edges. It is ammunition for both types of lanvaroks that deals 1d6 kinetic damage on a hit. These discs can be coated with poison like dart ammunition.

Massassi Lance

The massassi lance is equivalent to a vibrospear, but the Versatile (2d4) property is exchanged for the Double (1d6) property. Though treated like a spear in most cases, the design is focused around overwhelming opponents than decisive strikes.

Expanded Force Powers

This adventure contains force powers not included with official SW5e content. Any force powers taken from other authors are credited appropriately.

Force Tunnel (5th-level universal power)

Casting Time: 1 action

Range: 30 feet

Duration: 1 hour

A passage appears at a point of your choice that you can see on a composite, metal or ceramic surface (such as a wall, a ceiling, or a floor) within range, and lasts for the duration. You choose the opening's dimensions: up to 5 feet wide, 8 feet tall, and 20 feet deep. The passage, which appears as a luminescent corridor, creates no instability in a structure surrounding it.

When the opening disappears, any creatures or objects still in the passage created by the power are safely ejected to an unoccupied space nearest to the surface on which you cast the power.

Used by: Demon's Lanvarok

Force Gale (2nd-level universal power)

Casting Time: 1 action

Range: Self (60-foot line)

Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the power's duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the power ends, you can change the direction in which the line blasts from you.

Used by: Demon's Lanvarok

Dream-Walking (5th-level universal power)

Prerequisite: Farseeing (see Expanded Force Powers)

Casting Time: 1 minute

Range: Self

Duration: 8 hours

This power allows you to reach through the Force and shape a creature's dreams. Choose a creature known to you as the target of this power. Creatures that don't sleep, such as droids, can't be contacted by this power. You, or a willing creature you touch (that is not a droid or construct), enters a trance state, acting as a messenger. While in the trance, the messenger is aware of his or her surroundings, but can't take actions or move.

If the target is asleep, the messenger appears in the target's dreams and can converse with the target as long as it remains asleep, through the duration of the power. The messenger can also shape the environment of the dream, creating landscapes, objects, and other images. The messenger can emerge from the trance at any time, ending the effect of the power early. The target recalls the dream perfectly upon waking. If the target is awake when you cast the power, the messenger knows it, and can either end the trance (and the power) or wait for the target to fall asleep, at which point the messenger appears in the target's dreams.

You can make the messenger appear monstrous and terrifying to the target. If you do, the messenger can deliver a message of no more than ten words and then the target must make a Wisdom saving throw. On a failed save, echoes of the phantasmal monstrosity spawn a nightmare that lasts the duration of the target's sleep and prevents the target from gaining any benefit from that rest. In addition, when the target wakes up, it takes 3d6 psychic damage.

Used by: Cuexakoutl
Author: HugeHuman, Expanded Force Powers

Alternate Chwita

This optional overhaul of the game of chwita presented in area 29 is based on an overhaul of the original 5e module's game of pelota, as designed by the Chaotic Neutral DM (original article can be found here). While this version is more complex than the original module's design, it is intended to provide a more self-contained version of the 'minigame' in this area. The information provided below should be used in place of the original area 29 section of this module.

29. The Tomb of Chwita

As you approach a bend in the passage, you see a series of faint line drawings on the walls depicting people playing a game that uses a ball and has goals on either end of the playing field. Around the corner, you spot a glistening black ball suspended in midair, hovering in the middle of a long corridor.

The ball, made of rubber wound around a wooden core, is used in the game of chwita, a ball game played by the Tamokhan massassi to develop athletic and cooperative skills. It is the same width as the depression in the wall, which is one of the goals on this playing field. The ball is cool to the touch, and does not react or move until someone physically grabs it, as described below. Attempting to remove the ball from the hall entirely causes it to wrench itself free at the doorway and fly back to its hovering position at the midway point.

Five feet up the southern wall is a hemispherical depression 1 foot in diameter. Anyone who can clearly see the other side of the corridor can spot an identical depression on the opposing wall. The door to area 30 from here is sealed shut until the game of chwita is complete.

At the midpoint of the corridor, just below the hovering ball, is a capstone that seemingly covers a hole in the floor. Etched into the top of the slab are several glyphs obscured by a layer of dust. This writing, in Massassi, reads, "Dare not seek to delve further unless you be willing to meet the challenge of chwita." Those translating the writing can recognise that the term 'chwita' derives from the Sith word for 'to throw'.

Lifting the capstone requires the application of leverage and the combined effort of up to two characters with a total Strength of 25 or higher. Beneath the stone lid is a pit filled with the skeletal remains of the losers of a previous game of chwita in this area. Atop the bones rest several figurines and a plaque, all made of jade.

Cursed Treasure

If any treasure is removed from the pit, a curse will fall upon its bearer 1 hour later. The victim must succeed on a DC 15 saving throw, or it has disadvantage on Strength and Dexterity ability checks and saving throws until the curse is dispelled.

The jade plaque depicts two massassi throwing a large ball between each other. The figurines are carved in the image of a kissai in a feathered robe. There are seven jade items in all, weighing 1 pound and worth 300 credits each.

Buried beneath the skeletons is a chalice of beaten gold, inset with six amethysts, that weighs 1 pound and is worth 1,500 credits.

Spectral Athletes

When the hovering ball is grabbed, it stops floating and settles into the recipient's hands, revealing its light weight. At the same time, a number of ghostly figures equal to the number of conscious party members manifest in a mass of swirling dust across the northern side of the hall, lined up from the far wall to the midpoint. These figures appear to be massassi warriors holding no weapons and outfitted with runyip-hide sleeves worn along their left forearms and biceps; close observation reveals the massassi to be made from fragments of ash and dust that part and quickly reform when disturbed.

These spectral athletes have a walking speed of 30 feet and a +2 bonus to all Strength (Athletics) checks when playing the game of chwita. They are otherwise untethered to the physical world and cannot be affected by or affect the party in any other context, nor can they leave the hall.

Once these athletes have appeared, the game of chwita will start as soon as all party members have arranged themselves along the southern side of the hall similarly to the athletes. Once this condition is met, a sound like that of a brass horn plays to signal the start of the game. The goals at the southern and northern ends of the hall are lined in orange light that remains until the game ends.

Playing the Game

The characters win the game by throwing the ball into the southern goal while preventing the ball from reaching the northern goal. Working against them are the spectral athletes, representing the opposing team. All members of each team are considered 'contenders' in this game of chwita, and each team takes one collective turn, with the player characters' team going first.

While playing the game, each contender is considered to occupy a 10-foot rectangle stretching from the east-to-west walls. All contenders can move north to south and move freely through each other, but cannot end a turn occupying the same spot as another contender. Contenders may only act on their team's turn as directed in the rules below.

On their team's turn, the contender holding the ball must pass the ball toward a target of their choice; this target can be either a teammate or the opposing goal. Passing the ball requires the contender to make a Strength (Athletics) check, with a different difficulty class depending on the target. On a success, the ball travels 5d6+15 feet, but only 5d6 feet on a failure. In short, two rolls must be made - one to make the Strength (Athletics) check, and a second one to determine the distance the ball travels.

When passing the ball toward a teammate, the pass is successful if the chosen teammate is within the amount of feet rolled after attempting the Strength (Athletics) check, which has a DC of 12. If the teammate is too far, the pass fails and the ball falls to the ground after traveling the rolled distance - if this occurs, the sound of a faint drum dirge can be heard. In either case, the contender who passed the ball can move up to their base movement speed north or south before ending the team's turn and allowing the opposing team to act.

On the turn following a successful pass, the opposing team can attempt to take possession of the ball. If any one contender of the opposing team is within base movement speed of the new ball holder, they can move adjacent to the ball holder and attempt to grab the ball away with a contested Strength (Athletics) check. If the previous pass was unsuccessful, any one member within base movement speed of the fallen ball can move over and freely pick it up (no action required). If the opposing team successfully gains possession of the ball at this point, they may attempt to pass it as described above; if they do not get possession of the ball, their team's turn ends.

Scoring a Goal

Targeting a goal with a pass is similar to passing to a teammate, except that the DC becomes 15 and the character must succeed on the Strength (Athletics) check to score a successful goal. If the check fails despite being within range, the ball lands on the ground directly in front of the goal, and can be retrieved by the opposing team as described above.

Once the ball is knocked into a goal, the sound of a clanging brass bell is heard just before the ball leaves the goal. If the ball enters the goal to the north, a number of force projectiles erupt from the goal equal to the number of conscious player characters in the corridor. Each projectile strikes a different conscious player character for 3 (1d4 + 1) force damage.

When the ball moves out of a goal, it flies to the center of the corridor and hovers, awaiting the start of another point; play resumes with the non-scoring team getting the first opportunity to possess the ball. The game continues until the characters die or successfully score a goal against the opposing team.

Multiple Goals/Games

If desired, the number of goals required to succeed can be increased to heighten the stakes of the game. If the party is instead satisfied with the single goal but express an interest in playing again, one way to encourage further games would be to split up the rewards listed in 'Spoils of Victory' into multiple tiers, which become available as more games are won. You may also choose to increase the challenge posed by the spectral athletes on subsequent runs, granting them a higher bonus to Strength (Athletics) checks or increasing their movement speed.

Restrictions and Forfeiting

Player characters are not forbidden from keeping weapons on them during the game, but may not attempt to use powers or other tools to propel or seize the ball. If such an attempt is made, the ball remains unaffected and the opposing goal immediately fires a force projectile dealing 3 (1d4 + 1) force damage to the offending contender. However, this restriction does not apply to powers or traits that allow the Strength (Athletics) check to be substituted by a different ability score, such as the Teras Kasi Order's 'Forredari Stance'.

If all conscious party members leave the room, the game ends in a forfeit and the ball returns to its spot at the centre of the hallway. A new game will not start until the conditions are met as described in 'Spectral Athletes'.

Spoils of Victory

If the characters win, the spectral athletes kneel and bow their heads to the scoring contender before disappearing, followed by the ball floating back to the centre of the room. The sound of triumphant drums erupts briefly, then the area goes silent, save for the 'click' of an unsealing door leading to area 30. The southern goal goes dark, but the northern goal continues to glow orange. Investigation reveals that a small panel has opened in the back of the depression.

Within the space beyond is a pouch made of fish skin that holds ten pink pearls (worth 200 credits each), a topaz and shell necklace (worth 500 credits), and a whistle made of a whisper bird's bone with feather decoration, which is a whisper whistle.

Credits

Content

The Hidden Shrine of Tamoachan (5e) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

Official SW5e Content - Steev and all other contributors

Power Ciphers Enhanced Item - Aziz, 'Power Ciphers'

Expanded Force Powers - HugeHuman, 'Expanded Force Powers'

Howler Statistics - Vesh, 'Vesh's Holodex' (adaptation of the Howler)

Tuk'ata Statistics - BaelishPasta, 'Scum & Villany'

Sothil VII, Sothil Prime & Raemus Vokk Statistics - Aeryn, 'Updated Aeryn Statblocks' (adapations of the Anzat Hunter)

Crescendo Statistics - El Mike, 'Mike's Menagerie of Stat Blocks for SW5e'

Jeoch Statistics - Aeryn, 'Updated Aeryn Statblocks' (adapation of the Psychotic Gen'Dai)

Orra Snal Statistics - Vesh, 'Vesh's Holodex' (adaptation of the Shifty Shapeshifter)

Alternate Chwita - Based on the following blog post: https://chaoticneutraldm.com/2020/01/31/playing-pelota-in-the-hidden-shrine-of-tamoachan/

Images

Massassi Temple Render (Cover/pg 1) - https://spitfire51.artstation.com/projects/83abO

Hidden Shrine of Tamoachan Maps (pg 7) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

 

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