SW5e: Assault on Starvault

by LordBiggles

Search GM Binder Visit User Profile
Assault on Starvault

Assault on Starvault: Table of Contents Pt. 1

Assault on Starvault: Table of Contents Pt. 2

Warning! Unfinished Work Ahead

The contents of this adventure are primarily bare-bones adaptations of the source material, completed up to Area 63. No creature statistics currently exist for the beings described in the following pages, nor any write-ups for enhanced items. However, as with my previous conversions, any such creatures and items are direct adaptations from the original Dead in Thay published in Tales from the Yawning Portal; thus, it is recommended to consult that book and cross-reference any adaptations with their original versions to get an idea of the intended design.


As an example, the 'star-' creatures (i.e. star thralls, star shells, starchain challengers, etc.) serve as an adaptation of the undead in the original adventure. A brief rundown of the original concept for starchain can be found on page 10 to explain the conception behind these beings, but the core mechanical use of each creature would be identical to their 5e counterparts (i.e. star thralls are dread warriors; star shells are zombies; and starchain challengers are wights). Most other creatures are either existing Star Wars creatures (most found via Wookiepedia) adapted onto existing 5e creatures, or are reinterpretations of the original concept in a matter befitting the Star Wars universe.


In summary, I would recommend that you only use this book if you are intending to undertake your own SW5e adaptation of Dead In Thay and are looking for inspiration, or if you would like to attempt to finalize the work that is currently here. In either case, I hope you enjoy the ideas I have put forth and can make use of them in your own endeavours.

Assault on Starvault

Introduction

Assault on Starvault is a Star Wars 5th Edition conversion of the Dungeons and Dragons 5th Edition adventure Dead in Thay, which originated from the Adventurer's League series of modules.

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 secret stronghold belonging to a powerful collective - 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 fifth of the series outlined in Tales from the Yawning Maw. It is followed by Against the Titans, as research notes in Tarvau's quarters describe other locations where hypergate technology has been discovered.

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:

Assault on Starvault

To the galactic west are found a tangle of supernovae, black holes and gravity wells known as THE UNKNOWN REGIONS. Cut off from the rest of the galaxy by these cosmic hazards, the people of this isolated and chaotic territory wage their own battles for ideology and resources.

On the border of this sector of space lies the STARVAULT, a mysterious research base built within a vast nebula. Once a mere legend, this facility has been taken by the GRYSK HEGEMONY; an assembly of subservient species ruled over by the eponymous GRYSK, whose ambitions are as grand as they are terrifying.

Anticipating the possible threat of Starvault, operatives from the CHISS ASCENDENCY have gone against orders and infiltrated the facility alone. To ensure the success of their mission, they deliver an urgent request for support to those beyond the chaos...

Setup

To the people of the Unknown Regions, the mysterious Starvault was thought only a legend. When the Grysk Hegemony discovered the hidden facility and the wonders contained within, they took measures to secure and conceal it for their own ends.

However, an on-site defector was able to send encrypted coordinates to their contact - a lieutenant named Irizi'ran'alani (core name Zirana) in the Chiss Ascendancy's Expansionary Fleet. Eschewing their government's aversion to pre-emptive strikes, Zirana gathered her staunchest allies and conducted a surprise attack against Starvault.

Despite their efforts, the Chiss soldiers only managed to secure the facility's top-most levels, cutting off the Grysk's escape while forcing the Chiss to bunker down. Unable to push forward and unwilling to retreat, Zirana devised a plan to bolster their forces while minimizing the further loss of Chiss lives.

On a lone monitoring station in the Outer Rim, an information broker with connections to Zirana receives her urgent message. Acting on her instructions to fulfill an old favor, he makes contact with a group of renowned adventurers to lend her their specialized aid.

This adventure takes place in the Starvault. It is designed for 9th-level characters. By the end of the story, they are likely to advance to 11th level or perhaps higher... if they survive the attack on Starvault.

Adventure Synopsis

Kasit Gulen, a brilliant scientist and engineer, built the Starvault to test concepts and experiments considered too dangerous for the wider galaxy. One such experiment was the creation of the 'starchain' - a self-replicating malleable alloy controlled by a large magnetic field.

Many years later, the Grysk Hegemony discovered and transformed the Starvault into a cultivation and warfare facility, under the control of a Grysk warmonger named Zastam. Though the starchain persists, it now serves the ambitions of the Grysk Hegemony and their leaders as a core component of their long-term plans.

Zirana knows that if the characters can make their way through the Starvault and find the entrance to the Core Vault where the starchain's magnetic field is centered, they could strike a deathblow to Zastam's plans. She can provide them access and a little bit of guidance, but the bulk of the work is in their hands. They must assault the Starvault quickly — the more word gets out about their activities, the more the site's guards will be on alert.

Eventually, the characters will discover that the Grysk are siphoning the essence of select prisoners with a strong connection to the Force, the energy field that permeates all life in the galaxy. Zastam means to bind the starchain material to this energy field, allowing it to be used anywhere in the galaxy as they will it.

Placing the Adventure

Assault on Starvault 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.

Running the Adventure

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

Characters' Goals

Over the course of the adventure, the characters try to accomplish the following tasks:

  • Explore the Starvault and deal as much damage to the Grysks as possible.
  • Learn how to access the Core Vault, and destroy the magnetic field generator core within it.

The Grysks' goals are straightforward: defend the Starvault and kill the intruders. Not all of the characters' potential foes share these goals, so the opportunity exists to turn enemies into allies, or at least useful tools.

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 11th level):

  • Defeating Tarvau in area 10.
  • Clearing at least half of the Starvault's main sectors.
  • Gaining access to any of the Chambers of Extraction in areas 98-107.
  • Disrupting all of the transport gates and gaining access to the Core Vault.
  • Defeating Kasit Gulen in the Core Vault.

Adventure Hooks

Though the Grysks are a veritable threat to all parts of the galaxy, many adventurers from beyond the Unknown Regions may want to avoid what they see as a conflict they have no part in. Consider presenting some of the following options to your players as alternative motivations for their characters.

The Hidden Galaxy

Though the Chiss have garnered a minor reputation amongst the Outer Rim, many of the other factions throughout the Unknown Regions remain largely unknown to the majority of the galaxy. Explorers with an interest in xenobiology or anthropology may view this as an exciting opportunity to expand their knowledge base.

Liberation

Zirana's message gave a brief summary of the Grysk Hegemony's tactics, including the total subjugation of other species in both body and spirit. For those who value freedom and the sanctity of culture, the methods of the Grysk Hegemony may seem too abhorrent to ignore.

Revolutionary Technology

Though little is known about the Starvault's exact contents, they are generally considered to be valuable due to their highly advanced technological nature - the starchain in particular may be considered a revolution in-and-of-itself. Those who are driven by the potential for elevating the galaxy's technological level (or even simply selling such items for a large sum) may be tempted to extract such treasures, but should be cautious lest their temporary allies in the Chiss strike team fail to support such ambitions.

The Homeland

Despite the Ascendancy's minimal interaction with 'Lesser Space', many Chiss end up emigrating or being born outside of the Unknown Regions. If any such member of the species ends up joining the adventuring party to assault the Starvault, their motivations may be more intimate or duty-driven than those of other party members.

For this adventure in particular, a Chiss player character should consider how their personal past or that of their family will impact their interactions. A deserter from the Chiss Expansionary Fleet may be met with a cold or even hostile attitude by their former peers, while one who has never even entered Chiss territory may be treated like a child for their lack of knowledge, regardless of age or experience differences.

The Starvault

Dungeon Characteristics

Locations in the Starvault are identified on map 5.1. The following characteristics are common to all the areas, unless otherwise noted in a specific description.

Because of the Grysk's calculating nature, and the existential threat that discovery of the Core Vault would pose, movement within the Starvault is regulated with what one might call excessive precautions.

Sectors, Zones and Areas

The Starvault is divided into nine sectors that each focus on a different theme. A sector is split into four zones, that each explore one facet of that theme with a number of areas detailing a particular example. An array of hidden barriers separate zones from one another.

Sectors are labeled on the map: Extragalactic Prisons, Livestock Pens, Executive Centre, Deep Space Containment, Artificial Habitat, Amoeboid Production, Aquatic Development, Puppet Factorium, and Chamber of Extraction. Zones are also labeled on the map. Areas are identified by numbers.

Barrier Network

A network of coordinated barriers against both technology and the Force (such as ray shields, jamming signals and force-suppression nodes) secures the facility. No power or trait allows anyone to evade the dungeon's security. For instance, a force-caster might use phasewalk to teleport from one part of a zone to another, but no power permits teleportation out of the zone in which the power was cast. Similarly, a creature may attempt to burrow from one area to another. If their passage would pass from one zone to another, circumventing security, then the tunnel ends upon meeting an underground ray shield barrier. In any case, the caster knows why the power didn't work as intended. Further, an incorporeal creature can't pass between zones.

Neither the detect enhancement nor sense force powers can penetrate the barriers to view beyond the current zone.

Security Gates

Two types of security gates, access and transport, secure the Starvault. Specialized keys allow the manipulation of them.

Gate Features

Each gate is a 10-foot-wide array of energy projectors. These projectors generate a high-density energy field reaching from floor to ceiling. Someone who touches the edge of a gate's field can assess its nature with a successful DC 10 Intelligence (Technology) check. The field can be disabled by the use of a frequency key (see below).

A creature that enters an active gate's energy field while not holding a frequency key with appropriate clearance is pushed back 10 feet. The first time a creature does so on a turn, the creature takes 5 (2d4) energy damage.

Access Gates

Access gates are placed in the facility to block passage between zones. When the characters see an access gate for the first time, read:

A pair of ten-foot-diameter energy projectors in a circular configuration are set into the floor and ceiling. Between the projectors, a luminous white energy field shimmers, obscuring what lies beyond.

Thereafter, you can shorten the description of the gates they encounter to avoid repetition.

An access gate's dense energy field, when active, gives off dim light and renders its area heavily obscured. This field is also an impenetrable enhanced force that blocks passage (material and incorporeal), sound, and scent.

If a frequency key attuned to the zone on either side of the gate is applied to the gate's field, the projectors deactivate and the energy field becomes inactive while the pass remains focused on the gate. Therefore, a creature that has a properly attuned frequency key can hold an access gate open for others.

Transport Gates

The transport gates were part of the Starvault's original construction, created using ancient technology gathered from Gulen's travels. They connect different areas of the complex using 'hypergates', which allows for instant teleportation between connecting nodes. When the characters see a transport gate for the first time, read:

A pair of ten-foot-diameter energy projectors in a circular configuration are set into the floor and ceiling. They emit faint particles resembling the starlines seen during a hyperspace jump.

Thereafter, you can shorten the description of the gates they encounter to avoid repetition.

When a transport gate's energy field is active, it gives off murky energy that lightly obscures the field's area.

A creature can render a transport gate's field inactive by holding any frequency key to the field, whereupon the energy field dissipates. If the key is attuned to a zone containing a different transport gate, then the creature holding the key can also open a hyperspace portal that leads to the other black gate's area. While the portal is open, the destination gate's field also becomes inactive. A transport gate's field remains inactive until no frequency key is applied to it. A portal created within a transport gate remains open until the creature that opened the portal leaves the area of either connected transport gate.

As the adventure progresses, the characters learn (through lore provided by the dungeon's denizens) that disrupting a number of transport gates is essential to reaching the Core Vault, where the party can upset the Hegemony's plans and loosen their grip on power in the Unknown Regions. The Hegemony's channeling of Force essence has created instability in the transport gates' hyperspace configuration. To reach the Core Vault, six transport gates must be disrupted. Once those gates are disrupted, any transport gate can be forced to connect the Chambers of Extraction to the Core Vault, which is otherwise accessible only to the facility's overseer.

Once the characters learn that they need to disrupt the gates, anyone who understands the nature of the gates knows how to perform the disruption. As an action, a character who has the frequency key attuned to a transport gate's zone can disrupt the gate. To do so, the character must touch the edge of the gate's energy field and succeed on a DC 15 Intelligence (Technology) check. A diminish tech power cast on the gate up to 1 minute beforehand grants advantage on this check. On a failure, the character performing the check takes 7 (2d6) energy damage.

Creatures patrolling the Starvault don't notice the disruption, since a disrupted transport gate continues to function normally. However, the gate's active field deals 10 (3d6) energy damage (instead of 2d4).

Terminus

Thanks to Zirana, the Chiss strike team maintain control of the facility's transport terminus, which is where the characters enter the Starvault after landing their ship in a nearby hanger. The terminus contains several hypergates configured to transport people and ground cargo. Zirana can key these hypergates to any entry point (listed below). Further, any creature that possesses a frequency key can use a transport gate to teleport from the Starvault to a hypergate in the terminus.

The terminus connects to the rest of the surface facility, where Zirana's team work to jam outgoing communications and prevent the Grysk from entering the terminus. Zirana usually restricts access to the remainder of the facility, opening it only for emergencies. She allows player characters access to the rest of the facility only if you decide she does so.

Entry Points

Choose a starting location for the party from among the seven entry points in the Doomvault. Black gates in the following areas have entry points labeled on the map: area 1 (Extragalactic Prisons), area 23 (Livestock Pens), area 33 (Executive Centre), area 38 (Deep Space Containment), area 49 (Artificial Habitat), area 61 (Ameoboid Production), and area 77 (Aquatic Development).

Frequency Keys

A miniature datapad with a basic interface, a frequency key allows creatures to manipulate a handful of specific security gates within the Starvault. A frequency key is attuned to a zone or zones, allowing manipulation of gates within the attuned areas. For example, a frequency key attuned to Conversion Testing (areas 4 through 7) allows its user to use a functional transport gate to open a portal to the transport gate in area 7, as well as to pass through the access gates between area 4 and area 2, between area 6 and area 8 or area 16, and between area 7 and area 12. Interfacing with a frequency key provides a readout of the name of its attuned zone or zones on its viewscreen. Thus, when the characters find frequency keys, they know which zones the keys are for.

A frequency key can hold multiple attunements, and attunements can be passed from one key to another. Only one attunement can be passed at a time. To pass an attunement, one creature must hold the originating key and another creature must hold the target key. The keys must touch. Then, as an action, the creature holding the originating key must make a DC 15 Intelligence (Technology) check. If the check succeeds, each key shares the chosen attunement. If the check fails, the attunement remains in the originating key and each key's holder takes 2 (1d4) energy damage. Also, if the check fails by 5 or more, the originating key short-circuits and becomes inoperable.

Chambers of Extraction Frequency Keys

The Chambers of Extraction are the site of the Hegemony's experiments with force-sensitives, and security there is tighter than anywhere else in the Starvault. Only four frequency keys to this sector, one for each zone, are outside the Chambers of Extraction sector. They are in area 10, area 25, area 31, and area 63. The characters need to find these frequency keys to gain access to the chambers.

Common Features

This section details further generalities about the Doomvault. Descriptions in specific areas take precedence over this overview.

Atmosphere

Atmospheric regulators keep the facility dry and at a comfortable temperature.

Construction

Regular rooms and their features are of high-grade construction material, designed to be durable and long-lasting. Caverns are rough-hewn stone.

Ceilings rise from 20 feet to vaults of 30 feet. Caverns have natural ceilings roughly 30 feet high. Corridor ceilings are 20 feet high.

Comm Terminals

Each zone contains a comm terminal attached to a wall or an object. These locations serve as data transmission points, allowing someone who has a frequency key to contact the surface facility. The characters can use any comm terminal to contact Zirana and have her attune frequency keys to the zone where the contact stone is located.

When the characters see a comm terminal on a wall for the first time, use the following description.

A small viewscreen is situated above a control interface on the wall about three feet off the floor.

Thereafter, you can shorten the description of the contact stones they encounter to avoid repetition.

Normal Doors

The Starvault's doors are pneumatic doors made of plasteel, and they open automatically when a creature comes within 5 feet of them. Most doors lack control or security panels. Those that are locked by such a panel require a successful DC 15 Dexterity check using a security kit or a successful DC 20 Strength check to force open.

Secret Doors

A successful DC 20 Wisdom (Perception) check is required to find a typical secret door.

False Doors

A character must succeed on a DC 20 Intelligence (Investigation) check to determine that a door is real or false without opening it.

Light

Wall- and ceiling-mounted electric lights provide bright light in areas that indicate no other illumination conditions. Boxed text meant to be communicated to the players assumes that someone can see the described area.

Containment Traps

A typical containment trap is under a 5-foot-square section of floor, which forms a lid hinged on the inner side and lined with a signal-blocking alloy. A character within 5 feet of the lid might notice it with a successful DC 20 passive Perception check. A character who searches the area notices the lid with a successful DC 15 Wisdom (Perception) check. A lid can be jammed so that it remains closed by a character who makes a successful DC 15 Dexterity check. Otherwise, the lid falls open when a Small or larger creature places weight on it, although any creature of Large or larger size will not fall in completely.

A creature that triggers the lid must succeed on a DC 15 Dexterity saving throw or receive an electric shock and fall 20 feet into a pit, taking 7 (2d6) kinetic damage and 13 (2d12) lightning damage. The pit walls are smooth plasteel. The lid closes itself 5 minutes after being triggered. The alloy on the lid prevents the enhanced nature of a closed trap from being detected.

If any character becomes stuck in a pit with no way of alerting their allies, a Grysk patrol (choose any configuration from 3-8 in the table) will arrive at the pit to investigate after 1d4 hours have passed. You as the GM can choose how the confrontation plays out - for example, if they successfully take the character prisoner, the Grysks may decide to make use of them as a hostage when next confronting the intruders.

Dungeon Denizens

The Grysk experts, aided and abetted by their subordinates, hold sway over the Starvault. In addition to battling creatures interred throughout the facility, the characters will need to contend with these humanoids.

Grysk as Foes

Grysk humanoids in the dungeon, especially experts, prefer to survive encounters with the characters. (All Grysk in the dungeon are non-light in alignment, and most of them are lawful.) When hard pressed, a few might be convinced to surrender, by the use of Charisma (Intimidation or Persuasion) checks. Under interrogation, however, most of these villains lie or otherwise mislead the characters, aiming to kill them with misinformation. Grysk who escape the characters' assault and have no other purpose either attempt to leave the Starvault through the terminus (and become captives or casualties of the Chiss) or join patrols that attempt to hunt down the characters.

Prisoners

Most humanoid prisoners are terrified and have only enough strength to avoid battle. Prisoners do hard labor or end up as food for the facility's specimens. They have no frequency keys and can't leave their zone without help. If able, freed prisoners beg for aid in escaping. If given frequency keys, they head to the terminus.

Dungeon State

This adventure describes each area as it exists when the characters first arrive in the Starvault. As they explore, they change the dungeon's state. Record the state each area is in when the characters leave. You need to track which rooms have been explored, which creatures have been defeated, which secrets remain undiscovered, what treasure has been taken, and so on. If the characters return to an area, your notes can remind you what is different from the original text.

Resting

The incursion into the Starvault is intended to be a fast-paced assault in which the characters have little time for typical rests. A few areas of the dungeon offer access to special enhancements that allows characters to gain the benefit of a rest.

The adventure assumes the characters stay in or close to the dungeon for the duration of their exploration. If you want the characters to be able to leave and return to the Starvault, Zirana can use the hypergates in the terminus to send the party just about anywhere (except the Chambers of Extraction or the Core Vault). She can also allow the characters to return by giving them prototype hypergates keyed to the gates in the terminus. If you allow the characters to leave the Starvault through the terminus, the characters can take normal rests in the terminus or in their ship. Doing so has an effect on the alert level.

Resting within the Starvault is risky, because of random encounters and the rising alert level (see below).

Alert Level

The Starvault is an active complex. As effects of the characters' assault grow more widespread or easily detected, the alert level of the dungeon's inhabitants rises. This level starts at 0 and can go no lower than 0. It increases by 1 every 4 hours the characters spend inside the dungeon, including resting. The alert level affects the frequency and difficulty of random encounters.

For each 24 hours the characters spend outside the dungeon, the alert level decreases by 1. During this time, the Starvault returns to a state more stable than when the characters left. Specimens might be recaptured or replaced, and new challenges could be set up to foil incursions. Alter the dungeon's contents as you see fit to account for the returning party's previous actions and the reactions of their foes.

A few other events specified in the adventure can raise or lower the alert level.

Starchain

The 'starchain', so called for the 'spiked ball' appearance of its basic components, was synthesized by Kasit Gulen as the culmination of his research. Objects are constructed via starchain with microscopic components that can fuse to and detach from one another with high-speed efficiency, allowing those who can manipulate it to swiftly make and unmake complex objects in mere seconds. Though the material is no more durable or resistant than any other alloy, the sheer versatility of starchain demonstrates a revolutionary step forward in technology - one the Grysk mean to use for war.

The manipulation of starchain is made possible by a uniquely attuned magnetic field, created by generators within the facility's deepest vault. Starchain within the field can be manipulated by those equipped to do so - primarily, these are Grysk specially trained in its use for both weaponry and utility. While objects made from starchain retain their shape outside of the field and can be affected by magnetic forces like other metals, they lose the malleable properties that give them an edge over other materials.

However, the manual creation of starchain is both time-consuming and difficult. To realize its full potential, Gulen integrated a virus-like capacity for self-replication into his creation, allowing it to slowly but surely convert the matter around it into an equally malleable form. With this, the Grysk have discovered how to turn living creatures into mindless servants made of starchain.

Star Thralls

Zastam devised the procedure that enables the creation of star thralls - humanoids whose bodies have been methodically reconstituted into starchain, creating puppet warriors. The scientist has since altered the process to make it possible for a Grysk expert to take control of a dread warrior. The effect creates a psychic link between the dread warrior and a Grysk expert, who can, for a time, experience the world through the star thrall's senses, speak with its mouth, and cast powers through it. A powerful expert can control more than one star thrall at a time.

When a party in the Starvault encounters a star thrall that isn't in the company of a Grysk expert or Tarvau, a special interaction may occur. If the star thrall survives until end of the third round (or for more than 20 seconds), Tarvau (see area 10) becomes aware of the group's presence. Tarvau's attention raises the overall alert level by 1. In addition, Tarvau takes control of the star thrall by the start of its next turn. Instead of allowing the thrall to attack, Tarvau uses the thrall's actions to cast his tech powers through it.

When Tarvau becomes aware of the group through a star thrall, the thrall's eyes glow with pale light. If someone casts tech override or diminish tech on the star thrall during this time, and successfully dispels a 5th-level power, Tarvau's connection is suppressed for 1 minute. Preemptively casting diminish tech on a star thrall can have the same effect.

Random Encounters

Random encounters help determine if characters meet other creatures moving through the Starvault. Consider rolling for an encounter in these circumstances:

  • The party enters a zone within which they've previously defeated most of the creatures.
  • The party moves between zones while the Starvault has an alert level of 6 or higher.
  • The alert level rises.

These encounters are more for atmosphere than challenge. Any random encounter should be foreshadowed with noise or other cues. If a result you roll makes no sense for a given area, select a different result that does.

At least one creature in a random encounter has a frequency key attuned to the zone it is in or an adjacent zone. In cases where foes have no way to enter an area, they instead follow the party into that area.

Encounter Type

If a random encounter is indicated, roll on the Encounter Type table, adding the current alert level to the roll. Then roll on the indicated table to determine the encounter specifics.

2d4 + (n) Type
2-3 None
4-5 Minor encounter
6-7 Lesser Guard patrol
8 Grysk patrol
9-10 Sector encounter
11+ Special encounter

Minor Encounter

1d4 Encounter
1 1 Grysk technician, 4 Grysk soldiers, and 2d4 prisoners
2-3 1 starchain challenger
4 1 starchain challenger and 2d4 star frames or star shells

Lesser Guard Patrol

1d4 Encounter
1 2d4 lugubraa
2 1 star thrall and 2d6 star shells
3 2d4 nikardun
4 1 shikitari

Grysk Patrol

2d4 Encounter
2 1 starchain operator, 2d4 Grysk soldiers, and 2d4 prisoners
3-4 1 starchain operator, 1d3 Grysk technicians, and 2d4 Grysk soldiers
5-6 1 artillery expert, 1 Grysk technician, and 1d4 star thralls
7-8 1 starchain challenger and 1d4 star thralls

Sector Encounters

If a sector encounter is indicated, roll on the table below that corresponds to the characters' current location. There are no random encounters in the Chambers of Extraction.

Unless the dungeon is on high alert (level 6 or higher), a Grysk technician and 2d4 Grysk soldiers accompany a monster in any sector or individual encounter entry marked with an asterisk.

Extragalactic Prisons*
d4 Encounter
1 1 noxious mutant
2 2d8 mutant spawn
3 1d4 shifter mutants
4 1 carrion mutant
Incubation Pens
d4 Encounter
1 2d6 giant anthropod
2 1d4 giant arachnid
3 Grysk patrol (roll on Grysk patrol table)
4 1 starchain foilage*
Executive Centre*
d4 Encounter
1 1d4 star shades
2-4 Lesser Guard patrol (roll on Lesser Guard patrol table)
Deep Space Containment*
d4 Encounter
1 1 misshapen
2 1 exomedusa
3 1d4 exoserpents
4 1 waste feeder
Artificial Habitat*
d4 Encounter
1 1d2 hooklimbs
2 1d4 petrifowls
3 1 mirage cat
4 1 shikitari
Ameoboid Production
d4 Encounter
1 1 consuming ameoba
2 1 transparent ameoba
3-4 1d4 corrosive ameoba
Aquatic Development
d4 Encounter
1 2d4 greater decapods*
2 2d4 aquatic guards
3 1d2 abyssal guard*
4 1 behemoth guard
Puppet Factorium*
d4 Encounter
1 1 incomplete amalgam puppet
2 1 amalgam puppet
3 1 incomplete earthen puppet
4 1 earthen puppet

Special Encounters

If creatures leave their normal areas to roam the dungeon, add them to your notes as possible special encounters. If necessary, Zirana covertly helps such creatures move about the dungeon to add to the confusion and to aid the overall mission. When you roll a special encounter, you can choose from among the creatures in your notes or roll randomly. If a creature is eliminated, delete it from your list of possible special encounters. If you roll this result while no special encounters exist, then the group has an encounter of your choice.

Treasure

The adventure has some treasure built in, but the characters might be able to find more.

Changing Treasure

Feel free to change the treasure in the Starvault or add more. It's especially appropriate to change treasure to something characters in the party can use, and it's satisfying to let them claim it from a defeated specimen or Grysk. For instance, if you'd like to give a character an enhanced weapon, you can change a weapon-using creature to account for the treasure.

Grysk Consumable

Each group of Grysks has among them 1d4−2 consumables (minimum 0), each one determined by rolling on the following table.

2d4 Consumable
2 Mutagen of Magnetic Levitation
3-4 Mutagen of Climbing
5-7 Roll 1d6; Medpac (1-3), Fine Medpac (4-5), Improved Medpac (6)
8 Mutagen of Invisibility
Experts

Each Grysk expert encountered in the adventure carries currency equivalent to 4d10x100 credits; this currency can be exchanged for equivalent credits via Zirana's contact in the Outer Rim after the adventure concludes.

A Grysk expert also carries 1d4–2 (minimum 0) tech ciphers, each containing a random tech power of 1st or 2nd level, most often darkvision, detect enhancement, identify, infiltrate, or overload. Twenty-five percent of Grysk experts (determine randomly using a d4) instead have one 3rd-level tech cipher, either of diminish tech or remove virus.

Star Thralls

A star thrall carries no currency, but some of them have weapons or armor, determined by rolling on the following table.

2d4 Item
2-6 None
7 weapon (fine) [usually a vibrosword or a techaxe]
8 battle armor (fine)

Character Death

When a character dies, the player has a few options.

Starchain Revival

The technicians of the Chiss strike force can use the starchain's self-replicating properties to heal fallen adventurers by replacing damaged parts. This will only be effective if the character in question meets the following criteria:

  • They have been dead for less than 1 minute.
  • They have not suffered excessive injuries (e.g. decapitation, disintegration).
  • Their body is not in the midst of active combat (i.e. during initiative).

If a player chooses this option, the dead character returns to play as though they were resurrected with the revitalize force power while suffering none of the power's usual penalties. However, if they are resurrected in this way, the missing body parts cannot be restored by any other means until the starchain is safely removed.

Zirana warns such characters that a creature resuscitated in this way will die permanently upon leaving the Starvault, as the replacements will cease to function upon leaving the magnetic field. Furthermore, over the course of 1d4 weeks, a character who remains in this state loses any identity and becomes a star thrall under the control of the Grysk. This also occurs if the character is resurrected three times in this way without removing the starchain, transforming them on their fourth death. To have any hope of exiting the dungeon, the character must safely remove the starchain and restore their missing parts properly.

Zirana conveys that the reconstitution lab (area 31) allows creatures with starchain augmentation to transform back to normal, but she lacks the knowledge of how this feat is accomplished.

New Character

The player selects or creates a new character who joins the group. Zirana coordinates uniting newcomers with a group in the dungeon. Such characters might be Chiss strike team members anxious to join the fight against the Grysk. The new character could have been a prisoner in the Starvault, released to help the attackers. Regardless of origin, the character arrives with the necessary resources and information to join the party.

Starvault Lore

Some creatures that the characters encounter can divulge important information about the Starvault. When you give out lore, reveal information appropriate to the creature being questioned based on its location and circumstance. You can make information more specific and useful, but the basics of the lore should be conveyed.

Sectors

Some pieces of lore are threats and rumors known to those without firsthand experience of a sector. Creatures inside a sector are likely to know more specific details, especially about their neighboring zones; the DM is encouraged to provide appropriate details wherever creatures are noted to have lore to offer.

  • In the Extragalactic Prisons, the gravity labyrinth (area 15) has no easy exit, but mutants that can climb are said to have somehow escaped the magic there.
  • In Deep Space Containment, the creatures of deep space keep intruders away from a powerful shrine.
  • In the Artificial Habitat, the most cunning hunters seek to steal frequency keys.
  • In the Artificial Habitat, treated pools can heal creatures that drink from them.
  • In the Puppet Factorium, no Grysk will enter the green archways.
  • In the Executive Centre, the Chambers of Existence are used for the torture and execution of those who oppose the Grysk Hegemony.
  • In the Executive Centre, specialised treatment can undo starchain integration.
  • In Amoeba Production, the power of the white pillar can heal or harm.
  • In Amoeba Production, vats hold power over life.
  • In Aquatic Development, the Old Hag seeks allies in her plot against the sector's overseer.

Chambers of Extraction

Pieces of lore about the Temples of Extraction are presented in the order in which they should be revealed:

  • The Chambers of Extraction are research facilities where Grysk experts conduct questionable experiments. Few know the specifics of what happens there.
  • Only transport gates allow access to the Chambers of Extraction. Only Zastam's most trusted servants have the frequency keys attuned to that sector.
  • Zastam's latest plan to further the Hegemony's agenda is his most ambitious. He intends to extract the Force essence of gifted humanoids through the Chambers of Extraction.
  • Through channeling Force essence into the Core Vault, Zastam hopes to alter the starchain to use the Force itself as a medium, allowing it to be wielded anywhere in the galaxy.
  • Disrupting the flow of Force essence into the generators should destroy them, dealing an incalculable blow to the Grysk's power.

Core Vault

Pieces of lore about the Core Vault are presented in the order in which they should be revealed:

  • Beneath the Starvault, the prodigy Kasit Gulen slumbers in his Core Vault.
  • Zastam sealed off the Core Vault from anyone other than himself.
  • The generators for the starchain's magnetic field rest in the Core Vault, protected by powerful shielding.
  • If enough transport gates across the Starvault are disrupted, the transport gates in the Chambers of Extraction can be forced to connect to the Core Vault.

Into The Starvault

Prior to the adventure's beginning, the characters must arrive at the rendezvous point in a personal ship to speak with Zirana. This point is a location just outside the Great Barrier - a series of cosmic phenomena separating the Unknown Regions from the rest of the galaxy - and await further instructions. The following examples can be used to support your players in getting to this point:

  • The party receives a transmission from an information broker named Jacc Sarlacc, advising of a high-risk job in the Unknown Regions. Though no reward is offered, it is stated that the job itself will provide ample loot for bartering with. Once the party expresses their interest, he provides coordinates to the rendezvous point.
  • While exploring the Outer Rim, the party discovers a transmission originating from the direction of the Unknown Regions, though the signal is too weak to pick up any information. If they attempt to track the source of the transmission, they will eventually arrive at the rendezvous point.
  • If the party previously completed the White Plume Installation adventure from this anthology series and explored the Indoctrination Center, they may have discovered transmissions that directed Kera Tis to this location. If Kera Tis escaped from the party in his shuttle, he likely would have made for this location himself, giving the party an opportunity to pursue him.

Adventure Prologue

To start the adventure, read the following once the party have reached the rendezvous point:

You arrive at the border of a nebula cloud, roiling clouds visible through the viewport. Before you have time to settle, the flickering image of a female humanoid with blue skin suddenly appears and speaks.

"I am Zirana," she says. "It was I who summoned you here. Welcome to the Great Barrier."

Zirana is contacting via two-way hologram, allowing the party and her to converse. After any initial introductions, she goes on as follows.

"Many species of the Chaos - which you know as the Unknown Regions - chafe under the rule of the Grysk. Once, they were a promising civilization like any other. Now, fear grips the hearts and minds of the conquered while the Grysk ignore all concerns other than total galactic domination. If their ambitions are left to run their course, not even you or your people will be safe.

"My team and I have secured a transport terminus, from which I can send you to the Starvault — the heart of the Grysk's research and development deep beneath the surface of this barren moon. The Starvault is a secret laboratory and containment structure, beneath which lies a hidden storehouse where the core of the Grysk's strongest asset is stored. There, the Grysk can be undermined... with your aid.

"I offer you an opportunity to take the fight to the Grysk. I offer you the chance to help me see to it that the future of our galaxy is secure. The Starvault is where you can make that happen.

"What say you?"

The characters may choose how to proceed from here, but Zirana will only transmit further coordinates and instructions for reaching the Starvault once they have agreed to help. If the party requires further information or incentive before making a decision, use the information below to determine how Zirana will answer them. Even if they agree immediately, you can have Zirana relay what information she knows as they navigate toward the Starvault's coordinates.

Zirana

Zirana is a born warrior who knows that her life could end at any time. She means to make every moment count. She doesn't rest while the characters assault the Starvault.

Personality. Zirana is lawful neutral. She has a sense of righteousness colored by fatalism. Her belief is that death is better than allowing the Chiss Ascendancy to fall to the Grysk. With the characters, she is honest and forthright, as well as cynical.

Knowledge. Unfortunately for the characters, Zirana isn't familiar with the inside of the Starvault. Her team's control over the facility's surface level has given her only general knowledge of the rest of the dungeon. She explains that the surface level's lack of data is an intentional part of the dungeon's security structure. If given time, however, she can confirm Starvault lore that the characters learn.

Starting Information

Zirana can relate the following information to the characters:

  • For years, the Starvault was a legend. Kasit Gulen, a prodigious architect who spent his life studying construction techniques on many worlds, planned it. As a expert in many fields of engineering, Gulen fashioned the vast complex based on his research. The purpose of the dungeon was to lure intrepid scholars and support their research to create a scientific haven.
  • As the Great Barrier became more dangerous to navigate, fewer people sought the Starvault. Eventually, obsessed with his personal research, Gulen disappeared into his Core Vault and never returned. Later, the Grysk discovered the Starvault and saw the opportunity to rebuild and repurpose it.
  • The Starvault is a vast, active complex of laboratories and menageries dedicated to empowering the armies with which the Grysk plan to conquer first the Chaos, then all of the galaxy. The dungeon is divided into sectors dedicated to the creation and control of specific types of armaments.
  • The Starvault's overseer is Zastam, a notorious warmonger and member of the Grysk elite. At the time of the Chiss attack, he is answering summons from the Grysk leaders to discuss the Starvault's developments and will not return for some time. In the meantime, his second-in-command Tarvau is the acting overseer.
  • Each sector is subdivided into protected zones for security, defending against attack from outside and betrayal from within, as well as the escape of confined creatures. Access gates block corridors, preventing physical access between zones. Transport gates are teleportation devices that connect different parts of the dungeon. Zirana describes each gate type's appearance so the characters know the gates by sight.
  • Specialized datapads called frequency keys, when attuned to a zone, allow access to that zone's gates. Zirana describes the use of frequency keys, including how to transfer attunements. She also describes comm terminals and how the characters can use them to contact her directly. Through comm terminals, the characters can also gain frequency key attunements for the zone in which the contact stone is situated. Zirana initially provides the party with one frequency key.
  • Of all Gulen's creations, the most impressive and dangerous is that of the starchain, which can be used to shape anything the wielder desires with just a thought and which currently reinforces much of the dungeon's security. However, the starchain can only function within an appropriately attuned energy field, which is currently generated by a magnetic core deep within the Core Vault of the dungeon.
  • The characters have three goals: (1) Destroy the Grysks' unnatural creations and experiments to end the threat to the galaxy. (2) Gain access to the Core Vault deep beneath the dungeon. (3) Destroy the magnetic core within the vault.
  • Tarvau's quarters lie in the Doomvault. As the acting overseer, he is likely looking for any means by which to escape the Starvault or alert his superiors of the Chiss attack. Protected by his dread warriors, he is a deadly threat.
  • Zirana provides information on star thralls and how Tarvau uses them.
  • Zastam controls entry to the Core Vault. Zirana knows the vault connects to the greater Starvault, but hasn't discovered how to access it.
  • The Chiss strike team will use their vantage point to stop communications to the outside and contain any enemies who escape from the Starvault. They'll make sure that no one outside the dungeon knows of or reacts to what's happening until the characters succeed.
  • The Grysk have taken two Chiss warriors, Shalen'ra'loshi and Kelson'ark'treda, prisoner. They are likely dead or within the Starvault.

If the party requires any additional information, refer to appendix D for a summary of the various factions and concepts involved in this adventure.

Rescuing Prisoners

If the players manage to liberate Grysk prisoners and either take them back to the terminus or provide them with a frequency key, the Chiss have arranged to support their escape. Several hangers attached to the terminus contain passenger transports and freighters belonging to the Grysk, now under Chiss control. Humanoid prisoners can gather on the transports while larger prisoners such as the steam dragon (area 75) can be transported on a freighter.

To ensure that the operation is not compromised early, the Chiss will not allow any prisoners to leave until the party has successfully shut down the Core Vault. Once they have done so, the Chiss plan to guide transports containing denizens of the Unknown Regions back home, while requesting that the party do the same with their own ship for the remaining transports. Unless otherwise specified, most of the prisoners are species of the Unknown Regions

Prologue End

Once the characters are finished talking, nothing further occurs until the party reaches the Starvault's surface-level facilities, with Zirana directing them to an open hanger bay. Once they have disembarked their ship and entered the main terminus, Zirana transmits a map of the dungeon to the party (give the players map 5.2) and a frequency key attuned to the zone you chose as an entry point. She wishes the party well.

Extragalactic Prisons

Originally an area for testing elemental forces, this sector has been changed into a place for confining a collection of mutants from beyond the galaxy. Grysks break the will of imprisoned mutants and bind them into service.

Locations in the Extragalactic Prisons are identified on map 5.3.

Light

Dim light radiates from the walls, floors, and ceilings in this sector, a sign of reinforced barriers that prevent mutants from exploiting their unknown biot capabilities.

Zone 1A: Culling Operations

In this zone, an anzat named Issem culls the weakest mutants using arena combat. When the mutants fight, the battle can be heard in every chamber in this zone (see "Arena Battle" in area 2 to aid in narrating the noise).

1. Chandelier Chamber

Scorched and shattered glass paneling shows faint signs of holograms that once covered the walls here. A half-dozen ruined chandeliers hang from the cracked ceiling. In the northeast corner is a transport gate.

Creatures

A juvenile anzat keeps watch here, along with a starchain challenger and four star shells. A shifter mutant perches invisibly on a chandelier.

Negotiation

Prisoners regularly move through the transport gate here. The characters can bluff their way through by talking to Eld'rath, a female juvenile anzat that challenges them. If the characters fail to talk their way through or make it obvious in any way that they don't belong here, the creatures attack.

2. Arena

This area might once have been a columned hall. Holographic screens lined against the walls display ancient paintings of foul creatures tormenting humanoids in scenes of slaughter and sacrifice. At the center of this vast space, the ferrocrete floor has been hewn to create a pit. This pit is covered with the gory remains of past bloodshed, enclosed from above by a ray shield.

Creatures

Issem, a male anzat in lavish clothes, is normally in this area, watching battles.

Negotiation

An ongoing research project constrains Issem to the Starvault and to the service of the Grysk Hegemony, but he hates the Grysk, so he is willing to talk. He can offer two pieces of lore (see "Starvault Lore" above), and he allows prisoners and the characters to leave the area. He is willing to lie to any Grysk who seek the characters and help them cover their tracks.

Issem warns anyone who tries to enter area 3 against doing so. If someone does anyway, the anzat attacks.

Fighting Arena

This machine-hewn arena is 15 feet lower than the floor around it and trapped by sensors. Any creature without authorization (primarily the characters) that approaches within 10 feet of the edge must succeed on a DC 13 Dexterity saving throw or fall into a chute leading into the arena (a creature ignores this effect if hovering). Such a creature can't leave the pit until all the mutants within it are destroyed, at which point the ray shield is deactivated. The pit is otherwise easy to climb.

Pit Battle

In the pit, a carrion mutant is fighting ten prisoners, nine of whom are humanoid commoners. The tenth is a Chiss warrior named Shalen'ra'loshi (core name Enral). Half the humans each deal 1 kinetic damage to the mutant each round, and Enral deals 10 kinetic damage to the mutant every round. The mutant focuses on one target each round (roll randomly). If the characters join the battle, the mutant attacks them.

Frequency Key

Issem has a frequency key attuned to this zone. He is willing to share the key's attunement in return for a taste of 'soup' from a force-sensitive character. Any character who agrees to this bargain suffers the effects of Issem's Probiscus attack.

Development

If the characters succeed in getting Issem to cover for them, the Starvault's alert level decreases by 1.

Enral

The Grysk captured Enral during the assault on the surface facility. She has managed to survive and help other prisoners stay alive. While doing so, she has learned one piece of lore. Enral asks for a frequency key; if given one, she goes to the terminus to recuperate and rejoin her squad. If not, she goes looking for a key on her own. Either way, before she leaves, she can help the party for a time if they (and you) wish.

Access Gates

The corridor to the east contains an access gate that connects with Elemental Conversion. Another access gate stands in the corridor that leads south to Aquatic Development.

3. Issem's Vault

Deadly traps, coded only to trigger for those other than Issem, protect his isolation chamber.

This chamber has walls constructed from a smooth black alloy. Gleaming drones float in midair, spinning slowly. At the center of the area, an isolation chamber with its main door ajar stands atop a metallic dais. Around the edge of the isolation chamber, a terminal strobes with red and white lights.

Security Drones

Unless Issem is in the room, each character who is in the room and can see the drones must make a DC 13 Wisdom saving throw at the start each of his or her turns. The first time each character fails the save, a starchain wraith that looks like a shadowy duplicate of that character erupts from a prism and attacks.

Containment Trap

As shown on the map, the floor has many containment traps.

Comm Terminal

The terminal near the isolation chamber serves as a comm terminal.

Treasure

Inside the isolation chamber are six ciphers - a pair of handheld sensors (2x detect enhancement), a data stick with a free trial use of 'Omnilingo' (translation program), a cracked crystal globe that glows near a strong Force presence (sense force), a medallion marked with the symbol of a geejaw (comprehend speech) and an exotic berry that radiates a strong presence in the Force (improved restoration)

This chamber serves as a means for Issem to gather research material and conduct private experimentation.

Frequency Key

In addition to its treasure, the isolation chamber holds a frequency key attuned to this zone.

Zone 1B: Elemental Conversion

This zone is predominantly reserved for transmutation experiments using starchain. However, Tarvua has also made use of it for his own purposes.

4. Electric Corridor

The paneled walls of this long hall are scorched. Cracks in the panels reveal the room's structural chassis. Three circular arrays have been installed in the floor, each containing a complex technological arrangment.

Locked Doors

These plasteel double doors are locked by a security panel. Tarvau (area 10) has a security key in his possession.

Metallic Orb

A metallic orb is hidden in a recess in the ceiling 20 feet up. Spotting it requires a successful DC 20 Wisdom (Perception) check. The orb is part of the corridor trap.

Corridor Trap

The circles are technological but misleadingly so. A successful DC 15 Intelligence (Technology) check reveals that hidden among pointless wiring are readouts of the room's current electrical concentration. If the check fails, the character discerns the false wiring but doesn't notice the readouts.

The trap activates 3 rounds after a creature enters the room. (Tarvau's security key disables the trap for 1 minute when it is used to open the door to area 5.) At the start of the fourth round, and every 2 rounds thereafter, one circle (chosen randomly) activates and begins whirring. At the end of the same round, lightning discharges through the room from the metallic orb in the ceiling. When the lightning discharges, any creature in the room must make a DC 10 Dexterity saving throw. On a failed save, a creature takes 7 (2d6) lightning damage.

A character who touches the metallic orb and succeeds on a DC 15 Intelligence (Technology) check can suppress the orb's mechanism, disabling the trap for 1d4 rounds. A diminish tech power cast on the orb suppresses the mechanism for 1 hour. In both cases, the character doesn't know how long the suppression might last. The circles continue to activate at random.

Access Gate

The corridor that separates this area from Culling Operations contains an access gate.

5. Agbui Vault

The sweet scent of exotic incense hangs in the hot air of this opulent chamber. The walls are covered with silk tapestries in green and yellow, and the floors are spread with cushions. To the south, two sets of sliding double doors are set in the walls.

Creatures

Penc Eska, a female agbui manipulator, resides here with four Grysk soldiers, who are in her thrall. Eska is an unwilling servant of Tarvau.

If she is alerted to the characters' approach, the agbui takes care to obscure her weaponry. She attempts to convince the characters that she is being held prisoner as a forced lover for Tarvua.

Penc Eska isn't pleased with her situation and won't directly oppose the characters unless they attack her. She is willing to provide a piece of lore about the Core Vault in the hope that the characters might destroy Tarvau for good, freeing her to escape the Starvault.

Closets

The sliding doors open to reveal closets that contain fine female clothing in numerous styles and sizes. The easternmost closet contains a wall-mounted terminal in the middle of its back wall. The terminal serves as a comm terminal in this zone.

Heat

This chamber is uncomfortably hot due to the firestar in area 6. The heat grows more intense to the east and in the eastern secret passage.

Treasure

Eska's adornments include a gold gorget set with yellow topazes (5,000 credits), matching earrings (2,500 credits), a ruby ring (3,000 credits), an intricate jade necklace (4,000 credits) and two matching jade rings (2,000 credits each).

In the westernmost closet, hooks hold several items of jewelry, including a simple gold necklace and bracelet (2,500 credits each), a silver necklace with a garnet pendant (2,500 credits), and an ivory necklace (1,000 credits).

Frequency Key

Eska has a frequency key attuned to this zone, which hangs in the closet among her jewelry.

6. Firestar Containment

A character who listens at either doorway feels heat and hears a crackling roar.

A blast of heat escapes as the door opens. A crackling ball of flame roils at the center of a soot-streaked ferrocrete chamber whose walls are lined with shield generators.

Creature

The firestar here flares out toward any creature it can see, but the generators buzz loudly when it does, and it stops short of making contact with any intruder. The firestar can't attack or leave the room. Instead, it attempts to communicate by morphing into a humanoid form and mimicking body language indicating defeat. Even though the firestar doesn't attack, any creature that ends its turn in the room takes 3 (1d6) fire damage as long as the firestar is present.

The shield generator on the wall are a security array that keeps the firestar confined here. A character who makes a successful DC 15 Intelligence (Technology) check discerns the connection. If a character who can cast tech powers then succeeds on three consecutive DC 15 Intelligence (Technology) checks while continually touching the wall, the generators are suppressed long enough for the firestar to leave the room. A diminish tech power cast on the generators suppresses the bonds for 1 minute.

The firestar follows its rescuer, fighting alongside that person. If the firestar sees the elemental converter in area 7, it enters one of the converter's inlet tubes and disseminates.

Access Gate

An access gate is located east of this area at the junction of the corridors that lead to Mutant Containment and to Anthropod Cultivation.

7. Elemental Converter

Characters approaching this area can hear the operation of the elemental converter, which also generates bright light in the entire chamber.

This enormous hall is set with rows of pillars lined with containers holding loose starchain fragments. A large machine drones in the center of the floor space. Along its sides, a series of electrical nodes spark with energy, reaching from the floor to the ceiling forty feet above. Tendrils arc out from the pulsing nodes, lashing out to strike the nearest starchain containers.

In the southwest corner is a transport gate.

A character who succeeds on a DC 10 Intelligence (Techology) check can tell that the machine is converting the contained starchain into volatile elements. If the check succeeds by 5 or more, the character knows that the machine is dangerous and is not effectively directing its arcs.

If a creature other than the firestar from area 6 ends its turn inside the room, it takes 5 (2d4) damage of a random type (roll a d10: 1–2, acid; 3–4, cold; 5–6, fire; 7–8, lightning; 9–10, sonic).

Any creature that finds the machine's primary inlet can attempt to enter the machine's conversion core. Characters who do so must exit the core to return on their next turn or they are killed and disintegrated instantly by the dangerous processes within.

Zone 1C: Mutant Containment

Tarvau oversees this zone, in which the Grysk have trapped mutants of an unknown origin.

8. Containment Cells

A character listening at the doors can hear the shrieks of any mutants contained here.

This area might once have been a meeting hall, but its furnishings now lie in rotting piles along the walls. Between rows of pillars, six shielded containment cells glow brightly, illuminating the whole chamber.

Creatures

One star thrall, two starchain challengers and six star shells patrol the area.

Containment Cells

Two containment cells are empty and inactive. The other four contain mutants:

Cell A. One noxious mutant
Cell B. Four shifter mutants
Cell C. One carrion mutant
Cell D. Ten mutant spawn

A contained mutant can't escape from its cell without assistance, and aside from attempts to communicate, nothing it does can affect anything outside the cell. All mutants except for the spawn ask to be released, promising to attack the Grysk forces if they are freed. With a successful DC 10 Intelligence (Technology) check, a character knows that, as an action, they can short-circuit the shield emitters of a cell to disrupt the energy shield for 1 minute. During that time, a mutant within the cell can break free with a successful DC 15 Strength check.

A freed mutant attacks the nearest creature that isn't a mutant.

Development

If any mutant other than the spawn remain free in this area, all the mutant are eventually freed from their cells by the others. They spill out into the zone and attack any creature they find. That fact should be noted as part of the dungeon state.

Access Gate

An access gate is located north of this area at the junction of the corridors that lead to Elemental Conversion and to Anthropod Cultivation. Another gate lies in the passage to the east that connects with Meat Processing.

9. Dead End

A set of double doors is inlaid with ancient patterns, marking out the shapes of mythical figures.

Advance Notice

A character who searches the floor in the eastern corridor and succeeds on a DC 15 Intelligence (Investigation) or Wisdom (Survival) check ascertains that no other creatures have entered this side passage in a long time. If examined with a detect enhancement power, the area displays traces of an enhanced power.

Stunning Gas Trap

If the doors are opened, roll initiative. A dense gas immediately fills the corridor out to 20 feet from the doors. Any creature that is not a droid or construct that starts its turn in the area is blinded and must succeed on a DC 15 Constitution saving throw or take 7 (2d6) necrotic damage and become paralyzed until the start of its next turn. The gas remains as long as the doors are open.

10. Tarvau's Quarters

Holo-photos line the walls of these well-appointed living quarters. Standing screens divide the space into smaller sections containing couches, tables, and desks.

Creatures

Here resides the acting overseer Tarvau with his guards, four star thralls. Having lost the surface facility, Tarvau has withdrawn to this area to devise a means of retaking the upper level, lest he face the Hegemony's wrath.

The Grysk attacks immediately. His guards emerge from various positions to screen him from direct attack. Tarvau can cast any of his powers from one of the star thralls.

The star thralls attempt to drag any helpless characters to the containment trap in the intersection near this room or to area 9, where they throw open the doors.

Devious and arrogant, Tarvau thinks all other creatures are beneath him. He berates the characters at every opportunity, and he drives his underlings to cruelty.

If reduced to 30 hit points or fewer, Tarvau offers the party access to his frequency key's attunements and his security key (see "Treasure" below), as well as two pieces of lore, in exchange for access to the surface and amnesty with the Chiss. If the characters let Tarvau go, he flees the Starvault and becomes a willing captive of the Chiss, reasoning that he can escape later and pretend he was captured against his will.

Comm Terminal

A viewscreen and interface on Tarvau's desk in the western section of the room serves as a comm terminal.

Treasure

A search of Tarvau's terminal reveals several attempts to contact Zastam for assistance, each message becoming more and more desperate. Inside the desk's several drawers are a mutagen of mind scan and a duplicate of the security key that Tarvau carries.

The largest drawer of the desk is held closed with a lock power (requiring a successful DC 25 Strength check to break). Inside is a black datapad (see the next subsection) and a gold coffer wrought to look like a sleeping beast with violet garnet eyes (worth 10,000 credits). The coffer holds Grysk currency worth 20,000 credits, and a dark, smooth river rock (a loadstone).

Research Pad

If detect enhancement is used on the black datapad, the tablet give off an aura of enhancement. The datapad is marked as Tarva's property. The device's main power button has an enhancement on it that, when pressed by anyone other than Tarvau, causes the datapad to explode.

The enhancement can be neutralized by using diminish tech on the datapad. Alternatively, a character who makes a successful DC 10 Intelligence check can turn on the datapad without touching the main power button. If the check fails, the character activates the enhancement anyway, triggering the explosion.

If the datapad explodes, everyone within 10 feet of the box must make a DC 15 Dexterity saving throw, which the holder makes with disadvantage. A creature takes 21 (6d6) fire damage on a failed saving throw and half as much damage on a successful one. The datapad is destroyed if the enhancement goes off.

The datapad contains research into the hypergates created by Kasit Gulen during the Starvault's creation, including teleportation experiments and attempts at recreating them (as seen in area 91). Part of this research notes that their design resembles the now-defunct hypergates created by the Gree Enclave millenia ago, though the gate's range is much smaller than its predecessor.

If the players take this datapad with them, they can make use of it in the aftermath of this adventure.

Keys

Tarvau carries a frequency key attuned to this zone and to the Chambers of Mortality (in the Chambers of Extraction sector). He also has an ornate chain (worth 50 credits) attached to the security key that opens the locked doors on the east wall of area 4.

11. Information Gathering

A creature who listens at the doors can hear the howls of the pincer mutant if it's bound here.

The walls of this torture chamber are hung with restraining cuffs and electrovoulges humming in standby mode. In a few places, energy chain emitters are fastened to the floor. In the northeast corner is a black gate.

Creatures

A starchain challenger and seven star frames are tormenting a prone pincer mutant that is shackled and chained by energy to the floor in four places. The torturers attack interlopers, using electrovoulges as weapons. These guards have enhanced weapons (see "Treasure" below).

Shackled Mutant

The bound pincer mutant can't free itself, nor can it cast biot powers. It can attack only if a creature comes within 5 feet of it, which is why the guards are using pikes. When a battle starts, the mutant demands to be freed, promising to "lay waste to these demons and their masters." If the characters refuse to aid it, the mutant attacks them if it can.

To free the mutant, a character must pick the security locks of all four energy shackles (requiring a successful DC 15 Dexterity check for each). If it is freed, the pincer mutant rampages, randomly attacking anyone in reach. Once free, it can cast biot powers as normal.

Energy Shackles

The ten sets of shackles attach themselves via an energy tendril to nodes in the floor when activated. A creature held in them can't escape them while the shackles are closed. The energy tendrils are unbreakable, but they do not function anywhere outside of this room.

Dungeon State

If the pincer mutant is left free in this area, it eventually frees the mutants in area 8 from their cells. That fact should be noted as part of the dungeon state.

Treasure

The star frames' electrovoulges are temporarily enhanced with a +1 to attack and damage rolls for 1 more hour. The challenger wields an electrovoulge (fine).

Zone 1D: Loyalty Programming

After their initial subjugation, captured mutants are held here in Loyalty Programming, where they are properly broken to service.

12. False Pit Gauntlet

Communicate the boxed text before any character crosses the threshold into this room.

The walls here consist of standard, but the thirty-foot-high ceiling of this broad chamber is marred by cracks. Seams in the floor tiles divide the space into squares five feet on a side. An open pit extends halfway across each of the four entryways, just inside the room.

Aura

A detect enhancement power cast on this area reveals that enhancement permeates the entire room, focused most strongly on the pressure plates.

False Pit

The pits appear normal, but an invisible shield extends across the apparently open space atop each pit. The horizontal field can hold the weight of any number of characters.

Tractor Beam Trap

Any creature that enters the room and walks across the invisible field covering one of the open pits deactivates the tractor beam trap for 1 minute. Once deactivated, characters can move freely across the room for 1 minute before the trap reactivates. If the trap is active, any creature that enters the room without stepping onto the invisible field over one of the false pits is seized and hurled toward the ceiling by a concealed tractor beam, taking 10 (3d6) kinetic damage and remaining restrained on the ceiling for 1 minute. Then the creature is released and drops to the floor, taking 10 (3d6) kinetic damage from falling and landing prone in a random square near the center of the chamber. Moving onto or over the floor triggers the tractor beam trap again, but the creature can remain safe if it stays in the space where it fell until another character deactivates the trap.

13. Sora Lann's Haunt

The security panel plainly visible next to the double doors is false. The real security panel is hidden in the base of the left door and detectable with a successful DC 15 Wisdom (Perception) check. If any attempt is made to pick a false lock or force the doors, any creature within 10 feet of the doors must succeed on a DC 14 Constitution saving throw (with disadvantage, if trying to pick a lock or force the doors) or take 5 (2d4) sonic damage and be knocked prone.

This ruined chamber is covered in the scatterings of furniture and various implements, as though there was a fight. Much of the debris is covered by a kind of creeping black growth, and an unnatural breeze ruffles through the room.

Creature

Sora Lann, a former lab assistant who was imprisoned by the Grysk and subjected to horrible starchain experiments, lives on as a star-spirit that is bound to this room. He hates the Grysk, and he immediately tries to attack all who enter his chamber, screaming that allies of the Grysk must die. If the characters convince Sora Lann that they are opposed to the Grysk by making a successful DC 15 Charisma (Persuasion) check, the spirit stops attacking and can provide two pieces of lore, which he has overheard from passing Grysk.

Sora Lann also tells the characters to avoid the gravity labyrinth (area 15), which is where he was captured while trying to escape the dungeon. He doesn't know the trick to overcoming the teleportation trap. If he is slain, Sora Lann reappears in this area 24 hours later.

Access Gate

The secret door on the west wall opens into a narrow corridor that leads to an access gate. Beyond the gate (and another secret door) is a corridor that connects with the Aquatic Prison.

14. Mutant Cells

Several cages line this chamber from floor to ceiling. Three of them hold various mutants, which are raging futilely and silently against their confinement. The wall in the southwest corner contains a comm terminal.

Creatures

One Grysk fabricator expert oversees one starchain operator and one Grysk technician. The expert knows the pass phrase for the maze of undoing (area 15) and might provide it to the characters in exchange for mercy, knowing that freed mutants will attack their "rescuers." The pass phrase is "My will is not mine to hold."

Cells

Cells that confine mutants hold the following creatures:

Cell A. One noxious mutant
Cell B. Eight shifter mutants
Cell C. Two carrion mutants

The bars of each cell are enhanced to be unbreakable by normal means, and are electrified to dissuade attempts at squeezing through the bars. Additionally, a one-way sound-dampening field covers each cell, preventing sound from leaving the cells but allowing creatures on the outside to speak normally. To free a mutant, a character must pick the security lock on the cell door (requiring a successful DC 20 Dexterity check). A freed mutant attacks everyone in the room.

Keys

The Grysk fabricator has a frequency key attuned to this zone, as well as a set of security keys to the cells.

Dungeon State

If any mutant remains free in this area, all the mutants are eventually freed from their cells. That fact should be noted as part of the dungeon state.

15. Gravity Labyrinth

A short hall of gray ferrocrete runs perpendicular to this area's entrance, with six openings across from the entrance that lead deeper into the darkness. The cold, flat ceiling looms thirty feet overhead.

Teleportation Maze

Enhancement infuses the area, emanating most strongly at the trigger points numbered 1 through 20, and at the two entry/exit trigger points labeled E on the map. In addition to the teleportation trigger points, the enhancement aligns gravity to the nearest surface. Therefore, creatures standing on the floor consider "down" to be beneath their feet, while creatures on the ceiling consider that surface to be "down" and are situated accordingly. The entire area was created to capture and hold mutants attempting to escape.

Any creature that enters a trigger point on the floor teleports immediately to the ceiling above another trigger point (determined by a d20 roll). The creature must then succeed on a DC 15 Wisdom saving throw or take 5 (2d4) psychic damage and fall to the floor, taking 10 (3d6) kinetic damage and triggering another teleportation point. On a successful save, the creature takes no damage and can utilize the weird gravity until the end of its next turn, walking along the ceiling and walls as though they were the floor, and bypassing the teleportation triggers. If the creature is still above the floor at the end of its next turn, it falls the appropriate distance to the floor and triggers another teleportation point.

In addition to this enhancement, the entry/exit points have an additional feature. Until someone utters the proper pass phrase (see area 14), a mutant caught in the maze can't pass through either of the entry/exit points. For non-mutants, leaving the maze can be accomplished by moving along the walls or ceiling and out of the area through either entry/exit point.

Creature

When the characters arrive, a pincer mutant is trapped in the maze. The mutant has learned how to navigate the maze, even though it can't escape the area. Place the mutant on the ceiling above a random teleportation trigger point in the maze (roll a d20). Once the mutant notices the characters, it moves toward characters it can see and in its rage and madness attacks any creatures it manages to reach.

Transport Gate

A transport gate is set into the southern alcove, not immediately visible from the entrance.

Livestock Pens

The Grysk are breeding and raising warbeasts in their own sequestered nurseries.

Locations in the Livestock Pens are identified on map 5.4.

Zone 2A: Anthropod Cultivation

The entomological research of these halls now serves the Grysk.

16. Swarm Chamber

The Red Wizards no longer use this chamber.

Sounds and Lighting

A character who listens at the door and succeeds on a DC 10 Wisdom (Perception) check hears distant chittering. The room beyond is completely unlit.

The sunken floor of this huge hall is covered in dead insects, their dried shells shifting and whispering in a faint breeze. Dozens of artificial hives are carved in the white marble walls of the chamber, slight gusts whistling from large holes at their centre. Down the center of the chamber, toward the doors at the far end, a series of black stone platforms are set like oversized stepping stones.

Artificial Hives

The openings of these hives are the source of the breeze.

Insect Floor

The floor is 2 feet below the level of the doors and filled completely with dead insects along with occasional bones, making it difficult terrain.

Pit Traps

Scattered through the room, hidden beneath the blanket of insect bodies, are several pit traps. It is impossible to notice a pit passively; finding one requires a successful DC 20 Wisdom (Perception) check. Each pit is filled with dead insects, so falling into one deals only half damage. Someone buried in a pit full of these husks can't breathe or see.

Trapped Platforms

Whenever a creature steps onto a platform, it must succeed on a DC 10 Constitution saving throw or be engulfed by a swarm of biting, stinging insects that emerge from the artificial hives. The creature takes 5 (2d4) kinetic damage and 5 (2d4) poison damage, and must succeed on a DC 15 Dexterity saving throw or fall off the platform in a random direction. The insects die and fall to the ground immediately after their attack.

Access Gates

An access gate is located west of this area at the junction of the corridors that lead to Elemental Conversion and to Mutant Containment.

17. Predator Chamber

Two enormous pillars on the far side of this chamber emit brilliant white light that holds the attention of dozens of giant vermin crawling on and around them. The vermin occasionally fight among themselves, but most of these creatures move sluggishly, as if the light has subdued them.

Glowing Pillars

The pillars emit enhanced light, which pacifies the vermin and keeps their handlers safe.

Creatures

Two Grysk technicians are feeding the vermin scraps and pig excrement from buckets. Six Grysk soldiers guard the technicians. All the Grysk attack as soon as they notice intruders. Each round of combat, the Grysk direct one greater arachnid and one greater myriapod to join the fight.

Development

Vermin left in this chamber grow hungry, feeding on any dead creatures. Within a few hours, they begin killing and feeding on each other.

Frequency Key

One Grysk has a frequency key attuned to this zone.

Access Gate

An access gate is located in the south branch of the corridor that leads east from this area toward the Herd Pen.

18. Barracks

Rough cots scattered across the floor contrast with the decor in the east end of the room, which contains a great seat of white marble. Some of the electric lights are dimmed, so that side of the room is barely lit.

In the northeast corner is an access gate. West of it is a comm terminal.

Creatures

Six Grysk technicians and eight Grysk soldiers are resting here, watched over by a starchain challenger. Half the soldiers and technicians are asleep in the eastern side of the chamber. When the other creatures notice the characters, they attack. The sleeping Grysk awaken and join the fight over the course of 2 or 3 rounds.

Throne Swarm Trap

The 20-foot-tall white throne is an enhanced trap that the Grysk might use if desperate. When any creature climbs onto it, a swarm of stinging insects pours out of the back of the throne and quickly fills the chamber. Each creature in the room takes 9 (2d8) kinetic damage and 9 (2d8) poison damage. For 1 minute thereafter, each creature that ends its turn in the room takes 4 (1d8) kinetic damage and 4 (1d8) poison damage. The insects disappear after 1 minute, and the trap resets.

Frequency Keys

One Grysk has a frequency key attuned to this zone and Meat Processing. Another has a frequency key attuned to this zone and Beast Cultivation.

Access Gate

An access gate is located in the south branch of the corridor that leads west from this area toward Meat Processing.

Zone 2B: Meat Processing

These adjoining halls have been converted into a swine farm to feed carnivorous monsters.

19. Herd Pen

Sounds

The unmistakable squealing and grunting of pigs can be heard from outside any of the entrances.

Blocked Stairs

Slabs of stone, each 5 feet high, block the stairs that descend into this hall along the north and east sides. Climbing over a slab costs 10 feet of movement. Once over a slab, a character can step onto a plank bridge (see below).

Knocking a slab down requires a successful DC 20 Strength check. If a slab is knocked down, the bridge collapses and packs of pigs rush into the open area (see "Pigpens" below).

What once must have been a great hall is now a great swine pen. Three rows of thick pillars support the ceiling. Each pillar is marked with a large X in red paint. Pigs, perhaps hundreds of them, are packed in here, shoulder to shoulder, on the floor. Ten feet above them, starchain creations and their handlers stand on a crude bridge of wooden planks, dumping food into the pigpen.

Creatures

Three star operators oversee six star frames. They attack intruders.

Aura

A detect enhancement power reveals an enhancement on the whole area, which is a ventilating effect to control the pigs' odor.

Bridges

A series of unsteady bridges made from plasteel planks runs 10 feet above the floor, lashed to the pillars and to the slabs of rock that block the eastern stairs. Any creature that falls unconscious while on a bridge has a 50 percent chance to fall into the pigpen.

Enhanced Pillars

A detect enhancement power reveals that each pillar radiates an aura of enhancement. Any humanoid that touches a pillar must succeed on a DC 13 Wisdom saving throw or fall unconscious for 1 minute. (The Grysk marked the pillars as a reminder for themselves.) A diminish tech power suppresses the enhancement of the pillars for 1 minute.

Repulsorlift Platform

A circular repulsorlift platform, 5 feet in diameter, floats on the northern side of the northern bridge to area 20. The disk can hold up to 1,000 pounds. It is stationary and level with the bridge, but it can be directed via voice command by anyone who can see it (DC 10 Intelligence) to float to the blocked stairway that leads up to Anthropod Cultivation (areas 16–18).

Pigpens

The pigs are maltreated, hungry, and irritated. They swarm any creature that enters the pen. Such a creature must succeed on a DC 13 Dexterity saving throw at the start of each of its turns or take 7 (2d6) kinetic damage. Characters who take 12 damage also are knocked prone. Single-target attacks against the pigs have little effect, but an area effect clears its area of pigs until the end of the caster's next turn.

The enclosed area beneath the bridge is filled with sows and piglets. The DC for the Dexterity saving throw here is only 8.

Drefin

One pig appears smaller than the others, and looks especially malnourished. A DC 13 Wisdom (Perception) check reveals that the creature is a humanoid. The "pig" is in fact a ugnaught named Drefin. He was an author and explorer who ran afoul of a sadistic Grysk expert and was brainwashed into believing himself a beast. If freed of the brainwashing curse he is under (such as with remove curse or improved restoration), Drefin accompanies the characters until he is permitted to escape the Starvault, at which point he departs amid promises to write great stories about the characters' exploits.

Frequency Keys

Each star operator has a frequency key attuned to this zone.

20. Slaughterhouse

Empty wall niches might once have held works of art, but this broad gallery has now been converted to a slaughterhouse, its floor slick with filth and gore.

In the southeast corner is a transport gate. North of the gate is a comm terminal

If the pigs from area 19 rush into this room, they move unwittingly toward the star frames, knocking half of them prone before retreating back into the pigpen.

Aura

A detect enhancement power reveals an enhancement on the whole area, which is a ventilating effect to control the odor of the butchery.

Creatures

Twelve star frames are here, with a star challenger and a star operator overseeing them. Eight work to the east, stacking butchered pigs along the wall. To the west, four more work at a sluice that carries offal to the black gate, where it disappears (transported to area 41). Occasionally they toss some of the foul slop toward a waste feeder chained to the floor.

The waste feeder can move 40 feet from the northeast corner, anywhere within the area described by the dashed line on the map. It attacks any creature it can reach. If it can't attack, the waste feeder uses its turn to attempt a DC 20 Strength check to break its chain while its captors are distracted.

With its childlike intellect and telepathy, the waste feeder broadcasts its desire for more food. The characters are able to communicate with the creature, and if they offer to feed it, the waste feeder ceases attacking for 1 round. Then the characters must periodically placate it with successful DC 10 Charisma (Persuasion) checks. A character who frees the waste feeder learns that more of its kind are in the dungeon and receives a general impression of area 42, where more waste feeders live. All these waste feeders hate the Grysk.

Niches

The shallow niches are 3 feet off the floor and 5 feet high. Climbing into a niche costs 10 feet of movement.

Dungeon State

If the waste feeder is given a frequency key to the Disposal Center and told how to use a transport gate, it teleports to area 41 and reaches area 42. Its presence there will change the characters' encounter with the other waste feeders (see area 42).

Frequency Key

The star challenger has a frequency key attuned to this zone and the Disposal Centre.

Access Gate

The corridor that leads east to area 22 in Beast Cultivation contains an access gate. Another access gate is situated in the southern passage that connects with area 21 in Beast Cultivation.

Zone 2C: Beast Cultivation

Grysk tend and hatch the eggs of powerful beasts in these areas, rearing the young to serve the Hegemony.

21. Incubation Hall

The two approaches to this area are warm and humid.

Heat wafts from this chamber, and steam obscures parts of the room. Heating vents built into the walls glare with electricity, as do heating lamps in various places across the room. The floor is covered with a sandy substance, on which rest dozens of large eggs of various colors and textures.

Creatures

A coercion expert, one star thrall, and six star frames oversee the eggs. If combat breaks out, the expert sends their servants forward as a screen and uses targeted powers that won't harm the eggs.

Heating Lamps

The lamps are built into the room and can't be moved. A creature that touches a lamp for the first time on a turn takes 3 (1d6) fire damage.

Eggs

Clusters of eggs make this area difficult terrain. None of the eggs is close to hatching. One person with a weapon could destroy all the eggs in about 5 minutes. Leaving the eggs untended also renders them lifeless. The eggs are those of an assortment of exotic beasts from various parts of the galaxy. The eggs are those of an assortment of creatures, including hooklimbs, smelterworms, stinger dragons, and petribeasts, with 1d6 + 1 of each kind. Identifying a particular kind of egg requires a successful DC 20 Intelligence (Nature) check by a creature native to the Unknown Regions.

Steam

Steam renders this chamber lightly obscured.

Frequency Keys

The expert has a frequency key attuned to this zone.

Access Gate

In the corridor beyond the western exit is an access gate that separates area 21 from Meat Processing.

22. Juvenile Pens

Anyone near the doors hears the shrieking and howling of the caged creatures.

Relief carvings of celestial figures along the walls of this huge hall contrast with the crowded iron cages here. Half of these cells are packed with miniature, shrieking versions of deadly creatures.

In the southeast corner is an access gate. North of the gate is a comm terminal.

Aura

A detect enhancement power reveals an enhancement on the whole area, which is a ventilating effect to control the odor of the hatchlings and their food.

Creatures

A Grysk fabricator expert oversees two Grysk technicians in caring for the imprisoned hatchlings, while four Grysk soldiers stand guard. They attack intruders. In a desperate battle, the expert might take the time to release hatchlings to add to the characters' opposition.

If the battle goes badly for the Grysk, the expert surrenders. Her name is Mirjax, and her allegiance to Zastam is less than resolute. If the characters spare her, she offers the pass phrase to get by the trap and creatures in area 23 ("That which is dead, stay so") and one piece of lore.

Cages

Half the cages here are empty. The others hold the following creatures:

Cage A. One smelterworm
Cage B. Two petribeasts
Cage C. Five headhunters
Cage D. Five demi-harch
Cage E. Two arachniworms
Cage F. One juvenile stormboa
Cage G. Two juvenile hooklimbs
Cage H. One stinger dragon

Each cage is secured by criss-cross bars. An enhancement on the bars renders them unbreakable, so a creature inside can't attack through the bars. To free the occupants of a cage, a character can pick the security lock on the cage door, which requires a successful DC 15 Dexterity check.

If freed from their cages, the young attack the nearest creatures. If a Grysk and a character are equally close to a young creature, it targets the character.

Keys

Mirjax has a frequency key attuned to this zone. She also carries a security key to each of the cages in a case on her belt.

Access Gates

Area 22 is bordered by three access gates. One connects to Meat Processing, another to Botanical Cultivation, and a third to the Domination Halls.

Zone 2D: Botanical Cultivation

Once an area of deadly gardens, these chambers have been altered to support the Livestock Pens.

23. Restraining Grounds

Dead and blackened thorny vines cover the walls and floor, which are peppered with small, circular holes the size of a human fist.

In the northeast corner is a transport gate.

Creatures

Seven star shells and two star challengers are focused on the doors to areas 22 and 24. Those who appear by way of the transport gate can gain surprise if they attack immediately.

Unless the creatures are attacked, they grant free passage to anyone who appears to be a Grysk and knows the room's pass phrase (see area 22). The challengers challenge those who know the phrase but look like intruders. It takes a successful DC 15 Charisma (Deception, Intimidation, or Persuasion) check to convince the challengers to stand down.

Aura

A detect enhancement power cast on this area reveals an aura of tech enhancement around each hole, hinting at the presence of an enhanced effect.

Star Vines Trap

If an unauthorized creature moves 10 feet or farther into the room without uttering the pass phrase, animated vines infused with starchain shoot out of the holes and into every part of the room. Each creature must say the phrase; it's not good enough for one character to say it for the whole group.

The vines ignore the Grysk and their minions. Any unauthorized creature in the room when the vines emerge must succeed on a DC 13 Dexterity saving throw or become restrained by a vine. A creature takes 11 (2d10) kinetic damage each time it starts its turn restrained in this way. As an action, a restrained creature can free itself or another creature with a successful DC 13 Strength (Athletics) check, or free only itself with a successful DC 13 Dexterity (Acrobatics) check. A vine that's restraining a creature can also be cut and killed; each vine has AC 15 and 8 hit points.

While the vines are present, the area is lightly obscured and difficult terrain. A creature takes 2 (1d4) kinetic damage for every 5 feet it moves through the room. A creature that moves more than 15 feet on its turn must immediately make a DC 13 Dexterity saving throw. On a failed save, the creature becomes restrained as described above.

If no creature is restrained at the end of a round after the trap has been triggered, all the vines immediately die. The trap then goes dormant for 1 hour.

Frequency Keys

Each of the star challengers has a frequency key attuned to this zone.

Access Gate

A access gate is located in the corridor to the west between this area and Beast Cultivation.

24. Prowling Grounds

The Grysk use this enhanced garden for food.

Light

The room is filled with dim light.

The scent of decaying plants hangs over an underground garden. White vines, trembling as if touched by an unfelt breeze, twine around cracked pillars that glow with pale light. Between the pillars, ashen flowers, sickly gray shrubs, and giant mushrooms stand in dense groves around a couple of gravel paths.

Many baskets full of plant matter are stacked on shelves carved into the walls near the doors.

Creatures

Twelve unarmed star frames wander the area, harvesting plant material in large baskets. As they tear off growths, a crackling sound accompanies an increase in the glow of a nearby pillar, and the harvested plant starts to rapidly regrow.

The star frames ignore intruders unless they are attacked or damaged, in which case they all attack trespassers in the room.

Two star foilages hide in the groves, ignoring the star frames. These creatures are trained to disregard anyone who remains within 15 feet of any doorway, where the baskets are stored on the shelves. They wait to ambush any unauthorized creature that ventures any farther into the room.

Dense Garden

Any area within 5 feet of a pillar and not shown on the map as part of the path is difficult terrain.

Pillars

The chamber's pillars respond when plant matter in the chamber is damaged. At the end of each round during which a star foilages took damage, a discharge of energy ripples over the pillars, and each creature within 5 feet of a pillar takes 5 (1d10) lightning damage.

Access Gates

The passage that leads west contains an access gate that connects with the Domination Halls.

25. Pacification Grounds

A garden courtyard fit for a palace features walls of dark marble veined with gray. The ceiling of brass is supported on black marble pillars. Between the pillars, raised stone garden beds are filled with flowers and creeping vines in every color of the rainbow, their sweet scent hanging in the air.

Creatures

Turian, a Grysk coercion expert, lives here and oversees the Livestock Pens. Two star thralls and eight robed star shells guard him, and a juvenile nightdragon is his personal pet. When the characters first arrive, the dragon has just killed a prisoner.

Turian spends much of his time in seclusion, and relishes the opportunity to fight intruders. If reduced to 20 hit points or fewer, he surrenders and offers two pieces of lore in exchange for his life. He is also willing to give up his treasure and share the attunements of his frequency key, turning over the actual key only under severe threat.

Dungeon State

If Turian survives an initial encounter with the player characters, he and any surviving allies go on patrol, attacking any intruders in the Starvault.

Garden Beds

Enhancement imbues the garden beds. Any living humanoid that spends more than 1 minute here must succeed on a DC 12 Wisdom saving throw or fall unconscious. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save. On any successful save, the creature is immune to the effect for 24 hours. The creatures here are already immune to this effect.

Turian's Repose

The middle garden bed among the three southernmost beds is full of plants shaped like pieces of furniture. A circular shrub is a resting couch, an angular one is solid enough to use as a desk, and others nearby serve as small chairs.

Comm Terminal

On the southern wall near Turian's place of repose is a free-standing terminal that serves as a comm terminal.

Treasure

Turian wears a gold circlet set with rubies (worth 100,000 credits) and a gold cuff (10,000 credits). He carries a tech cipher of vertical maneuvering (a propulsion harness that operates via wires) and a medpac (fine).

One star thrall has a vibroblade (fine), and each has a gold cuff that matches Turian's.

In Turian's "desk" are mundane records of important functions in the Livestock Pens. Also within are oil of etherealness and an expired medpac. A bundle of entwined branches opens like a coffer to reveal currency worth 100,000 credits and a diamond (worth 100,000 credits).

Frequency Key

Turian has a frequency key attuned to this zone, Anthropod Cultivation, Meat Processing, Beast Cultivation, and the Chambers of Destiny (in the Chambers of Extraction sector).

Access Gate

Beyond the exit to the south, an access gate lies in the corridor that leads to the Technical Center.

Executive Center

This sector is the central headquarters of the Grysk in charge of the Starvault.

Locations in the Executive Center are identified on map 5.5.

Zone 3A: Domination Halls

Although the chambers in this zone are treated as places of reverence, they are essentially security rooms designed to destroy the unwary.

Doors

All the doors in this zone are locked.

Aura

A sense force power reveals that this zone is corrupted by the dark side of the Force.

26. Hall of the Soul

Glowing pillars brightly light this chamber of white marble. Each pillar is carved in the likeness of a smiling figure with its hands held out, as if ready to accept an offering.

In contrast to the beatific pillars, alcoves around the room contain statues of Grysk-like beasts.

Bad Feeling

Characters who enter this area feel tranquility despite the beastly statues. If a player expresses doubt about the impression, that player's character can make a DC 15 Wisdom (Insight) check. On a successful check, the character realizes that the emotion is artificial, induced by an unseen enhancement.

Creatures

When the characters first enter this area, the eight star statues are inanimate. After a door other than a secret door is opened in this area, four star statues animate and attack. Another star statue animates whenever another such door is opened. This process continues for as long as any star statues remain in the alcoves. The star statues don't leave the room.

Pillars of the Soul

Seeming to offer a measure of protective power, the pillars contain technology designed to prolong the torment of those trapped here. When a creature touches a pillar, the room pulses with light, and that creature gains 5 temporary hit points. Any slain star statue dissipates when the light pulses, reforming into another statue in an empty alcove. This light pulses spontaneously once an hour, replenishing the star statues even if no one is present.

Body

Sprawled in front of one alcove, in a location where the characters see it only after entering the room, is the scarred form of a male Grysk. Vorjia, a Grysk expert sent here to face execution, fell to the star statues but became stabilized after being left for dead. It takes healing or a successful DC 15 Wisdom (Medicine) check to bring him back to consciousness. He has only 1 hit point unless healing was used. Vorjia is in no condition to fight, and his loyalty to the Hegemony is tenuous.

If assisted, Vorjia can reveal one piece of lore along with descriptions of the Hall of the Mind and the Hall of the Body. He knows nothing about this zone. If he is given a frequency key and taken to the transport gate, he escapes the Starvault and becomes a willing prisoner of Zirana's forces.

Dungeon State

The nature of this area means the star statues can't be permanently slain. Even so, each statue can only be 'killed' once for the purposes of any traits or abilities that trigger upon reducing creatures to 0 hit points.

Access Gates

An access gate lies in the corridor to the north that connects with Beast Cultivation. Another access gate is in the eastern passage between this area and Botanical Cultivation.

27. Hall of the Mind

A creature near the doors into this area hears a faint moaning that rises in intensity as the creature moves closer to the doors.

A wailing howl erupts from the shadows of this dim chamber, echoing from black marble walls. Dark pillars rise to the ceiling, each exuding shadow that twists in the air like smoke. Alcoves around the room hold statues of Grysk shrouded in darkness.

Light

Dim light radiates from the pillars and fills the area. Any light source brought into or created in the room radiates only dim light unless it is an enhanced item or a power of 3rd level or higher.

Wailing

Pervading the chamber is a horrid wailing that has unnerving effects on non-construct creatures that hear it. Such creatures have disadvantage on melee attack rolls, Strength checks, and Dexterity checks. A character can take an action to make a DC 14 Wisdom check or Charisma check. On a successful check, the character can ignore the effect for 10 minutes.

Creatures

Starchain particles swirling around a pillar coalesce into a star wraith after a door other than a secret door is opened in this area. Another star wraith emerges from another pillar each round thereafter, until eight wraiths have appeared. The wraiths don't leave the room.

Pillars of the Mind

The pillars here are imbued with psyche-damaging enhancements. A creature that is not a construct or a droid that touches a pillar takes 11 (2d10) psychic damage. A creature can take this damage only once per turn.

Transport Gate

The space beyond the western false door contains a transport gate.

Comm Terminal

A comm terminal is on the wall near the transport gate.

28. Hall of the Body

The coppery scent of blood hangs heavy in the air in this chamber of dark red marble. Pools of blood are spread across the floor around several dimly glowing red pillars that give off wispy vapors. Statues of Grysk, each with mouths and claws dripping blood, stand in alcoves around the chamber.

Light

Dim, blood-red light radiates from the pillars and fills the area.

Blood

Due to the slick blood on the floor, a creature that moves across the ground at greater than half its normal speed must succeed on a DC 10 Dexterity saving throw or fall prone.

Creatures

The vapor swirling around two of the pillars coalesces into a pair of star wisps after a door other than a secret door is opened in this area. Another star wisp appears whenever another such door is opened. This process continues until eight of the creatures have manifested.

Pillars of the Body

If a living humanoid creature touches a pillar, the part of its body that touched the pillar becomes stuck, and the creature is restrained. At the start of each of its turns, the restrained creature is drained of blood and must succeed on a DC 15 Constitution saving throw or take 5 (1d10) necrotic damage and have its hit point maximum reduced by the amount of the damage until the creature finishes a long rest. With a successful DC 15 Strength check, a creature can use an action to escape the pillar's hold, or another creature can use an action to pull a victim free.

Access Gates

Two access gates adjoin area 28. One is in the south passage that leads to the Infantry Center, and the other is in the eastern corridor that connects with the Technical Center.

Zone 3B: Infantry Center

The Grysk use enhancements within the Infantry Center to strengthen their soldier's zealotry.

29. Battle Conditioning

Doors surround a central courtyard here, creating the sense of a monastic sanctuary. Each of the glowing silver pillars that support the ceiling feature a built-in restraining apparatus. Grysk soldiers are restrained by four of the pillars, their seemingly dead eyes open wide as if in a state of intense focus.

Silver Pillars

Exuding enhancements that dull will and perception, the silver pillars cause any creature in the courtyard to have disadvantage on Wisdom checks and saving throws. Being restrained by the pillars' apparatuses induces hypnotic dreams that, after a period of weeks or months, improve combat skill and imbue most creatures with strong devotion to the Grysk Hegemony.

Four Grysk soldiers chained to the pillars are in an advanced state of entrancement. They can be treated as unconscious. If they are slain, an alarm sounds in the chamber, alerting the inhabitants of the cells.

Cells

Several of the cells are quarters for Grysk who train and work here. Unless otherwise noted, each cell contains rough bedding and footlockers that hold worthless personal possessions.

Any commotion in the area, or the sounding of the alarm, alerts those in the cells. The Grysk expert emerges 1 round later, and the Grysk technician comes out during the following round. The residents of the other cells take 1d4 + 1 rounds to respond (roll separately for each).

The occupants of the cells are as follows:

Cell A. A Grysk hallucination expert dwells in this fine chamber with one Grysk technician. The expert is half asleep. Both have frequency keys attuned to the zone, as well as keys to the C cells. In combat, the technician uses an action to open the occupied C cell if able to do so without significant risk.

Cell B. Two Grysk soldiers sleep in each of four small rooms. The B cells marked with an asterisk are empty.

Cell C. The doors to these two cells are locked. Four Grysk soldiers are held in one of them when it's not their turn to be shackled to the silver pillars. The other C cell is empty.

Cell D. This cell contains bunks but is empty.

Transport Gate

The space beyond the secret door in the southeast corner contains a transport gate.

Access Gates

The corridors that exit this area to the north and the east have access gates that connect with the Domination Halls and the Technical Center.

30. Training Dojo

An arsenal of weapons and armor hangs from the walls in this broad chamber, the floor of which is stained with blood and scorch marks. On the wall between two weapon racks to the east is a comm terminal.

Creatures

Llanix, a Grysk ordnance expert, directs the brutal combat training here. Six Grysk soldiers engage a star thrall and seven star frames. Llanix orders the whole lot to attack intruders. Because they have been engaged in combat, each creature aside from Llanix starts with current hit points equal to half its hit point maximum.

Llanix initially stays back in combat, using lower-level powers and trying to assess the characters' motivations. His allegiance to Zastam and the Hegemony has been flagging. He leans toward supporting the Hegemony's enemies, but he has not formally defected. He worries that some of his peers who are loyal to the Hegemony might suspect him.

Aware of Zastam's cunning, Llanix first assumes the characters are testing his allegiance. Around the second round of combat, or if reduced to half his hit points or fewer, Llanix directly asks the characters their purpose and admits a willingness to defect from the Hegemony. The characters can sway him with convincing talk and proof that they have overcome other parts of the dungeon. If the characters earn his trust, Llanix turns against the Hegemony, having become convinced that their ambitions for galactic dominations will be the undoing of their civilization.

He then turns on the Grysk here, whom he knows won't stand down, and helps the characters fight. Afterward, Llanix provides two pieces of lore and the attunements on his frequency key, as well as his security keys. He goes to the terminus through the transport gate in area 29.

Treasure

Among the weapons here are a vibroblade (fine), a vibrosword (fine), and a lightning carbine (fine). A heavily scarred heavy exoskeleton here is a cursed item called the savant armor. In addition, Llanix wears a ring of shielding.

Keys

Llanix carries a frequency key attuned to this zone, the Technical Center, and the Domination Halls. He also carries a security key that safely opens all the doors in the Domination Halls, as well as a key to open the C cells in area 29.

Development

If Llanix joins the Chiss, he provides information that decreases the Starvault's alert level by 1.

Zone 3C: Technical Center

Grysk technicians practice and refine their most complex techniques in the Technical Center.

31. Reconstitution Lab

If Pharya and Onark are here (see "Creatures" below), anyone who listens at the doors can hear screaming coming from the other side.

The walls of this sterile laboratory are lined with hundreds of niches, each holding a metal canister covered in readouts and indicator lights. A dozen surgery tables arrayed across the floor are stained with dark markings and sterilizing agents.

In the north side of the room is a transport gate.

Creatures

Pharya, a Grysk reconstruction expert, is experimenting on Kelson'ark'treda, a male Chiss (core name Onark) lying on a surgery table farthest from the door the characters use to enter. Onark is unconscious and stable at 0 hit points. Pharya's experiment involves monitoring the spread of starchain across his body, causing his face to contort and appear to regain consciousness before becoming unresponsive once more. The spread of starchain is monitored by several instruments spread around the table.

A star operator on a nearby table is a Grysk technician in the process of receiving their star armor. Also nearby, two star challengers are recovering from their starchain implementation. Due to being medically drugged, they respond only to Pharya when she orders an attack. One of them tries to throw a canister at a character each round (+4 to hit, range 10/20 feet, one creature). A hit deals 3 (1d6) kinetic damage, and the target must make saving throws as noted in the 'Canisters' section. Pharya stays for a round or two to assess the party's capabilities and then moves to area 32 or uses the transport gate in the room.

As a faithful adherent of Zastam, Pharya follows the overseer's philosophy that no weapon is too dangerous and no experiment too unethical if it promises power. Lawful dark, Pharya is as opportunistic as she is wicked.

She does anything she can to save herself from death, including using Zastam's secrets. She can reveal two pieces of lore and is willing to share her frequency key's attunements. Further, she can teach the characters the process for using this area's equipment to return characters infected with starchain back to normal.

If she is allowed to do so, Pharya attempts to flee the Starvault. However, Zirana does not trust her and will secure her as a prisoner upon entering the terminus, regardless of what arrangements or deals the characters make with Pharya.

Aura

A detect enhancement power reveals a tech enhancement on the whole area, signifying the process that helps in the manipulation of starchain. A sense force power reveals that this area is corrupted by the dark side of the Force.

Surgery Tables

These 3-foot-high specialized surgery tables use high-tech automated operating tools. They aid in the process of replacing starchain with living tissue.

With the proper knowledge, a creature can use the surgery tables to transform a starchain-infected character back into a normal creature. Doing so requires the aid of a Grysk expert or explicit written instruction, such as the datapad in Llanix's room in area 32. The operation takes 20 minutes and requires a techcaster to make a DC 15 Intelligence (Technology) check. The techcaster must also expend four tech points. On a successful check, the infected creature returns to normal with all of its Hit Dice expended. On a failed check, the tech points are expended but the creature remains infected with starchain.

Cannisters

The cannisters are enhanced and worthless but clever fakes that appear essential, requiring a successful DC 20 Intelligence (Investigation) check to discern the truth. Any non-droid or non-construct creature that touches an urn must succeed on a DC 17 Constitution or Wisdom saving throw (creature's choice) or take 10 (3d6) necrotic damage and become paralyzed for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

If this damage reduces a creature to 0 hit points, the creature dies and is disintegrated.

Onark

Despite being infected with starchain, Onark can be returned to normal using the operation process mentioned above, although he is in no condition to help. He thanks the characters for saving him and offers two pieces of lore. He asks for a frequency key and goes to the terminus to recuperate.

Treasure

Pharya carries a vibrodagger (fine), a tech cipher of darkvision (infrared contact lenses), and a mutagen of water breathing.

Frequency Key

Pharya has a frequency key attuned to this zone and the Chambers of the Cosmos (in the Chambers of Extraction sector).

Access Gates

The corridor that leads west has an access gate that connects with the Domination Halls. In the northern leg of the corridor to the east is another access gate that leads to Botanical Cultivation.

32. Technician Workspace

A multi-tiered monument of gray metal shot through with red lights dominates an open courtyard surrounded by closed doors. Blue light shines from the top of the monument. The air around it hums with electricity, its vibration overwhelming other sensations. Grysk technicians are seated in meditative positions on the lower two tiers, eyes fixed on viewscreens built into the monument.

Technical Monument

The monument amplifies tech powers in the courtyard, but those in the area have trouble with physical sensations and tasks, and they have disadvantage on Strength and Dexterity checks and saving throws. Interfacing with the monument's viewscreens regularly involves a training regimen that, after a period of weeks or months, improves techcasting capabilities and imbues most creatures with strong devotion to the Grysk Hegemony.

Each tier of the monument is 5 feet high, and clambering onto it requires 5 extra feet of movement.

Creatures

Three Grysk technicians kneel on the lower tier of the monument. The Grysk attack intruders.

Cells

The cells around the perimeter of the court (rooms labeled A through D on the map) are quarters for Grysk who train and work here. Unless otherwise noted, each cell contains rough cots and footlockers holding worthless personal possessions. Cells marked with an asterisk on the map are empty.

Combat in the courtyard alerts the inhabitants of the cells. They take 1d4 + 1 rounds to respond (roll for each one):

Cell A. Llanix (see area 30) uses these quarters, which contain a fine bed, a footlocker, and a desk. Searching the area uncovers one written piece of lore, as well as a Great Archiver's Focus and six ciphers; one of each for detect enhancement (a tracking fob), sense force (a worm encased in fluid that reacts to the Force), analyze (a scanner containing an encyclopedic database), telemetry (the mummified finger of a kiffar), remove curse (a pure white crystal that turns black after use), and remove virus (a datastick containing an adapative antivirus).
Lahnis also has a datapad describing the process used to turn starchain-infected creatures back to normal in area 31.
Cell B. One Grysk ordnance expert sleeps here.
Cell C. One Grysk technician sleeps here.
Cell D. Each of these two rooms is a library. An hour spent examining a library's contents turns up two pieces of lore.

Comm Terminal

Atop the monument is a data terminal that can be used as a comm terminal. Any other functions are locked down by overseer's direction.

Frequency Key

The Grysk expert in cell B has a frequency key attuned to this zone.

Access Gate

Two access gates separate area 32 from other zones. The gate in the corridor to the west leads to the Infantry Center. Beyond the doors to the south is a gate that connects with the Lesser Guard Outpost.

Zone 3D: Lesser Guard Outpost

The Lesser Guard, an experimental legion of non-Grysk conscripts and mercenaries, maintains a full company in the Starvault.

33. Cavern Guard Post

Luminescent lighting set into the walls and floors light a rough stone cavern. To the south is a transport gate.

Light

The luminescent lights brightly light the area.

Creatures

One Grysk soldier, five lugubraa, and five nikurdans attack intruders on sight.

Frequency Key

The Grysk soldier has a frequency key attuned to this zone.

34. Flechette Cavern

This cavern has no light.

The walls and ceiling of this rough cavern are a mass of rock spines, the floor covered with rock dust and shards. A path has been worn through the rubble, winding between double doors to the west and a rough flight of stairs rising to the larger and lit open space to the east.

Path

Except on the path, the ground in the room is difficult terrain.

Flechette Storm Trap

Tech enhancement infuses the room. Any creature that spends more than 1 round in this area triggers the trap. When the trap triggers, each creature in the room who isn't wearing a Grysk uniform must make a DC 15 Dexterity saving throw, taking 14 (4d6) kinetic damage from projectiles on a failed save, or only half as much damage on a successful one. This effect repeats every round until the room is empty, when the trap resets.

The path becomes difficult terrain, and if the creatures in areas 33 and 35 can hear the trap go off, the guards have warning that intruders are in the area.

Rock Wall

A rough stone wall separates the lower cavern of area 34 from the higher finished chamber of area 35. The wall is 15 feet high.

35. Lesser Guard Barracks

The light in this room can be seen from area 34. Unless the creatures here have a reason to be quiet, they are talking loudly.

Three jury-rigged heating lamps light this vast chamber, powered by cables running through through cracks in the walls. Scattered bedding and the stench of unwashed humanoids suggest that many creatures might dwell here.

In the east, on the wall between two oversized bedrolls, is a comm terminal.

Heating Lamps

Heating lamps brightly light this area. A creature that touches a lamp for the first time on a turn, or starts its turn on top of a lamp, takes 3 (1d6) fire damage.

Creatures

Resting in this chamber are a Grysk soldier and a Lesser Guard squad made up of five nikurdans and five lugubraa. A tamed shikitari is on post here to keep the other guards in line.

Stone Wall

See area 34.

Dungeon State

The Lesser Guard patrols throughout the Starvault. If a squad resting in the barracks is slain, an identical squad arrives here within 1 hour.

Frequency Keys

The Grysk soldier has a frequency key attuned to every zone in this sector. The shikitari has a frequency key attuned to this zone.

Access Gates

An access gate is located in the corridor to the south, leading to Thaxalia's Domain. Another access gate is in the passage to the north that connects with the Technical Center.

Deep Space Containment

The Force-warping creatures of deep space have been contained in this specially designed sector, configured into a weird mix of worked stone and glistening walls. Unless otherwise noted, these caverns are dark.

Locations in Deep Space Containment are identified on map 5.6.

Zone 4A: Enthrallment Specimens

The creatures in this zone share a capacity for humanoid enthrallment.

36. Mind Angler

Water can be heard rippling in this dark area before the characters arrive.

The walls of this cavern are the same dark shade of blue as the pool of water that fills the center of the area. Ripples spread across the surface as if the water has been recently disturbed. Around the cavern, narrow alcoves hold enormous globes of blue liquid suspended in the air.

In the west side of the room is a transport gate, and on the wall near it is a comm terminal.

Mind Angler

One mind angler dwells deep in the pool. Within this room, the angler can use the hydrostatic globes (see "Hydrostatic Globes" below) to move around.

The mind angler's ordeal in the Starvault has weakened it, making it a reduced threat. In addition, its hatred of the Grysk makes the mind angler a potential ally. With a successful DC 20 Charisma (Persuasion) check, or another successful and appropriate check, a character can convince the angler to stand down and negotiate. In exchange for sparing the characters, the angler demands to be freed and given a frequency key.

Pool

Over 350 feet deep, this pool has sheer sides that drop to its bottom. The water within 10 feet of the surface is a lightly obscured area, and deeper water is heavily obscured.

Hydrostatic Globes

Floating 5 feet above the floor, these hydrostatic globes are 15 feet in diameter. The Grysk use them to hold aquatic creatures for travel through the transport gates.

As an action, a creature that is within 5 feet of a globe and has an Intelligence score of 10 or higher can take control of the globe by succeeding on a DC 10 Intelligence check. As part of its movement and with a successful DC 10 Intelligence check, the controller can direct the globe to move with it, remaining within 5 feet of the controller. A globe's controller can enter and leave the globe at will. The controller can maintain control of the globe while within 100 feet of it. Another creature that qualifies as a controller can gain control of a globe by winning a contest of Intelligence checks against the current controller.

A creature that touches a globe but isn't its controller must succeed on a DC 15 Strength saving throw or be drawn into the globe and unable to pass back through its boundary. As an action, a trapped creature can free itself with a successful DC 15 Intelligence check. Also as an action, a globe's controller can release a trapped creature with a successful DC 10 Intelligence check. A creature inside a globe has half cover against effects that originate outside the globe. While inside a globe, a trapped creature can't contest for control of the globe.

Dungeon State

If the characters free the mind angler, it wanders the dungeon and attacks anyone it runs across.

Access Gate

An access gate lies in the east–west corridor between this area and Thaxalia's Domain.

37. Ethereal Feeder

Light

The dim light that fills the chamber can be seen before the room can.

Dim light dances in the air, shimmering through the colors of the rainbow, gently lighting the walls of this cavern. A few piles of bones and scraps of gear litter the floor.

Creatures

The shimmering light here has affected two star challengers, two star thralls, and six star shells. They attack if the trap's effect on them ends.

Compelling Light Trap

Any creature that sees the enhanced light (belonging to an extradimensional Force being) while within this area must succeed on a DC 13 Wisdom saving throw or enter the cavern and stand there while ignoring all other stimuli. When an affected creature takes damage, the creature can repeat the saving throw, ending the effect on itself on a successful save. Any non-construct creature that ends its turn in the lighted room takes 10 (3d6) necrotic damage.

A suppress force power suppresses the light's effect for 10 minutes. Any power that overwhelms or blocks the light also suppresses it in the power's area for the duration of the power.

Frequency Key

One of the star thralls has a frequency key attuned to the Decaying Woods.

Access Gate

An access gate lies at the foot of the stairs leading west toward the Decaying Woods.

Zone 4B: Warren of Unreality

Thaxalia, a reality warping creature, has been captured and imprisoned here.

Light

This zone is bathed in a weird green glow that provides dim illumination.

38. Sinkhole Cavern

This rough cavern has an uneven floor with open holes in it. In the east, on a spar of rock, is a comm terminal.

If the characters come from the north, add the following.

Southwest of the doors is an alcove that contains a transport gate.

Creatures

Eight star shells and two greater star shells attack any intruders. Any combat warns Thaxalia (area 39) of the approach of intruders.

Sinkholes

These open sinkholes are 5 feet across and 10 feet deep. A creature that falls into a sinkhole is restrained in the narrow bottom. It takes a successful DC 13 Strength check or Dexterity check to work free, and a Small creature has advantage on this check. It's then an easy matter to climb out of the sinkhole.

Access Gate

The passage that leads west has an access gate that connects with Enthrallment Specimens.

39. Thaxalia's Domain

Hundreds of unnatural glowing slits stare into this room from long walls of glistening green stone. The floor of this chamber is covered with viscous slime that drips from four stalagmites.

Thaxalia

Thaxalia, a powerful and long-lived reality warper crippled by Grysk experimentation, floats near the ceiling, trying to remain unnoticed while intruders enter. Thaxalia's central eye and two of its vestigial eyes have been maimed by the Red Wizards, reducing its reality warping capabilities. If it has warning or is reduced to 50 hit points or fewer, it withdraws to area 40, leaving its tears to deal with the threat.

After only 2 rounds, Thaxalia's hatred for the Grysk inspires the creature to question the characters' purpose in the dungeon. If they reveal their goals, the creature suggests an alliance, extolling its plans for revenge.

Fearing Thaxalia's ability to wreak havoc if it escapes this zone, the Grysk cursed the beholder with the inability to use glyph keys. Thaxalia doesn't know the solution, but a remove curse power can eliminate the prohibition. The creature then takes a frequency key from the wight in area 40 and asks the characters to provide it with more attunements. If refused, it becomes hostile and uses its powers to compel the characters to give it more attunements.

Thaxalia's Tears

Ripped open across the cavern walls by the hundreds, bridging this dimension and another of chaotic energy, are tears in the fabric of reality. These tears aren't independent creatures, but they can project weak influences on reality that function as an area hazard. At the start of each of its turns, any creature other than Thaxalia in the cavern must succeed on a DC 12 Wisdom saving throw or suffer one of the following effects, rolled randomly.

2d4 Reality Warp
2-3 Charm. For its turn, the target moves toward its nearest ally and attacks with a weapon or an at-will power. The target can't check for danger as it moves.
4-5 Telekinesis. The target is pushed 5 feet in a random direction and falls prone.
6-7 Slow. Until the start of its next turn, the target's speed is reduced by 15 feet, and others make attack rolls against the target with advantage.
8 Sleep. The target falls unconscious until the start of its next turn.

Slime

Covering the rough floor is 1 foot of thick slime, which is difficult terrain and covers several hidden sinkholes. Any creature that starts its turn prone in or submerged in the slime takes 4 (1d8) poison damage.

Sinkholes

These open sinkholes are 5 feet across and 10 feet deep, and they are filled with slime. While moving near a sinkhole, a character who succeeds on a DC 20 Perception check notices the hazard due to the flow of slime in and around it. A creature that falls into a sinkhole is restrained in the narrow bottom and submerged in slime, unable to breathe. It takes a successful DC 15 Strength check or Dexterity check to work free, and a Small creature has advantage on this check. It then takes a successful DC 10 Strength check to climb out of the sinkhole.

Stalagmites

These 10-foot-diameter spires of rock rise 20 feet above the floor and exude the otherworldly slime. Their sides are slick and smooth, difficult to climb.

Dungeon State

If freed and given a frequency key, Thaxalia allows the characters free passage through this area. While Thaxalia is free in the Starvault, it prefers to attack Grysk. If encountered again, the creature might help the characters, given incentives.

The reality tears in this area are no longer a threat to those who freed Thaxalia. If Thaxalia is destroyed, the reality tears here close permanently.

40. Slime Chamber

Viscous slime covers this chamber. Rough stone steps lead up and out.

If Thaxalia left area 39, the creature is in this location. It has been picking off Grysk patrols here. Amid the slime are five bodies: two of star challengers and three of Grysk soldiers.

Slime

Covering the rough floor is 1 foot of thick slime. Any creature that starts its turn prone in the slime takes 4 (1d8) poison damage.

Frequency Key

One star challenger corpse has a frequency key attuned to this zone.

Access Gate

An access gate lies in the corridor to the west, leading into the Disposal Center.

Zone 4C: Disposal Center

A pack of waste feeders has been imprisoned here to reproduce in the filth. This area is unlit.

Anti-Recovery Essence

Viewed with detect enhancement, the area has an aura of tech enhancement. When non-construct and non-droid creatures regain hit points in this zone, they regain only half as many.

41. Garbage Transfer

This rough-walled cavern contains nothing that should make it stink of filth and rot as it does.

Dark particles curl like smoke from the walls. To the northeast, similar particles whirl around a transport gate. East of it is a comm terminal.

Creatures

Twenty unarmed star frames stand here, waiting to cart refuse that arrives from other areas through the transport gate. They attack only if attacked.

If a character drops any moderate-sized object in front of the star frames, as many of them as needed quickly seize the object and carry it into area 42. The waste feeders are distracted while the star frames move through area 42.

Doors

Enhancements on these locked doors causes them to open if an animate star frame touches them.

Dungeon State

Unless destroyed with ion damage, the star frames here reassemble within 1 minute of being destroyed. Restored star frames have no memory of their previous fate, so they attack only if attacked or if they witness other star frames under attack.

42. Waste Feeders

Pools and piles of rotting garbage, offal, and filth cover the rough stone floor of this cavern. The air is heavy with an unbearable stench. Four stalagmites thrust up from the floor.

Creatures

Two waste feeders and two juvenile waste feeders hide in the trash here. The waste feeders attack right away unless the waste feeder from area 20 is here, in which case it may convince them to delay or even negotiate with the characters (depending on how the previous encounter went).

The waste feeders use their telepathy to demand food like peevish children. If the characters offer to feed them, the waste feeders stop fighting to see if the party is telling the truth (unless the party has slain one of the juveniles). If the characters have killed one of the juveniles, it takes a successful DC 20 Charisma (Intimidation or Persuasion) check to get the waste feeders to stand down.

Stench

At the start of each of its turns in this area, any non-construct/droid creature that isn't a waste feeder must succeed on a DC 10 Constitution saving throw or be overpowered by the stench. On a failed save, a creature is poisoned until the start of its next turn. On a successful save, the creature is immune to this stench for 1 hour.

Trash

The waste in the area is difficult terrain.

Stalagmites

These 10-foot-diameter spires of rock rise 20 feet above the floor.

Dungeon State

If the waste feeders are freed and given a frequency key, they go rampaging through the dungeon, devouring anything in their path, including Grysk.

Access Gates

The open passages that lead away from area 42 both contain access gates. The northern route leads to the Warren of Unreality, and the southern path goes to Void's Edge.

43. Unreality Testing

A testing apparatus is set up in this cavern, linking a terminal with a large transparisteel containment sphere surrounded by electrical nodes. Inside the sphere is a glowing 'tear' suspended in midair, emitting various particles of unknown origin.

A successful DC 15 Intelligence (Lore) check allows a character to recognize the glowing slit as a dimensional tear that can be used to warp reality. The character further knows that the slit is being maintained by the testing apparatus, and that it can be closed by disabling the electrical nodes. The character is also aware that the process could unleash weird forces. Disabling the nodes requires the use of a weapon or tools, such as a security kit, and a successful DC 20 Intelligence (Technology) check.

Each time a character tries to disable the nodes and fails, the tear unleashes a pulse of dimensional power that forces each creature in the area to succeed on a DC 15 Intelligence saving throw or suffer a severe break with reality. On a failed save, a creature has disadvantage on all Intelligence checks, Wisdom checks, and Charisma checks. In addition, the creature has disadvantage when rolling initiative and can't maintain concentration. Remove curse, improved restoration, or equivalent powers restore the creature to normal, as does finishing a long rest.

Access Gate

An access gate stands in the passage that leads to the Weakening Woods.

Zone 4D: Void's Edge

The creatures and strange forces of deep space are held in these unlit caverns.

44. Aberration Lair

Twisting ledges divide this chamber into multiple sections, creating a series of increasingly deep tiers. Stalagmites dot the floor.

Bad Feeling

Those entering this area can hear the babble of the misshapen. A successful DC 10 Intelligence check confirms that the speech is gibberish in various languages.

Ceiling

Although the cavern floor steps down to the east as shown on the map, the ceiling stays level.

Creatures

Four exoserpents climb and wander on the top two steps, while two misshapen lurk on the third. One exomedusa starts out flying above area 45. Six prisoners hide among the ledges, trying to avoid the aberrant monsters.

Stabilizing Field

An enhanced stabilization field radiates from the entire cavern. Whenever a character gets a failure on an attack roll, a saving throw, or a check in this area, all the character's ongoing powers and enhanced items are suppressed until the end of the character's next turn. During this time, powers provide no effect and items don't impart their properties or powers.

Ledges

Each rough ledge is 10 feet high and easy to scale.

Stalagmites

These 10-foot-diameter spires of rock rise 20 feet above the floor.

Transport Gate

A transport gate is set into the western alcove, not immediately visible from the entrance.

Access Gate

The exit from this area contains an access gate that connects with the Disposal Center.

45. Consuming Altar

A slab of jet-black stone sits at the center of this cavern alcove. Its sides show relief carvings of familiar humanoid faces — your own.

On the wall east of the altar is a comm terminal.

Altar

This ancient altar of the Sith is imbued with Force enhancement that reshapes its sides to show the faces of the most recent sentient humanoids to enter area 44.

The top of the altar slab shows the shadowy outlines of a dozen weapons, pendants, and other objects. An analyze or telemetry power reveals that the altar imparts additional power into enhanced items placed on its surface. The caster must succeed on a DC 20 Intelligence (Lore) check to further discern that when an item is empowered, the altar also draws in the life force of creatures near it.

When any magic item is placed on the altar for 1 minute, it takes on the following features:

  • The item glows with dim purple light out to a radius of 5 feet.
  • The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor transformations, which don't affect the item's use or magical properties.
  • The owner can communicate telepathically with the creature whose soul was consumed (see below).

When an enhanced item is transformed, randomly select one character within 50 feet of the altar. That person's force essence is drawn into the item, and he or she drops into a deathlike coma, requiring a successful DC 15 Wisdom (Medicine) check to realize that the victim is still alive. An analyze or telemetry power can be used to discern the whereabouts of the essence and how to cure the condition, temporarily or permanently.

Placing the transformed enhanced item in the victim's hand temporarily ends the coma. Thereafter, the character must continue to hold the object in hand or fall into a coma again. If the character breaks contact with the object for 1 hour, or if the object is destroyed, the character dies. Remove curse, improved restoration, or equivalent powers break the bond, returning the essence to its rightful place.

Artificial Habitat

These caverns house an Unknown Regions menagerie.

Locations in the Artificial Habitat are identified on map 5.7.

Light

The cavern ceilings glow with enhanced light that varies in 12-hour cycles to simulate day and night. When the characters arrive, it is the start of the night cycle, and all areas of this sector are in dim light.

Enhanced Trees

Isolated stands of gnarled and vine-choked trees rise 15 to 20 feet high in the caverns. The trees are enhanced, having different powers in each zone, and targeting any intruders — creatures that aren't normally housed in the area. An area of trees is difficult terrain.

Enhanced Turf

The rocky cavern floors in this sector are covered in a layer of magic turf that uses tech enhancement to slowly absorb the waste of the creatures that dwell here.

Pools

Each of the rocky pools in these caverns is 1 foot deep and filled with cool, clean water. A pool is difficult terrain.

Zone 5A: Concealing Woods

Powerful obscuring enhancements suffuse the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, the creature becomes unable for 1 minute to see creatures hostile to itself. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

46. Hooklimb Nest

The turf here is full of deep, enormous gouges.

Bad Feeling

A character who succeeds on a DC 15 Wisdom (Survival) check can identify the gouges and tracks in the area as belonging to Large bipedal predators that use oversized clawed forelimbs to move like a gorilla might. A character native to the Unknown Regions who succeeds on a DC 15 Intelligence (Nature) check recognizes the traits of hooklimbs.

Creatures

Four hooklimbs hang from the walls here. They have grown lazy and distracted by their imprisonment, so characters have advantage on Dexterity (Stealth) checks made against the hooklimbs until any character is spotted. The hooklimbs hesitate to attack those dressed like Grysk but do so if no food is quickly offered.

The hooklimbs fight mostly to defend a mound in the northwest section of the cavern, which contains their eggs. A character who can communicate with beasts and deal with the hooklimbs' unsophisticated intellect can get them to stand down by guaranteeing the eggs' safety and making a successful DC 20 Charisma (Deception, Intimidation, or Persuasion) check. If the check fails, the hooklimbs try to kill and eat the interlopers, but the negotiations can be renewed if two or more hooklimbs are slain.

Transport Gate

A transport gate is set into the northeastern edge of the area, not immediately visible from the entrance.

Comm Terminal

A comm terminal is on the wall just north of the transport gate.

Dungeon State

The hooklimbs recognize a truce for only about 10 minutes. At that point, intruders have to renegotiate.

Access Gate

The passage to the northeast contains an access gate that offers access to Quality Products.

47. Petrifowl Roost

This treeless section of the cavern is set with natural ledges and indentations ten feet from the floor.

Creatures

Eight petrifowls roost on the ledges. They make no attempt to hide, and they attack as soon as they realize the characters have no food for them.

Ledges

Rough handholds make it easy to climb the walls in this area. A search of the ledges reveals sixteen petrifowl eggs.

48. Petribull Lair

At the pool's edge is a lifelike statue of a hooklimb.

Creatures

Two petribulls attack intruders on sight, pursuing those who flee into area 46. Any hooklimbs there attack only if the intruders slay or drive off the petribulls.

Access Gate

An access gate is situated in the opening in the rock wall that leads to the Rejuvinating Woods.

Zone 5B: Rejuvinating Woods

Powerful protective enhancements suffuse the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Wisdom saving throw. On a failed save, any damage the creature deals for 1 minute instead causes the target to gain 5 (1d10) temporary hit points per successful attack. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

49. Checkpoint

Trees crowd the walls of this turfed cavern. To the southwest the turf gives way to a stone floor, where particles flow like starlines from a transport gate. West of the gate is a comm terminal.

Creatures

A dominator droid and a star challenger guard this area. The wight has orders to confront anyone who comes through the gate without pig carcasses or other items to feed to the zone's creatures. If such interlopers can't provide credible reasons for their presence, the star challenger orders the dominator droid to attack.

Frequency Key

The star challenger has a frequency key attuned to this zone.

50. Beast-Bound Range

The grassy turf grows high in this large cavern.

Creatures

Two beast-bound dathomirians lurk in the tall grass. A character who succeeds on a DC 20 Wisdom (Perception) check spots one or more of them. These creatures hesitate to attack only if the characters seem to be Grysk.

The dathomirians want to take revenge on the Grysk and then escape the Starvault. If the characters offer to free them and succeed on a DC 20 Charisma check (any appropriate Charisma skill can apply), the dathomirians stand down. They want any frequency keys the characters have. If they are defied, the dathomirians are likely to renew their attacks.

Development

If the dathomirians are freed and given a frequency key, they stalk the dungeon for any prey they can find.

Access Gate

An access gate is located in the opening in the rock wall that leads to the Concealing Woods.

51. Recovery Reservoir

A reservoir in this cavern glows with pale blue light.

The reservoir's infusions grant non-construct/droid creatures that wade in the water the benefits of finishing a short rest. A creature can wade in the reservoir safely for only one minute per standard week. After the second minute that the creature spends wading in a week, its hit point maximum is halved for one week (remove curse and remove virus negates this effect). After the third minute the creature spends wading in a week and every minute after, it suffers the effects of a wrack power (save DC 15).

It isn't safe for a construct or droid to touch the reservoir's infused water. If they do, they gain no benefits and take 22 (4d10) force damage.

52. Mirage Dens

Bones are piled against the western walls of this cavern, forming low mounds.

Creatures

Two adult mirage cats dwell here with three juvenile mirage cats. Each creature sits atop a different bone mound, and they all attack when it becomes clear that the characters have not brought food.

Bone Piles

These 1-foot-high piles of bones are difficult terrain.

Access Gate

The northern exit from this area has an access gate that connects with the Containment Halls. The opening to the east has an access gate that leads to the Decaying Woods.

Zone 5C: Decaying Woods

Powerful stagnation enhancements suffuse the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Constitution saving throw. On a failed save, the creature can't regain hit points for 10 minutes.

53. Antlerhawk Roost

Broad ledges run along the walls of this long cavern, twenty feet above the floor.

Creatures

The four adult antlerhawks and four juvenile antlerhawks that roost here have grown tired of their pork diet. If the characters don't appear to be Grysk, or if they fail to offer food within a few moments, the antlerhawks attack.

Ledges

Rough handholds make it easy to climb the walls in this area. A search of the ledges reveals five antlerhawk eggs.

Access Gates

The southern passage has an access gate that leads to the Rejuvenating Woods. To the northwest, an access gate connects with the Containment Halls.

54. Shikitari Cavern

Broken and gnawed bones are strewn across the turf in this forested cavern. Against the eastern ledge is a transport gate. On the wall southwest of the gate is a comm terminal.

Creatures

Three shikitari live in this area, two smaller ones that fight constantly and an immense, dominant one that lazes near the transport gate. They wait to be fed or given prisoners to play with, which allows the characters a few moments to decide on a course of action. If the party lingers, it's likely to dawn on the shikitari that the characters are fair game.

Frequency Key

The largest shikitari has a frequency key attuned to this zone, with which it and its allies can pursue fleeing characters.

Access Gate

A access gate is situated in the opening in the wall that leads to the Weakening Woods.

55. Coolant Reservoir

A reservoir in this cavern glows with pale gray light.

The reservoir's infusions grant constructs and droids that wade in it the benefits of finishing a short rest. A droid or construct can wade in the reservoir safely for only one minute per standard week. After the second minute that the creature spends wading in a week, its hit point maximum is halved for one week (remove curse and remove virus negate this effect). After the third minute the creature spends wading in a week and every minute after, it suffers the effects of a wrack power (save DC 15).

It isn't safe for a non-construct/droid creature to touch the reservoir's water. If the creature does, it gains no benefits and takes 22 (4d10) ion damage.

56. Stormboa Lair

The trees in this forested cavern are scorched and gouged. The turf is burned and overturned, revealing the permacrete floor in places.

A stormboa spends its days sleeping and eating in this chamber. The creature is asleep or otherwise preoccupied when the characters come here. It doesn't attack unless provoked.

Access Gate

An access gate is located in the passage to the north that connects with the Metallic Foundries.

Zone 5D: Weakening Woods

Powerful disruptive enhancements suffuses the trees in this zone. When an intruder ends its turn in an area of trees, the creature must make a DC 15 Strength saving throw. On a failed save, the creature becomes paralyzed for 1 minute. The creature repeats the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

57. Demi-Lugubraa Lair

This area resembles a tranquil meadow dotted with a few trees.

Tracks

The ground seems to be covered with the tracks of an unknown beast, but a successful DC 25 Intelligence (Nature) check reveals that these tracks resemble those of lugubraa.

Creatures

Four demi-lugubraa lurk here among the trees. They make noises that sound like the calls of pained humanoids, which their handlers normally ignore. The creatures gleefully attack anyone they succeed in tricking.

Access Gates

An access gate sits in the opening to the north that leads to the Decaying Woods. Another gate lies to the south, giving access to the Rejuvenating Woods.

58. Detoxifying Reservoir

A reservoir in this cavern glows with pale yellow light. Northeast of the reservoir, the turf gives way to a permacrete floor with a transport gate set into it. East of the gate is a comm terminal.

Reservoir

The reservoir's enhancement grants creatures that wade in it the benefits of an improved restoration or a restoration power (creature's choice). A creature can wade in the reservoir safely only for only one minute per standard week. After the second minute that the creature spends wading in a week, its hit point maximum is halved for one week (remove curse and remove virus negate this effect). After the third minute that the creature spends wading in a week and every minute after, it suffers the effects of a wrack power (save DC 15).

59. Choker Grotto

This big side chamber has a few small copses of trees and a few piles of bones.

Bones

The gnawed bones of six humanoids are here. Each has crushed neck vertebrae, which someone can discern with a successful DC 15 Wisdom (Medicine) check.

Creatures

Six chokers live here, two lurking in each of the two treed areas near the pool and two on the walls near the pool. They wait and watch, attacking when the characters move within reach, which their handlers rarely do. The chokers in the trees try to pull victims into the treed areas.

60. Demi-Tchuukthai Grove

The trees grow closer together in this cavern, giving it the look of a silent forest. A monstrous beast crouches low at a pool of still water, its razor-sharp beak and bright eyes on display as its gaze tracks you.

Two adult demi-tchuukthai and three juvenile demi-tchuukthai lurk among the trees here. They wait long enough to see if food is being handed out, and they attack if none seems forthcoming. The young are hidden, and they join the fight from the flanks after their parents attack.

Access Gate

The passage that leads east has an access gate that connects with the Disposal Center.

Ameboid Production

The Grysk use the resources of this sector to create and control starchain-infused gelatinous masses called ameboids.

Locations in Ameboid Production are identified on map 5.8.

Ameboid Prod

An ameboid prod is a techstaff that deals 1d4 sonic damage instead of the normal damage of that weapon. The prod suffers no damage from contact with ameboids. In addition, an ameboid hit by a prod has its speed reduced to 0 until the end of its next turn, and it can't benefit from bonuses to speed during that time. If an ameboid prod is used as a weapon, it breaks the first time a natural 1 is rolled on an attack roll with it.

Interactions

Most Grysk assigned to this sector hate being here. Grysk who surrender here hate the sector so much that they are more inclined to give truthful information about it.

Ameboid Nature

An ameboid is a gelatinous mass that is infused with a starchain 'nucleus', effectively acting like a large-scale single-cell organism. These creatures are derived from a dangerous source - the hive-minded and infectious ooze entity known as 'Mnggal-Mnggal', a dreaded figure within the Unknown Regions. While the Grysk have their Mnggal-Mnggal samples contained for the moment, the Chiss are unlikely to look past this danger once it is recognised.

Zone 6A: Production Center

The technology of these chambers allows the Grysk to create sentient gelatinous masses.

61. Reject Storage

Bones covered in a viscous substance are piled throughout this chamber. In the northwest corner is a transport gate.

Creatures

Three mitosing ameboids and a star challenger guard this area. The challenger confronts anyone who enters but stands down if the characters look like Grysk and give a credible reason for being here. Otherwise, the creatures attack.

Bone Piles

Here lie fragments of bone left from bodies destroyed in attempts to tame the ameboids. The piles are 3 feet high. It costs 15 feet of movement to move 5 feet across a pile. A creature that enters or starts its turn in a pile takes 4 (1d8) acid damage. A creature can take this damage only once per turn.

Access Gate

An access gate stands at the junction in the corridor to the northeast, leading to Aquatic Research and to the Cult Pools.

62. Tribute Chapel

This chamber has stone benches, columns, and a raised altar, all suggesting it might have once been a temple or forum. Skeletons are arrayed across the benches.

Creatures

Two star operators with pitchers and acid-proof boots move among dozens of skeletons. They pour steaming ooze over the bones. Two mitosing ameboids and two corrosive ameboids are pooled near the benches.

Spilled Ooze

The spilled ooze makes the area around the benches difficult terrain. Any creature that ends its turn in the area of the spilled ooze takes 4 (1d8) acid damage. The operators aren't affected, thanks to their boots.

Raised Altar

This raised altar is 10 feet above the floor. It has sides of smooth stone.

Access Gate

The corridor to the east contains an access gate that leads to Progenitor Storage.

63. Spawn Vats

The sound of flowing and bubbling liquid is audible from the northern hallway leading to this chamber.

This enormous chamber of gray permacrete is filled with square vats made of the same material. At the center of the chamber, a great fountain spews black liquid that lands in a wide stone pool. Trenches cut into the floor run from the fountain bowl to the vats. The eastern wall of the chamber is partly covered by a long black curtain.

Creatures

Two star operators and four star frames move among the vats, using ameboid prods to poke the mixtures. They challenge any intruders. If they become distracted, ameboid might attack (see "Vat System" below).

Sarkal, a Grysk conversion expert, is working behind the black curtain, but she peeks out in response to the operators' challenge. She whispers to order the lead opeartor to attack. A character who succeeds on a DC 20 Wisdom (Perception) check notices Sarkal while she does so.

Quite mad, Sarkal cares only for her experiments and her "precious children" — the ameboids that she is creating in order to create "the perfect assassins." If she and her operators have the upper hand in combat, or if all the operators are destroyed, she calls for a break in hostilities. She proudly talks of the ameboids that will wreak havoc for the Hegemony. She promises the characters positions as assistants and bodyguards to the Great Host (see area 65). If the characters accept, they are allowed to leave and go to area 64. Sarkal otherwise attacks again and fights until killed.

Vat System

A 10-foot-high, circular enhanced fountain forms the center of a vat system. Around it are 3-foot-high square vats. Trenches, each 2 feet wide and 1 foot deep, connect the fountain to the vats. The whole system contains liquidized starchain that is mixed with the ameboid essence to create nuclei.

A creature that enters the liquidized starchain for the first time on a turn, or starts its turn there, takes 5 (2d4) necrotic damage and must succeed on a DC 11 Constitution saving throw or become paralyzed until the start of its next turn.

Six of the eight square vats each contain one ooze, all of them reduced-threat versions of the creatures (see "Reduced-Threat Monsters" above). Two vats hold black puddings (marked B on the map), one has a gray ooze (G), and three contain ochre jellies (O). Usually, wights use ooze prods to keep the oozes in the vats. If the wights are engaged in combat, roll a d6 at the end of every round. If the indicated ooze is still in a vat, it escapes and tries to attack the nearest creatures.

Aftermath

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

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

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

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

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

Next Tale From the Yawning Maw

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

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

Saving Berath and Sharwyn

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

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

Appendix A: Enhanced Items


A collection of enhanced items found across the adventure.

Power Cipher

Cipher, varies

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

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

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

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

Power Cipher

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

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

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

Use of Ciphers in the Adventure

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

Power Cell (Average)

Consumable (ammunition), premium, 1 lb.

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

Found In: Area 5

Feather of The Grove

Adventuring Gear, prototype

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

Found In: Area 21

Antibody Kit

Consumable (medpac), prototype, 2 lb.

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

Found In: Area 21

Potion of Magick Breath

Consumable (substance), premium

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

Found In: Area 26

Potion of Fire Resistance

Consumable (substance), premium

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

Found In: Area 27

Night Caller

Adventuring gear, premium, 1 lb.

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

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

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

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

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

Found In: Area 27

Shatterpoint

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

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

Found In: Area 56

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

Talisman of Plant Growth

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

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

Plant Growth (1st-level light side power)

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

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

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

When the power ends, the plants wilt away.

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

Found In: Area 56

Wristpad (Fine)

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

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

Found In: Area 56

Appendix B: Creature Statistics

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

Miscellaneous

Commoner

The standard template for most Galactic citizens.


Commoner

Small or medium humanoid (any race), any alignment


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

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

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

Actions

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

Jawa and Dathomirian Commoners

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

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

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

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

Noble

A higher-class citizen with minor combat training.


Noble

Small or medium humanoid (any race), any alignment


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

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

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

Actions

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

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

Reactions

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

Appears in: Okurr Station

Security Guard

An enforcer commonly found in smaller settlements across the galaxy.


Security Guard

Small or medium humanoid (any race), any alignment


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

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

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

Actions

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

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

Appears in: Okurr Station

Pilot

A skilled spaceship pilot, typically trained for starfighter combat.


Pilot

Small or medium humanoid (any race), any alignment


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

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

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

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

Actions

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

Appears in: Okurr Station

Veteran

A skilled fighter that often leads troopers or guards.


Veteran

Small or medium humanoid (any race), any alignment


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

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

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

Actions

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

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

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

Appears in: Okurr Station

Physician

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


Physician

Small or medium humanoid (any race), any alignment


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

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

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

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

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

Actions

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

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

Appears in: Okurr Station

Eryc Tim'Bars

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

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


Eryc Tim'Bars

Medium humanoid (bothan), neutral light


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

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

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

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

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

Actions

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

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

Appears in: Area 34

J-07 ("Jot")

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

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



J-07 ("Jot")

Tiny droid (tracker), chaotic evil


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

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

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

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

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

Actions

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

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

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

Appears in: Area 10

Beasts

Pig Rodent

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


Pig Rodent

Small beast, unaligned


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

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

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

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

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

Actions

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

Variant: Diseased Pig Rodents

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

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

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

Guthash

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

Size: Medium (6 feet long)

Hit Points: 16 (3d6+6)

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

Challenge Rating: 1/4 (50 XP)

Swarm of Rodents

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


Swarm of Rodents

Medium swarm of tiny beasts, unaligned


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

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

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

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

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

Actions

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

Appears in: Area 17

Nydak

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


Nydak

Large beast, unaligned


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

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

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

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

Actions

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

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

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

Weakened Nydak

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

Appears in: Area 12

Rancor, Juvenile

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


Rancor, Juvenile

Medium beast, unaligned


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

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

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

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

Actions

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

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

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

Appears in: Area 37

Jawas

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

Jawa Guard

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


Jawa Guard

Small humanoid (jawa), chaotic balanced


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

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

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

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

Actions

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

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

Yyusdral

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

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


Yyusdral

Small humanoid (jawa), chaotic balanced


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

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

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

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

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

Actions

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

Appears in: Area 21

Scrap Droid

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


Scrap Droid

Medium droid (class IV), unaligned


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

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

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

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

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

Actions

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

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

Elite Scrap Droids

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

Hit Points. 9 (2d8)

Ability Scores. CON 10 (+0)

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

Dathomirians

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

Dathomirian Zombies

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


Dathomirian Zombie

Medium undead (dathomirian), unaligned


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

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

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

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

Actions

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

Dathomirian Skeletons

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


Dathomirian Skeleton

Medium undead (dathomirian), unaligned


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

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

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

Actions

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

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

Servants of Belaak

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

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

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

Elemental Effigies

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

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


Frost Effigy

Small construct, neutral dark


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

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

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

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

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

Actions

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

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

Appears in: Area 14


Smoke Effigy

Small construct, neutral dark


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

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

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

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

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

Actions

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

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

Appears in: Area 14

Durbuluk Clan

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

Dathomirian Hunter

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


Dathomirian Hunter

Medium humanoid (dathomirian), neutral dark


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

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

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

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

Actions

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

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

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

Variant: Dathomirian Witch

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

Armor Class 13 (tribal furs)

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


They also gain the following trait:

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

Tribal Weaponry

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

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

Nightbrother Exile

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


Nightbrother Exile

Medium humanoid (dathomirian), neutral dark


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

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

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

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

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

Actions

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

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

Appears in: Area 41

Durnn

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

Armor Class 18 (assault armor, light shield)

Hit Points: 19 (3d8+6)

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

Challenge Rating: 1 (200 XP)

Plasma Bows

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

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

Dathomirian Champion

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


Dathomirian Champion

Medium humanoid (dathomirian), neutral dark


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

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

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

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

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

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

Actions

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

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

Appears in: Area 43, Area 48

Champion Gardener

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

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


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

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

Witch Shadow

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


Witch Shadow

Medium undead (dathomirian), neutral dark


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

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

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

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

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

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

Actions

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

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

Appears in: Area 50

Belaak and Her Servants

Belaak the Outcast

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

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


Belaak the Outcast

Medium humanoid (dathomirian), neutral dark


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

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

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

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

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

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

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

Actions

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

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

Appears in: Area 56

Magick Powers

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

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

Nature Trick (at-will light side power)

Casting Time: 1 action

Range: 30 feet

Duration: Instantaneous

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

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

Plant Growth (1st-level light side power)

Casting Time: 1 action

Range: 90 feet

Duration: Concentration, up to 1 minute

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

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

When the power ends, the plants wilt away.

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

Ichor Blight

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


Ichor Blight

Small plant, neutral dark


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

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

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

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

Actions

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

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

Viper of Flame

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


Viper of Flame

Medium elemental, neutral dark


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

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

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

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

Actions

Multiattack. The viper makes two bite attacks.

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

Appears in: Area 45, Area 49

Oggdo, Juvenile

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


Oggdo, Juvenile

Medium beast, unaligned


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

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

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

Amphibious. The oggdo can breathe air and water.

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

Actions

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

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

Appears in: Area 56

Sharwyn Hucrele

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


Sharwyn Hucrele

Medium humanoid (human), neutral dark


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

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

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

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

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

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

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

Actions

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

Appears in: Area 56

Berath Vord

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


Berath Vord

Medium humanoid (human), neutral dark


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

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

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

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

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

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

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

Actions

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

Appears in: Area 56

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

Appendix C: Miscellaneous

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

Object Hit Points and Armor Classes

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

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

Object Armor Class

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

Object Hit Points

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

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

Alternative Berath Vord and Shatterpoint

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

To address this, these alternative versions of Berath and Shatterspike serve to simplify the process by using rules pulled from 5e's Gray Ooze creature, which provides a baseline for weapon and armor damage. With these, the effect of Berath's attacks can be felt more effectively throughout the fight and the weapon itself can see more use for its intended purpose.


Berath Vord (Alt.)

Medium humanoid (human), neutral dark


  • Armor Class 17 (assault armor)
  • Hit Points 19 (3d8 + 6)
  • Speed 30 ft.

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

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

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

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

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

Actions

Shatterpoint. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 7 (1d8+3) energy damage, or 8 (1d10+3) energy damage if wielded with two hands.

If the target of a successful attack is wearing unenhanced armor, its armor is partly compromised and takes a permanent and cumulative −1 penalty to the AC it offers until repaired. The armor is destroyed if the penalty reduces its AC to 10.

Reactions

Shatterparry. Berath adds 2 to his AC against one melee attack that would hit him. To do so, Berath must see the attacker and be wielding Shatterpoint.

If the attack fails to hit and is performed using an unenhanced melee weapon (excluding unarmed strikes), the attacker's weapon takes a permanent and cumulative −1 penalty to damage rolls until repaired. If its penalty drops to −5, the weapon is destroyed.

Appears in: Area 56

Shatterpoint (Alt.)

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

You have a +1 bonus to attack and damage rolls made with this enhanced weapon. Additionally, if the weapon strikes an object being worn or wielded by another creature, the following rules apply:

  • If the target of a successful attack with Shatterpoint is wearing unenhanced armor, its armor is partly compromised and takes a permanent and cumulative −1 penalty to the AC it offers until repaired. The armor is destroyed if the penalty reduces its AC to 10.
  • If a target is wielding an unenhanced melee weapon and either you or they successfully avoid damage in an attack involving that weapon and Shatterpoint (such as with the Parry reaction), the target's weapon takes a permanent and cumulative −1 penalty to damage rolls until repaired. If its penalty drops to −5, the weapon is destroyed. Unarmed strikes are not considered melee weapons for the purposes of this effect.

Further, damage from unenhanced sources can't harm the weapon.

Found In: Area 56

Why Not Both?

The main reason for these alternative versions is to remove the weapon's reliance on targeting and tracking object hit points and AC to be effective, as well as gearing it toward combat use similar to the original version from 3.5e.

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

Appendix D: Expanded Lore

Many of the concepts found in this adventure may require further explanation than what is offered in the base module. To this end, this section aims to expand on the intricacies of various subjects in this module.

Starchain -

The material known as 'starchain' is not

Credits

Content

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

Official SW5e Content - Steev and all other contributors

Nydak Statistics - Nusaka, 'Assorted Statblocks'

Juvenile Rancor Statistics - Steev, 'Scum & Villany'

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

Power Ciphers Enhanced Item - Aziz, 'Power Ciphers'

Images

Unofficial Grysk Art (Cover/pg 1) - https://www.reddit.com/r/StarWars/comments/gnqr7y/the_grysk/

Sunless Citadel Maps (pg 17 & 32) - Tales from the Yawning Portal, Wizards of the Coast, 2017.

 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.