SW5e: White Plume Installation

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White Plume Installation

White Plume Installation: Table of Contents

White Plume Installation

Introduction

White Plume Installation is a Star Wars 5th Edition conversion of the Dungeons and Dragons 5th Edition adventure White Plume Mountain, which is itself an adaptation of the Advanced Dungeons & Dragons adventure of the same name.

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

Much like the original module, this adventure takes players through a hazardous water-filled mountain in search of stolen legendary weapons - 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 fourth of the series outlined in Tales from the Yawning Maw. It is followed by Lost in Hypervault, after players discover communications between Kera Tis and an mysterious recipient in the Unknown Regions.

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:

White Plume Installation

Chaos has broken out over the disappearance of three rare and powerful weapons from the vaults of the galaxy's foremost collectors. The lightsaber OVERWHELMER, the blaster W4-V3 and the sword DARKRAZOR are as dangerous as they are valuable, and heads have rolled in pursuit of their recovery.

When all seemed lost, the weapons' owners were contacted by the apparent thief: KERA TIS, a kaminoan geneticist and tyrant thought long dead, claims to have stored the weapons in his secret lair, issuing a challenge to find and retrieve the weapons if they can.

Pooling their resources, the collectors have tracked the weapons down to WHITE PLUME INSTALLATION, an abandoned asteroid mine which has remained active for several centuries. A bounty for the retrieval of the weapons was issued soon after, and a group of intrepid adventurers have answered the call...

The Legend of Kera Tis

Well over a millennium ago, the kaminoan geneticist and tyrant Kera Tis rose to power in the Oerth system in the Mid Rim, bringing the local planetary governments under his thumb with gruesome threats - threats that were fulfilled just often enough to keep the leaders in line. Under Kera Tis' overlordship, the influx of rapacious bandits and raids from space pirates decreased markedly, dwindled, and then almost stopped. Seeing this, the populace did not put up much resistance to paying the tyrant's heavy taxes and tithes, especially when stories were circulated of what happened to those who balked. Any nobles who protested disappeared in the night and were replaced by the next in the line of succession, who was usually inclined to be more tractable than the previous lord.

Gradually, as dissension was stilled, the taxes and levies became even more burdensome, until eventually the tyrant was taking a great piece of everything that was grown, made, or sold in the valleys, including the newborn young of livestock. Around this time, numerous reports arose across the system concerning sudden madness, unexpected mutations, and sightings of assault droids and sithspawn. Furthermore, incursions into the settlements began to increase as raiding parties from offworld assaulted cities, and cruel and fantastic beasts appeared from nowhere to prey upon the harried citizens. At the height of this unrest, Kera Tis's tax collectors came forth with word of a new levy: one-third of all newborn children were henceforth to be turned over to the tyrant.

That edict turned out to be the tipping point. As one, the people rose up to overwhelm the tyrant's lackeys and assaulted his orbital station, where, led by a powerful and good Jedi and his acolytes, they destroyed Kera Tis' final guardians. The great tyrant barely managed to escape, accompanied only by his personal bodyguard company of deranged and fanatical humanoid clones. Kera Tis fled to other Mid Rim systems, but wherever he went, his reputation preceded him, and he was unable to stay anywhere for long. Forced toward the Outer Rim, he came to the shores of the Nebula of Unknown Depths, where he heard tales about haunted White Plume Installation. After investigating further, he at last found the refuge he was looking for in the tangled maze of industrial tunnels beneath the cone. He and his clone bodyguards vanished into the shadow of the Installation, and the galaxy heard no more of the evil tyrant.

That was almost thirteen hundred years before the present day. Now, seemingly, the hand of Kera Tis is once again interfering in galactic affairs. If it is in truth the ancient tyrant at work here, can he be thwarted before his power grows once more? What is his purpose in presenting this bizarre challenge to the galaxy's heroes? There is only one way to find out.

Setup

White Plume Installation has always been a subject of superstitious awe to those who pass it when entering its system. People still travel many lightyears to gaze upon this natural wonder, though few will approach it closely, as it is reputed to be the haunt of various pirates and deep-space creatures. The occasional disappearance of those who stray too close to the Installation reinforces this belief.

Thirteen hundred years ago, the kaminoan geneticist Kera Tis was searching for a suitable haven where he could indulge his eccentricities without fear of interference. He visited White Plume Installation, going closer than most dared to, and discovered the still-functioning geothermal systems of the original mining facility. With a little alteration, he thought, these would be perfect for his purposes. The area already had a bad reputation, and he could think of a few ways to make it worse. So he disappeared within White Plume Installation and vanished from the knowledge of the wider galaxy.

Today, the once-feared name of Kera Tis is not widely known even among learned scholars. Or it was not widely known, that is, until several standard weeks ago, when three highly valued enhanced weapons named W4-V3, Overwhelmer, and Darkrazor disappeared from the vaults of their owners. Rewards were posted, guards executed, even the underworld sanctuary of Nar Shaddaa was violated in the frantic search for the priceless arms, but not even a single clue was turned up until the weapons' former owners each received a copy of the following message:

Search ye far or search ye near

You'll find no trace of the three

Unless you follow instructions clear

For the weapons abide with me.

Deep in the abyss of sorrow

You must go to the hollowed ground

Then down away from the sun you'll burrow

Forget life, forget light, forget sound.

To rescue the blaster, you must do battle

With the Beast in the Boiling Bubble

Crost cavern vast, where platforms rattle

Lies a saber, past water-spouts double.

Darkrazor yet remains to be won

Underneath inverted ziggurat.

That garnered, think not that you're done

For now you'll find you are caught

I care not, former owners brave

What heroes you seek to hire.

Though mighty, I'll make each one my slave

Or send him to the fire.

All the notes were signed with the symbol of Kera Tis (a green eye surrounded by the three major planets of the Oerth system).

White Plume Installation has tentatively been identified as the "hollowed ground" of the poem. The former owners of W4-V3, Overwhelmer, and Darkrazor are outfitting a group of intrepid heroes to take up the challenge. If the adventurers can rescue the weapons from this false Kera Tis (for who can believe it is really the tyrant of legend, after thirteen hundred years?), the wealthy collectors have promised to grant them whatever they desire, if it is within their power to do so.

Adventure Synopsis

The adventure takes place within the depths of the desolate White Plume Installation, a long-abandoned mining facility built on the surface of an asteroid designated GH-7913. As the party makes their way through in search of the legendary weapons, they must deal with ambushes by indoctrinated warriors, hazards utilizing the asteroid's boiling underground lake, and contend with each of the weapons' guardians. Even once they have acquired all the weapons, they may have to face a final challenge against Kera Tis' personal guard.

Running the Adventure

White Plume Installation is designed for a group of 8th-level player characters. Your players will need both brains and brawn to successfully complete their mission, as there are situations here which cannot be resolved by frontal assault. If your players are unused to hack-proof dilemmas, they may find this adventure frustrating or even boring. But if your players are used to using their wits, they should find this an intriguing balance of problems and action. Unless you are used to mastering lengthy adventures, it will probably take more than one session for a party to investigate all three branches of the dungeon. If this is the case, it would be best if the party were required to leave the dungeon and reenter upon resumption of the game. If they stay at the nearest space station (on the other side of the star system) they will be relatively safe, but if they bunk down in their ship it would be a good idea to roll for random encounters.

Progression

The level progression of the characters in this adventure assumes you will be using XP progression. If you would prefer to use milestone progression to level the characters up after key events or major victories, consider the following areas as points to level up the characters (to a maximum of 9th level):

  • Retrieving Overwhelmer, W4-V3 or Darkrazor from their guardians.
  • Solving the riddle of the inhuman clones in area 5.
  • Defeating Burket and Sharla in area 12.
  • Defeating the rakghouls in area 20.
  • Defeating Captain Buto and his soldiers in area 24.
  • Defeating or avoiding the creatures of the terraced aquarium in area 26.
  • Defeating the flame exotroopers sent to prevent escape in area 2.

Placing the Adventure

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

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

Adventure Hooks

Though the bounty for each weapon is tempting enough, adventurers may find other reasons to plumb the depths of White Plume Installation. Refer to the reasons provided below as possible alternative options your players may have to enter this dungeon.

Seeking Favor

The three collectors whose weapons have been stolen are powerful and influential figures in the galaxy. Beyond any monetary reward, the possibility of receiving special treatment or even a high-ranking position within their organizations is too good to pass up for some. Though the original module does not specify the nature of the weapon's original owners, the following individuals may be used as examples for each one:

  • Raegen Desilijic Tiure, also known as Raegen the Hutt, is a notorious crime lord and collector with a reputation for surprising eloquence in spite of the usual expectations of the Hutts. Once an aspiring politician, Raegen invested himself fully in the criminal underworld after discovering an appreciation for antiques and the difficulty of acquiring them without dubious means. One of Raegen's most treasured assets is the Darkrazor warsword, acquired many years prior from the ruins of the Tamokhan massassi temple of Yavin 4, and he will stop at nothing to recover what he considers his rightful property.
  • Isaat Fulm is a mild-mannered middle manager of the Galactic Banking Clan, a sharp-minded muun who takes great care not to involve himself with the internal politics of the wider clan. In turn, he is also one of the galaxy's greatest collectors of corporate memorabilia, having wisely invested in many flourishing businesses and institutions to improve the worth of his collection. Even so, Isaat is not above investing in extra-legal means to acquire such items, having gained possession of the one-of-a-kind W4-V3 Intelligent Energy Projector product after its previous owners were suddenly and unexpectedly forced to declare bankruptcy. To this end, he would heavily appreciate the speedy return of the item and promises an appropriate reward for this service.
  • Igre Bostores is the passionately authoritarian and work-dedicated commissioner of the Coruscant Security Force, a physically robust human with connections across the elite of Coruscant. Though not a dedicated collector like his contemporaries, he holds a special appreciation for one particular piece that remained in his clandestine possession for several years. He views the Overwhelmer lightsaber as a symbol of a true lawkeeper's battle against the lawless, believing that the original owner was one who would act from a position of justice regardless of loyalty to any frivolous ideology like that of the Jedi or Sith. As such, the theft of such a highly regarded item has enraged him to no end, and he will take any means necessary to ensure its thief is brought to justice.

The Draw of Power

The weapons themselves are not just valued for their rarity; each weapon provides a great deal of power to its wielders, though one must remain vigilant of the costs required to use their power and the inherent risk of denying or exploiting their nature. One must also not forget the reason they were sent here in the first place - choosing to keep such a weapon is to invite challenge from those who seek to reclaim or procure it for themselves.

Ending the Horror

Those few who remember the legend of Kera Tis know of his years-long reign of terror over an entire star system over a millenia past. Even if the thief is only claiming the name of Kera Tis, they have the resources and skill to possibly instigate yet another tragic history for some other poor star system. To avert such a fate, putting an end to this endeavor is the only way to ensure security for the future.

Rescuing the Lost

Though many have known of White Plume Installation for years, those who have journeyed too close are known to disappear and never re-emerge. Now armed with the knowledge that such a location is the hideout of a once-notorious tyrant, some may have hope that those who once disappeared may be found once more within its depths - if not alive, then at least to discover their ultimate fate.

Adventure Start

The party has arrived at White Plume Installation, which stands alone in a vast asteroid field of space debris and abandoned mining ships. They will probably arrange to leave their personal ship either at the nearest space station (about 5 parsecs from the asteroid field) and be transported via dropship, or land it in the Exogorth's Eye Socket, a crater on the asteroid 2 miles from the Installation. There is really no other shelter available. The villagers know about the crater and may have mentioned it. If the party leaves no guard, they will just have to trust the station's denizens not to steal their belongings. (Dishonest denizens will have to weigh their fear of White Plume Installation against their certain belief that the party will never be seen again.) The crater is easily barricaded to protect the ship from small space debris.

White Plume Installation is a mining facility built into the sides of an almost perfectly conical volcanic hill formed from an ancient slow lava leakage. It is about 1,000 yards in diameter at the base, and rises about 800 feet above the surrounding land. The white plume that gives the installation its name and fame is the result of a continuous geyser that spouts from the very summit of the mountain another 300 feet into the air, trailing off into outer space like a great white feather. The steam produced by this geyser powers geothermal machinery that powers the facility, as well as an atmospheric generator that creates an artificial oxygen atmosphere surrounding the asteroid. Steam vents are visible in various spots on the slopes of the mountain, but none of them are large enough to allow entry.

Map 4.1 depicts a cross-section of the installation, showing the lava pool and the shaft of the geyser. The numbers refer to key areas inside the installation, showing their orientation with respect to one another.

The only possible entrance into the cone is a cave on the south slope known as the Exogorth's Mouth. This cave actually seems to breathe, exhaling a large cloud of steam and then slowly inhaling, like a person breathing on a cold day. Each cycle takes about 30 seconds. Approaching the cave, the party will hear a whistling noise coinciding with the wind cycle. If it were not for the continuous roaring of the atmospheric generator, this whistling could be heard for a great distance.

The cave is about 8 feet in diameter and 40 feet long. At the end of the cave, near the roof, is a long, horizontal crevice about a foot wide. The air is sucked into this crack at great speed, creating the loud whistling noise and snuffing out any fire sources. Shortly the rush of air slows down, stops for a couple of seconds, and then comes back out in a great blast of steam. This steam is not hot enough to scald anyone who keeps low and avoids the crevice, but it does make the cave very uncomfortable, like a hot sauna bath interrupted by blasts of cold air.

The ceiling and walls of the cave are slick with the condensed steam that runs down them. The floor is covered with several inches of fine muck. Only careful probing of the muck near the back of the cave will reveal a small trapdoor with a rusted iron ring set in it. Once the muck has been cleared away, a successful DC 20 Strength check is required to pull up the encrusted door. Powers such as release can also help open or bypass the door.

Directly beneath the door is a 20-foot-square vertical shaft and the beginning of a spiral staircase that leads down. All areas beyond this point are industrially constructed.

Dungeon: General Features

All corridors in the dungeon are 10 feet in height, and have been built with industrial materials. Unless otherwise noted, doors are 8 feet by 8 feet, made from old plasteel. Though the doors are heavy and seemingly unpowered, and thus difficult to open (requiring a successful DC 15 Strength check lifting from the bottom), the plasteel is not by any means compromised.

The water on the floor is about 1 foot deep, and the floor itself is made from heat-warped metal. Except where flights of steps lead up out of it, this scummy water covers the floors of all rooms and corridors. The water and warped metal reduce average movement by one-third (speed 30 becomes 20, speed 20 becomes 15), and will necessitate continuous probing of the floor by the party as they advance. It will be very difficult to keep silent, run (without falling), or depend on invisibility (waves and foot-shaped holes in the water give one away).

Random Encounters

Check once every 10 minutes for random encounters by rolling a d12; an encounter occurs on a roll of 1. If an encounter is indicated, roll a d6 and refer to the table below.

These are creatures that Kera Tis has released into the facility specifically for the purpose of giving the intruders a hard time. All will attack immediately. The dowutin and the wookiees are indoctrinated and cannot be persuaded to betray Kera Tis.

d6 Encounter
1 1 swarm of stone mite clusters
2 1d4 + 1 wookiee slaves
3 2 statue droids
4 1 dark stalker
5 1d3 dowutin brutes
6 1d2 indoctrinators

1. Spiral Staircase

The staircase is badly rusted but appears to be sturdy. The air inside the passageway is warm, humid, and rather foul. You reach the bottom of the stairs with a splash — the floor is submerged beneath a foot of water!

The spiral staircase descends about 100 feet before ending in area 1. Sensitive characters will feel it thrumming to a continuous low vibration (this vibration from the geyser will be noticeable everywhere in the dungeon). In the humidity, fire sources will burn fitfully and give off a lot of smoke.

Floating on the water are splotches of green and white extraterrestrial algae. This algae or algae-like fungus also clings in patches to walls and ceilings. It is harmless, and can be found almost everywhere in the installation where there is water.

2. Riddling Guardian

A rather mangy, bedraggled beast called a lax lies in the space where the three corridors converge. A ray shield along the south side separates the lax from those who approach from that direction. This ray shield can be brought down by powers such as disintegrate, diminish tech, or force suppression.

The lax communicates via telepathy, and will let the characters pass (by disabling the ray shield) if they can answer the following riddle:

Round she is, yet flat as a board

Altar of the Divine Lords

A hole through black velvet, flame in the sea

Unchanged but e'erchanging, eternally

The answer is "Sun." If the ray shield is destroyed or circumvented, the lax will attack.

3. Hidden Slime

Midway along the corridor that runs northeast, the floor is covered by a large patch of corrosive waste (as shown by the green section of the map). This acidic waste devours flesh, organic material, and metal on contact.

A creature that comes into contact with corrosive waste takes 5 (1d10) acid damage. The creature takes the damage again at the start of each of its turns until the waste is scraped off or destroyed. Against wood or metal, corrosive waste deals 11 (2d10) acid damage each round, and any unenhanced wood or metal weapon or tool used to scrape off the waste is effectively destroyed.

Sunlight, any effect that cures disease, and any effect that deals cold, fire, or force damage destroys a patch of corrosive waste. Because the waste is covered by water, it is not easily detectable, and characters might walk through it and not even notice they have done so until it has eaten through their boots and started on their feet.

4. Glass Globes

The door to this room appears normal on the way in: a large plasteel door, unpowered and difficult to open. When the characters have entered the room (or as many of them as are going in), the door will slam shut behind them. No tools, weapons, or powers available to the adventurers will open the door or prevent it from closing. Only the proper code cylinder inserted in the access point on the inside of the door will unlock it.

In the room, suspended from the ceiling by unbreakable wires, are nine silvered glass spheres, each about 2 feet in diameter. Unless otherwise noted, any enhanced means of looking inside a sphere will show that it contains some apparent treasure and a code cylinder. (Each sphere holds a code cylinder, but only one of the cylinders opens the door.) A good, hard crack with a weapon will shatter any of the spheres (each has AC 13 and 3 hit points), dropping its contents (if not caught) into the muck below.

Number the globes 1 through 9 for your own reference. The globes contain the following items:

Sphere 1. Three dark shades, 300 worthless lead pieces, and a false code cylinder.

Sphere 2. A force cipher of horror (an ornate palm-sized box from which overlapping whispers can be heard) and a false code cylinder.

Sphere 3. Jewelry worth 120,000 credits, a false code cylinder, and a gale droid.

Sphere 4 A mutagen of levitation and a false code cylinder.

Sphere 5. Eleven worthless glass gems and a false code cylinder.

Sphere 6. Phony glass jewelry, a false code cylinder, and a stone mite cluster.

Sphere 7. A force cipher of stun (a straw doll with a metal pin poised above its heart) and a false code cylinder.

Sphere 8. The actual code cylinder and a silver ring. When the ring is released from the sphere, it speaks to the characters through a recording:

"Stop before you put me on. I confer the following powers upon my wearer: infiltrate, tactical advantage, immunity to charm effects, vertical maneuvering once per day, detect enhancement, and one cast of will of the force. I also provide the benefits of protection and power turning. The only drawback is that once a year I permanently eat a small part of your life. I must be worn before I can leave this room; merely carrying me away is not possible. If ever I am removed from my wearer's finger, however, all my powers are lost. So you must decide right now who will wear me forever."

This situation is a basic loyalty and intelligence test. Will the party members cut each others' throats over the ring? Will they be suspicious enough to simply leave it alone? If they take time to think about it, they'll likely realize that the ring must be a hoax.

Someone who puts it on can cause it to exhibit any of the powers mentioned above, except for the will of the force power, as long as it remains in the room. While it is located here, the ring enables the wearer to produce the indicated power effects at will (except for vertical maneuvering), and it also acts as a ring of power turning and a ring of protection.

Once the ring leaves the area, however, it has no abilities and can't talk.

Sphere 9. Gems worth 6,000 credits and a false code cylinder.

5. Numbered Clones

Five misshapen human clones are clustered against the north wall. Each has a number on its chest: 5, 7, 9, 11, and 13. Number 5 says, "One of us does not belong with the others. If you can pick it out, it will serve you, and the others will allow you passage. If you pick the wrong one, we will kill you. You have sixty seconds."

The correct choice is 9, because it is not a prime number. Give the players an actual 60 seconds to figure it out.

If the characters give the wrong answer, roll initiative. The clones lumber forward to confront the intruders, trying to prevent anyone from moving through the door to the north. The clones will pursue enemies that flee to the south, but they won't climb the stairs that led to area 6.

If the characters answer the riddle correctly, events unfold as promised: the clone numbered 9 becomes an ally of the party, accompanying the characters if they so desire, and the other four clones become inert again.

6. Turnstile

A short flight of stairs leads up to a dry corridor. Just around the corner is a turnstile.

The characters will discover that the turnstile rotates in only one direction (counterclockwise). They can pass through it easily when moving to the east, but it will probably have to be destroyed on the way back. A misshapen clone or a strong character could rip it out with a successful DC 24 Strength (Athletics) check.

7. Geysers and Platforms

The door opens onto a maintenance platform in a large natural cave. Opposite the entrance in the distance is another platform. Between them, a series of metal disks is suspended above the ground by repulsorlifts. The cave floor seems to be covered by a pool of boiling mud.

The ceiling is 50 feet above the level of the platforms. The cave floor is 50 feet below. Two spots in the mud are the locations of geysers. The northern one erupts once every 5 minutes, the southern one every 3 minutes. The stone platform opposite the entrance is approximately 90 feet away.

The disks are about 4 feet in diameter and 3 feet apart. Each disk floats using a single repulsorlift fixed in the center of its underside. The disks sway freely and will tilt when weight is placed upon them.

The disks and the walls of the cavern are covered with a wet, slippery algal scum. This coating gives off a feeble phosphorescent glow. Climbing the walls requires a successful DC 15 Strength (Athletics) check.

When the geysers erupt, they reach nearly to the roof of the cavern, and creatures holding onto or standing on the disks might be washed off to fall into the boiling mud. The damage a creature takes from a geyser depends on how close a creature is to the geyser when it erupts (see the table below). Creatures that succeed on a DC 15 Dexterity saving throw take half damage.

In addition, a creature that is on a disk when a geyser erupts must succeed on a Strength saving throw (see the table for DCs) or be knocked off and fall into the boiling mud.

Location Damage DC
Adjacent to geyser 27 (5d10) fire damage 14
One disk away 22 (4d10) fire damage 13
Two disks away 16 (3d10) fire damage 12
Three disks away 11 (2d10) fire damage 11
Four disks away 5 (1d10) fire damage 10
Anywhere else in the area 3 (1d6) fire damage -

Any creature that falls into the boiling mud takes 44 (8d10) fire damage at the start of each of its turns for as long as it remains in the mud.

8. Incubation Chamber

The door opens into an area of utter blackness.

The room beyond the door is the lair of an anzat clone named Ceten Miir. He remains in his nutrient-providing incubation chamber except when roused to defend his treasure, which lies in a niche in the floor under his chamber. The anzat automatically awakes at the approach of intruders.

The room is affected by a darkness force power, which the anzat is not hindered by because he has truesight. If the anzat needs to leave this area to pursue intruders, the door to the room automatically recognises his genetic signature and opens at his approach. If the enhanced darkness is dispelled, it renews again automatically 24 hours later.

Treasure

The space beneath the incubation chamber contains Overwhelmer, a possessed lightsaber; 100,000 credits in six leather sacks, a mutagen of mind probing, and three tech ciphers; an advanced droid construction kit (construct droid at 4th level), an override signal emitter (diminish tech), and a recording/playback module (implant message).

9. Pool and Drain

As the characters move along the water-covered corridor, they can see that the water is deeper in a small circular area to the east. This space is a 10-foot-deep pit. At the bottom is a wheel connected to a valve. Turning the wheel requires a successful DC 20 Strength check.

When the wheel is turned, a channel will open, and all the water in the wet corridors will drain out in 1 hour. Also at the bottom of the pit is a secret door that is concealed by an enhanced tech effect. The door cannot be detected by sight, but can be discovered through the use of powers or by someone who examines the area by touch and succeeds on a DC 15 Intelligence (Investigation) check. The doorway leads to Kera Tis' Indoctrination Center (see "Escaping the Dungeon" at the end of the adventure).

10. Deceptively Deep Room

Ahead is what appears to be a water-covered room, with steps rising out of the muck on the far side.

Most of the area is actually a 15-foot-deep pool. The only shallow spaces are those that run mostly around the perimeter of the room, where the water is only 1 foot deep.

The deep area that makes up most of the room is inhabited by two aquatic syren plants. As the characters move into the room, the syrens will rise to the surface, and each will attempt to charm a character.

In the eastern wing of the pool are two partly enclosed areas with entrances that are accessible only from beneath the surface of the water. These areas are partially covered by a roof along the east edge, where the water is only 1 foot deep. The southern chamber is the syrens' lair, which contains their treasure. The northern chamber is empty.

Treasure

Scattered about the syrens' lair are 6,000 credits, a piece of jewelry worth 20,000 credits, and a suit of battle armor (fine).

11. Spinning Cylinder

The maintenance corridor changes abruptly to a spinning cylinder, apparently made of some light-colored metal. The inner surface rotates rapidly. It is painted in a dizzying black-and-white spiral pattern, and it glistens as if coated with some substance.

The 30-foot-long cylinder is 10 feet in diameter and spins counterclockwise at about 10 feet per second. The inner surface is covered with slippery petroleum. It is possible to slide through the cylinder by propelling oneself along the floor, but walking through this area without being knocked prone requires a successful DC 20 Dexterity (Acrobatics) check.

12. Burket's Guardpost

Watching through the blaster slit at the end of the passage is an alert guard named Burket. If he sees intruders approaching, he will wait until they are halfway through the spinning cylinder and then ignite the slippery petroleum with a combustive shot.

The petroleum burns for 2d4 rounds if the fire is not extinguished. On the first round, the burning petroleum deals 9 (2d8) fire damage to any creature that enters the spinning cylinder or starts its turn inside the cylinder. On later rounds, it deals 2 (1d4) fire damage to such creatures.

Development

After Burket shoots, he then warns his lover, the engineer and rakghoul shifter Sharla, to close and lock the shutter over the blaster slit and move to defend the door that adjoins the corridor. They stand ready to engage anyone that enters.

If Burket is killed or if Sharla finds herself in a bad situation, she changes into rakghoul form and attacks with desperate savagery, giving her advantage on all her attack rolls.

If she is captured alive and made to talk, she will tell the party only that she is charged with keeping the syren plants and other denizens of the installation fed. There are strange gaps in her memory concerning her employer or any section of the installation other than her own. She has never been past the doors at area 14. Burket knows even less than she does.

Treasure

The room has a couple of benches and a table, upon which are a large lamp (worth 100 credits) and Sharla's datacron mk III. The datacron contains the energy shield and electroweb powers, or other powers of your choice from Sharla's Techcasting trait. It is protected by an 'explosive trap' fabricate trap tech power that deals 5d6 fire damage.

13. Sharla's Sanctum

Unlike the room you just left, this place is beautifully decorated. The floor is covered by fine rugs, the walls by erotic holoimages and shimmering curtains, the ceiling by an intricate mosaic depicting a summer sky dotted with fleecy clouds. In the northeast corner is a large and lavishly covered bed, strewn with cushions. Next to it on a low table is a buffet of sweetmeats, cakes, and other delicious-looking comestibles. In the northwest corner of the room is a brass-bound plasteel chest.

Anyone who tries out the bed will find that it feels quite uncomfortable, and anybody who samples the food will be disappointed in the extreme, finding it tough and not very tasty.

In fact, the room's interior is covered by a convincing holographic projection; a true sight power or similar illusion-piercing enhancements reveal that the opulent bed is only an old mattress, and the delicious treats are just ordinary rations. The walls, floor, and ceiling of the room are quite bare. A diminish tech or force suppression power will automatically remove the illusion.

Treasure

Only the brass-bound chest appears as it actually is. The chest must be opened while uttering a command word known only to Sharla (the word being 'Taris'), or it will emit a debilitating gas power that lasts for 1 minute. Inside are 5,000 credits and seven gems worth a total of 13,000 credits.

14. Flood Doors

The three doors along the corridor are made of thick flexisteel, their edges flanged so that they overlap the door jamb on the north side and thus can be opened only by pivoting them to the north. The north side of each door has a handle so that it can be pulled open from that direction.

These barriers are manual emergency doors, whose purpose is to prevent the installation from being flooded by the geothermal reservoir at area 15, in case of an "accident."

15. Geothermal Reservoir

This reservoir is several hundred feet deep, extending down to the red-hot rock below, and reaching nearly to the ceiling of the cavern it occupies, 50 feet above the level of the sunken ledge described in area 17. It is fed by an underground stream that enters from the northwest at a depth 100 feet below that of the ledge. Its run-off flows through a channel to the east, above the ledge, near the ceiling of the cavern.

Any creature that enters the reservoir takes 44 (8d10) fire damage immediately and again at the start of each of its turns for as long as it remains in the shaft.

16. Blow Hole

The run-off from the geothermal reservoir cascades down through a series of near-vertical lava-tubes to the base of the blow hole, 800 feet below the level of the dungeon. There the water strikes molten rock and is instantly converted to steam, powering the geothermal machinery built into the sides of the blow hole. The remaining steam is ejected up the blow hole and out the top of the volcanic cone, forming the continuous geyser of White Plume Installation. The boiling water here is just as dangerous as the water in area 15.

17. The Boiling Bubble

A lowered observation platform projects out into the geothermal reservoir. The corridor from the installation continues out into the reservoir under specially designed transparisteel with heightened heat resistance. The shape of the corridor is not square in cross-section, but rather semicircular, as if a series of hoops were supporting the ceiling.

The protective material is insulated, firm and uncomfortably warm to the touch. Under any sudden force it audibly strains, and any character unwise enough to damage it with an energy weapon will cause a stream of scalding water to rush into the corridor, hopefully burning the idiot who made the hole for 2 (1d4) fire damage. Thereafter, any creature that enters the space with this stream of scalding water or that starts its turn there takes that damage. No immediate measures are in place to cover or repair the material once it is compromised. Major damage to the material, as from a direct strike with a kinetic weapon, will compromise the transparisteel's integrity and cause it to shatter entirely in 1d6 rounds.

After 30 feet the corridor gives way to an oval-shaped, domed area enclosed by the protective material. Here lives the guardian of the treasure, a mutated aggrocrab enhanced by Kera Tis' experimentation.

The crab will intelligently attack intruders, being careful not to bump the protective transparisteel walls. The crab is experienced in fighting in this manner, as is evidenced by the bones scattered about, but the characters are not. You will have to watch for characters whose actions might break the barrier, especially any foolish enough to use two-handed weapons or a violent power such as explosion or force lightning. Such people are likely to get the whole party boiled.

Treasure

At the north end of the domed area is a heavy chest firmly attached to the floor. In it is W4-V3, a blaster containing a droid brain; 10,000 credits in small sacks, twenty gems (two big ones worth 10,000 credits each, one big one worth 50,000 credits, and seventeen others worth a total of 39,350 credits), darkvision goggles, and a favor crystal.

Development

A character who grabs W4-V3 while the protective barrier is collapsing can save the lives of those nearby by using the blaster's Ray Shield Projector. W4-V3 will instantly make its bearer aware of this property and allow the bearer to instantly become attuned to it if that person is involved with Czerka or is willing to subscribe to their weekly catalogue on the spot.

Characters protected by the ray shield will probably end up being blown out the geyser at the top of the mountain. The air-filled shield will float, drain down the cascade, and be ejected from the blow hole — a rocky ride.

Characters could also survive the boiling reservoir with a combination of immunity to fire damage and the ability to breathe water.

18. Hall Pit

Halfway down the corridor that leads to the northwest is a 10-foot-long, 10-foot-deep open pit, filled with and hidden by water. If the characters aren't testing the floor ahead of them, those in the first rank must succeed on a DC 15 Dexterity saving throw to avoid falling into the pit.

19. Metal-Heating Corridor

A series of copper-colored metal plates lines the walls of the path before you.

The plates are 6 feet high and 6 feet wide, and cannot be damaged or removed. They produce an invisible electrical field that extends from floor to ceiling throughout the 70-foot-long corridor. The field isn't directly harmful, but metal objects that pass between the plates become heated. Metal will become uncomfortably warm after moving 20 feet into the field, painfully hot after 30 feet, and hot enough to deal fire damage at 40 feet and beyond. The field affects armor, weapons, equipment, and even treasure made of metal.

A character in armor who tries to move through this corridor would take damage as follows: 4 (1d8) fire damage at 40 feet, another 9 (2d8) fire damage at 50 feet, an additional 16 (3d10) fire damage at 60 feet, and another 22 (4d10) fire damage at 70 feet.

Characters not wearing armor but carrying metal weapons or equipment will feel only slight discomfort when passing between the plates. Metal carried in wrappings of cloth will burn through by the 50-foot mark, and it will similarly burn through leather by the 60-foot mark. Armored characters might have no recourse other than to remove their armor, then drag, push, or use powers to get their metal armor and weapons through the corridor, and then suit up again. Armor pulled through the corridor by cable will heat up enough to burn through the cables at 60 feet, leaving a pile of hot metal lying in the water.

The only sovereign remedies for this dilemma are area effects that deal cold damage, such as cryogenic storm or cryogenic spray, which will nullify the effect long enough for the party to dash through.

20. Rakghoul Ambushers

Behind the secret door, eight rakghouls wait in ambush for intruders to come through the heat-induction corridor. These rakghouls are immune to the frightened condition.

21. Stairs Up

These stairs lead up out of the water to the dry corridor beyond.

22. Frictionless Trap

When the characters pass through the door from area 21, describe the features of the room beyond depending on how much of the chamber they can see.

The path to the west is broken by a sizable gap, and you can see the glint of metal at the bottom of the opening. The floor beyond this area has a silvery sheen.

In the distance you can see another hole, beyond which is a patch of floor that adjoins the western wall.

The openings in the floor are pits, each 5 feet wide and 10 feet deep. Their bottoms are lined with rusty, razor-like blades. Anyone who falls in takes 6 (1d12) kinetic damage and must succeed on a DC 15 Constitution saving throw or contract a disease called convulsion fever (see below).

The walls, ceiling, and floor of the area between the pits are covered with a substance that is totally frictionless. This silvery stuff is inert and utterly unaffected by any force, enhanced or otherwise. Anything that alights on the surface will move in the direction of its last horizontal impetus, bouncing off the walls (if it strikes them) like a rubber ball, until it slides into a razor-pit. It is impossible for a creature even to stand still on the surface, for the slightest movement in any direction would unbalance it enough to send it moving in that direction.

Powers that augment movement (such as vertical maneuvering or jump) and teleportation effects do not work in this room.

The line near the west edge of the room is the hologram of a wall — the actual wall is 10 feet farther away. Objects that make contact with the holographic wall will pass through it and seemingly disappear. This fact tends to frustrate (at least initially) any scheme for attaching a cable to the west wall from afar.

In fact, however, one way to get safely across is to get a cable strung through the room and fastened securely at both ends. Once this is done, characters can pull themselves across the floor and are able to control their speed. A clever party might be able to come up with other methods. Ingenuity is required.

Convulsion Fever

A creature that contracts the disease of convulsion fever is wracked with pain as its heart races and its muscles spasm hard enough to break its bones. The creature takes 11 (2d10) true damage at the start of each of its turns. If a victim is not cured by other means, it can repeat the saving throw at the end of every minute after becoming exposed, ending the effect on itself with a successful save.

23. Floating Stream

Water not only flows through this room, it floats.

Entering a hole in the western wall, two feet off the floor, is a stream seemingly suspended in mid-air. It flows out of another hole near the northeast corner. The water is about three feet deep. You can see a few blind cave fish being carried along in the brisk current. On either side of the door are a total of six kayaks, each able to carry two riders, but there are no paddles to be found.

The stream is hemispherical in cross-section where it flows through the room, held up by a unusual system of hemispherical tractor beams arranged throughout the tunnel system. The entrance and exit holes are 6 feet in diameter; they are the ends of a tunnel that connects this room with area 24.

The water is lukewarm. Objects can be thrust through the sides of the stream, but no water other than a few drops will escape. It would even be possible to walk right through the stream, but only a very strong creature could do so without being swept off its feet (requiring a DC 15 Strength saving throw). The stream flows quite quickly from west to east.

If characters choose to go boating into the unknown tunnel, they will have to figure out how to get in the kayaks once the kayaks are placed in the stream, the surface of which is 5 feet off the floor. These vessels tip over easily. If they successfully board the kayaks, the characters will bump along through a twisting tunnel 6 feet across. They can regulate their speed by pushing against the walls. Eventually they will emerge into area 24.

24. Captain Buto's Guardpost

A former Royal Guard of Naboo named Captain Buto Sandspite and his eight royal guards wait here to ambush any who come through the tunnel. They will be alerted by disturbances in the flow of water as the party tampers with it upstream. The stream that flows through this room is suspended in the same manner as in area 23. It continues from north to south out of area 24 and back to area 23, completing the circuit.

Captain Buto's royal guards work in two teams of four, with two team members on each side of the stream. When a kayak comes out, a team will throw a large net over it and attempt to drag it and its occupants out of the stream and down onto the floor. When it falls, they move in to finish off the occupants with vibroblades. To escape from a net, a creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a successful check. Dealing 5 kinetic or energy damage to the net (AC 10) also frees a creature without harming it; any other creature in the same net can then use its action to free itself through that opening.

Captain Buto was a respected Naboo Royal Guard captain before his indictment in the mass-murder of a gungan community. His mysterious disappearance from Theed's prison left even the galaxy's foremost investigators baffled, and a reward of 100,000 credits was posted for his capture. Someone in the party is sure to recognize his one-of-a-kind face; however, they may also be surprised to see that this face is shared by each of his guards, who are loyal clones of Buto provided by Kera Tis.

Treasure

In addition to his weapons and armor, Captain Buto wears hydraulic boots. In addition, he carries the code cylinder that opens the secret doors at area 25.

25. Obscured Secret Doors

The secret doors at either end of the narrow corridor will reveal themselves and open only to the bearer of Captain Buto's enhanced code cylinder.

26. Terraced Aquarium

You are looking out and down into an enormous chamber defined by terraced steps that ring the entire area and descend toward a central enclosure.

A few feet south of the door, water laps at the edge of the metal floor. Looking to the side, you can see that the ring of the terrace that lies beyond is a ten-foot-deep ring of water held in by a nearly transparent wall. Another of these watery steps in the terrace is somewhat lower than the first; at the level in between these aquariums, the terrace steps are dry, but the area is still enclosed by a glassy wall like the others.

Each tier in the room is 10 feet in depth and width. The three middle levels are enclosed by 10-foot-tall glass walls that keep the inhabitants of those tiers confined. The two on either side are filled with water. All the creatures in this room have been charmed and ordered to stay in their areas as long as their glass walls are intact.

A 10-foot-square area of glass wall has AC 15, and 20 hit points. The glass can also be broken with a successful DC 15 Strength check.

The only exit from the room is the door that leads south out of the bottom tier. It opens into a corridor that passes under the higher tiers of the room.

Breaking Glass

If any of the glass walls are broken, a weak ray shield will activate immediately in front of the door on the bottom tier (preventing water from forcing the door open and escaping into the corridor beyond). If the glass is broken on both of the aquariums, the volume of water is sufficient to fill the two lower tiers and cover the floor of the middle tier to a depth of about 2 feet. The water will slowly drain out of four small drains in the corners of the bottom tier, but it will take a good three hours to do so. Of course, characters who choose to wait will be subject to the possibility of random encounters. Once the water is finally gone, the ray shield will disappear.

If the characters destroy the ray shield (such as with diminish tech, force suppression or disintegrate), the pressure of the water will push open the door and the water will rush into the corridor beyond, pulling along any swimming characters and miscellaneous debris nearby. The water will collide with another ray shield that covers the door to area 27, and then begin draining out through a grating in the floor in the last 10 feet of the passage. The water will take only 20 minutes to drain out through this grating. (The water drains straight down through an old lava tube to a large cave with no other exits.) When the water is gone, the ray shield barring entry to area 27 dissipates.

Creatures

Each level of the aquarium contains the result of genetic experimentation undertaken by Kera Tis. The occupants of each level will be randomly distributed when the party enters, but as the intruders come near, the creatures will move to follow, expecting to be fed. They are accustomed to live food, and will ignore dead meat or other nonliving sustenance. They consider any living creature that enters their domain as food, and will attempt to eat it.

No creatures inhabit the top tier of the terrace. The aquarium tier inside that area is occupied by six prototarc. The next lower tier is a dry level where the glass walls enclose six tisian tripions. Beneath and inside that is an aquarium that holds four aqua nexu.

On the bottom tier are three mutated feral spiners. The spiners will not hesitate to fire their spines at any they recognize as intruders.

Treasure

A safe is set in the north wall opposite the door on the bottom tier. If it is opened incorrectly (that is, the trap not removed), a vibration device in the wall is triggered that will shatter the glass walls in this area in 1d6 rounds. The safe contains 6,000 credits and one piece of jewelry worth 30,000 credits.

27. Luxurious Prison

Lavish furnishings and decorations are everywhere in this large room. The floor is strewn with rugs and cushions, and tapestries cover the walls. A hookah as tall as an adult human stands in one corner. The largest piece of furniture is a sumptuous divan.

The room is the residence of a cloned shi'ido named Qesnef, whose genetic donor lost a bet with Kera Tis and as a result the clone must confine himself in these luxurious surroundings, guarding his treasure, to be replaced with another clone once he dies. A implant message power warns him of the approach of trespassers, so he will disguise himself by using his Skinshift ability to take the form of a doughty bothan warrior, claiming to be someone who has been trapped by the evil geneticist.

Treasure

Qesnef's valuables have been casually shoved beneath the divan. The hoard includes Darkrazor, a possessed warsword;, 9,000 credits, four pieces of jewelry worth a total of 110,000 credits, a medpac (fine), a barrier of protection (aberrations), and armor of vulnerability (energy).

In addition, Qesnef wears a ring of protection on his left hand and a ring of tech storing mk III (with two mirror image powers in it) on his right.

Escaping the Dungeon

If the characters obtain two or even all three of the legendary weapons and are finally leaving for good, they might be stopped at area 2 by the return of the ray shield. A voice will speak to them out of the air:

"Not thinking of leaving, are you? You've been so very entertaining. I just couldn't think of letting you go, especially with those little items of mine. And since you've eliminated all of their guardians, why, you'll simply have to stay... to take their places. I'll have to ask you to leave all of your ridiculous weapons behind and let Nix and Nox escort you to the Indoctrination Center. I'll be most disappointed if you cause me any trouble and Nix and Nox have to eliminate you. Don't worry — you'll like it here."

Creatures

The ray shield disappears, but coming up the south passage are N-1X and N-0X, two flame exotroopers. If the party can get past them, they're home free.

Of course, this whole episode can be omitted if the party has already taken too much damage. Conversely, if the characters have had too easy a time of it, this final challenge can be made tougher by the addition of one or two more flame exotroopers (called B-0X and C-0X).

If, for some foolish reason, the party decides to comply with Kera Tis' request and go with N-1X and N-0X to the Indoctrination Center, you will have to play it by ear. It's not too difficult — use your imagination and make it up as you go. Just make sure that the characters are extremely sorry they ever decided to submit to Kera Tis' demands. They probably will end up as the brainwashed new guards in Kera Tis' renewed version of White Plume Installation.

Optional: Indoctrination Center Outline

If you would like more guidance on running the Indoctrination Center, whether the party is escorted there or locates it earlier when exploring area 9, consult Appendix C under the 'Kera Tis' Indoctrination Center' section.

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 4, Area 8

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.

Mutagen of Magnetic Levitation

Consumable (substance), advanced

When you drink this liquid mutagen, you gain a flying speed equal to your walking speed for 1 hour and can hover, as you control your magnetic field to repel and stabilize yourself in relation to other objects. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.

This mutagen's clear liquid appears to have a single bubble perfectly stabilized in its centre at all times, regardless of the liquid's shape or volume.

Found In: Area 4

Ring of Protection

Adventuring Gear, prototype
Requires attunement

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

Found In: Area 4, Area 27

Ring of Power Turning

Adventuring Gear (finger), legendary
Requires attunement

While wearing this ring, you have advantage on saving throws against any force or tech power that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the power is 7th level or lower, the power has no effect on you and instead targets the caster, using the power level, power save DC, attack bonus, and casting ability of the caster.

Found In: Area 4

Mutagen of Mind Probing

Consumable (substance), prototype

When you drink this liquid mutagen, you gain the effect of the probe mind force power (save DC 13)

The mutagen's dense, purple liquid has an ovoid cloud of pink floating in it.

Found In: Area 8

Battle Armor (Fine)

Armor (battle armor), premium, 55 lb.

You have a +1 bonus to AC while wearing this enhanced armor.

Battle armor is an armor that reduced weight, but restricts movement. The armor is commonly used by mercenaries, bounty hunters, soldiers, and civilians that live in dangerous areas.

Found In: Area 10

Datacron Mk III

Adventuring Gear, prototype

This datacron contains a single 3rd-level tech power, or multiple powers of 1st-2nd level with a combined level no greater than 3. After tinkering with the datacron for at least 8 hours, a techcaster with a Max Power Level of 3rd or higher can make a DC 18 techcasting ability check with proficiency. On a success, they learn the contained tech power(s), which does not count against their tech powers known. On a failure, the power is not learned and the techcaster can’t try again for 24 hours.

Datacrons are encrypted storage devices that contain an interactive projection, and are used to store high-value, sensitive information.

Found In: Area 12

Darkvision Goggles

Adventuring Gear, premium

While wearing these goggles, you have darkvision out to a range of 60 feet. If you already have darkvision, these goggles increase its range by 30 feet.

Found In: Area 17

Favor Crystal

Adventuring Gear, premium
Requires attunement

While this force-attuned crystal is on your person, you gain a +1 bonus to ability checks and saving throws.

Found In: Area 17

Hydraulic Boots

Adventuring Gear, premium
Requires attunement

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Found In: Area 24

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 27

Barrier of Protection Against Aberrations

Adventuring Gear, prototype

Using an action to activate this barrier encloses you in an invisible shield barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations 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 an aberration 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 27

Armor of Vulnerability (Energy)

Armor (heavy exoskeleton), prototype, 65 lb.
Requires attunement

While wearing this armor, you have resistance to energy damage.

Curse. This armor is cursed, a fact that is revealed only when an analyze or telemetry power is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse or remove virus powers or similar effects; removing the armor fails to end the curse. While cursed, you have vulnerability to kinetic and ion damage.

Found In: Area 27

Ring of Tech Storing Mk III

Adventuring Gear, prototype
Requires attunement

This ring stores tech powers cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of tech powers at a time. When found, it contains 1d6 - 1 levels of stored tech powers chosen by the GM.

Any creature can cast a tech power of 1st through 5th level into the ring by touching the ring as the tech power is cast. The tech power has no effect, other than to be stored in the ring. If the ring can’t hold the tech power, the tech power is expended without effect. The level of the slot used to cast the tech power determines how much space it uses.

While wearing this ring, you can cast any tech power stored in it. The tech power uses the slot level, tech save DC, tech attack bonus, and techcasting ability of the original caster, but is otherwise treated as if you cast the tech power. The tech power cast from the ring is no longer stored in it, freeing up space.

Found In: Area 27

Overwhelmer

Weapon (martial lightsaber), legendary, 2.25 lb.
Requires attunement by an enemy of the Sith

Overwhelmer is a powerful martial lightsaber created by a legendary Jedi and lost in the depths of White Plume Installation. Its hilt resembles a powerful warhammer, and the kyber crystal within appears to have been bled in the past.

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. 24 standard hours after you first make an attack roll with Overwhelmer, you develop a fear of outer space that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see clearly into outer space.

Thrown Weapon. Overwhelmer has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 energy damage, or an extra 2d8 energy damage if the target is a Large or larger aberration. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave. You can use an action to strike the ground with Overwhelmer's hilt and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until 24 standard hours have passed.

Supernatural Awareness. While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast the sense force or locate object force powers from the weapon. Once you cast either power, you can't cast it from the weapon again until 24 standard hours have passed.

Sentience. Overwhelmer contains the lawful neutral spirit of an anzat Jedi with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. The spirit, whose essence is contained in the saber's purified kyber crystal, formerly went by the name Ceten Miir, but now asks to be called by the name of the weapon it possesses. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Galactic Basic, Sith and the unnamed anzat language. It shouts battle cries in its native tongue when used in combat.

Personality. A long-forgotten guardian of the Jedi Order, Overwhelmer's purpose is to slaughter sith and sithspawn. It also seeks to protect the Jedi Order against all enemies. Conflict arises if the wielder fails to destroy sith and sithspawn or to protect Jedi.

Overwhelmer has ties to the Jedi Temple on Tython, where the spirit became a Jedi long ago. It longs to be returned to the Jedi Order and would do anything to protect the Tython Temple from harm.

Overwhelmer also carries a secret shame. Centuries ago, Ceten Miir carried the weapon and used it valiantly. But he developed an addiction to force essence - a tragic, yet common affliction amongst the anzati - and fell to the dark side, corrupting and bleeding Overwhelmer's kyber crystal to a red hue before using it to kill and feed on his fellow Jedi from the Tython Temple.

Blade Color. Filled with immense regret by the time of his death, Ceten Miir bound his force essence to Overwhelmer's corrupted kyber crystal, vowing to redeem himself by killing a hundred times more enemies of the Jedi Order than the number of Jedi he killed in his weakness. In doing so, he reversed the color change to its original blue but believes that the corrupted crystal, and in turn himself, cannot be fully purified until he has succeeded in his goal.

Instead, Overwhelmer allows its wielder to change the crystal's color at any time while wielding it. As a bonus action, you can change the color of Overwhelmer's lightsaber blade to any color except red or white. Attemping to do either causes conflict with Overwhelmer.

The only way to change the color (permanently) to either of the exceptions is to either convince the spirit to embrace the dark side (turning it red), or to forgive themselves for their past actions (purifying the crystal and turning it white). In either case, the blade color can no longer be changed after this point.

Found In: Area 8

W4-V3 Intelligent Energy Projector

Weapon (blaster rifle), legendary, 7.5 lb.
Requires attunement by a customer of the Czerka Corporation

Held in the depths of White Plume Installation, this blaster rifle is an exquisite weapon designed for high efficiency, maximum satisfaction, and ongoing support for over a millenia. Although you must be considered a customer of Czerka Corporation to attune to this weapon, W4-V3 happily accepts subscriptions to the free Czerka Weekly Catalogue newsletter as a starting point.

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

Droid Command. While you carry this weapon, you can cast the override interface tech power (save DC 15) targeting a droid. This feature has three charges, and the weapon regains 1d3 charges every 24 standard hours.

Warning System. While this weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than unenhanced sleep. The weapon automatically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Integrated Breathing Apparatus. While wielding this weapon in a location where you cannot breathe normally, you can speak its command word as an action to access an integrated breathing apparatus. This apparatus stays with you until you speak the command word again, you drop the weapon or you are in a location where you can breathe normally.

Ray Shield Projector. This feature starts with 36 charges and regains 1d20 expended charges every 24 standard hours. You can use an action to activate one of the ray shield's effects listed below. If the projector has insufficient charges remaining, nothing happens. Otherwise, a ray shield barrier is projected from the weapon, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to deactivate the barrier, or the projector runs out of charges. You can change the barrier's effect by choosing a different effect and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.

Ray Shield Effects

Charges Effect
1 Gases, wind, and fog can't pass through the barrier.
2 Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 Living matter can't pass through the barrier.
4 Power effects can't pass through the barrier.
5 Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
0 The barrier deactivates.

The cube loses charges when the barrier is targeted by certain powers or comes into contact with certain power or enhanced effects, as shown in the table below.

Object Armor Class

Power or Effect Charges Lost
Disintegrate 1d12
Spectrum Spray 1d20
Greater Pyrokinesis 1d4

Sentience. W4-V3 contains an integrated droid brain of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates with its wielder using a complimentary wireless earpiece and can speak, read, and understand all known languages. It can also speak with non-verbal droids, using the earpiece and a translation system to involve its wielder in the conversation.

Personality. When it grows idle, W4-V3 has a habit of transmitting sound files to its wielder's earpiece that vary from commercial jingles to galactic stock market predictions.

W4-V3 zealously desires to convince sentients to sign up for services provided by Czerka Corporation, or else to consign members of rival corporations to death. Conflict arises if the wielder fails to further the weapon's objectives in the galaxy. The blaster has a nostalgic attachment to the place where it was forged, an arms manufacturing plant called Thunderforge Manufactory. Czerka Corporation placed a family of chadra-fan under indentured servitude there, and the chadra-fan forged W4-V3 in an act of devotion to — or rebellion against — Czerka Corporation.

W4-V3 harbors a secret doubt about its own nature and purpose. For all its devotion to Czerka Corporation, Wave fears that it was intended to bring about a high-ranking board member's demise. This destiny is something W4-V3 might not be able to avert.

Found In: Area 17

Darkrazor

Weapon (warsword), legendary, 10.75 lb.
Requires attunement by a creature of non-lawful alignment

Hidden in the depths of White Plume Installation, Darkrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this enhanced weapon. It has the following additional properties.

Devour Force. Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature and devours its force essence, unless it is a construct, droid or undead. A creature whose force essence has been devoured by Darkrazor can be restored to life only by a cast of the will of the force force power.

When it devours force essence, Darkrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 standard hours. As long as these temporary hit points last and you keep Darkrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Darkrazor devours your force essence.

Force Hunter. While you hold the weapon, you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs, droids or undead. You also can't be charmed or frightened.

Darkrazor can cast the knight speed force power on you once every 24 standard hours. It decides when to cast the power and maintains concentration on it so that you don't have to.

Sentience. Darkrazor contains the spirit of a chaotic neutral massassi with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Galactic Basic and Sith, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Darkrazor also understands every language you know.

Personality. Darkrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword's purpose is to consume force essence. It doesn't care whose essence it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Darkrazor is meant to hurry that process along.

Despite its nihilism, Darkrazor feels a strange kinship to W4-V3 and Overwhelmer, two other weapons locked away under White Plume Installation. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds W4-V3 tedious.

Darkrazor's hunger for force essence must be regularly fed. If the sword goes 72 standard hours or more without consuming any force essence, a conflict between it and its wielder occurs within the next 6 hours.

Found In: Area 27

Appendix B: Creature Statistics

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

Unwilling Captives

Many of the humanoids within White Plume Installation have been captured, brainwashed and sometimes cloned within Kera Tis' Indoctrination Center. If the party isn't careful, they may find themselves joining the ranks of these unfortunate souls...

Wookiee Slave

Used by Kera Tis as both laborers and muscle, these brainwashed wookies lack the will to enter their famous berserker rages. Despite this, they remain generally stronger than the average humanoid.


Wookiee Slave

Medium humanoid (wookiee), lawful balanced


  • Armor Class 14 (unarmored)
  • Hit Points 30 (4d8+12)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
16 (+3) 12 (+1) 17 (+3) 7 (-2) 11 (+0) 10 (+0)

  • Saving Throws Str +5
  • Skills Athletics +5, Intimdation +4
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Shyriiwook, understands Galactic Basic but can't speak it
  • Challenge 1 (200 XP), PB +2

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

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

Actions

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

Appears in: Random Encounters

Dowutin Brute

The towering dowutin are renowned for their brutish power in battle and their seemingly-infinite lifespan, capable of living for hundreds of years and growing larger every passing year. One such dowutin sought to plumb the depths of White Plume Installation many years ago, and his intellectually-repressed clones have been used as invaluable muscle by Kera Tis every since.


Dowutin Brute

Large humanoid (dowutin), neutral dark


  • Armor Class 12 (thick hide)
  • Hit Points 59 (7d10+21)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
19 (+4) 8 (-1) 16 (+3) 5 (-3) 7 (-2) 7 (-2)

  • Skills Athletics +6, Survival +0
  • Senses passive Perception 12
  • Languages Basic, Dowuta
  • Challenge 2 (450 XP), PB +2

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

Actions

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

Oversized Vibrospear. Melee or Ranged Weapon Attack: +6 to hit, reach 5 ft. or range 25/75 ft., one target. Hit: 11 (2d6+4) kinetic damage, or 14 (4d4+4) kinetic damage if using two hands.

Appears in: Random Encounters

Indoctrinated Lax

The lax is one part of a symbiotic pairing with their mate from the planet Loreth, the greta. The lax resembles an enlarged, brown-furred snake with a mask-like head, two pairs of temple horns oriented upward and downward respectively, and a set of luminescent green eyes on their 'face' with a single large eye in the centre. Though the greta and lax are most powerful together (known as a 'gretalax'), they individually hold impressive capacity to wield the Force and to guard their thoughts from others.

The lax found in White Plume Installation was separated from its partner many years ago and indoctrinated by Kera Tis, who outfitted it with a translation implant to allow it to understand a variety of languages and communicate them telepathically. If this lax was freed of its indoctrination, it would do anything to get back to its partner on Loreth, and provide any assistance it could with its powers to facilitate this.



Indoctrinated Lax

Large beast, unaligned


  • Armor Class 17 (natural armor)
  • Hit Points 136 (16d10 + 48)
  • Speed 40 ft.

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

  • Skills Lore +12, Perception +8
  • Damage Resistances kinetic and energy from unenhanced attacks
  • Damage Immunities psychic
  • Condition Immunities charmed, frightened
  • Senses truesight 120 ft., passive Perception 18
  • Languages telepathy 120 ft.
  • Challenge 11 (7,200 XP)

Inscrutable. The lax is immune to any effect that would sense its emotions or read its thoughts, as well as any mind-targeting force power that it refuses. Wisdom (Insight) checks made to ascertain the lax's intentions or sincerity have disadvantage.

Enhanced Weapons. The lax's weapon attacks are enhanced.

Actions

Multiattack. The lax makes two slam attacks.

Slam. Melee Weapon Attack: +12 to hit, reach 5 ft., one target, Hit: 17 (2d10 + 6) kinetic damage.

Forcecasting The lax is a 9th-level forcecaster. Its forcecasting ability is Wisdom (power save DC 16, +8 to hit with force attacks) and it has 26 force points. The lax knows the following force powers:
At-will: force push/pull, mind trick, guidance
1st level: agile defense, sense force, telemetry
2nd level: coerce mind, force camouflage, locate object
3rd level: force supression, psychometry, remove curse
4th level: improved force camouflage, mind trap
5th level: skill empowerment

Legendary Actions

The lax 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. The lax regains spent legendary actions at the start of its turn.

Slam Attack. The lax makes one slam attack.

Phasewalk (Costs 2 Actions). The lax teleports, along with any equipment it is wearing or carrying, up to 120 feet to an unoccupied space it can see.

Cast a Force Power (Costs 3 Actions). The lax casts a force power from its list of known force powers, using force points as normal.

Appears in: Area 2

Inhuman Clone

The first batch of clones created for Captain Buto's uses were misshapen by excess muscle growth and reduced intellect due to a flaw in the cloning process. Rather than destroy the batch, Kera Tis decided to further augment and employ them as part of an idea for a new obstacle - one of many signs of his growing insanity.



Inhuman Clone

Medium aberration, neutral


  • Armor Class 9
  • Hit Points 93 (11d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
19 (+4) 9 (-1) 18 (+4) 6 (-2) 10 (+0) 5 (-3)

  • Damage Immunities lightning, poison; kinetic, energy and ion damage from unenhanced attacks
  • Condition Immunities charmed, exhaustion, frightened, paralyzed, petrified, poisoned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages understands the languages of its creator but cannot speak
  • Challenge 5 (1,800 XP), PB +3

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

Berserk. Whenever the clone starts its turn with 40 hit points or fewer, roll a d6. On a 6, the clone goes berserk. On each of its turns while berserk, the clone attacks the nearest creature it can see. If no creature is near enough to move to and attack, the clone attacks an object, with preference for an object smaller than itself.

Once the clone goes berserk, it continues to do so until it is destroyed or regains all its hit points. The clone's creator, if within 60 feet of the berserk clone, can try to calm it by speaking firmly and persuasively. The clone must be able to hear its creator, who must take an action to make a DC 15 Charisma (Persuasion) check. If the check succeeds, the clone ceases being berserk. If it takes damage while still at 40 hit points or fewer, the clone might go berserk again.

Immutable Form. The clone is immune to any power or effect that would alter its form.

Lightning Absorption. Whenever the clone is subjected to lightning damage, it takes no damage and instead regains a number of hit points equal to the lightning damage dealt.

Tech Resistance. The clone has advantage on saving throws against tech powers and other effects.

Enhanced Weapons. The clone's weapon attacks are enhanced.

Actions

Multiattack. The clone makes two slam attacks.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 13 (2d8+4) kinetic damage.

Appears in: Area 5

Anzat Clone

A clone of the anzat Jedi Ceten Miir, who fell to the dark side to sate his hunger for force essence. Though Kera Tis has yet to devise a way to suppress the clone's urge to feed, he keeps it locked in a darkened chamber with one of his prized weapons.



Anzat Clone

Medium humanoid (anzat), neutral 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 truesight 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 its turns, the anzat can use a bonus action to take the Dash, Disengage, or Hide action.

Hidden Feeders. The anzat can retract or uncoil its proboscises as a bonus action. While retracted, the anzat is indistinguishable from a human, but cannot take the Proboscis action.

Legendary Resistance (3/Day). If the anzat fails a saving throw, it can choose to succeed instead.

Pulseless. The anzat has advantage on Dexterity (Stealth) checks and Charisma (Deception) checks to feign death.

Regeneration. The anzat regains 20 hit points at the start of its turn if it has at least 1 hit point.

Soup Addiction. The anzat must feed on sentients using its Proboscis action to sate its addiction to life essence. For every 24 standard hours that the anzat does not feed on life essence, its exhaustion level increases by 1 and cannot be removed by any means except for consuming life essence.

Actions

Multiattack. The anzat 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, the anzat 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 the anzat, 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 the anzat regains hit points equal to that amount. The reduction lasts until the target finishes a long rest. The target dies if its effect reduces its hit point maximum to 0.
Additionally, if the anzat has any levels of exhaustion caused by its Soup Addiction trait, it recovers one of those exhaustion levels.

Hypnotize. The anzat targets one humanoid it can see within 30 feet of it. If the target can see the anzat, the target must succeed on a DC 17 Wisdom saving throw against this effect or be charmed by the anzat. The charmed target regards the anzat as a trusted friend to be heeded and protected. Although the target isn't under the anzat's control, it takes the anzat's requests or actions in the most favorable way it can, and it is a willing target for the anzat's Proboscis attack.
Each time the anzat or its 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 the anzat is destroyed or takes a bonus action to end the effect.

Legendary Actions

The anzat 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. The anzat regains spent legendary actions at the start of its turn.

Move. The anzat moves up to its speed without provoking opportunity attacks.

Unarmed Strike. The anzat makes one Unarmed Strike attack.

Proboscis (Costs 2 Actions). The anzat makes one Proboscis attack.

Appears in: Area 8

Burket

The lover and guardian of Sharla, who was his bounty target before they were both captured by Kera Tis.



Burket

Medium humanoid (rodian), lawful dark


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

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

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

Actions

Multiattack. The bounty hunter makes two heavy blaster rifle attacks or two vibroblade attacks.

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

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

Appears in: Area 12

Sharla

A scientist who was infected with the rakghoul plague, yet through experimentation became capable of controlling her transformation at will. Originally hunted to White Plume Installation by Burket, Sharla and her pursuer were brainwashed and forced to live together as lovers in a twisted irony of Kera Tis' devising.



Sharla

Medium humanoid (human), chaotic dark


  • Armor Class 11 in humanoid form, 12 (natural armor) in rakghoul form
  • Hit Points 58 (9d8+18)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 14 (+2) 16 (+3) 11 (+0) 10 (+0)

  • Skills Perception +3, Survival +3
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Basic (can't speak in rakghoul form)
  • Challenge 5 (1,800 XP), PB +3

Rakghoul Shifter. Sharla can use her action to transform into a rakghoul or back into her true form, which is a humanoid. Her statistics, other than her AC, are the same in each form, but she cannot use her Techcasting trait in rakghoul form. Any equipment she is wearing or carrying isn't affected. She reverts to her true form if she dies.

Techcasting. Sharla is a 6th-level techcaster (tech save DC 14, +6 to hit with power attacks, 25 tech points). Sharla knows the following powers:
At-will: electroshock, jet of flame, light, on/off
1st-level: energy shield, homing rockets, overload
2nd-level: electromesh, mirror image
3rd-level: debilitating gas, diminish tech, scramble interface, tactical advantage

Actions

Multiattack (Rakghoul Form Only). Sharla makes two attacks: one with her bite and one with her claws.

Bite (Rakghoul Form Only). Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage. If the target is a humanoid, it must succeed on a DC 12 Constitution saving throw or become infected with rakghoul plague.

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

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

Appears in: Area 12

Qesnef

A shi'ido clone who has been ordered by Kera Tis to remain in these quarters and guard whatever treasure he is assigned. Qesnef's original donor lost a bet with Kera Tis, and so his clone is honor-bound to maintain his post. To assist in his duties, Qesnef was outfitted with techcasting implants and subdermal armor that could be easily hidden with his skinshifting abilities.



Qesnef

Large humanoid (shi'ido), lawful dark


  • Armor Class 16 (subdermal armor)
  • Hit Points 145 (17d10+51)
  • 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 Technology +5, Deception +8, Perception +4
  • Senses darkvision 60 ft., passive Perception 14
  • Languages Basic, Shi'idese
  • Challenge 7 (2,900 XP), PB +3

Innate Techcasting. Qesnef's innate techcasting ability is Intelligence (tech save DC 13). Qesnef can innately cast the following tech powers:
At will: infiltrate, smoke cloud
1/day each: cryogenic spray, execute command, mutate/augment, tranquilizer

Enhanced Weapons. Qesnef's weapon attacks are enhanced.

Actions

Multiattack. Qesnef makes two attacks, either with his Slam action or his vibropike.

Slam. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) kinetic damage.

Vibropike. Melee Weapon Attack: +7 to hit, reach 10 ft., one target. Hit: 15 (2d10+4) kinetic damage in Large form, or 9 (1d10+4) kinetic damage in Small or Medium form.

Skinshift. Qesnef adjusts his physical size and appearance to turn into a Small, Medium or Large humanoid. Other than his size, his statistics are the same in each form. The only equipment that changes is his vibropike, which telescopically extends and retracts so it can be wielded across various forms.
When using this ability to appear to be anything other than a shi'ido, Qesnef can choose to project telepathic signals to cover up inconsistencies, which requires concentration as if it were a power; if he does not project signals, any Wisdom (Perception) and Intelligence (Investigation) checks made to discern his physical authenticity have advantage.

Appears in: Area 27

Allies of Kera Tis

The true allies of Kera Tis within White Plume Installation are a mix of those he has personal control over and those he has made mutually beneficial arrangements with.

Statue Droid

Class IV combat droids encased in stone-like armoring to launch surprise attacks.


Statue Droid

Medium droid (class IV), chaotic dark


  • Armor Class 15 (armor plating)
  • Hit Points 52 (7d8+21)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 11 (+0) 16 (+3) 6 (-2) 11 (+0) 7 (-2)

  • Damage Resistances necrotic, psychic; kinetic and energy from unenhanced attacks
  • Damage Vulnerabilities ion
  • Damage Immunities poison
  • Condition Immunities petrified, poisoned, disease
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary
  • Challenge 2 (450 XP), PB +2

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

False Appearance. While the droid remains motionless, it is indistinguishable from an inanimate statue.

Actions

Multiattack. The droid makes two attacks.

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

Appears in: Random Encounters

Gale Droid

A tracker droid that manipulates the air immediately around it to attack.


Gale Droid

Tiny droid (tracker), neutral


  • Armor Class 15
  • Hit Points 90 (12d10+24)
  • Speed 0 ft., fly 90 ft. (hover)

STR DEX CON INT WIS CHA
14 (+2) 20 (+5) 14 (+2) 6 (-2) 10 (+0) 6 (-2)

  • Damage Resistances sonic; kinetic and energy from unenhanced attacks
  • Damage Vulnerabilities ion
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages Binary
  • Challenge 5 (1,800 XP), PB +3

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

Actions

Multiattack. The droid makes two blast attacks.

Blast. Melee Weapon Attack: +8 to hit, reach 5 ft., one target. Hit: 14 (2d8+2) kinetic damage.

Whirlwind (Recharge 5-6). Each creature within 5 feet of the droid must make a DC 13 Strength saving throw. On a failure, a target takes 15 (3d8+2) kinetic damage and is flung up 20 feet away from the droid in a random direction and knocked prone. If a thrown target strikes an object, such as a wall or floor, the target takes 3 (1d6) kinetic damage for every 10 feet it was thrown. If the target is thrown at another creature, that creature must succeed on a DC 13 Dexterity saving throw or take the same damage and be knocked prone.
If the saving throw is successful, the target takes half the kinetic damage and isn't flung away or knocked prone.

Appears in: Area 4

Indoctrinator

Mysterious kaminoan medical attendants that conduct field indoctrinations on interlopers. These kaminoans are clones of Kera Tis, imprinted with the martial skills of one of Kera Tis' generous donors.


Indoctrinator

Medium humanoid (kaminoan), 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
  • Senses darkvision 60 ft., passive Perception 13
  • Languages Basic, Kaminoan
  • Challenge 3 (700 XP), PB +2

Actions

Multiattack. The indoctrinator makes two vibroblade attacks or two heavy pistol attacks. It can use its Injection in place of one vibroblade attack.

Injection. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. 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 is knocked unconscious if this effect reduces its hit point maximum to 0, and cannot be awoken by normal means due to a poisonous agent in their body.
A humanoid knocked unconscious by this attack rises 24 hours later as an indoctrinated slave under the indoctrinator's control, unless the humanoid is purged of poison or killed. The indoctrinator can have no more than twelve indoctrinated slaves under its control at one time.

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

Heavy Pistol. Ranged Weapon Attack: +4 to hit, range 45/180 ft., one target. Hit: 6 (1d8+2) energy damage.

Appears in: Random Encounters

Indoctrinated Slave

Humanoids sufficiently injected with the poison carried by indoctrinators are forced into a state of weakened, mindless servitude upon reawakening. This method is only a temporary option for indoctrination, as Kera Tis has since devised a means of establishing proper control without sacrificing combat capability.


Indoctrinated Slave

Small or medium humanoid (any), neutral dark


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

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

  • Saving Throws Wis +0
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 8
  • Languages Understands all languages it previously understood but can't speak
  • Challenge 1/4 (50 XP), PB +2

Preserving Poison. If damage reduces the slave to 0 hit points, it must make a Constitution saving throw with a DC of 5 + the damage taken, unless the damage is from a critical hit. On a success, the slave drops to 1 hit point instead.

Poisoned. The slave is kept in its indoctrinated state by a potent poison. If the slave is targeted with an effect would remove the poison, such as the toxin purge tech power, the indoctrinated slave falls unconscious for 1 hour before returning to its original nature.

Actions

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

Captain Buto Sandspike

Once a gladiator before swearing allegiance to the Naboo monarch, Captain Buto was elevated to the position of palace guard captain after single-handedly defeating a group of assassins with only a vibrosword. Unfortunately, his darker side was revealed when he was discovered as the propagator of a series of murders against gungan civilians, believing they 'wouldn't be missed'.


Captain Buto Sandspike

Medium humanoid (human), neutral dark


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 143 (22d8+44)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1)

  • Saving Throws Str +9, Con +6
  • Skills Athletics +9, Intimidation +5, Perception +6
  • Senses passive Perception 16
  • Languages Basic
  • Challenge 9 (5,000 XP), PB +4

Indomitable (2/Day). Buto rerolls a failed saving throw.

Second Wind (Once Per Rest). As a bonus action, Buto can regain 20 hit points.

Actions

Multiattack. Buto makes three attacks with his vibroclaymore or his energy bow.

Vibroclaymore. Melee Weapon Attack: +9 to hit, reach 5 ft., one target. Hit: 12 (3d4+5) kinetic damage, plus 7 (2d6) kinetic damage if Buto has more than half of his total hit points remaining.

Energy Bow. Ranged Weapon Attack: +9 to hit, range 80/320 ft., one target. Hit: 8 (1d6+5) kinetic damage, plus 7 (2d6) kinetic damage if Buto has more than half of its total hit points remaining.

Appears in: Area 24

Royal Guard

A squad of trained soldiers acting under the orders of their captain Buto Sandspike. In truth, these soldiers are clones of Buto himself, provided by Kera Tis to help Buto shape worthy successors.


Royal Guard

Medium humanoid (human), neutral dark


  • Armor Class 18 (heavy exoskeleton)
  • Hit Points 52 (8d8+16)
  • Speed 30 ft.

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

  • Saving Throws Con +4, Wis +2
  • Senses passive Perception 10
  • Languages Basic
  • Challenge 3 (700 XP), PB +2

Brave. The guard has advantage on saving throws against being frightened.

Actions

Multiattack. The guard makes two melee attacks.

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

Heavy Blaster Rifle. Ranged Weapon Attack: +5 to hit, range 100/400 ft., one target. Hit: 5 (2d4) energy damage.

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

Reactions

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

Appears in: Area 24

Flame Exotrooper

These insulated exosuits serve as the ultimate warriors under Kera Tis' control, providing all the benefits of droid soldiers with few of the drawbacks. This is achieved by growing a cloned brain and nervous system within the suit itself, avoiding the vulnerabilities of circuitry.


Flame Exotrooper

Large construct, lawful dark


  • Armor Class 17 (integrated exoskeleton)
  • Hit Points 200 (16d10+112)
  • Speed 40 ft., fly 60 ft.

STR DEX CON INT WIS CHA
22 (+6) 12 (+1) 24 (+7) 16 (+3) 15 (+2) 16 (+3)

  • Saving Throws Int +7, Wis +6, Cha +7
  • Damage Immunities fire
  • Senses darkvision 120 ft., passive Perception 12
  • Languages Basic, Kaminoan
  • Challenge 11 (7,200 XP), PB +4

Biomechanical Design. The exotrooper can be targeted by powers that would normally have no effect on constructs.

Innate Techcasting. The exotrooper's innate techcasting ability is Intelligence (tech save DC 15, +7 to hit with power attacks). The exotrooper can innately cast the following tech powers:
At will: detect enhancement
3/day each: greater translation program, mutate/augment (1 option only)
1/day each: construct droid (5th-level, pyro only), infiltrate, mutate/augment, ring of fire (4th-level)

Actions

Multiattack. The exotrooper makes two wristblade attacks or uses its Flare Shot twice.

Wristblade. Melee Weapon Attack: +10 to hit, reach 5 ft., one target. Hit: 13 (2d6+6) kinetic damage plus 7 (2d6) fire damage.

Flare Shot. Ranged Tech Attack: +7 to hit, range 120 ft., one target. Hit: 17 (5d6) fire damage.

Appears in: Escaping the Dungeon

Non-Sentient Creatures

Many of the creatures within White Plume Installation lack the intelligence to require indoctrination, allowing Kera Tis to simply leave them to their own devices as long as they remain sustained or secured.

Stone Mite Cluster

The metal-eating stone mites are often found gathered in trios sharing a single shell, clutching to starships and metallic structures across the galaxy to feed on their materials.



Stone Mite Cluster

Tiny beast, unaligned


  • Armor Class 18 (natural armour)
  • Hit Points 11 (3d4+3)
  • Speed 15 ft., climb 15 ft.

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

  • Skills Stealth +1
  • Damage Resistances kinetic, ion and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities poisoned
  • Senses darkvision 60 ft., passive Perception 11
  • Languages —
  • Challenge 1/2 (100 XP)

Mineral Scent. The stone mites can pinpoint, by scent, the location of metal and stone within 30 feet of them.

Actions

Multiattack. The stone mite cluster can make two attacks with either its bite or its electric shock, and use its Corrode.

Bite. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 3 (1d4+1) kinetic damage plus 2 (1d4) acid damage.

Electric Shock. Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 4 (1d10+1) lightning damage.

Corrode. The stone mites corrodes a nonenhanced metal or stone object it can touch. If the object isn't being worn or carried, the touch destroys a 1-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the stone mites' touch.
If the object touched is either metal or stone armor or a physical shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it takes a permanent and cumulative −1 penalty to damage rolls. If its penalty drops to −5, the weapon is destroyed.

Appears in: Area 4

Swarm of Stone Mite Clusters

In locations with abundant material to feed on, clusters can often be found next to each other. If someone or something passes by with an even richer supply, however, the clusters may collectively jump at the chance to feed on as much as they can.



Swarm of Stone Mite Clusters

Large swarm of Tiny beasts, unaligned


  • Armor Class 18 (natural armour)
  • Hit Points 71 (11d10+11)
  • Speed 20 ft., climb 20 ft.

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

  • Damage Resistances kinetic, ion and energy
  • Damage Immunities poison
  • Condition Immunities charmed, frightened, grappled, paraylzed, petrified, poisoned, prone, restrained, stunned
  • Senses darkvision 60 ft., passive Perception 10
  • Languages —
  • Challenge 4 (1,100 XP), PB +2

Mineral Scent. The swarm can pinpoint, by scent, the location of metal and stone within 30 feet of it.

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

Corrosive Retaliation. Any unenhanced weapon made of metal or stone that hits the swarm corrodes. After dealing damage, the weapon takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. Unenhanced ammunition made of metal that hits the swarm is destroyed after dealing damage.

Actions

Multiattack. The swarm can make two attacks with either its bites or its electric shocks, and use its Corrode.

Bites. Melee Weapon Attack: +3 to hit, reach 0 ft., one target in the swarm's space. Hit: 6 (2d4+1) kinetic damage plus 5 (2d4) acid damage, or 3 (1d4+1) kinetic damage plus 2 (1d4) acid damage if the swarm has half its hit points or fewer.

Electric Shocks. Melee Weapon Attack: +3 to hit, reach 0 ft., one target within the swarm. Hit: 8 (2d6+1) lightning damage.

Corrode. The swarm corrodes a unenhanced metal or stone object it can touch. If the object isn't being worn or carried, the touch destroys a 5-foot cube of it. If the object is being worn or carried by a creature, the creature can make a DC 11 Dexterity saving throw to avoid the swarm's touch.
If the object touched is either metal or stone armor or a physical shield being worn or carried, it takes a permanent and cumulative −1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. If the object touched is a held metal weapon, it corrodes as described in the Corrosive Retaliation trait.

Appears in: Random Encounters

Dark Stalker

In places where the dark side of the Force is strong, a force wielder with the right knowledge may be able to conjure beings forged from the Force itself. The dark stalker is an especially potent creation of this sort, effectively unknown to its enemies until they are struck from nowhere and forced to fight back against a relentless stalker that cannot even be seen.


Dark Stalker

Medium spirit, neutral dark


  • Armor Class 14
  • Hit Points 104 (16d8+32)
  • Speed 50 ft., fly 50 ft. (hover)

STR DEX CON INT WIS CHA
16 (+3) 19 (+4) 14 (+2) 10 (+0) 15 (+2) 11 (+0)

  • Skills Perception +8, Stealth +10
  • Damage Resistances kinetic, ion and energy from unenhanced weapons
  • Damage Immunities poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 18
  • Languages understands the languages of its summoner but cannot speak them
  • Challenge 6 (2,300 XP), PB +3

Faultless Tracker. The stalker is given a quarry by its summoner. The stalker knows the direction and distance to its quarry as long as the two of them are within the same star system. The stalker also knows the location of its summoner.

Invisibility. The stalker is invisible.

Actions

Multiattack. The stalker makes two slam attacks.

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 10 (2d6+3) kinetic damage.

Appears in: Random Encounters

Dark Shade

Dark shades are the result of the failed summoning of a dark stalker. Lacking the raw power or true invisibility of the stalker, shades instead mindlessly attempt to feed on the force essence of others.


Dark Shade

Medium spirit, chaotic dark


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

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

  • Skills Stealth +4
  • Damage Vulnerabilites force
  • Damage Resistances acid, cold, fire, sonic; kinetic, ion and energy from unenhanced weapons
  • Damage Immunities necrotic, poison
  • Condition Immunities exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious
  • Senses darkvision 60 ft., passive Perception 10
  • Languages -
  • Challenge 1/2 (100 XP), PB +3

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

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

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

Actions

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

Appears in: Area 4

Aquatic Syren Plant

An artificially-created variant of the syren plant found on Kashyyk. Not only is this variant bred to survive underwater, but has been granted semi-sentience and additional control over the glossy white fibers between its petals.



Aquatic Syren Plant

Medium plant, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 67 (9d8+27)
  • Speed 10 ft., swim 30 ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 16 (+3) 7 (-2) 12 (+1) 10 (+0)

  • Skills Perception +3, Stealth +4
  • Damage Resistances fire, kinetic
  • Condition Immunities blinded, deafened, exhaustion
  • Senses blindsight 60 ft., passive Perception 13
  • Languages understands Basic but cannot speak it
  • Challenge 4 (1,100 XP), PB +2

Amphibious. The plant can breathe air and water.

False Appearance. While the plant remains motionless in its true form, it is indistinguishable from a normal aquatic plant.

Fiber Shape. The plant can use its action to reshape its fibers into the form of a humanoid or beast that is Small, Medium, or Large. Its statistics are otherwise unchanged. The disguise is convincing, unless the plant is in bright light or the viewer is within 30 feet of it, in which case the seams between the fiber strands are visible. The plant returns to its true form if takes a bonus action to do so or if it dies.

Actions

Multiattack. The plant makes two slam attacks.

Slam. Melee Weapon Attack: +4 to hit, reach 10 ft., one creature. Hit: 11 (2d8+2) kinetic damage. If the target is a Medium or smaller creature, it is grappled (escape DC 12).

Drowning Pheromones. The plant chooses one humanoid it can see within 150 feet of it. If the target can see the plant, the target must succeed on a DC 11 Wisdom saving throw or be charmed with pheromones while the plant maintains concentration, up to 10 minutes (as if concentrating on a power). The charmed target is incapacitated, and instead of holding its breath underwater, it tries to breathe normally and immediately runs out of breath, unless it can breathe water. If the charmed target is more than 5 feet away from the plant, the target must move on its turn toward the plant by the most direct route, trying to get within 5 feet. It doesn't avoid opportunity attacks.
Before moving into damaging terrain, such as lava or a pit, and whenever it takes damage from a source other than the plant or drowning, the target can repeat the saving throw. A charmed target can also repeat the saving throw at the end of each of its turns. If the saving throw is successful, the effect ends on it.
A target that successfully saves is immune to this plant's hypnosis for the next 24 hours.

Appears in: Area 10

Mutated Aggrocrab

The guardian of the blaster rifle W4-V3 is a mutated aggrocrab trained to fight in small quarters. Though intelligent enough to understand the consequences of breaking the 'bubble' around it, it has become accustomed to having its prey come directly to it and will not think to escape from the breaking glass until it is too late.


Mutated Aggrocrab

Huge beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 161 (14d12-70)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
20 (+5) 15 (+2) 20 (+5) 5 (-3) 9 (-1) 3 (-4)

  • Skills Stealth +5
  • Condition Immunities charmed, frightened, paralyzed
  • Senses blindsight 30 ft., passive Perception 9
  • Challenge 8 (3,900 XP), PB +3

Amphibious. The crab can breathe air and water.

Actions

Claw. Melee Weapon Attack: +9 to hit, reach 10 ft., one creature. Hit: 27 (4d10+5) kinetic damage, and the target is grappled, escape DC 14. The crab has two claws, each of which can grapple only one target.

Appears in: Area 17

Rakghoul

The result of experimentation by the Dark Jedi Karness Muur, rakghouls are ravenous sithspawn intended solely to create more of themselves through spreading the infamous rakghoul plague.


Rakghoul

Medium aberration, unaligned


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

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

  • Skills Perception +2, Survival +2
  • Condition Immunities frightened
  • Senses darkvision 60 ft., passive Perception 12
  • Challenge 1 (200 XP)

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

Actions

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

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

Appears in: Area 20

Rakghoul Plague (Simplified)

When a creature is infected with the rakghoul plague, they have 27 (6d8) hours to remove the disease before they transform into a rakghoul. Removing the disease requires a cast of the restoration or toxin purge powers at 5th-level or higher, or use of the rare and valuable rakghoul plague vaccine.

Prototarc

The sentient tarc species of Hjaff were known to have evolved from a sea-dwelling ancestor after evolutionary pressures forced them onto dry ground. Curious about their original form, Kera Tis retrieved tarc genetic material and devised a method of regressing the evolutionary state of the incubating clones. The resulting creatures resembled large crayfish, which Kera Tis dubbed the 'prototarc' and placed in his aquarium for further study.


Prototarc

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 45 (7d10+5)
  • Speed 30 ft., swim 30 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 13 (+1) 1 (-5) 9 (-1) 3 (-4)

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

Amphibious. The prototarc can breathe air and water.

Actions

Multiattack. The prototarc makes two claw attacks.

Claws. 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 prototarc has two claws, each of which can grapple only one target.

Appears in: Area 26

Tisian Tripion

Characteristics of the tripion vary wildly across all known encounters, due to the plethora of subspecies found amongst the species. The artificial subspecies bred by and named after Kera Tis himself resembles a large scorpion, with six legs, two pincers and a single venomous tail.


Tisian Tripion

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 52 (7d10+14)
  • Speed 40 ft.

STR DEX CON INT WIS CHA
15 (+2) 13 (+1) 15 (+2) 1 (-5) 9 (-1) 3 (-4)

  • Senses blindsight 60 ft., passive Perception 9
  • Challenge 3 (700 XP), PB +2

Actions

Multiattack. The tripion makes three attacks: two with its claws and one with its sting.

Claw. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 6 (1d8+2) kinetic damage, and the target is grappled (escape DC 12). The scorpion has two claws, each of which can grapple only one target.

Sting. Melee Weapon Attack: +4 to hit, reach 5 ft., one target. Hit: 7 (1d10+2) kinetic damage, and the target must make a DC 12 Constitution saving throw, taking 22 (4d10) poison damage on a failed save, or half as much damage on a successful one.

Appears in: Area 26

Aqua Nexu

The aqua nexu are the result of Kera Tis' attempts at combining aquatic and mammalian traits, creating a ferocious pack animal capable of leaping at its prey from the water. Despite its amphibious nature, it is forced to rely on bodies of water for effective hunting.


Aqua Nexu

Large beast, unaligned


  • Armor Class 15 (natural armor)
  • Hit Points 90 (12d10+24)
  • Speed 10 ft, swim 40 ft.

STR DEX CON INT WIS CHA
17 (+3) 15 (+2) 15 (+2) 3 (-4) 12 (+1) 8 (-1)

  • Skills Perception +4, Stealth +5
  • Senses passive Perception 9
  • Challenge 5 (1,800 XP), PB +3

Amphibious. The nexu can breathe air and water.

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

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

Swimming Leap. With a 10-foot swimming start, the nexu can long jump out of or across the water up to 25 feet.

Actions

Multiattack. The nexu makes three attacks: one bite attack and two claw attacks.

Bite. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage.

Claw. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 12 (2d8+3) kinetic damage.

Appears in: Area 26

Feral Spiners

Spiners who have left or are unable to return to their planet of Worxer find they are unable to reproduce offworld due to the lack of necessary nutrients. In desperation, one estranged member of the species sought out Kera Tis and requested his assistance in cloning them. Though Kera Tis accepted, he neglected to inform the spiner of his condition; the clones' unwavering dedication to Kera Tis himself. When the spiner discovered this and confronted the geneticist, Kera Tis had him killed and used his genetic material to create feral spiner clones, as a warning to others who might seek him out and try to deny him his due.

The feral spiners have been regressed to a more savage stage of their evolution, developing into large quadrupedal beasts with only a semblance of sentience remaining. They are treated as exotic pets by Kera Tis, who seeks to make further use of their unique spine-firing capabilities.


Feral Spiner

Large beast, unaligned


  • Armor Class 14 (natural armor)
  • Hit Points 68 (8d10+24)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
17 (+3) 16 (+3) 17 (+3) 7 (-2) 12 (+1) 8 (-1)

  • Senses darkvision 60 ft., passive Perception 11
  • Challenge 3 (700 XP), PB +2

Spine Regrowth. The spiner has twenty-four spines. Used spines regrow when the spiner finishes a long rest.

Actions

Multiattack. The spiner makes three attacks: one with its bite and two with its claws or three with its spines.

Bite. Melee Weapon Attack: +5 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) kinetic damage.

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

Spines. Ranged Weapon Attack: +5 to hit, range 30/120 ft., one target. Hit: 7 (1d8+3) kinetic damage.

Appears in: Area 26

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.

Sentient Weapons and Conflict

The legendary weapons described in appendix A make reference to circumstances for each that will cause 'conflict' between the weapon and its attuned wielder. Per D&D 5e's rules for sentient weaponry, the consequences of conflict are as follows:

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until 24 standard hours have passed.

Kera Tis' Indoctrination Center

At the end of the original White Plume Mountain adventure, dungeon masters are instructed to ad-lib the party's venture into the indoctrination center as a surefire 'lose case' scenario, whether they are escorted there or find their way in via area 9. Even if you choose to do so, you may prefer some further direction on the center's layout and what they can expect within.

The information provided below details an interpretation of the indoctrination center and of a couple of additional areas. While the following section can be run as-is, you may also use it as inspiration for your own adaptation of the indoctrination center.

28. Indoctrination Center

Beyond the door in area 9 (assumed in this case to be on the eastern wall) is a 10-foot-wide, 50-foot-long stark white decontamination hallway. Unlike the rest of the installation, no water or heat-warped metal is present as difficult terrain. When any creature moves through the hallway, several nozzles appear in the ceiling and spray disinfectant over the interlopers; otherwise, nothing else stands in the way of the party's approach to the indoctrination center.

When the party approaches the other side of the hallway, read the following text out loud:

As you approach the doorway, it slides open before you to reveal a large, pill-shaped room with a dizzying array of cables and power couplings connecting a variety of machines and medical gurneys together. A single transparisteel window covers the northern wall, through which you can see several incubation chambers with humanoid clones in various stages of growth.

The room's walkable area covers a 50-by-30-foot oval, with the entrance door on the western side. A 5-foot-wide door is visible in the southern wall, though it is sealed and cannot be lifted like other doors in the dungeon. Instead, a DC 25 Strength (Athletics) check or a DC 20 Dexterity (Sleight of Hand) check using a slicer's kit must be passed to open it.

If the characters were brought here by the exotroopers near the dungeon entrance, their escorts attempt to strap them to a gurney each, inflicting the restrained condition. The restraints are secure and made from a sturdy, resistant material; any players that attempt to break free must succeed on a DC 17 Strength (Athletics) check or receive an electric shock that deals 10 (3d6) lightning damage and remain restrained. The exotroopers stay near the characters that they know or believe have a high Strength modifier to prevent them from doing so.

If the party did not encounter the exotroopers before this point, at least two of them (likely N-1X and N-0X) are in this room, and will immediately become hostile to the party.

Indoctrination Equipment

Several pieces of medical and mechanical repair equipment are strewn about the area, each with a different and distinct function. The most notable of these pieces of equipment are a large machine with a central circular alcove containing brightly-lit rings, and a stand-up frame for gurneys surrounded by wires with loose connectors and a nearby computer terminal.

A successful DC 14 Intelligence (Technology) check determines the nature of either device. The large machine is a brain scanner, and the successful character will also notice robotic arms tucked within the alcove that would likely perform automated surgery. The gurney frame and terminal constitute a reprogramming apparatus, with each connector fitting a different section of the average droid's chassis. From this information, it is clear that these machines are the means by which Kera Tis indoctrinates the creatures within White Plume Installation.

If the party later brings any creature that has been indoctrinated by Kera Tis to the indoctrination center, they can attempt to use the machines to reverse the indoctrination. Reverse-engineering a machine requires a successful DC 17 Intelligence (Technology), at which point the machine can be freely switched between its standard and reversed functions. The indoctrinated creatures in the installation include:

Developments

If the party defeats the exotroopers, whether they do so here or in the entranceway, a hologram of an aged, green-eyed kaminoan in a hoverchair appears in the middle of the room, projected from the ceiling. The hologram introduces itself as Kera Tis, and offers the party a chance to work with him as allies rather than slaves or enemies. You can determine what Kera Tis can provide the party to make the offer enticing (such as keeping the legendary weapons or a specially-bred clone as a companion), but he does not trust the party and will not accept any terms that involve meeting face-to-face or otherwise exposing himself.

If the party refuses his offer or tries to force open the southern door, Kera Tis expresses his disappointment and wishes the party well on their future endeavors - if they live long enough to see them. Kera Tis then activates a delayed self-destruct mechanism, which activates in the following circumstances:

  • If the party has full possession of two or all of the legendary weapons at any points while the mechanism is active, it immediately sounds an alarm and begins an audible countdown from five minutes. The party will have to quickly escape from the doomed installation, possibly avoiding or fighting other creatures that also seek to escape. Once the five minutes end, the installation is destroyed by explosive charges set within the walls - in all but the most extreme circumstances, this results in the death of any remaining creatures in the facility. This explosion also damages the atmospheric generator, causing it to function for only a further one hour before shutting down and removing the livable atmosphere.
  • If the party takes a long rest outside of the installation while the mechanism is active, such as at their landing site at Exogorth's Eye Socket, they awaken to the sound of a large explosion coming from the direction of the installation. If they check the area around the now-ruined installation, the only survivors are Captain Buto and one of his royal guards from area 24, who attempt to negotiate for rescue before the atmospheric generator fails.

If the party instead surrender to or are overpowered by the exotroopers, the southern door opens once all party members are strapped down to the center's gurneys. Kera Tis - or rather, a deteriorated, hoverchair-confined clone descended from several previous generations of the original - enters and addresses the characters, noting their accomplishments within his installation and declaring that they will become 'most excellent servants'.

One by one, he has his exotroopers place each non-droid character (starting from the ones they know or believe have the highest Strength) head-first into the brain scanner, which surgically inserts an indoctrination biochip into their brain over the course of one minute. Afterwards, he turns to droid characters, which are hooked up to the reprogramming apparatus and are reprogrammed over the course of one minute.

If a character is not able to escape their bonds before the indoctrination occurs, they become indoctrinated under Kera Tis' control, following his every command and demonstrating little, if any, independence. Players lose control of an indoctrinated character until the process is undone, which can only be reliably accomplished by reversing the procedure using the brain scanner or reprogramming apparatus as appropriate.

29. Kera Tis' Quarters

Directly across from the southern door and along a 25-foot-long hallway is a hemispherical room that serves as Kera Tis' quarters. The room is decently furbished and contains a number of appliances to assist the deteriorated Kera Tis in his daily activities, such as a hoverchair charging station, a 'smartbed' with assisted-living features, and an en suite refresher. In most circumstances, Kera Tis will not be found here, having fled to his shuttle in area 30 as soon as the party began defeating the exotroopers.

If the party manages to reach this area without alerting the exotroopers, Kera Tis will be here, running an analysis on his personal terminal. Once the party has entered this room, he will not immediately attempt to call the exotroopers nor set the self-destruct mechanism, instead attempting to negotiate with the intruders much as he would via hologram in area 28. If it becomes clear that the party will not negotiate and that they intend to kill or capture him, however, he first activates his Deflector Shield and attempts to activate the self-destruct before escaping for his shuttle. If he cannot escape, he activates an alert on his hoverchair, calling the exotroopers from the other room.

Kera Tis

The original Kera Tis died a long time ago, but not before creating successors in the form of clones from his own genetic material. Though the cloning process was highly efficient, the material used to create new clones each generation steadily deteriorated in quality, forcing many newer clones to be combined with the material of fresh kaminoan donors. As a result, the current Kera Tis is the last one made purely from Kera Tis' genetic material, signified by his distinctive green eyes.

Kera Tis is no fighter, and will always prefer to attempt negotiation before entering battle. If he is forced to defend himself, he will attempt to escape or otherwise ensure that he gets the last laugh over his enemies.

Treasure

An unsecured plasteel chest can be found next to the bed. If Kera Tis was not given the opportunity to escape, it contains 30,000 credits and a defel mimicker; otherwise, the chest is empty. There is also a 'master key' signal transmitter on a low table next to the bed, which causes every door in the installation to open as normal when the key's bearer comes within 5 feet of it.

Secret Communications (Optional)

If you have been running the adventures in the Tales from the Yawning Maw anthology as a campaign and plan to move into the adventure Lost In Hypervault, consider using the following plot hook which can be found on Kera Tis' terminal. This terminal contains a series of communications between Kera Tis and a mysterious consultant named Tarul Var, who has provided coordinates to a meeting point just outside the borders of the Unknown Regions.

30. Personal Hanger

A 30-foot-long catwalk branches off from the hallway connecting areas 28 and 29, leading through a cavern to Kera Tis' personal hanger platform. The 30-foot-wide, 55-foot-long platform is just large enough to house a small shuttle and basic hanger necessities such as refueling pipes and a diagnostic terminal around the platform's edge. A magnetic shield covers the exit opening, which ships can pass through freely.

Kera Tis keeps a two-person shuttle here (a Tier-I Small Shuttle if using SoTG rules) that is kept fueled and prepared to leave at a moment's notice; the shuttle contains a copy of most of the research data Kera Tis has collected over the course of his history. If Kera Tis escaped here from area 29, he will enter the shuttle and perform his holographic message described in area 28 from the cockpit.

He remains in the shuttle until either the party leaves the indoctrination center or until they give cause to activate the self-destruct mechanism, which he activates from the shuttle's console just before flying out of the hanger. Where he goes after this is up to the GM's discretion, who may wish to have him disappear entirely or potentially reappear at a later time in service to or even as a greater threat.


Kera Tis

Medium humanoid (kaminoan), neutral dark


  • Armor Class 11
  • Hit Points 8 (3d8-6)
  • Speed 30 ft.

STR DEX CON INT WIS CHA
8 (-2) 9 (-1) 7 (-2) 19 (+4) 12 (+1) 13 (+1)

  • Skills Lore +6, Technology +8, Medicine +3
  • Senses passive Perception 11
  • Languages Basic, Kaminoan, Huttese, Sith and two other languages
  • Challenge 1 (200 XP), PB +2

Techcasting. Kera Tis is a 1st-level techcaster (6 tech points). Kera Tis knows the following powers:
At-will: light, on/off, temporary boost
1st-level: alarm, analyze, smoke cloud

Deflector Shield. As a bonus action while in his hoverchair, Kera Tis can activate his deflector shield. Kera Tis gains +2 AC when the deflector shield is active. The deflector has 80 hit points. Whenever Kera Tis takes damage, the shield takes the damage instead. If this damage reduces the shield to 0 hit points, Kera Tis takes any remaining damage. Kera Tis can deactivate the shield (no action required). When deactivated, the shield regenerates 10 hit points at the end of Kera Tis' turn.

Hoverchair. Kera Tis is confined to a hoverchair at most times. If Kera Tis is not in his hoverchair, he cannot use any of the traits or actions listed here.

Actions

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

Defel Mimicker

Adventuring Gear (waist), prototype
Requires attunement

While you wear this belt, it casts a shadow that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

The only visible trace of this stealth field generator’s user is a vague shadow, much like the Defel themselves.

Credits

Content

White Plume Mountain (5e) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

Official SW5e Content - Steev and all other contributors

Wookiee Slave Statistics - Rick Fisto, 'Scum & Villany' (adapatation of the Wookiee Berserker)

Indoctrinated Lax Statistics - El Mike, 'Mike's Menagerie of Stat Blocks for SW5e' (adaptation of the Lax)

Anzat Clone Statistics - Aeryn, 'Updated Aeryn Statblocks' (adapation of the Anzat Hunter)

Sharla and Rakghoul Statistics - Redd Rum, 'Scum & Villany' (adapatation of the Rakghoul)

Stone Mite Cluster Statistics - Zepavil, 'Zee'Pav's Directory'

Swarm of Stone Mite Clusters Statistics - Zepavil, 'Zee'Pav's Directory' (adapatation of the Swarm of Stone Mites)

Power Ciphers Enhanced Item - Aziz, 'Power Ciphers'

Images

Asteroid Mining Station (Cover/pg 1) - https://basruhe.artstation.com/projects/dyzdA

White Plume Mountain Maps (pg 7 & 8) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

Gravity Hammer-Inspired Lightsaber Build (pg 18) -

  • https://www.tiktok.com/@starfall_sabers/video/7054238781674851631 (Original Creators)
  • https://www.pinterest.com.au/pin/halo-gravity-hammer-saber-nick-cohen--563020390927760830/ (Image Source)

Baragwin Assault Gun (pg 19) -

  • https://www.starwarsrp.net/threads/autokrator-assault-blaster-rifle.117105/ (Deboned)
  • https://www.deviantart.com/ksn-art/art/Baragwin-assault-gun-700700710 (Original)

Skyblivion Umbra Model (pg 20) - https://www.artstation.com/artwork/rRNwNE

 

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