4 Echoes of The Jedi

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Echoes of the jedi

Dawn of defiance Series


Adventure #04
Jeff Greening
Table of Contents
Adventure Overview: Page 03

Episode 1: Mission to Almas Page 07

Episode 2: Domain of Evil Page 28

Episode 3: Draco’s Lair Page 59

Index Page 76

Credits
Converted from:
“Dawn of Defiance” by Wizards of the Coast
Conversion by Jeff Greening
STAR WARS: DAWN OF DEFIANCE

Episode IV
ECHOES OF THE JEDI

It is a dark time in the galaxy. The Jedi Knights, peaceful guardians of the
Old Republic, are all but extinct, exterminated by the Emperor’s sinister
agents.

But a few Jedi still survive, exiled from the galaxy they once protected and
leaving echoes in the Force behind. The Emperor has sensed these
remnants and seeks to control them, leaving no chance for future Jedi to
arise from the ashes.

Most Jedi stay in hiding, some try to foil the Empire without revealing their
existence, and others seek links to their former way of life, risking the
wrath of the Emperor in hopes of re-igniting the flame of their ancient
order . . .

Echoes of the Jedi 02


Echoes of the Jedi
Campaign Update
Echoes of the Jedi opens some months should have been able to purchase their
after the last adventure, The Queen of own starship in recent months, either with
Air and Darkness. The few Jedi who credits they acquired or by getting a bank
managed to survive Order 66 are in loan. (If necessary, Senator Organa used
hiding, hunted down by the Emperor’s his influence to smooth out any difficulty
Inquisitors and stormtroopers—and by the heroes might have had and
bounty hunters encouraged by the recommended a reputable banking
large sums offered. One Jedi was institution. He might even have lent them
recently found inside Darga the Hutt’s the credits for a down payment, which
palace on Cato Neimoidia, but luckily it could have unfolded as part of a side
was by an organization opposed to the quest.)
Emperor’s tyrannical rule. Thus, Jedi
Master Denia joined Senator Bail
Organa’s small rebellion, now For the heroes' new ship, you can use the
headquartered in a secret fleet of ships stock YT-1300 or the Ghtroc 720 statistics
spearheaded by the Nebulon-B cruiser in the Core Rulebook. Aside from
Resurgence. The fleet’s focus is the furthering the training of Jedi heroes,
investigation of a top-secret Imperial Master Denia, now back to full health, has
military operation called the Sarlacc been meditating on the possibility of a link
Project. The existence of the project between the Sarlacc Project and the slaves
has been revealed to Organa by an rescued by the heroes (at the end of the
Imperial defector, Admiral Gilder Varth. last adventure). But her ability of farseeing
through the Force is limited, and she has
The heroes who rescued Master Denia encountered road blocks where there
have spent the past months should be answers. One possible solution
investigating the Sarlacc Project and has been revealed to her: If she were to
pursuing other ventures to further obtain a rare Jedi holocron, she might be
their individual careers, though they able to augment her Force abilities. By
never lost contact with Senator doing so, she could better assist Senator
Organa. However, Captain Sirona Organa and the heroes with their goal of
Okeefe, who transported the heroes foiling the Empire’s nefarious plans. To
aboard her ship the Banshee during accomplish this, she requests the heroes’
their early adventures, has decided to help.
part ways and take her chances with a
more lucrative smuggling business. Left
without a fast transport, the heroes

03 Echoes of the Jedi


Master Denia
Unknown to the heroes, Inquisitor
Valin Draco felt a strong tremor in the
Force while they were all in close
proximity over Bespin—a tremor the
Inquisitor hasn’t felt since in the
presence of his old master. In the
course of Echoes of the Jedi, the
heroes will come face to face with the
Inquisitor for the first time inside the
ruins of the Jedi academy on Almas.
Although the meeting appears to be
one of pure chance, there might be a
greater force at work.

Over the course of the campaign’s


second act, the heroes will learn a bit
more about Denia’s past, her tutelage
of Inquisitor Draco, and the Sarlacc
Project. Additionally, this campaign arc
concludes much like The Empire Strikes
Back, with a series of bad things
happening to the heroes. The events of
this act are darker in tone but
shouldn’t be a series of nothing but
down notes. The heroes should reel
from their battles, but they also should
have a chance to succeed and make
progress.

Echoes of the Jedi will give existing Jedi


heroes a chance to use their abilities to
the fullest and allow new Jedi trained
by Master Denia to practice what they
have learned. But the adventure is not
designed for Jedi alone. Heroes of
other classes will also contribute their
unique talents and skills to resolve
conflicts.

Echoes of the Jedi 04


Echoes of the Jedi
Adventure Background
Abandoned and half buried in the The residents of the city of Forard, still
sands of Almas for more than a reeling from the destruction of the
millennium, Darth Rivan’s fortress has academy at its center during Order 66,
been recently invaded and pillaged by made an effort to go on with their lives,
Jedi and Sith cultists. His tomes, but they couldn’t escape the impact of the
amulets, and other artifacts have been dark side. Over a few short months, many
stolen. Even the corrupt spirit of his local citizens inexplicably became violent,
failed apprentice Darsin, left behind as crime rose far beyond what local police
the stronghold’s guardian, has been could handle, and some people simply
defeated. But Rivan’s sarcophagus has dropped dead. Fear and death quickly left
been found empty. the city deserted as residents relocated to
other planets in the system with help from
In truth, the remnants of his dark the now-independent Cularin Militia.
influence has lingered for centuries in
a diluted state in the cold, desert After months of interrogating Force
wastes surrounding the fortress, sensitive prisoners, Inquisitor Draco
inching gradually toward the Force learned of a holocron in the Cularin system
nexus over which the Jedi built their that supposedly contained ancient Sith
academy. This dark energy is knowledge. He swept the system for Jedi
responsible for the death of the who might have survived the Almas
world’s kaluthin plant—which Rivan Academy bombardment but did not find
himself engineered so long ago—as the refugees protected by Cularin’s
death and decay slowly spreads natives, the Tarasin. Draco arrived at the
outward from his fortress. The recent academy ruins and was immediately
destruction of the Almas Academy has entranced by an intoxicating surge of the
strengthened this evil energy in this dark side. Attempting to locate the source
region. The spread of the dark side of this power, Draco went into the
across Almas has left behind a blight of sublevels of the Jedi academy, where he
withered kaluthin that is visible from chanced upon a fortunate discovery.
orbit. The power of the dark side in
Almas has also attracted other
creatures that feed on the Force, and
they have followed it to its source in
the bowels of the ravaged Jedi
academy.

05 Echoes of the Jedi


Adventure Summary
Deep within the academy was the Sith Echoes of the Jedi opens with the heroes
holocron he sought, which once being sent to the planet Almas, in the
belonged to the Sith Lord Darth Rivan. Cularin system, to retrieve an ancient
Moreover, the growing dark side holocron from the ruins of the Jedi
energy on Almas had suffused the academy that once stood there. En route
Rivan holocron with a powerful evil. As they are attacked by pirates, and
a result, the holocron’s gatekeeper eventually they make their way down to
took on a life of its own, believing itself the surface of the planet. Delving deep
to be the actual spirit of Darth Rivan, into the ruined academy, they fight off evil
and it gained the power to activate dark side creatures, zealous followers of
itself and act of its own free will. Draco an ancient Sith lord, monstrous beasts,
learned much from the faux Sith Lord and the crumbling ruins of the academy
spirit, and he remained in the academy itself. Finally they encounter Inquisitor
to study the holocron further. Draco, who has fallen strongly under the
sway of an evil Sith holocron gatekeeper.
Master Vhiin’Thorla, a Twi’lek Jedi, After doing battle with Draco, the heroes
who had been away on his homeworld should recover the holocron and escape
when Order 66 took place, visited the the collapsing academy, returning with the
Almas Academy with his Padawan in artifact to the Resurgence.
hopes of finding survivors. When Draco
encountered them, a fierce lightsaber
duel ensued, and Draco’s protégé Raik
Muun used trickery to induce Thorla’s
Padawan into a murderous rage
directed at his own master. Thorla was
forced to kill his own Padawan in
selfdefense, and, wracked with grief,
was easily captured. Draco imprisoned
the Jedi Master in a Force annulling
Universal Energy Cage. For a week
leading up to the heroes’ arrival, Draco
has conspired with the holocron
gatekeeper to break Thorla and turn
him to the dark side.

Echoes of the Jedi 06


Echoes of the Jedi
Episode I
Mission to Almas
Before starting the adventure, you joined the former Almas Academy
should bring the players up to speed student Halagad Ventor in trying to
about what their characters have been form a network between the
doing since the end of The Queen of scattered Jedi survivors of the
Air and Darkness. Afterward, read the destruction of the academy. During
following text aloud to them. It takes the Clone Wars, an orbital bomb-
place in a briefing room aboard the ardment decimated the academy in
Resurgence, where Master Denia briefs the Cularin system, and if any artifacts
the heroes on a new mission. have survived, common sense
suggests that they have since been
stolen. But the Force tells me that the
holocron we require is there.
“Your help to our cause in the last few
months has been invaluable and your "I’ve never been to the planet Almas
dedication exemplary. During my in person, but I knew the headmaster
recovery, I had time to reflect on our there, a serene Jedi Master named
goal—to discover the purpose of the Lanius Qel-Bertuk. I have no current
Sarlacc Project. information on the planet, but I can
provide you with coordinates and a
“While studying at the Jedi Temple on path through the treacherous comet
Coruscant, I learned about holocrons cloud that surrounds the Cularin
— recording devices into which Jedi system. These were obtained at great
stored their wisdom to pass on to expense thanks to Senator Organa’s
future generations. Some holocrons, vast connections.
such as the prized Tedryn Holocron of
Jedi Master Ashka Boda, were “I feel this is crucial to our cause,
tailored toward helping Jedi Masters because I have sensed a link between
penetrate the secrets of the Force. the Sarlacc Project and the slaves that
Even beings already trained in the you rescued above Bespin. But I have
Jedi ways, like myself, greatly benefit probed the Force tirelessly and at last
from such a source of learning. reached my limits. With this Jedi
holocron, however, I might expand
“I summoned you because the Force my ability to see through the Force
has pulled together threads of and find the answers we seek.
knowledge to reveal the location of a Furthermore, I will be able to pass on
holocron similar to the Tedryn. Some the lessons it contains to a future
time before I traveled to Cato generation of Jedi, thus coming one
Neimoidia, Master Ashka Boda step closer to restoring peace and
contacted me with news that he had justice to the galaxy."
07 Queen of Air & Darkness
Several hours after leaving the
Corellian Run, your starship exits
The coordinates to Cularin are hyperspace at the calculated point
programmed into the nav computer of just outside the Cularin system.
the heroes' ship, which should be Exactly as you were warned by
consulted for additional information Master Denia, you notice innum-
about the system. If the heroes have erable comets of all shapes and sizes
more questions before the mission occasionally colliding with each other,
starts, you should clarify or repeat only forming an enormous cloud around
what Master Denia already told them. the system. Fortunately, you were
Don’t reveal too much, aside from supplied with a sensor package that
what the heroes’ Knowledge analyzes their erratic patterns and
checks entitle them to know about calculates a safe path through the
Almas (see the sidebar on page 7). The cloud. Once past that danger, another
trip takes approximately one day. jump must be calculated to avoid
When they drop out of hyperspace flying for weeks at sublight speeds.
near the Cularin system, the heroes However, this time the calculations
can use the coordinates supplied by are trickier due to large, overlapping
Master Denia to navigate the gravity wells created by the system’s
evershifting comet cloud that blocks dense planet cores. But you know
the entire system. people who’ve made the Kessel Run,
and this can’t be worse than skirting
the Maw cluster. An hour later, you
again emerge from hyperspace and
the planet farthest from Cularin’s
twin suns comes into view, lambent
and mysterious: Almas.

The first thing you notice from orbit is


the strange luminescence that eman-
ates from the planet itself. The twin
suns are too distant to illuminate the
planet, and you are approaching from
the side facing away from them. Yet
most of the surface emits a faint
glow, except for one dark spot where
the Jedi academy happens to be
located according to your nav
computer.

Echoes of the Jedi 08


Almas
Astronavigiational Data:
Expansion Region
Orbital: Metrics:
5,547 days per year / 38 hours per day
Government:
None
Population:
66% Human, 14% Tarasin, 20% Other Typical XQ2 Space Platform
Terrain:
Deolate wasteland, temperate kaluthin
grasslands (high oxygen)
Major Cities:
Forard (abandoned)
Major Exports:
None continued to thrive there for centuries. On
Major Imports: the leaves of the kaluthin were
None phosphorus deposits that glowed with a
faint light. Due to these deposits, when
Background: the kaluthin covered the planet, the planet
An anomaly in itself, Almas was a itself radiated an "aura".
molten, terrestrial planet orbiting
beyond the usual range for its kind, Over the centuries, the kaluthin spread
and due to this it received little across the planet and created a highly
sunlight. Despite its hot core, Almas oxygen-rich atmosphere. However, trace
was not very geologically active. It had elements of phosphorus and methane
only two small mountain ranges. The could still have detrimental effects on
planet's atmosphere was initially filled those who spent extended periods of time
with poisonous gases like phosphorus outside without a breath mask. The plants‘
and methane, until Sith Lord Dart kilometers-deep taproots also brought up
Rivan, aiming to settle there, heat from the planet's core, warming the
developed the kaluthin grass to help surface. In addition, the purple-green grass
alter the atmosphere. Almas had no gave the planet a distinct aural glow,
surface water, but there were mainly from the phosphorus it consumed.
underground lakes upon which the This living growth was unusually countered
kaluthin drew and to which settlers by the dark side energy on the planet,
would later built wells. The kaluthin which originated in the desert region and
was a success, given that all Almas‘ slowly spread. The Jedi measured the
water was located underground, and spread to be one meter per year.

09 Echoes of the Jedi


Darth Rivan built there his Sith After Reidi Artom re-discovered the
fortress, at some point before 1250 system in 232 BBY, two Jedi, master
BBY. The castle was located on the Qornah and his Padawan Kibh Jeen, came
desert side of the planet. It was built to Almas to research Rivan's fortress. The
on this planet in hope to gather dark Sith fortress corrupted Jeen, who slew his
side energy from the Force-dense master, took over the asteroid belt pirates,
Cularin system. It was here that Darth and started the Dark Jedi Conflict (188-181
Rivan tried to create an corps of Sith BBY). After the Conflict ended, a Jedi
battlelords, but he was betrayed by his school was founded which grew into the
apprentice before he could do so. Almas Academy, the headmaster of which
was Jedi Master Nerra Ziveri, and then his
After decades of living there, Darth former apprentice, Master Lanius Qel-
Rivan was expelled by the Jedi Knights Bertuk.
during the New Sith Wars in the Battle
of Almas. Parts of the fortress were The town of Forard grew up around the
destroyed, but its core resisted blaster Academy. The Academy and Forard were
fire. The Jedi left the planet, ignoring built directly upon the kaluthin, which did
the remains of the building. A Believers not seem to affect the plant at all. There
camp erected around the Almas Sith was also a kaluthin Forard research station
fortress. near the town, where possible transplants
of kaluthin to other planets were analyzed.
The kaluthin, thriving even without Almas was the only planet in the system
Rivan, kept Almas from being worth not occupied by clone troopers during the
mining. It grew everywhere besides Clone Wars.
near the Sith fortress, and its roots
delved deep. What little mineral worth In circa 19 BBY, the Dark Jedi Garth Ezzar
the planet had was not worth the attacked Almas and destroyed the Almas
added expense of removing the Academy, killing most of the Jedi there.
kaluthin from a mining site. However, The ruins and surrounding area were also
the planet became a gardenlike site home to the Dark Lizards of the Sith; a
instead of the nightmare it had been - species of Hssiss dragon that was
except around the Sith Fortress, where thoroughly permeated with the dark side
no life could thrive. The kaluthin also of the Force.
processed the phosphorus and
generated a glow that illuminated the
planet from itself instead of from the
sky.

Echoes of the Jedi 10


Echoes of the jedi
Red Fury Brotherhood Seeing Red
Since the destruction of the Almas The fight starts with the heroes on one
Academy, the pirates of the Red Fury side and the pirates on the other. If the
Brotherhood emerged as the dominant heroes' ship has been boarded, combat
corsairs in the Cularin system. takes place in an interior portion of the
Inquisitor Draco cut a deal to have ship. Otherwise, it takes place as a space
them patrol the orbit of Almas while battle between the Blood Brother and any
he investigates the darkness saturating ships possessed by the heroes. As soon as
the planet. Policing duties have fallen the heroes spot the pirate vessel in orbit,
to one of the Red Fury’s most their ship’s subspace transceiver pings,
hardhearted and arrogant swash- and an image appears on their viewscreen:
bucklers, the pirate Reddjak.

His menacing scarlet vessel, the Blood


Brother, tries to ensnare and board the As the ruby-dipped consular-class
heroes’ ship within moments of its cruiser fills the viewport, suddenly on
arrival. The encounter might turn into your ship’s viewscreen, in all his
a space battle, but the pirates prefer preposterous glory, is a pointyeared,
boarding the heroes’ ship and fighting male near-Human with thick, flaring
them in person. Either way, the heroes eyebrows, a patch of fur on his jutting
should land (or crash) in or near the chin, and a razor-thin mustache that
city of Forard and make their way would be the envy of any holodrama
toward the Almas Academy ruins (see villain. He’s wearing an open crimson
the map of Forard on page 16). blouse, strapped down at the waist by
a gold sash, and he brandishes a
menacing vibrorapier. His gloating
smile says it all.

“Let’s not waste time, you


starforsaken spawns of space slugs,”
the man says. “By the authority of the
Red Fury Brotherhood, you’re now
Captain Reddjak’s prisoners. Cut all
power to your weapons and shields,
and the Blood Brother won’t blow
you out of the stars. Prepare for the
pleasure of being boarded.”

11 Echoes of the Jedi


Blood Brother
The Red Fury Brotherhood is currently
the most potent buccaneer organ-
ization operating out of the Cularin
system. Reddjak’s cut a deal with
Inquisitor Draco to guard the space
above Almas while the Imperials
investigate the Jedi academy ruins.

The Blood Brother’s paint job may


seem like a natural eccentricity of its
captain, but the ship came that way. It
was formerly the Dura-Khan III, a
Republic diplomatic vessel coated stem
to stern in crimson to denote its status
of neutrality. After Reddjak claimed the
ship as booty, he kept it for himself,
modifying it for piracy.

Reddjak would like to be able to claim


the heroes’ cargo as booty by boarding
their ship, and if the heroes are caught
by the Blood Brother’s tractor beam
they may have no choice. However,
he’s already receiving a handsome
compensation from Inquisitor Draco,
so Reddjak will not hesitate to blast
the heroes’ ship into smithereens if
they struggle.

A ship is only as effective as its captain,


and Reddjak is both overconfident and
anxious to make a name for himself,
making the Blood Brother vulnerable
to hero ingenuity. The first thing
Reddjak does is try to get a tractor
beam lock on the heroes. If they try to
escape, he aims to disable their
engines. If the heroes flee, a pair of the
Blood Brother’s Z-95 headhunters
gives chase to the planet below, again Echoes of the Jedi 12
taking aim at the heroes’ engines and
trying to force them to land.
Echoes of the Jedi
Red Fury Pirates
These are pirates from straight out of
the holodramas. Dressed in red and
swinging vibrorapiers, they stink of
Corellian ale and other unknown
substances. The only thing missing is a
cry of “Ahoy, mateys!” This motley
collection of individuals flash their
stained teeth as they start shooting at
you.

The Red Fury Brotherhood is as


cutthroat as they come. Reddjak has
taken on many violent outcasts and
turned the alien pariahs into stone-
hearted killers. These corsairs are
trained to board in space with space
suits or force their victims onto a
planet surface where they can fight in
the open. Complete with cybernetic
eye patches, vibrorapiers, blasters, and
a stench that could bowl over a
bantha, these pirates are seasoned
pros, anxious to loot their first catch of
the day.

Unless the heroes voluntarily open the


cargo door for the boarders, the
pirates make their own entrance with a
fusioncutter or similar device. They
initially try to stun the heroes, hoping
to capture them and sell them as
slaves, but the boarders switch tactics
to shoot to kill as soon as anyone in
their party gets injured.

13 Echoes of the Jedi


Echoes of the Jedi 14
Echoes of the Jedi
Landing
The nav computer instructs the heroes
to land near the abandoned cluster of
buildings formerly comprising the city
of Forard. There is no spaceport Use the Atmospheric Hazards rule
control to direct them—the landing for a grade 3 Toxic Atmosphere (see
beacons have been extinguished for page 214 EoTE Core Rulebook).
close to two years. Landing the ship is While exposed, the heroes must
not difficult, since the terrain around make a Hard [111] Survival check
the town is flat for hundreds of every two hours. Failure inflicts 3
kilometers. However, if the ship was wounds (ignoring soak), plus one
damaged during the “Seeing Red” additional wound per f.
encounter, the heroes need to make a
few Piloting checks to land without In addition, due to the large
incident. amounts of oxygen, heroes may heal
wounds after each encounter here.
The ship’s sensors detect only a few While “catching their breath” heroes
life forms in the vicinity. The planet’s heal one would per s and one
atmosphere is cold and has a very high strain per a.
oxygen concentration. The air contains
traces of toxins (such as methane and
phosphorus), and a Hard [111]
Survival check reveals that the heroes The academy ruins are located in the city
should wear breath masks, at least center, and since kaluthin doesn’t grow in
while outside the ruins, to avoid being the immediate vicinity, the heroes must
affected. use glowrods (or ignited lightsabers) to
light the way. Heroes who have a Force
Rating of one or more automatically
detect a strong presence of the dark side
as soon as they get within 1 kilometer of
the ruins (no check required). Anyone
attempting the Sense Force power while at
this range or closer takes one conflict due
to the heavy influence of the Dark side in
this area.

15 Echoes of the Jedi


Echoes of the Jedi 16
Echoes of the Jedi
Squibs … Why did
it have to be Squibs
The nearly circular city of Forard As you walk through the discarded
escaped the fate of the Jedi academy remnants of old lives, you notice the
around which it was built. Citizens of empty twin buildings housing the
the urban sprawl watched in horror local children’s school. To your left,
and awe as fire rained down from the you see faded graffiti on the wall,
sky with remarkable pinpoint accuracy, below a sign that reads
utterly annihilating the academy. But if “Remembrance Hall.” A collective chill
the people thought they were safe runs down your spines as you make
after this precision strike, they were out suspiciously red letters that say,
dead wrong. With the destruction of “DEATH TO THE UNFAITHFUL." When
the academy, a series of mysterious you get within a hundred meters of
calamities befell the city, and now it the academy ruins, you realize that all
remains all but lifeless. the kaluthin inside this radius has
died off. This area is as dead as the
Whether the heroes land in this area entire planet was millennia ago.
as part of the encounter with the Red
Fury Brotherhood or come to it
afterward, read the following:

If a hero makes a successful Average [11]


Perception check (inflict 33 due to
The city is empty of men, women, distance), he notices that they are being
and children. Hostile winds whip watched, though he can’t determine who
through the lifeless streets and or what is spying on them. He catches only
between the alleyways of abandoned shadows or overhears noises of jostled
buildings. Unlike most of the planet, metal and debris. These are Sith
here the unchecked kaluthin has worshippers and their Dark Lizard pets
taken over, growing up to 2 meters that, up until the bombardment, had
tall in some parts of the city. And yet, relegated themselves to Almas’ Sith
the plant fails to mask strewn debris fortress and its immediate vicinity, where
and the occasional decomposing the lingering presence of the dark side
body—the calling cards of looters and used to be strongest. The heroes will
.bandits who plundered the city after encounter a pack of Dark Lizards before
the unexpected attack almost two entering the Almas Academy.
years ago.

17 Echoes of the Jedi


As the heroes make their way to the “Ged your unholy pseudopoda off dis
city center, they reach the outer Holy Artifact, Zquib-thing,” the big
buildings that surround the Almas one says. The little guy retorts, “From
Academy—or what used to be the our dead, cold paws, ugly Ugor fiend-
academy (see the map of the academy being! We did the location finding of
area on page 16). Extrapolated from this silver-ish, prettisome treasure
the Coruscant Jedi Temple’s original pre-secondary!”
design, only a few crumbling walls of
the Jedi learning center are still visible. “It is unfortunate,” the half-droid
says, “that Jedi Master Lanius never
As the heroes near what might have programmed me for a denouement of
been the entrance to the academy this particular design.”
grounds, a cacophony of barely
intelligible voices assails their ears. “Hey, byu!” One of larger ones yells,
When the heroes get even closer, they popping off its helmet and turning
spot three rotund beings in space suits part of its flabby amoebic body into
towering over five aliens that look like an arm to wave you over “Hey byu,
rabid canines with blue fur. A member tell Zquib zinners we find dis Holy
of each group is engaged in a tug of Artifact infinitely dimes infinitely
war over what looks like the upper half before dem. Blease!”
of a tarnished silver protocol droid.

Squib

Queen of Air & Darkness 18


Echoes of the Jedi
Scavengers
Given the scum that usually shows up furry compatriots. They work for the Squib
in the wake of a battle or planetary salvager Squeerie, and Jimi insists that no
catastrophe, these foragers seem Ugors were around at the time he found
relatively harmless. This should be this “treasure” near the temple entrance.
evident to the heroes based on the Possession is nine hundred-and-ninety
exchanges they overhear. Based on the nine one-thousandths of High Squibbian
droid’s reference to his relationship Law, so if SplrMuck set the droid down, for
with Jedi Master Lanius (whom Master whatever reason, it’s fair game. By
Denia mentioned to the heroes), they contrast, Ugors have turned garbage
should realize that the droid might gathering into a religion, and Ugorian
have information that can help them Divine Law decrees that the first being to
with their mission. If the heroes do not find a piece of junk consecrates it with his
catch on immediately, feel free to offer slime on contact, a mark of ownership
them other incentives to recover the instantly identifiable and respected by any
droid for themselves, such as having other Ugor.
the droid mention knowledge of the
academy’s ruins (“This never would As for the half-droid himself, he explains
have happened if I’d stayed in the respectfully that he is 7- A39, or SevenAy,
ruins!”) and so forth. When the heroes a former protocol droid for the Almas
approach, all parties react with a Academy. The heroes should not only feel
degree of restrained but visible hope, inclined toward helping the hapless droid,
each trying to share its side of the but also recognize that SevenAy might
story before the others. have crucial information about the
academy’s sublevels and perhaps the
SplrMuck, the unicellular Ugor holding holocron they’re after.
the droid’s left arm, explains that his
group found the droid first, fair and The heroes have multiple challenges in
square, dragging it out from the Almas their interactions with the scavengers, but
Academy ruins. SplrMuck set the droid only acquiring SevenAy or a special data
down in front of the academy entrance cube is critical to the success of their
for just a second when he saw the mission. The heroes must negotiate with
heroes’ ship set down nearby. the Squib and Ugor parties for the droid.
SplrMuck’s story, if true, seems to be The following challenges show how the
news to Jiminaldomabbramsti (or heroes can affect the outcome of the
Jimi)—the feisty Squib with a death encounter.
grip on the droid’s right arm—and his

19 Echoes of the Jedi


The heroes must either save 7-A39 so If the characters don’t barter for SevenAy,
that they can question the protocol the data cube can be used instead to
droid or obtain a data cube that will splice into the academy’s computer.
grant access to the computer inside However, the data cube won’t offer the
the academy's control room. Although same advice that SevenAy can. The droid
the scavengers begin the encounter has intimate knowledge of the inner
hostile toward each other, each group workings of the academy, even after the
begins with an attitude of indifferent attacks, and can provide directions and
toward the heroes, whom they hope explanations of how some systems inside
can solve their dilemma. As both the academy work—for example, that the
groups are really less interested in backup generator can power only one
SevenAy than in getting as many sublevel at a time.
credits as they can, they are receptive
to any deal the heroes try to spin in If the heroes’ ship is in need of repairs
exchange for the droid. If pressed, after the encounter with the Blood
SplrMuck will give up his claim to Brother, either the Squibs or Ugors have
SevenAy for 2,000 credits, and Jimi will the necessary components among their
settle for any spare breath masks the junk. An Average [11] Mechanics check
heroes might have (the Squibs didn’t reveals that some of the parts can be used
realize that the Almas atmosphere was to repair the heroes’ ship, aa could be
technically poisonous). Once the used to reveal the exact parts. Any hero
heroes have acquired SevenAy, the who has the Knowledge (Warfare) skill
Squibs throw in a net, free of charge, realizes that the spare parts were taken
so that one of the heroes can carry the from the remains of the Cularin militia ship
half-droid on his or her back. that crashed into one of the outer
buildings surrounding the academy.
Obtaining those parts grants any heroes
33 when repairing their ship.

Echoes of the Jedi 20


Echoes of the Jedi

In addition to obtaining components Finally, the heroes should try to resolve


for their ship, the heroes can haggle the scavengers’ dispute peacefully, with
with the scavengers for other items. creative uses of the Negotiation skill
and the Influence Force power. This should
The Squibs have the following: involve getting the Squib and Ugor parties
• a battering ram to understand each other’s sacred laws,
• a box of eight glowrods resulting in apologies from both sides for
• a beat-up children’s holobook of the misunderstanding. If the heroes anger
Busteromuchmacho and the Vermillion one or both sides, they fail the challenge.
Shadow (Vol. 3 in the Squib Jedi series)
• a broken lightsaber that belonged to
Dorv'Tilsta, the Padawan of Master
Vhiin’Thorla, which will be of use to
the heroes later.

Meanwhile, the Ugors have these


items:
• a clone trooper utility belt (with a
medpac and syntherope)
• a Stokhli spray stick (identifiable with
a Formidable [11111] Streetwise
check)
• a “holy holocron”
If the heroes show excitement over the
holocron, the Ugors demand, in
exchange, either a sizeable sum (5,000
credits) or something precious to the
heroes.

If the characters acquire the holocron,


they quickly realize that it’s a
“holocron” in name only—a cheap
marketing ploy used to boost the
appeal of everyday data cubes. If the
Ugors allow the heroes to inspect the
“holocron” before sealing the deal, a
Formidable [11111] Knowledge
Lore check reveals that it is fake.

21 Echoes of the Jedi


Dark Lizards of the Sith The Believers Pets
Immediately after the heroes resolve The heroes are likely to be more or less
the conflict between the Squibs and facing away from what’s left of the Jedi
the Ugors, all are besieged by dark side academy entrance, while the Squibs and
reptiles that emerge from behind the Ugors face in the opposite direction. Large
broken chunks of the academy tower. and small chunks of the academy ruins are
The heroes’ only warning before the scattered around all three groups. When
assault is a spine-chilling snarl and the encounter begins, the Dark Lizards
SplrMuck’s gurgling vociferation, “Holy come rampaging out of the debris directly
irrebducible garbágina!” See “The behind the heroes. When the Squibs and
Believers’ Pets” for more information Ugors spot the onrushing horde of Dark
on running this encounter. Lizards, read the following:

If the heroes successfully brokered a


peace between the scavengers, they
consider the heroes comrades now Your only warning is the gurgling
that they have shed dark side blood exclamation, “Holy irrebducible
together. After killing the Dark Lizards, garbágina!” from one of the Ugors,
if the heroes had not already secured followed by a loud, inhuman growl.
the items they wanted from the As you turn around, there, in broad
scavengers, the Squibs and Ugors turn daylight, appear horrors wrenched
them over with glee—at a meagre 50 from the realm of darkness. Giant
credits each. There’s nothing they reptilian, slavering monsters, black as
wouldn’t do for a friend, after all. the void and just as soulless, burst
from the concealment of the
Once the heroes have secured their academy ruins, galloping toward you!
prize (either the half-droid or the data
cube), they can head directly into the
Almas Academy ruins. (See the map of
the academy ground floor on page 16.)

EchoesTraitor’s
of the Jedi
Gambit 24
22
Echoes of the jedi
Dark Lizard
The Dark Lizards’ hungry, inky tongues the beast its alternative sobriquet, “Dark
unfurl from gullets that seem Tongue”). Along the back of the creature’s
bottomless, thanks to the 10 3-meter-long body run two rows of sharp
centimeter ebon teeth lining their spikes, and its four appendages end in
mouths, which dribble tarlike drool. huge ivory claws.
These beasts resemble living shadows,
and only their ivory claws indicate that Popular as exotic pets among crimelords
their origin is not supernatural. Their and other beings insane with power, Dark
obsidian hides radiate incalculably vile Lizards on Almas have found their masters
energy. There is no sign of intelligence in the Sith cultist Believers.
in their primeval gazes, only the brand
of distilled evil—their eyes smolder
with the orange-red glow of the dark
side.

The Dark Lizard is a species of reptilian


hssiss drenched in the dark side to
such to a degree that its eyes shine
coral like those of a Dark Lord, and the
ebony beast literally glows with
darkness. Even its drool is black.
Encased in its bony skull is a mouth
filled with black stiletto teeth and a
charcoal prehensile tongue (earning

23 Echoes of the Jedi


Dark Lizard Alpha
The Dark Lizards might not be sentient,
but they know a thing or two about
hunting. They quickly try to corral the
heroes and scavengers between them,
making an effort to capture them with
their prehensile tongues. This attack is
a grapple action, and if it succeeds, the
lizards reel their victims in to attack
them with claws and bite.
Alternatively, the lizards try to trample
their victims and pin them to the
ground, lashing at them with bite
attacks.

Echoes of the Jedi 24


Echoes of the jedi
Entering the Ruins
If the heroes do some reconnaissance
outside, they can see that the ruins of
Only some sections of the ground
eight rectangular buildings surround
floor remain accessible. Most of the
the tower like ragged teeth. The
corridors were blocked when the
grounds between them and the main
upper floors caved in during the
building used to be gardens, but are
bombardment. You must make your
now littered with ferrocrete hunks of
way over or under a row of once-
blasted wall and the remains of a
dazzling columns at the hall center,
military ship that crashed into the
now shattered into pathetic
north side of the tower. Read the
fragments. At the other end, past the
following text aloud:
cracked bust of a venerable Twi’lek
Jedi, the only unobstructed path
Soon, you pass the outer buildings leads to the fountain chamber.
and grounds that surround the
academy proper. The remains of the Once there, you find yourselves in a
circular structure are immediately large, circular room, half of which is
identifiable as Coruscani in design. completely caved in. There are five
The majestic white marble tower lies marble benches lined up along the
toppled on the ground. curving wall on the left and an exit at
the other end, which leads to another
Once you pass the yawning entrance, dark corridor. While the farthest half
where the 5-meter-high double doors is filled with debris, in the middle of
were ripped from their hinges by the room sits a magnificent fountain.
someone who valued only their From its center extends an impressive
material worth, you find yourselves in sculpture of a large humanoid hand,
the entry hall. Even with all the palm out in a welcoming gesture. The
surrounding devastation, the wonder work of art is cracked from the
of this place remains palpable. The impacts it suffered during the attack.
few interior walls still standing are The fountain waters stopped bubbling
also made of white Selonian marble, a long time ago, and at the bottom of
lined with thick veins of silver that the dried-up pool is a dark, viscous
form into knots where wall and floor substance that seems to slightly alter
meet. Inlaid cases carved into the its shape. Must be a trick of the light.
entry hall walls are set at about a There seems to be nothing of interest
meter off the floor. Dust-free spots in this former contemplation
inside them show that their contents chamber.
were stolen rather recently.

25 Echoes of the Jedi


Cave in
If the heroes go directly to the exit, The right path on the ground floor is pretty
skip to the next encounter. If at clear-cut. The holomap contained within
least one hero tries to touch the black SevenAy or the data cube is useful only
substance, add the following: once the heroes reach the sublevels. Still,
if the heroes ask, the droid reveals that
As you approach the black substance the inaccessible rooms on the ground floor
that lies at the center of the fountain, used to be offices and classrooms, the
a tendril of ooze lashes out faster lightsaber training room, and the grand
than the eye can see, and a profound lecture hall. The only way downstairs is via
cold engulfs you for a second. Before an empty turbolift shaft located past the
anyone realizes what has happened, fountain chamber and to the left. But
the puddle of ooze disappears down before they reach it, the heroes’ passing
the fountain water shaft. causes a wall to cave in—a wall that was
sustaining the ceiling by a hairpin.

Each hero in a square that is adjacent The falling debris attacks with a Ranged
to the ooze is attacked by one tendril. Light skill of 221, and base damage of
The attack is considered a surprise, so 8. Heroes can make a Hard [111]
the heroes are flat-footed (no Coordination check as a reaction to
Dexterity bonus to Reflex defense) and tumble out of the way and take half
cannot act in the surprise round. Each damage. Any hero who fails the and
tendril attacks at +10 and deals 1d8 generates tt or d gets caught beneath
points of damage. The creature is a a lump of ferrocrete. A successful Hard
t’salak and will be encountered in the [111] Athletics check or Daunting
lower levels of the academy. It has [11111] Move Force Power check is
been lying in wait as a sort of sentry, required to remove it (up to four
but it doesn’t use its powers on the characters may combine their efforts).
heroes just yet.
If the heroes survive, they reach the
turbolift shaft. It shows signs of recent
activity, and heroes who make a Daunting
[1111] Survival check. aa shows
that there were several humanoids who
passed here in the past few days. There
are no handholds inside the shaft. To
descend, the heroes must climb down or
use an item such as a syntherope. The
turbolift shaft descends for 15 meters (10
squares) before reaching the first sublevel.
Echoes of the Jedi 26
Echoes of the jedi

27 Echoes of the Jedi


Episode II: Control Room
Domain of Evil
While the ruined ground floor above All meditation chambers (each about 4
had at least some reflected light meters wide by 10 meters long) are empty,
streaming in, the underground level is so the main feature of this northern area is
pitch black. As the heroes scurry down the control room. There is no power to
the empty shaft, they must rely on this level, so the blast door must be
their glowrods to light the way. You opened manually. Heroes can jury-rig an
should keep in mind the effects of external power source (such as a datapad
blindness for any area that is not or blaster power pack) on a successful
illuminated (see Darkness, page 213 of Daunting [1111] Mechanics check.
the EotE Core Rulebook). Beneath the They can also pry open the door on a
heroes is a rubble pile that fell inside Daunting [1111] Athletics check or
the shaft, blocking the path north to simply break it down (Soak 5, 20 wounds).
the vehicle hangar, but the south exit If the heroes enter the control room, read
out of the turbolift is clear. the following:

Once outside the lift shaft, the heroes


find themselves at the intersection of The blast door yields, and you find
two corridors that form an “L” shape yourselves in a dark, dank room
(see the map of sublevel 1 on page about 4 meters by 12 meters. On the
19). A thin coat of dust covers the opposite wall is a large, cracked
floor, disturbed in places where several transparisteel window with a view
beings have recently traveled. The blocked by enormous boulders and
walls are constructed of reinforced slag. The far side of the room is also
white duraplast. The corridor going filled from floor to ceiling with rubble
east leads to several small study where the wall and window were not
chambers and the remains of a control strong enough to hold back the
room, before being blocked by a cave collapsing academy structure. Below
in (see “Control Room,” below). The the window is a bank of consoles and
corridor going straight (south) has two computers; some have been dam-
blast doors (see “Generator Room,” aged, with broken screens and sev-
below) and turns left about 30 meters ered wires hanging from underneath.
down (see “Library,” below). But one console seems intact. It has a
standard input for datapads and
astromech droids.

Echoes of the Jedi 28


Echoes of the jedi

The heroes might have turned on the and arrive at the other side of the blocked
power to this level (see “Generator passageway to access these stairs
Room,” below). If not, they can power (unknown to the heroes, that stairway is
up the console with an external source also blocked by debris; see “Storage
on a successful Hard [111] Rooms," page 14). The last log entry, dated
Mechanics check. If 7-A39 is with around the same time as the attack on the
them, the droid suggests it to the Almas Academy, shows that all vehicles
heroes. If a failed check generates were evacuated from the hangar due to an
tt / d, the console short circuits emergency.
and requires extensive repairs. If the
check succeeds, the computer turns To access information about the second
on. Computers checks made against it sublevel, the heroes must succeed at a
require [211] in order to access it. Daunting [1111] Computers check.
(See the map of sublevel 2 on page 58.
However, the Jedi had locked down the Draw a version of the map that has no
system with restricted access, so the labels, and show it to the players.)
heroes have to plug in either SevenAy
(at his suggestion) or the data cube The heroes can issue routine commands,
they obtained from the Ugors. The such as turning on the power and opening
information that can be accessed unlocked blast doors, for either sublevel,
includes a map of sublevel 1, but they can do so for only one sublevel at
descriptions of functions for each a time. If they turn on the power, the
room (the most important of which is ceiling lights flicker on in the corridor
the library), and a dated log showing outside. However, the lights are very dim
what vehicles were borrowed from the and strobe unpredictably. Be sure to
hangar (located behind the debris- describe this phenomenon to unnerve the
blocked window) and by whom. heroes as they move about the sublevel.

Access to the map shows a stairway


leading down at the end of the
corridor outside the control room, but
the heroes noticed earlier that this
route is blocked. They must circle the
perimeter of the meditation rooms

29 Echoes of the Jedi


Generator Room
Halfway across the corridor, on the Once activated, the backup generator will
west side wall, are two blast doors. If run for six hours before shutting down for
the heroes turned on the power in the a recharge. But the heroes won’t know
control room, the doors whisk open this, so you can surprise them with this
with the push of a button. If not, they fact once the approximate time has lapsed
need to be powered up using an (or at any particularly dramatic moment).
external source or forced (see “Control The largely empty room also has a
Room,” above). Behind both doors, the functioning repulsor sled, which the
rooms are of equal size, roughly 12 heroes can use to haul their gear around
meters by 20 meters. The first room or as a battering ram to beat down doors
used to be a repair and maintenance (requiring an Average [11] Piloting
area. Salvagers have picked it clean, Planetary check).
but some pieces of junk are still lying
around, including empty fuel
containers, damaged repair tools, and
all kinds of nuts, bolts, and hull plates.

The second room houses the


academy’s power generator, a huge
cylindrical turbine. Close inspection
reveals that it is damaged beyond
salvation. A smaller turbine nearby is
the backup generator, and it is mostly
intact. It can be powered on from the
computer in the control room or by
connecting a datapad directly to it and
issuing the activation commands. The
backup generator has only enough
juice to power one level of the
academy at a time, and since the top
floors no longer exist, the heroes can
use it to power one of the two
sublevels.

Echoes of the Jedi 30


Echoes of the Jedi
Library

The southern corridor parallels the one The library is 24 meters by 20 meters. If
to the north, where the control room is the heroes expect to find hints about the
located, except that it is not blocked by holocron that Master Denia sent them to
debris. This corridor is 42 meters long. retrieve, they will be greatly disappointed.
Along its left (north) wall are Half the library has been blown away by
numerous doors that lead to more blaster fire, while the rest has fallen victim
meditation rooms, and in the center of to looters, Sith cultists, Almasians, and,
the opposite (south) wall is a single finally, Inquisitor Valin Draco. Draco
door. The heroes can ignore the doors, learned the specific hidden location of the
swing left around the outside of the Qornah Holocron from Darth Rivan’s
meditation chambers, and go directly holocron gatekeeper and took the ancient
toward the stairwell (see “Storage teaching apparatus down to the deepest
Rooms," page 34). Each meditation sublevel.
room is 4 meters by 10 meters and
totally empty aside from a few When the heroes enter the Jedi library,
personal effects, now caked with dust, read the following:
that were left behind in a hurry. These
inexpensive items (not worth more
than 5 credits) might include a This library isn’t as large as its austere
personal groomer, a planetary counterpart on Coruscant, but the
landscape holo-mag, and a recording ruination that greets you is no less
rod loaded with relaxing music sound dismaying. Even in dim light, you can
slugs. make out a room that once was filled
from floor to ceiling with shelves that
The most important area of sublevel 1 housed hundreds of holobooks
is the library, located directly across overflowing with Jedi wisdom. Now,
from the southern meditation rooms. the repository has been pulverized
The blast door to the library is locked, into dust by blaster fire, and the
but it must be forced or powered on shelves rest toppled at precarious
(see “Control Room," page angles throughout the chamber,
28) before a Daunting [1111] shattered against research stations
Mechanics or Skulduggery check can and the marble floor. The shelves are
bypass the lock. kept company by overturned chairs
and damaged computers spitting
sparks.

31 Echoes of the Jedi


The splintered east door leads into a study
About 2.5 meters above you is an where older documents were held. Unlike
open second floor, where even more datacards, flimsiplast burns easily (even
despoiled shelves, holobooks, and more so in Almas’ oxygen-rich atmo-
datacards lie. More bloodscrawled sphere), so the destruction here is worse.
graffiti again attests to cultist The study also served as the analysis
desecration. The second floor has a room, and destroyed computers sit on
catwalk that cannot be reached collapsed desks.
without a hoversled.
Behind the west wall is another room,
Beneath the walkway ledge, at the hidden behind a bookshelf, with no visible
eastern wall, a wooden door has entrance. The heroes can determine the
been splintered open. Framing it are existence of the secret room by comparing
two bronzium busts, presumably of the map (which combines the three rooms
noble Jedi, one of them decapitated. of the library into one large room with no
A small plaque identifies the bust as walls or doors) to the size and shape of the
Jedi Master Qornah. The head lies on actual room. The heroes might also notice
the floor, severed in half. Oddly, the the distance between the library door and
inside of the sculpture appears to either end of the corridor outside. A
have sheltered something cubical. successful Hard [111] Perception check
reveals that a hidden room exists behind
the west wall, but not how to gain
If the heroes inspect the bust of entrance. A successful Sense force power
Master Qornah, they notice a hidden check reveals the entrance. Otherwise, a
com-partment that is in the shape of a successful Hard [111] Perception check
cube 9 centimetres to a side—just the to search the wallcoupled with a lot of
right size for a Jedi holocron, as patience reveals the mechanism that
described by Master Denia. At the time activates the shelf.
of the attack on the academy, the Jedi
librarian was studying the Qornah The door has to be powered on or forced
Holocron and quickly tucked it away at (see “Control Room," page 28). If the door
the first sign of danger. The Sith is powered on, a successful Daunting
holocron gatekeeper told Draco exactly [1111] Mechanics or Skulduggery
where to find the Qornah Holocron, check allows the heroes to bypass the
and the Inquisitor cleaved the bust and lock. tt or d on the check triggers a
claimed it. silent alarm, which alerts Inquisitor Draco
on sublevel 2. Forcing the door auto-
matically triggers the alarm.
Echoes of the Jedi 32
Echoes of the jedi
Quoth the Rivan
When the heroes find a way inside the obstacle course of corpses. A successful
secret archive room, they stumble opposed [21111] Perception check
upon a grisly scene. Approximately a (reduce the difficulty to Daunting
dozen corpses of different species, all [1111] if they actively search the room
in various states of decomposition, lie before going inside) lets them notice
scattered about the room. A motion sensors along the walls in the
descending stairway is in plain view at center of the room, a failsafe installed by
the other end. When the heroes jury- the Imperials. If the heroes do not notice
rig the secret door, read the following: the sensors, they automatically trip them,
and the blast door comes crashing down.
Proceed to “Army of Darkness," page 35.
As the blast door whooshes open, the
unmistakable odor hits you like a
While tiptoeing through the archive room,
punch from a Barabel shockboxer:
if the heroes make a successful Average
decaying flesh. Strewn before you are
[11] Perception check—perhaps to see
about twenty cadavers representing
what valuables or weapons the dead
the gamut of alien anatomy and
bodies possess—they notice a scrap of
osteology, from Besalisk to Dug to
durasheet at the center of the north wall.
Pinurquian. Judging from the death
If they try to get a closer look, read the
grip that the deceased have on their
following:
weapons, you surmise that two
different parties met here a while
ago, possibly to cut a deal or as rivals A cold breeze from the opened blast
of some sort, and wound up wiping door behind you whips into the
each other out. repository, sweeping up the burnt
ashes of ancient Jedi texts. One item
You spot the descending stairway on stands out, however. At a cursory
the other side. glance, it appears to be nothing more
than a scrap of durasheet, except that
This stairway leads to the archives level it seems to glow eerily. You head over
below and was reserved exclusively for to inspect it and find that it contains a
Jedi Masters. (There was a backup solitary passage, written in a
stairway access farther north that was language you don’t understand. You
sealed up like a bunker, but it is now lift the unexpectedly heavy fragment,
blocked to the heroes, anyway). To and among the only laser-pen burned
reach it, the heroes must traverse the words written in a recognizable
tongue are two defiled parts of a
name: DA-TH R-V-N.

33 Echoes of the Jedi


Storage Rooms
The scrap is all that’s left of a tome At the end of the corridor, past the
that belonged to the Sith Lord Darth meditation rooms and library, the heroes
Rivan. If the heroes have SevenAy with can turn left. At the other (north) end of
them, the droid can translate the text. this corridor, another cave-in blocks the
It was referred to by Rivan as “the utility staircase leading down, which the
creed of ruin” and is written in Sith. heroes might have seen on the map or
SevenAy translates as follows: learned about from SevenAy. The heroes
might give up or look for another way
“This appears to be a dead language. down (see “Library," page 31).
Yes, definitely—the Sith tongue is
such a peculiar one. The passage Along the corridor, halfway to the utility
appears to . . . oh my. Quite a bleak stairway, are two blast doors. They are
extract. It reads: unlocked but need to be powered on (see
“Control Room," page 28). The first room
‘There is no passion …. was a storage space for supplies—
There is solely obsession. anything other than food that was needed
by a small, self-contained community such
There is no knowledge …. as the Almas Academy. This room was
There is solely conviction. heavily pillaged by thieves and salvagers,
who left little behind but empty
There is no purpose. containers. Describe various containers of
There is solely will. soap and torn articles of clothing.

There is nothing . . . If the heroes make a successful Hard


Only me.’” [111] Perception check, they also
notice two surprisingly light strongboxes,
If SevenAy translates this text, a each 30 cubic centimeters in size, that are
deafening rumble, like that of a giant made of smooth, black iron. A successful
waking from its slumber, thunders Hard [111] Mechanics or Knowledge
through the surviving academy [Education] check reveals that the
structure before a violent quake containers are made of Mandalorian iron,
throws everything into chaos. In the which was believed to be impenetrable by
library outside, shelves that were still the Force. If the check generates aa,
standing shatter as they crash to the the heroes also realize that the claim is
floor. The archive room's blast doors false— the iron cannot stop the Force, but
slam closed, casting the room into the strong alloy is resistant to many types
utter darkness. If the heroes do not of energy. The boxes have a very strong
trip the sensors or read the text, lock, equivalent to an ultrahigh security
proceed to sublevel 2, below. lock.
Echoes of the Jedi 34
Echoes of the Jedi
Army of Darkness Jacen and the Stalfonauts
If the heroes are inside the archive Darth Rivan’s holocron gatekeeper
room when the doors shut, they convinced Draco to release a two Force-
participate in the following encounter. sensitive parasites in the library archive
If any heroes are elsewhere at the room, where their telekinetic powers
time, they will not be able to get inside seemingly bring the corpses to undead life.
until the encounter is over. If any of the heroes fails an Average [11]
Perception check, the animated corpses
The heroes have triggered a trap stand up from their prone positions as an
involving powerful parasites that incidental at the start of combat. Once the
animate the corpses of the dead in this heroes enter the area, read the following:
room. See “Jacen and the Stalfonauts”
for more information on running this An unexpected chill runs through
encounter. your spine, and you hear moans
coming from somewhere behind you.
After the heroes neutralize the Impossibly, the cadavers that were
infected corpses, they can proceed littering the floor earlier are now
down the staircase. If some heroes shambling toward your group. One of
were trapped outside the archive room them vaguely resembles a Kel Dor.
during the encounter, the blast door Many of the corpses hold blaster
becomes unlocked 10 minutes after pistols in bony hands that are
the sensors were tripped. The stairway blemished with chunks of spoiled
leads to the second sublevel of the flesh. You have to go through them to
Almas Academy. Once the heroes reach the stairs.
descend the stairs, proceed to sublevel
2, below.

35 Echoes of the Jedi


Guardian Spirit
You’re surrounded by the approaching These cadavers are actually made up of
corpses. Along with their putrefied two distinct groups: the salvagers known
organic remains, the dark side drips as the Stalfonauts and bounty hunters led
from the reanimated cadavers like by the Kel Dor Jacen Yar, who had been
saliva from a predatory nexu. Dancing out to capture Jedi survivors of the orbital
light fills the cavernous eye sockets of bombardment. The two parties ran into
their decomposing general as the Kel each other in the academy library and
Dor corpse levels its blaster pistol at wound up killing each other in the archive
you. The undead horde charges. room. Now, controlled by the parasites like
string puppets, their skeletal remains
Called guardian spirits due to primitive remember nothing of their former lives.
cultures’ belief that they were the
spirits of the dead come back to life, Guardian spirits are very slow, so they use
these creatures are actually parasites their numbers to their advantage. They
with telekinetic abilities. Each parasite will flank the heroes, assisting each other
can inhabit one corpse at a time (top if necessary. They keep attacking until they
right statistics block), giving the body a no longer have the limbs to do so.
semblance of undead animation.
Simultaneously, each parasite can also Once the corpses are eliminated (or
reanimate other corpses without dismembered), the heroes see small
actually being in their bodies (bottom clouds of parasitic organisms rise out of
right statistics block), but they do so them, searching for other host bodies
less efficiently, and only to help kill the nearby. If there are none within 10 meters,
heroes. the parasites dissipate with a dying howl.
Heroes need only wait a moment until the
The parasites cannot live outside of a blast doors open to have easy access to
host body for long. If the heroes kill a the stairway leading down to sublevel 2 .
host body, its parasite inhabits one of
the remaining animated corpses,
turning it into a guardian spirit. If there
are no animated corpses close enough
to inhabit, the parasite has nowhere to
go and is destroyed.

Echoes of the Jedi 36


Echoes of the Jedi
Sublevel 2
This sublevel can be reached only via Unless the heroes patch power through to
the staircase in the library’s secret sublevel 2 from the control room, the
archive room. The other staircase sublevel is completely dark. The heroes
down is blocked (see “Storage Rooms,” start in the room labeled “stairs up” on the
above). Upon reaching this area, the map. From this point, at the end of the
heroes immediately feel a deep unease corridor on the right, they can access the
that tempts them to turn back. Force weapons room (see below). If they go to
sensitive heroes must take a Hard the left, they pass the refresher (see page
[111] Discipline check. Failure 38), travel down a corridor, and finally
lowers their Force rating by 1. The come to an arch that leads into the
effect lasts as long as they are on this underground park (see page 42).
sublevel. Spending a Destiny Point can
negate this dark side influence. Also,
the Sense Force power cannot be used
while within range of the dark side
nexus that has developed here due to
Rivan’s lasting influence. (This
restriction applies to Draco as well.)

This sublevel is bigger than the floors


above, so the map must be consulted
as the heroes progress. Encounters are
labeled on the map but don’t have to
be followed in the sequence pres-
ented. The encounters marked “Crazed
Believers” and "Dreambeast" can
happen in any number of rooms at
your discretion. You can decide that all
unused rooms are empty or
permanently locked, or you can detail
them as you wish (see the sidebar
below for suggestions).

37 Echoes of the Jedi


Weapons Room Refresher
This room was visited recently, but the This is a fairly standard washroom for both
blast door controls were destroyed. men and women. It contains effluvial
Opening the door requires spending 1 rinsers as well as refreshers. Along the
hour performing a major repair with floor runs a narrow natural stream,
the proper tools, followed by a covered by transparent plexi.
successful Daunting [1111]
Mechanics check.

If the heroes take the time to repair


the door and open it, they find
something surprising: a blaster
shooting range. After all, lightsaber
wielding Jedi have to practice their
shooting skills, too. If the sublevel has
power, several holographic targets
appear when the heroes enter the
room, startling them. There are
representations of Gungans, Jawas,
Squibs, and various small beasts.

Another blast door leads to a back


room. If the heroes have not restored
power and unlocked the doors to
sublevel 2, they must open the blast
door manually (see “Control Room,“
page 28). If they do so, they find that
the back room is an armory.
Transparent plexi on the ground
shields a small stream that runs along
just under floor level. This room has
several usable blaster pistols (7) and
power packs (20). Everything else has
either been stolen or rusted beyond
use.

Echoes of the Jedi 38


Echoes of the jedi
Crazed Believers
As the heroes approach the west arch Believers as hostile targets that cannot
leading to the underground park, they understand speech and must be converted
are attacked by the first of many to a friendly state to break out of their
crazed Humans who wander this level, rage. Some very convincing roleplaying by
looking for blood. Feel free to run this the players might substitute for a skill
encounter more than once in any of check (by offering food, for example). A
the labeled rooms. successful influence Force power check
also works.
The heroes must defeat the Believers
cultists, who have fallen under the Alleviating the raging madness in one or
influence of the nearby t’salak. Most more Believers provides the heroes with
cultists have killed each other already, some information. The grateful victims
but the few remaining groups (as many negotiate their release by giving up details
as needed, in your judgment) wander on the t’salak. They know where it is and
about and attack the heroes on sight. what it does, but they do not know how to
They have been exposed to the defeat it .
t’salak’s touch so many times that the
rage it induces is almost permanent This encounter can be repeated several
(see the “Oozing Madness” encounter, times throughout sublevel 2, but each
page 45, for the effects of the t’salak’s time, only one group of Believers attacks
ability to induce raging madness). the heroes. Use as many times as
appropriate.
The heroes might try to subdue one or
more Believers without killing them. When the heroes enter a room labelled
They can accomplish this by grappling “Crazed Believers,” read the following:
them and tying them up, stunning
them with blasters, or rendering them
unconscious. However, this doesn’t As you turn the corner, you hear a cry
cure their madness, and as soon as of incoherent rage and see several
they recover, the Believers will attack beings lunge at you. They have
again. They must be alleviated of their demented looks in their eyes and are
delirium to be of any use. To do this, foaming at the mouth.
the heroes must make a successful
Persuasion check against a Believer’s
Dicipline . Treat the enraged

39 Echoes of the Jedi


The Believers cult is a group of Sith
worshippers that got its start in the
Cularin system. They are males and
females of different humanoid species,
and they come from all walks of life.
Some are even trained in the Force.
They were aided in their organization
by the Sith scholar Murk Lundi, and
they had grown into a formidable force
by the time of the Clone Wars.

The ones encountered on this sublevel


have been driven mad by repeated
attacks from the t’salak. They are
encountered in small groups, though,
since two large groups of Believers in
the same room would kill each other.
Many Believers have fallen victim to
their crazed companions.

Believers zealots attack with little


strategy. They simply charge at the
nearest target in their line of sight and
engage in melee. They begin their
attack with a Powerful Charge, first
flying into a rage to boost their
effectiveness. Believers cultists and
their leader use more straightforward
tactics, but try to swarm individual
heroes with melee attacks.

Echoes of the Jedi 40


Echoes of the Jedi

41 Echoes of the Jedi


Underground Park
All water on Almas is underground, so
the academy’s Jedi custodians You walk into the impressive
reasoned that building an underground chamber, crossing a bridge than runs
park with a running stream would be in over a clear and soothing stream. To
tune with the will of the Force. The your left is a large pond, beyond
stream was discovered while digging which is an artistic elevation made of
the academy foundations. Instead of simple mud and rock.
diverting it, the Jedi requested that the Disharmoniously, dead vegetation
architects integrate the stream into the and dead bodies surround it all.
design—it was they who had intruded
on the water’s natural course, after all. As you take in your surroundings,
The Jedi then planted local trees and your companions suddenly disappear
kaluthin and created a garden around from view, and you are alone. Solid
the stream. Occasionally, they took walls seem to have materialized out
blind coboko fish out of the pond that of nowhere and separated all of you,
formed in the park center, adding them at the same time blocking the
to the academy menu. entrance from which you came. You
feel a deep sense of dread when a
Of course, all the park vegetation is cruel figure from your past appears
now dead, blackened by the intense right in front of you—someone you
presence of the dark side. The park never imagined you would see again.
also contains several bodies of You look around for a way out, but
Believers who managed to find the your feet don’t respond. You try to cry
secret stairwell in the library and out, but the attempt yields no sound.
turned viciously on one another after As if in slow motion, the heartless
encountering the t’salak. At the center figure prepares to attack.
of the room, beside the pool, is a large
pump used to force water to the levels
above. It looks like it hasn’t functioned
in a long time. The heroes don’t have This encounter is similar to Luke’s
much time to admire the scenery, experience inside the cave on Dagobah.
however. When they reach the park Each hero finds him- or herself face to face
center, read the following text: with his or her worst nightmare. The
heroes are caught in a combination of
mind trick (which makes them believe that
they cannot walk away or speak out) and a
Force illusion (which makes them believe
that they are facing an old enemy).

Echoes of the Jedi 42


Echoes of the Jedi

For each hero, choose a character or weapon should resemble something in the
creature that poses a threat and has same class (such as a vibrosword, blaster,
some significance to that hero. It could lightsaber, and so on). If the number of
be an enemy, living or dead, from a heroes is uneven, one of the heroes is met
previous adventure or even from the by a crazed Believer instead of by another
current adventure. It could also be hero (for statistics, see “Crazed Believers,”
someone from the hero’s past (for page 39). In this case, the Believer hides
instance, an unlikable former employer behind the illusion of a friend, such as
or a cruel family member). Determine Senator Organa, Master Denia, or even
the appropriate encounter for each one of the other heroes.
hero in advance, without worrying
about statistics. Explain to the heroes that they are all
inexplicably isolated from one another. Ask
The effects of the dark side nexus for initiative rolls, and record the results
permeating this place, in combination beside each hero’s name. As soon as an
with the influence of the t’salak (which attack occurs, use the attacker’s opposing
feeds on the heroes’ feelings of hate defense bonus as a target. If damage is
and fear), create this Force illusion. dealt, record the number. Pretend that the
Heroes who make a successful Hard next initiative turn belongs to the
[111] Perception check realize that opponent of the hero just attacked,
their enemy is an illusion, but this describe the attack, and reveal the
knowledge does not dispel the illusion. damage dealt. If one hero is fighting a
The twist is that behind each “illusion” Believer, this fight can be incorporated
hides one of the other heroes. The trap with the others in order of initiative but
is designed to cause the heroes to fight treated as regular combat.
each other unknowingly.
Allow each character a Hard [111]
Prior to the adventure, ask the players Perception or check at the beginning of
for their character sheets, and record their turn to realize that something is not
their attack skills and weapons stats. right. Success indicates that the hero can
Then, when each hero faces an tell that what he sees before him is not
illusion, describe what weapons or real, though it looks as if it could become
items the opponent carries—in other real at any moment. If a matched pair of
words, the weapons or items used by heroes goes for 3 consecutive rounds
the other hero. There is no need for an without attacking each other, the entire
illusion to wield the same exact illusion is dispelled for the whole group,
weapon as the hero behind it, but the and the angry t’salak attacks. See “Oozing
Madness” (page 45) for more information
on running this encounter.
43 Echoes of the Jedi
Here’s an example of how this (From Arani’s perspective, she’s shot
encounter could be run. Assume by an old friend, who wields a hold
that the party contains five heroes, out blaster that she gave him long
so four of the heroes fight each ago.)
other, while the fifth fights a
Believer. Next, Kelko (who also failed his
Perception check) takes out his two
• Vor’en the Soldier (Init #3) versus vibrodaggers to attack a green,
Arani the noble (Init #5) tentacled alien that he once
encountered on Zlarbv IV. He slashes
• Kelko the Scout (Init #4) versus at it, dealing 12 points of damage to
Sia-Lan the Jedi (Init #1) Sia-Lan. (From Sia-Lan’s perspective,
Count Dooku attacks her with two
• Deel the Smuggler (Init #2) versus lightsabers. The Jedi doesn’t
a Believer (Init #6) understand what’s happening—she
was sure that the appearance of
Sia-Lan is up first, and she‘s face to Dooku was some kind of trick!)
face with Count Dooku. But Sia-Lan
makes her Perception check and Next, Arani succeeds on her
knows that Dooku is dead, so she Perception check and tries to
realizes that the encounter must be convince the phantom that she is no
a trick. She decides not to attack. threat, but he doesn’t seem to hear
her. She has to defend herself, so
Next, Deel finds himself facing one she pulls out her own blaster and
of his friends, Kelko, who runs madly shoots him, dealing 12 points of
toward him. Deel asks him what is damage. (From Vor’en’s perspective,
going on, but his voice is he’s shot by the stormtrooper.)
mysteriously soundless. He fails his
Perception check and doesn’t realize Finally, the Believer acts, rushing
that it's a trick. Deel and pummeling him to the
ground, dealing 15 points of
Next, Vor’en fails his Perception damage. (From Deel’s perspective,
check and thinks that he’s run into a he’s being attacked by his friend
stormtrooper. He pulls out a blaster Kelko. Has he gone crazy?
and fires at the enemy, striking Arani Regardless, Deel decides that he
and dealing 8 points of damage. must defend himself.)

Echoes of the Jedi 44


Echoes of the Jedi
Oozing Madness T’salak Spawn
The heroes can enter the underground T’salak spawn appear to be small pieces
park via one of two arches. The T’salak that have broken away from the main
is hiding behind the pond on an body. They are weaker and more easily
elevated slope at the room’s northern destroyed, but they still impart some
side. The heroes must cross the pond madness on their targets.
to get to the creature, or shoot it from
a distance (which is a much wiser
option)

Evil. That's the first word that comes


to mind as you look at the featureless
pool of black ooze. Suddenly, a tendril
snaps at you, attacking from the
creature’s central mass, almost too
fast to see. You barely avoid it, but as
you dodge, the creature tracks you
move for move. It seems filled with
hate and bent on pure destruction.

You've seen the effects of this


creature’s touch, and you certainly
don't want to suffer the same fate as
those poor souls that you encoun-
tered earlier. It seems wiser to skirt
around the beast and hope that it
doesn't follow.

The T’salak cannot be killed by solid


objects, but it can be wounded and is
highly susceptible to cold and vacuum.
Unless the T’salak is trapped within a
container imbued by the Force or in a
cold vacuum while it is inert (0 hit
points), it regenerates itself and
attacks anew.

45 Echoes of the Jedi


T’salak
A Force-sensitive creature of unknown The only way to contain the Y’salak is to
origin, the T’salak is an oozing, black imprison it in a Mandalorian iron box
mound of evil. A specimen was first (found in one of the storage rooms on
encountered in the jungles of Cularin sublevel 1) while it is inert. If the heroes
and subsequently imprisoned inside a leave the underground park while the
Force-imbued urn. The urn was buried T’salak is motionless, it won’t pursue
inside a cave and guarded by a Tarasin them, not knowing where they went.
village for generations, until recently
stolen by the Dark Jedi Raik Muun.
With the help of scientists, Raik
discovered a way to divide the T’salak
into independent entities of equal
power. It is unknown how many more
specimens remain in existence.

The T’salak has no sensory organs but


leaves no question as to its strength
and cunning; it lashes out with sticky
tendrils that have surprising accuracy
and power. Filled with chaotic
thoughts born of malignity, the T’salak
can induce a blinding rage in its targets
just by touching them, permeating
their souls with darkness.

The T’salak moves toward the heroes


and tries to hit them with its tendrils to
induce rage in them. The creature
hopes that the heroes will be too
distracted by killing each other to
attack it, so that it can go back to its
hiding place.

If the heroes took a lot of damage


during the illusion fight, the weakened
T’salak does not use its Induce Raging
Madness ability. Once the T’salak is
reduced to 0 hit points, it stays inert
until it regenerates. The heroes don’t
know this, so if they linger, the Echoes of the Jedi 46
creature soon attacks them again.
Echoes of the jedi
There’s Something
Familiar About this Place Wherever this encounter plays out, the
sleeping heroes discover that the room
When the heroes enter one of the looks identical to one they’ve previously
rooms labeled “Dreambeast” (your visited. If they attempt to exit the room,
choice), an extreme cold envelops they stumble into another familiar area of
them. The heroes immediately fall into the academy, but not one normally
a profound sleep without realizing it. connected to the room they are leaving,
Read the following text: creating a disorienting effect. You should
try to create the claustrophobia of a
As you enter the room, your vision recurring nightmare from which the
fogs momentarily. You shake your heroes cannot seem to wake. To drive the
head vigorously and feel slightly dizzy. point home, you can repeat descriptions
You blink your eyes in rapid of academy chambers that the heroes
succession, then scour your have visited already. Each time, preface
surroundings suspiciously, looking for the description with one of the following
anything amiss. But everything seems three phrases (preferably in this order):
normal. Your friends are all here, and • There’s something’s not right here
you feel fine now. • There’s something familiar about this
place
Still, there is something familiar about • You’ve got a very bad feeling about this
this place . . .
The longer their minds remain under
Draco’s power, the more despair eats away
at their confidence and motivation. For
The room is an illusion, a trap devised every encounter that the heroes relive in
by the Sith holocron gatekeeper and the dreamscape, their “dream persona”,
created by Inquisitor Draco. As the their strain threshold lowers by two.
heroes proceed through the sublevel However, the heroes can have a maximum
toward the nexus of evil, they are of three encounters in the dreamscape.
unwittingly immersing themselves During each encounter, the heroes have a
more and more fully within Rivan’s chance to break free of the illusion. With
aura of influence. This is doubly true their minds playing tricks on them, they
now that the holocron gatekeeper of need to overcome their own senses; each
the Dark Lord has found a cohort in the hero can make a Perception check against
Inquisitor, augmenting Draco’s powers his or her own Discipline once per faux
significantly. encounter. If they succeed, they wake up,
preventing Draco from further sapping
their moral strength. Otherwise, after the
third encounter, the heroes awaken
regardless, however they will recover their
47 Echoes of the Jedi original strain threshold until they finally
defeat Draco later in this adventure.
If any hero avoids Draco’s trap Though the heroes have snapped out of
entirely—that is, if a hero does not their dream daze, they are still under
enter the room at all—she does not Draco’s influence and come face to face
enter the dreamscape. Instead, she with an enormous dark side apparition.
realizes that she nearly fell to a dark This semi-incorporeal creature has chased
side trick and can see her friends lying them into the physical world, and the
unconscious in the room. Heroes heroes find themselves under assault
caught in the dreamscape take note of almost immediately. As soon as the heroes
the “missing” party members, and revive from their collective nightmare,
their interaction with them is read the following:
limited.

Any hero who avoided Draco’s trap No sooner have you gathered your
sees her sleeping friends writhe and wits from your feverish collective
groan in mental anguish. She can’t dream than a huge monster spawned
shake them awake, but once per from nightmare slithers in through
dreamscape encounter, she can try to the entryway. Double the size of even
communicate with them. However, her the biggest bull rancor, the reptilian
words will be distorted. The dreamer colossus drags its golden body into
should be baffled by the gibberish, but the chamber, scales shifting along its
a successful Hard [111] Knowledge hide like impenetrable plates of
Education check deciphers the words. anvilstone. As it lets rip an ear
splitting roar, double rows of goring
If that occurs, the hero can make a fangs leave little to the imagination.
Hard [111] Perception check (with a
33 bonus) to realize that he is
trapped in a dream state and escape
immediately. If the hero fails the When the heroes defeat the k’kayeh
Perception check, he goes on to have dreambeast and its spawn, it disappears as
another déjà vu experience. if it never existed. A true k’kayeh will make
a stunning appearance at the end of the
Regardless of the manner by which the adventure, but for now, heroes can
heroes awaken, immediately there- continue exploring the area.
after, they must battle a fearsome
k’kayeh dreambeast that has anchored
itself to the heroes and pursued them
into the waking world.

Echoes of the Jedi 48


Echoes of the jedi
Living Nightmare
This creature is horrific in its visage,
yet looks as though it is only partially
in our world. Its form continually shifts
from one monstrous appearance to
another, and it drifts through the air as
though it has no mass of its own.

Living nightmares are manifestations


of Force energy that appear in shifting,
horrific forms. They usually take on the
forms of monstrous beings from their
targets’ memories and attack the
minds of their opponents. The k’kayeh
dreambeast creates these nightmares
from the dark energy suffusing the
remains of the Almas Academy.

Given their semi-corporeal nature,


living nightmares tend to focus their
attacks on opponents without energy
weapons.

49 Echoes of the Jedi


K’kayeh Dreambeast
The most disturbing thing about the
beast is its snout. Sure, you’ve read the
fairy tales about fire-breathing
monsters. You may even have fought a
dragon-slug on Corulag. But as you
watch dark side lightning dance
wickedly from one of the creature’s
mammoth nostrils to the other, you
know only one thing for certain . . .
you’re in trouble.

The k’kayeh dragon is the greatest


product of Darth Rivan’s dark arts. A
Force-sensitive abomination, this
Sithspawn’s sandy scales match the
color of Almas’ desert wasteland and
are as tough as armor plating. The
serpentine creature is also amph-
ibious, as comfortable in open air as
swimming in the planet’s hidden
underground lakes. The k’kayeh’s maw
is a steely-toothed deathtrap, and its
claws are eviscerating razors. As if that
weren’t enough, instead of breathing
fire, this dark side abomination can
shoot Force lightning from each nostril
of its monstrous snout.

This “dreambeast” is only a tenth the


size of the truly gigantic k’kayeh that
lurks in the depths of the Almas
Academy, but it is still enormous.
Similar to Sith dopplegangers, this
k’kayeh dreambeast is an illusory clone
of the actual living entity, spawned by
Inquisitor Draco under the guidance of
Darth Rivan’s holocron gatekeeper.
Despite its partially insubstantial state,
the dreambeast can still hurt its
targets. Echoes of the Jedi 50
Echoes of the jedi
Draco’s Best Friend Nighthunter
At some point, the heroes reach the The creature’s hide looks blaster resistant.
room where Master Vhiin’Thorla is Its huge anterior claws rake at the floor in
held. If they pass the room without tandem with those of its hind paws,
entering it, they are attacked by the grinding out a symphony that hurts your
nighthunter that guards Thorla. The ears and chills your blood. Five immense
blast door is open, and the Twi’lek Jedi fangs jut out and over both of its lips,
Master’s powers are kept in check almost concealing its face, except for its
inside a Universal Energy Cage two tiny, hungry eyes. As you watch its
designed to contain Force-users. whiplike tail dancing like a vine snake
about to strike, you realize that in this
The heroes are attacked in the confined space, the beast has a good
corridors outside the prison room. The chance of ripping you into bite-sized
nighthunter lunges directly at them chunks.
and runs away when hurt, only to
attack again from another direction. Perhaps it’s the blood-red, blaster
When the heroes near the room where resistant hide. Maybe it’s the claws, which
Master Thorla is held prisoner, read are nearly as long as the fangs protruding
the following: up to its eyes and down to its chin. Or
maybe it’s the fact that these creatures
There is a burnt-red blur, like the flash ambush their prey using the Force.
of a lightsaber, and the face of the Whatever it is, nighthunters give even Jedi
friend nearest you nearly winds up pause. Xenobiologists believe that
sliced off and on the floor. But your nighthunters are a mutant offshoot of
attacker is no Sith. Crouched in front another species, with Myrkr’s vornskrs
of you are 2 hulking meters of ranking high on the list due to their
quadrupedal, ravenous instinct. The whiplike tails, Force-sensitivity, and variety
crimson predator is a nighthunter, of subspecies. Some contend that
believed to be as extinct as the Jedi. nighthunters inspired the hellhounds of
You consider that the creature might Corellian myth. No one really knows.
be a good omen in a way—that is,
until it bellows a spine-tingling howl.

51 Echoes of the Jedi


The Force-using predators have been make Perception checks if they are not
hunted almost to extinction, but the searching for the nighthunter. They might
one guarding Master Thorla shares a think it’s gone and proceed with their
peculiar history with Inquisitor Draco. exploration, only to be attacked in a
The creature hunted an injured Draco different area.
in the aftermath of the Battle of Parein
II 4, and they nearly killed each other. After defeating the beast, the heroes can
However, after wounding the night- enter the room it guarded.
hunter, Draco nurtured it back to
health, and the beast bonded to its
savior. Draco kept the animal and gave
it the name - Crant.

The nighthunter runs at the heroes,


makes a bite or claw attack, and
runs away before they retaliate. The
beast circles around and stealthily
comes back from another direction,
perhaps several rounds later. You can
create tension by having the heroes

Echoes of the Jedi 52


Echoes of the Jedi
Jedi Prisoner
Once the heroes dispatch the guardian The Universal Energy Cage was designed
beast, read the following: specifically to contain a Force-user’s
powers. Prisoners in the cage can,
The door is completely open. In fact, however, use the Force at very low levels,
burn damage all along the 4 meter such as to heal themselves. The cage’s
wide entrance appears to have functions are controlled by a handheld
enlarged it. A pulsating glow within remote that is currently in Draco’s
lights up the darkened room. Inside, possession. The cage has no visible
you find a spherical energy cage controls, and the only way to open it is to
floating on repulsorlifts. The glow destroy it, which endangers the life of the
comes from a force field that prisoner within. Each reinforced durasteel
surrounds the portable prison, and bar has a soak of 5 and 50 hit points. The
behind the bars lies a crumpled cage is also built with a contact shock
humanoid form. field, and every time it receives an
automatic miss or a blow that deals 15
The man, a Twi’lek, meets your gaze points of damage or more, the Jedi inside
with a look of utter despair. Instead of receives a shock of stun damage. When
exhibiting hope at the sight of this happens, Thorla yelps in pain, but
potential rescuers, he quickly looks does not otherwise react.
away, as if to say, “Leave me alone.”
Once the Jedi is free, whether he is
conscious or not, the heroes notice that
his skin is charred in multiple places,
This room also contains a thick plasteel showing that he has suffered many shocks.
table, with traces of a black substance He has suffered a number of critical
on it and a Jedi robe sprawled across injuries which can only be removed by
it. Master Thorla is in very bad shape, receiving extensive, long-term medical and
both physically and mentally. His body psychological care. If Thorla is conscious,
is emaciated, and he sports several he does not run away or try to escape, but
burns and cuts. To run this dramatic he won’t answer the heroes’ questions,
encounter, you must understand the either, wanting only to be left alone. He’s
Jedi’s backstory (see the sidebar on been fighting off Draco’s attempts at
page 55). The heroes might suspect turning him to the dark side and has fallen
that the prisoner is a Jedi and decide into despair. Since the loss of his Padawan,
to free him. If they interrogate him, Thorla has become disconsolate, and any
Thorla tells them to leave him alone mention of Jedi or Imperials angers him. In
and that he is beyond redemption. game terms, he has an attitude of
unfriendly. If the heroes physically push or
restrain him, he becomes violent and
53 Echoes of the Jedi attacks.
This encounter is a chance for heroes
with the Charm and Negotiation skills
to be very useful. With some good
roleplaying, Thorla might be coaxed
into revealing that he was a Jedi, but
that he no longer has the will to go on.
If the heroes befriend him (one or
more successful Charm checks), Thorla
answers questions about his captors.
Showing Thorla his Padawan’s broken
lightsaber (if the heroes obtained it
from the Squibs) automatically makes
Thorla friendly to the Heroes and
willing to answer their questions.

Thorla can provide the following


information:

• He knows Inquisitor Draco and Raik


Muun, and he suspects that they are
inside the archives room in the
southwest corner of the sublevel.

• If asked about a holocron, he reveals


that indeed the Inquisitor has one in
his possession.

Thorla refuses to accompany the


heroes willingly. He says that all the
Jedi are dead and there is no reason to
go on—not with sadistic torturers like
Draco running the galaxy. If told of
Master Denia, the Twi’lek says he’s
never heard of her, and besides, one
more Jedi won’t make any difference.
In any case, when the heroes realize
that the broken Jedi will not budge,
they should move on. As long as the
heroes leave Thorla alive, he might
appear again later in the adventure. Echoes of the Jedi 54
Echoes of the jedi

A green-skinned Twi'lek, Vhiin Thorla Increasing slaver attacks forced Thorla


studied at the Jedi Temple on to delay a visit to the Almas Academy.
Coruscant, where he befriended fellow Then Order 66 came. Thorla felt the
student Devan For'deschel. Thorla death of his fellow Jedi through the
eventually became a Jedi Master and a Force and moved the Enclave to a more
skilled duelist, participating in many secure location, but after two long
missions. One of these missions years, he risked exposure to learn more
changed his life. about the current state of the galaxy.
Repulsed by what he discovered, he
About a year before the Clone Wars decided to investigate the fate of his
sparked, he and his Padawan Kritz old friend Devan on Almas, taking his
Drassarb were sent to investigate a 10-year-old Padawan with him. What
band of pirates in the Mid Rim. After he found was a demolished academy at
two months, the ruthless organ-ization the heart of a ghost town. He probed
was dismantled, but at the cost of the ruins, winding his way down to the
Kritz’s life. Thorla blamed himself for deepest sublevel, where he knew the
his student’s death and exiled himself secured archives were located.
to his homeworld of Ryloth. He sought
solitude in the planet's badlands but Fate was not on Thorla’s side. Inquisitor
soon found a new purpose. Draco and his retinue arrived shortly
thereafter, and a fierce lightsaber duel
A few months into the Clone Wars, ensued. However, Draco’s Dark Jedi
Master Devan sent envoys to Ryloth to lapdog Raik Muun held Thorla's
invite her old friend to join her at the inexperienced Padawan hostage and
Almas Academy as the new Master of induced a murderous rage into young
Lightsabers. When the envoys finally Dorv with her evil t'salak, forcing him
found Thorla, they discovered that he to attack his own master. A tortured
had spent the last year rescuing Twi'lek Thorla fended off his Padawan, while
prisoners from slavers and had formed Draco threatened to turn the boy to the
a community called the Enclave. Thorla dark side if Thorla refused to fight.
had also taken on a new Padawan, a Remorse-fully, Thorla finally severed
young Lethan Twi’lek named Dorv from life and misery. At that
Dorv'Tilsta. Witnessing all the good moment, the Twi'lek master snapped
that Master Thorla was accomplishing, and fell to the dark side, racked with
the envoys respected his decision to guilt over losing another Padawan. He
decline Master Devan’s offer. desired to die, but the Imperials denied
him this wish. He’s been held in a
Universal Energy Cage ever since,
55 Queen of Air & Darkness meditating on how he lost his way as
a Jedi.
Echoes of the Jedi 56
Echoes of the jedi
Sublevel 1

57 Echoes of the Jedi


Sublevel 2

Echoes of the Jedi 58


Echoes of the jedi
Episode III: Draco’s Lair
Achieves Room
When the heroes reach the archives the heroes seek (until it was hidden in the
room (whether they found it bust of Master Qornah). It also contains
themselves or were informed by the entrance to the underground caves
SevenAy or Master Thorla), they find where Draco is consulting with the
the door tightly shut. They can open holocron gatekeeper of Darth Rivan. To
the door by following the procedures keep intruders from interrupting his
described in “Control Room” (page 12). studies, Draco left behind some of the
If the heroes enter the archives room, deadliest henchbeings in the galaxy to
read the following: guard the cave entrance. Several creatures
await the heroes here, as motionless as
statues in their hiding places among the
You find yourselves in a long room, 12
shadows. Masters of stealth, these steely,
meters wide by 36 meters long, with
grayskinned warriors are all but
the chamber forking to the right
undetectable in the dim light.
about 20 meters in. Leaning against
the smooth walls are cases containing
As the heroes enter the archives room,
fascinating and rare artifacts and
have them roll Perception checks against
weapons that were of interest to the
the creatures’ Stealth checks, with a 33
Jedi. It is surprising that most of them
penalty for concealment. If the heroes
seem untouched.
succeed, one of their glowrods illuminates
what appears to be a meter-high statue
The most glaring features of the room
resembling a gargoyle in one of the
are the far wall and floor, which have
corners. This is enough warning for the
crumbled away to reveal a cavernous
heroes to avoid being ambushed, and a
opening that leads into a dark tunnel.
second later, six repulsive “statues”
This obviously wasn’t part of the
pounce on them from all sides. If the
room’s original design and seems to
heroes fail their roll, the creatures take
be a consequence of the orbital
them by surprise.
bombardment.
If the heroes make a successful
Formidable [11111] Knowledge
This chamber was forbidden to (Xenology) check, they can identify the
Padawans. It was where the Jedi species of their attackers. These squat
Masters kept their most precious Force killing machines are called Noghri, aliens
artifacts, including the holocron seldom seen away from their home
planet. If there is no appropriate light
source, heroes without low-light vision or
darkvision suffer 33 on attacks against
59 Echoes of the Jedi the Noghri.
Death Commandoes Noghri Warriors
The archive room has no light sources. The gray-skinned and compact Noghri are
Even if the heroes restored power among the most recent and deadly
to the sublevel, only the faint light additions to the Imperial ranks. Though an
from the corridor comes through the acute xenophobia has begun to manifest
open door. The various shelves and within the Galactic Empire, Darth Vader
cases do not offer cover. The Noghri readily recognized the value of the species
are perched on marble columns in the during a visit to their homeworld Honoghr.
far corner of the room. When the When the meter-tall warriors proved a
heroes arrive in this area, read the match for his 501st Legion stormtrooper
following text aloud: escort, the Dark Lord immediately found a
way to enslave the species. Destiny
arguably brought the two together, for the
It’s darker here than in any of the Noghri’s frightful faces so resemble the
other areas you’ve visited so far. A masked visage of their new master, the
chill breeze hits you from directly in likeness seems uncanny.
front. How can there be a draft in an
underground level? On the map, this Dubbed “Death Commandos,” the Noghri
room shows as an “L” shape, but you are perfectly evolved killing machines
can’t see anything at all around the quick, quiet and deceptively strong. In
bend. As you advance, you have the unarmed combat, they excel at stava, their
sneaking suspicion that you’re being martial art named after a ferocious native
watched. predator, and they wield Stokhli spray
sticks or simple knives with deadly
In a flash, you are assaulted by aliens efficiency. Vader bestowed Draco with this
that look like gargoyles. They are squad of Noghri assassins in gratitude for
short and blindingly fast. As the chaos the Inquisitor’s assistance in torturing the
of combat ensues, you can’t be sure, captured Jedi Knight Halagad Ventor.
but the frightening faces of these
warriors look like they might have
been inspired by the armored mask
of a certain Sith Lord—or vice-versa.

Echoes of the Jedi 60


Echoes of the jedi
Noghri Tactics
The Noghri use the darkness to their
advantage. First, they try to capture
the heroes in a net from their Stokhli
spray sticks. If they stun or incapacitate
the heroes, they bring the prisoners
before Draco. Otherwise, the Noghri
fight fiercely to prevent intruders from
interrupting Draco, but they will be
reasonable if they see that they are
outmatched. They prefer to fight in
melee, using their stealth and martial
arts to devastating effect. If the heroes
try to escape by entering the tunnel,
the Noghri give chase.

61 Echoes of the Jedi


Noghri Assassin Noghri Team Leader

Echoes of the Jedi 62


Echoes of the jedi
Nearing the Nexus Enter the Dragon
When the heroes investigate the When the heroes arrive at the bottom,
opening in the far wall, they see that Valin Draco is waiting for them, literally
the crumbled floor and wall have surrounded by darkness. He has the
revealed a tunnel. It slopes downward controls to Thorla’s Universal Energy Cage
into utter darkness, and the rocky in his possession and is studying the
ground is made slippery by the natural Qornah Holocron with the Rivan holocron
spring that runs across the second gatekeeper. As the heroes approach, read
sublevel of the academy. The slope is the following:
1.5 meters wide and 18 long. The
heroes must make a Daunting You make out a figure in a flowing
[1111] Athletics check to climb scarlet robe of septsilk. You recognize
down. If the heroes have no light him from the message you received
source, they must move even more many months ago after your
cautiously and make two Athletics adventure on Bespin: Inquisitor Valin
checks. Draco. He is flanked on one side by a
stern-looking female whose light-
The heroes might try to use a rope to saber gives a red tint to their
descend the tunnel. surroundings. There is a glint in
Draco’s eye and a chilling smile on his
lips, as if he already knows more
about you than you know about
yourselves. Just behind Draco, an
As the heroes descend into the incandescent object floats in the air,
depths of the Jedi academy, they seeming to grow out of a small cube
draw closer to the nexus of dark strapped to Draco’s forearm.
power surrounding Inquisitor Draco.
You should emphasize the growing
sense of dread the heroes feel, Hiding behind rocks on either side of the
including a strong sense of danger Inquisitor are two black-armoured
for any Force Sensitive heroes who Imperial shadow troopers (Requiring an
use a Sense (or similar) Force Power. opposed [2211] Perception check to
spot, with 33 penalty due to the
darkness). Draco has the Dark Jedi Raik
Muun flanking him, red lightsaber ignited,
and directly behind him hovers an
indistinct blot resonating with evil. This is
the holocron gatekeeper of Darth Rivan,
which provides Draco with advanced
knowledge of Sith techniques throughout
63 Echoes of the Jedi the fight.
Draco is a methodical villain. His
preferred method of dealing with his
enemies is to convert them to his “I am Valin Draco, and, like you, I
cause, a tactic that has worked equally once thought myself a hero. During
well on Raik and the nighthunter, and the Clone Wars, the brave men and
that nearly succeeded on Jedi Master women I commanded called me the
Vhiin’Thorla. Draco knows that to have ‘Valiant Dragon’ as we fought in epic
reached this far, the heroes must have conflicts for the corrupt Republic. But
defeated challenges that would have after I was left for dead on the
sundered less formidable foes. battlefield of Parein II 4, flattering
titles lost their meaning for me.
However, before Draco invites the
heroes to join him, he greets them “These are dark times, and I know
with a single word: “Crant?” This is the that you’ve suffered great losses, that
name of Draco’s nighthunter. It’s you wrestle with the same concerns
unlikely that the heroes will know this, of virtue and compromise that I did as
so Draco elaborates: a Jedi, the same concerns that have
plagued the conscientious since time
immemorial. Surrender yourselves to
“Crant—my companion. Have you the Empire. I promise your treatment
come to tell me that my nighthunter will be gentler, and you might even be
is dead?” given the chance to serve me.
Surrender yourselves—or face your
destiny.”
The heroes can tell Draco whatever
they wish. If they confirm that they
have killed the beast, Draco betrays no
emotion, though the glint in his eye Draco’s offer is sincere. Here are some
dulls. However, he immediately gathers possible answers to common questions
his composure and begins his entreaty that the heroes might have for the
as follows: Inquisitor:

Echoes of the Jedi 64


Echoes of the jedi

Why do you serve the Empire? with her in secret ahead of time so that
“Beware rash judgments. The her character joins Draco’s retinue for a
difference between an enemy and a devastating twist, similar to Vader’s
friend is not as obvious as we’d like to revelation of Luke’s parentage in The
think. My allegiance to the Galactic Empire Strikes Back.
Empire is born of necessity, and you
will reap the benefits if you recognize In all likelihood, the heroes reject Draco’s
that your destiny lies with me.” supplication or simply attack him. Once
they do, the disquieting glint in his eye
What is your view of the dark side of returns, as if he’s foreseen their response.
the Force? Draco ignites his lightsaber, Raik Muun
“The dark side exists. Only the naïve takes up a protective position in front of
and demented believe otherwise. It’s him, and the shadow troopers prepare to
found in each of us without snipe from their hiding spots. As soon as
exception—Sith, Jedi, soldier, the heroes attack, Draco allows the
smuggler, noble, rogue, and romantic. I holocron gatekeeper of Darth Rivan to
will show you how to control it so that instruct him, teaching him some of the
you needn’t fear or deny it.” Dark Lord’s powers. See
“Shadows of the Empire” (page 67) for
Why don’t you join us? more information on running this
“I have already found my true self. I encounter.
embraced my destiny when I took this
Inquisitor’s garb. Now, quit this
cowardly stalling, and reflect on my
invitation, for this is the last time I
extend it. Decide swiftly and without
regret, for your choice and its effects
were predetermined before these
words ever obligated you to speak.”

It’s highly unlikely that any of the


heroes will take Draco up on his offer.
However, this could be an opportunity
for some dramatic storytelling. Perhaps
one of the players has grown bored
with her character. If so, collaborate

65 Echoes of the Jedi


Master Thorla
If the heroes managed to free Master If Master Thorla is dead, the heroes
Thorla earlier in the adventure, he receive none of the above benefits.
arrives at the beginning of the
encounter to assist the heroes in their
fight. If no heroes discover the means
of separating Darth Rivan’s holocron
gatekeeper from its connection to the
holocron, Thorla uses the Force to
grant the heroes a reprieve from the
Sith holocron’s influence over Draco.

When the heroes reduce Draco to half


his hit points or fewer, Master Thorla
uses the force against Darth Rivan’s
holocron gatekeeper, spending a
Destiny Point to peel the gatekeeper
from the holocron. The gatekeeper
howls in rage as it is stripped from the
holocron. As the faux Rivan dissipates,
the holocron begins to overload, and
Draco rips it from his arm and hurls it
at Thorla. The holocron shatters,
unbalancing Thorla and knocking him
into the chasm below.

If the heroes did not free Master


Thorla, he does not come to the
rescue. However, he might contact
Force-using heroes telepathically
instead. A Force-using hero in
telepathic contact with Thorla can use
the Jedi Master’s Force powers as
though they were his own.
Additionally, if the Force-using hero
does not think to use a Destiny Point
to destroy the holocron, the Jedi
Master tells the hero to do so when
Draco is below half of his hit points.

Echoes of the Jedi 66


Echoes of the jedi
Shadows of the Empire Darth Rivan's
Holocron Gatekeeper
The heroes start on the east side of the
While Draco speaks, the sinister blot
map, at the exit from the tunnel that
hovering behind him seems to pulse
leads back to the sublevel 2. The
and seethe with rage. Before your
opponents are near the opposite side,
eyes, the wraith seems to transfer
as indicated on the map, at the end of
some of its dark energy into the
a ledge that is 8 squares by 2 squares.
Inquisitor, wreathing the Human in
Raik Muun is in front of Draco, and the
shadows. The evil holocron
four shadow troopers are hiding
gatekeeper hovering in the room
behind rocks, aiming at the heroes.
seems to writhe with malevolence,
There is another, narrower ledge on
and there is clearly some vile
the south side of the map, but if the
connection between it and the
heroes take that route, the shadow
Inquisitor. Draco’s eyes acquire a
troopers shoot at them. In the center
sickening gold hue, and his voice
of the room are two cavernous pits, at
plummets in pitch as he gives a
the bottom of which lies a body of
command to the woman and soldiers
water.
at his side. “My brave companions—
kill them.”
If his invitation to join him is rebuffed,
Inquisitor Draco undergoes a sinister
transformation and attacks with his Darth Rivan is an enigma of the New Sith
minions. Wars. A Zelosian, he defied nearly every
stereotype of his gregarious people except
for his knowledge of plant biology, and his
“As you die, rest assured that I Sith moniker is believed to have been
reflected on you as on all enemies: culled from a corrupted Sith text, possibly
despising that you must be wrong written by Darth Revan. As the reigning
and I right, but reveling in the Dark Lord of the Sith sometime between
triumph of my convictions while 1,150 and 1,400 years ago, Rivan’s story is
whatever species of maggot intimately tied to an object he called the
indigenous to this world expedites Darkstaff. Drawn to this dark side artifact,
the transition of your carcasses Rivan erected a stronghold on the
from this existence to the next.” poisonous planet Almas, using the Force
and his biological knowledge to terraform
the world into a paradise. At first, Rivan
desired to possess the Darkstaff, but when
he learned that it was a malevolent
vacuum of power, he became bent on
destroying it.
67 Echoes of the Jedi
Aura of Malevolence
All heroes within short range of the
gatekeeper take a 33 penalty to
discipline checks.
During the New Sith Wars, Darth Rivan
Dark Side Bond
consolidated many dark siders into an
The gatekeeper has been instructing
army. To circumvent the betrayals
Inquisitor Draco and can lend him the
common among Sith, he pioneered the
strength of his knowledge. As a standard
creation of Battlelords. This radical
action, Rivan can grant any one of the
process bonded one of Rivan’s Sith
following benefits to Inquisitor Draco until
commanders the Battlelord—through
the beginning of Rivan’s next turn:
the Force to his or her troops, such
that if subordinates tried to injure or
• +1 skill upgrade to attack rolls
kill their superior, the alchemical bond
• +2 bonus to ranged or melee Defence
insured that the traitors would instead
• +3 ranks in reflect talent
be the recipients of the damage they
intended to inflict.
As a Sith holocron gatekeeper, Darth Rivan
cannot interact with the heroes the same
During a pivotal battle, Rivan simply
way that normal opponents do. While the
vanished from the combat zone in a
gatekeeper occupies a space on the
catastrophic and violent way. Legend
battlefield, he cannot make physical
relates that Rivan at last obtained
attacks or use Force powers because he is
possession of the Darkstaff that he
merely a construct of the holocron. The
both craved and feared, and that it
gatekeeper takes no damage from attacks
created a hyperspace wormhole,
(weapons just pass through him), though
known as a Force Storm, that
he can be affected by mind-affecting
annihilated Rivan’s Battlelord army.
abilities and skills.
Caught in the eye of this unnatural
tempest, Rivan was flung to a time and
The holocron gatekeeper can be disrupted
place far removed from Almas. He
by light-side Force-users. Whenever a
found himself on the planet Ruusan,
character targets Inquisitor Draco with a
caught in the War of Light and Dark
successful application of the Suppress
between Lord Hoth’s Army of Light and
Force power, the gatekeeper loses the
Lord Kaan’s Brotherhood of Darkness.
ability to use the Dark Side Bond special
The Darkstaff left Rivan bereft of the
quality on his next turn. If a Force
Force, and when he encountered a
Sensitive character instead targets the
Force-user of incon-sequential power,
gatekeeper with a suppress Force power
the Dark Lord was easily dispatched.
check (a Formidable [11111]
Discipline check) the gatekeeper loses his
Under the influence of dark Force
standard action on his next turn. If a
energies on Almas, the gatekeeper of
character spends a Destiny Point when
Darth Rivan’s holocron has been given
attempting this check, the dark Force
the ability to function independently
energies dissipate, destroying the
and of its own free will, acting as the Queen of Air & Darkness 70
gatekeeper and the holocron alike.
real Rivan would.
Echoes of the jedi
Inquisitor Valin Draco
Nearly 2 meters tall, with closely field in the vessel, Draco and his entourage
cropped hair and a lantern jaw, Valin made the journey to Almas in a Thetaclass
Draco looks every bit the heroic Jedi he shuttle, tucked safely away at what’s left
once was. The former Padawan of of the Forard spaceport.
Master Denia, Jedi Draco, the “Valiant
Dragon,” embraced his role as a
Republic commander in the Clone
Wars wholeheartedly. However, at
some point during the conflict, his
heady determination to defeat the
Separatist threat evolved into some-
thing pernicious, and he turned to the
dark side.

Draco was thought lost in the chaotic


Battle of Parein II 4, but he emerged
after the Clone Wars as one of the new
Empire’s Jedi hunters. Left for dead
and stranded on Parein II’s fourth
moon, a weakened Draco was stalked
by a nighthunter. Ultimately, Draco
subdued the beast in a vicious
confrontation, but not before the
creature bit off his left thumb and
clamped its massive fangs down
around his throat. Draco has since
replaced the missing thumb with a
cybernetic substitute, while masking
the glaring scars around his neck with
the high collar of his Inquisitor’s
tunic.

Draco arrived in the Cularin system in


the Imperial I-class Star Destroyer
Assiduous, accompanied by a Lictor
class Imperial dungeon ship, Revelator.
However, unable to traverse the comet

69 Echoes of the Jedi


Shadow Troopers

The shadow troopers’ scarlet T-visors Their helmets grant them darkvision, so
give the impression of demonic they have an advantage in the dark. Once
silhouettes, but their coordination and detected, shadow troopers take move
synchronization of movement reminds actions to get within short range of their
you that that these clones are highly target to maximise their attacks.
trained killers.

It’s believed that when the curse


“Emperor’s black bones” was coined, it
was at the sight of these ashen
armored soldiers. Imperial shadow
troopers might be mistaken for regular
clone troopers, except that their
stealth armor and red visors give them
the appearance of demonic silhou-
ettes. They are trained for reconn-
aissance and occasionally serve as
guardians to vital facilities and
personnel. Inquisitor Draco reasons
that if they’re good enough for the
Emperor’s secret Utapau storehouse,
they’re good enough for him.

Unlike that of other stormtroopers,


shadow trooper armor retains its
distinctive pre-Imperial appearance.
There is talk of eventually streamlining
shadow trooper armor, but for now,
their scarlet T-visors remain a haunting
reminder of Palpatine’s bloody ascen-
sion to the rank of Emperor.

Shadow troopers use Stealth to hide


and take their opponents by surprise,
while aiming to maximise damage.

Echoes of the Jedi 70


Echoes of the jedi
Raik Muun, Dark Jedi

The fire-haired woman stalks toward Successfully fissioning the creature into
you, clad in a dark version of the multiple entities, she attempted to use
Inquisitor’s attire. She appears Human, two t'salaks to turn some Jedi into crazed
but something about her says killers during a peace conference. Her plan
otherwise. Then you see it. Draco’s failed, but Master Kirlocca lost his life
gaze shows ruthlessness and defeating the t'salaks, and Raik escaped.
calculation, but this Dark Jedi’s
entrancing, green-slitted pupils harbor When Raik returned to her base on the
only murder and dementia. With the planet Tilnes, she learned about the
flick of a thumb, the red blade of her decimation of Jedi throughout the galaxy
lightsaber streaks into existence, as a result of Order 66. Her revenge was
casting her body into a bewitching now denied, but she could still fuel the
vermillion glow. Each syllable of her rumors of the “Jedi Rebellion.” Raik went
death sentence tumbles like wisps of to Coruscant to confront those responsible
smoke from her lips. for the destruction of the self-righteous
Force-users, not sure if she should thank
“Come at me one at a time or all at them or kill them. That’s when she met
once. All shall pass from this world.” Valin Draco. The Inquisitor saw enormous
potential in the wild-eyed Dark Jedi and
A former Padawan at the Almas asked her to join him. Raik felt that she
Academy, Human half-breed Raik had finally found someone who would
Muunonce fell in love with a fellow love her back.
Jedi student. When her affections were
not reciprocated, love turned to Raik has accompanied Draco on various
obsession, and Master Kirlocca assignments, indulging in the opportunity
dismissed her from the academy. to hunt Jedi. When Draco travels to Almas,
Angered at these rejections, Raik Raik's familiarity with the academy proves
became bent on revenge. She essential, as does the t’salak she brought
attempted to undermine the Jedi by along.
impersonating members of the Jedi
Order while publicly performing acts of Raik Muun deflects blaster shots if the
sabotage and chaos. Muun also heroes shoot at her, but she does not
learned of the existence of an evil move from the spot where she is
creature called a t'salak, and by protecting Draco. If the heroes do not
kidnapping and impersonating a Jedi, advance, at the end of 2 consecutive
she gained possession of the beast. rounds, she moves to engage them along
with her master.

71 Echoes of the Jedi


Echoes of the Jedi 72
Echoes of the Jedi

If Draco is reduced to fewer than Aside from ignited lightsabers, this


half of his hit points, or if all of his room has no light source. The
allies are dead, he retreats to shadow troopers have the
another cavern for the final advantage of darkvision. A few large
encounter. See “Behemoth From rocks scattered about the cave can
Below” (page 74) for more inform- offer concealment, or they can be
ation on what happens next. lifted with the Force and thrown at
opponents. Anyone standing too
close to the openings in the center
of the area risks falling over the
edge.
73 Echoes of the Jedi
Behemoth From Below

At any point when Draco finds himself If the gatekeeper is stripped from the
below half of his hit points, or if his holocron, his final howl of rage awakens
apprentice and shadow troopers are the k’kayeh and draws it upward. If the
dead, he retreats to a back entrance gatekeeper is not separated from the
that opens into an immense cavern holocron, he chooses to summon the
that is spectacularly lit by biolu- beast at this moment. Either way, the
minescent, multicolored lichen coating behemoth is unleashed.
the walls. Draco retreats onto a natural
rock overpass bridging a wide chasm When Draco flees onto the bridge
that appears as bottomless as it is formation, he threatens to destroy the
black. Even in flight, the Inquisitor still Quornah Holocron, holding it out over the
tries to push heroes off the ledge. But chasm as tendrils of Force lightning flash
Draco is growing desperate, and his from his hands. Though the beast has
connection to Rivan weakens as his been released, it is not completely
resolve does the same. He is prepared uncontrolled. Still seething with the dark
to make his last stand here as long as side of the Force from his tutelage under
he deprives the heroes of the object the Sith holocron gatekeeper, Draco is able
they desire—the Qornah Holocron. to control the beast—at least enough to
keep it from devouring him. Likewise, he
However, there is one factor Inquisitor bends the massive strikes of Force
Draco hasn’t accounted for. Darth lightning to his will, causing them to lash
Rivan’s holocron gatekeeper has not out at the heroes while he nimbly steps
been completely forthcoming with between them. Draco plans to destroy the
him. If the gatekeeper couldn’t retain heroes here, and unless they can defeat
control of Draco, he planned to him, they will lose the Qornah Holocron
summon the real k’kayeh dragon, forever. See “Draco's Last Stand” (page 75)
which has grown to a massive 200 for more information on running
meters (as big as some space slugs) this encounter.
since the Dark Lord first created the
monster more than a thousand years
ago.

Echoes of the Jedi 74


Echoes of the jedi
Draco’s Last Stand

This encounter begins with Draco


entering the room and moving to the Draco makes a stand midway on the
middle of the large stone bridge that overpass traversing the black gulf. A
stretches across this canyon. After the red lightsaber hisses in his right hand,
events described in the boxed text angled down and away from him,
below, the heroes should be at the while he extends the precious
entrance to the cavern, with Draco holocron over the abyss in his left.
across the bridge, waiting for them. Then a sound like rolling thunder
When the first heroes enter the cavern causes the caverns to shudder, as if
where this encounter takes place, read the planet itself were growling in fury.
the following text aloud: Abruptly, as if the sky’s been turned
upside down, two blue bolts of
lightning the size of starfighters
explode toward you from below.

One of the seething electrical masses


smashes into the ceiling high above,
producing a shower of man sized
boulders. The other mammoth blue
bolt sideswipes the bridge, missing
you by a mere meter.

On the heels of that familiar,


unnatural lightning comes a monster
straight out of your nightmares 200
meters of golden sinew and
obscenity, led by a gaping maw lined
with teeth bigger than the tallest
Wookiee. It looks identical to the
dreambeast you fought earlier, and
for a heartbeat you hope that you’re
still dreaming. But this is real, and this
leviathan makes the illusion you
battled earlier look like a tame womp
rat.

75 Echoes of the Jedi


Draco, now without the aid of the Sith
holocron gatekeeper, has gained some
control over both the dreambeast and
the Force lightning erupting from the
abyss below. Before the encounter
begins, Draco catches his second wind
to regain some hit points, knowing that
he’ll need them in the coming fight.

Draco knows that, alone, he could


easily be overwhelmed by a group of
heroes. As such, he takes a much more
defensive position than he did in the
previous encounter. He uses the
ambient Force lightning to keep
multiple enemies from getting too
close to him each round. Similarly, he
will use the Bind Force to shut down
one hero, letting the k’kayeh dragon
do the attacking for him (while still
shooting an arc of Force lightning.

Echoes of the Jedi 76


Echoes of the Jedi

Two environmental features make this encounter


challenging for the heroes. First, most of the
combat will take place on a large stone bridge with
no railings. Any heroes pushed off of the bridge
must attempt to catch themselves or they will fall
into the abyss.
When the heroes deal the killing
blow to Draco, he drops the Qornah Second, the K’kayeh dragon stretches up to menace
Holocron at his feet. With a gasp, he the heroes. Though the dragon would normally be
goes wide-eyed and tumbles from far too powerful for them to face, in this encounter,
the side of the bridge into the abyss. it acts more like an obstacle than a true opponent.
As Draco plummets into darkness, The dragon has a Cool and Vigilance skill of 222.
the Force lightning stops, and the It has the adversary 4 ability. If successfully hit by a
k’kayeh dragon descends into the ranged attack, the beast takes a -1 penalty to its
abyss once more, presumably after melee skill for each ranged attack that hits it. (You
the body of the Inquisitor. With should make it clear to the heroes that their
Draco defeated and the holocron combined efforts are having a combined effect,
recovered, the heroes need to giving ranged attackers a role in the encounter
escape from the collapsing academy while melee combatants deal with Draco.) Once
with haste. per round, the dragon snaps at any heroes in the
chamber who are not engaged in melee with
Draco. It has a melee skill of 2222. Its claws
have the following profile:

77 Echoes of the Jedi Melee; Damage 6; Pierce 5; Critical 2; Knockdown


Concluding the
Adventure
When the heroes leave the Cularin “This sounds like quite an ordeal you
system, they can reach the last known experienced, and whether you follow
coordinates of the Resurgence. The the Jedi ways or not, you have
trip back takes one day, giving the contributed greatly to the
heroes time to rest, treat their enlightenment of the Force. With this
wounds, and study the holocron. Any item, I will seek answers about the
non-Force-sensitive heroes find the slaves that you rescued at Bespin, and
cube unresponsive, but a Jedi hero can hopefully some clues about the
conjure the holocron’s gatekeeper, Empire’s Sarlacc Project. I am also
Master Qornah, who answers a few curious about the creatures and evil
basic questions but insists on the forces that you encountered in the
presence of another Jedi Master. academy, and if I find information
about them, I will advise you. But
When they finally approach the now if you’ll excuse me, I must
Nebulon-B frigate, the heroes receive a meditate.”
communication from Captain Verana
asking if their mission was successful.
He greets them as they dock
underneath the large ship and walks
them to their quarters. When the
heroes are ready, they are instructed
to go to the briefing room to meet Master Denia now offers training to all force
with Master Denia. sensitive heroes. Those that wish to can now
purchase specialisms from the ‘Jedi’ career
Denia asks the heroes for the holocron without xp penalty for out of career
and activates it. She then listens as the purchases. Master Denia is also willing to
heroes recount their adventure. At the train specific force powers at the GMs
mention of Draco’s name, Denia discretion.
displays a brief look of shock and
becomes very pensive thereafter, as if Non force sensitive heroes can now choose to
distracted by something far away. purchase a universal tree that grants a force
Gathering her composure, she states rating if they wish to do so.
the following:
Optional Adventure:
Denia discovers the holocron is incomplete
and lacking some Kyber crystals. She asks the
heroes to locate the crystals and complete
the holocron. Proceed to the “Chronicles of
the Gatekeeper” adventure by
Echoes of the Jedi 78
FFG, before
continuing the campaign.
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Index 1: Stat Cards

Echoes of the Jedi


79
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80
Echoes of the Jedi
Index 1: Stat Cards
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Index 1: Stat Cards

Echoes of the Jedi


81
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82
Echoes of the Jedi
Index 1: Stat Cards
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Index 1: Stat Cards

Echoes of the Jedi


83
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84
Echoes of the Jedi
Index 1: Stat Cards
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Index 1: Stat Cards

Echoes of the Jedi


85
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86
Echoes of the Jedi
Index 1: Stat Cards
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Index 1: Stat Cards

Echoes of the Jedi


87
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88
Echoes of the Jedi
Index 2: Maps
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Index 2: Maps

Echoes of the Jedi


89
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90
Echoes of the Jedi
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Index 2: Maps

Echoes of the Jedi


91
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92
Echoes of the Jedi
Index 2: Maps
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Index 2: Maps

Echoes of the Jedi


93
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94
Echoes of the Jedi
Index 2: Maps

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