SWURPG
Cover art for The Tomb of Tulak Hord

The Tomb of Tulak Hord

A party delves a Dark Lord's tomb on Korriban for a Sith Holocron — but the tomb is no vault. It's an audition, and the thing at the bottom wants a body.

Level
Lv 8
Sessions
~4
Party
4 default · 26 range
Themes
sith · dungeon delve · temptation · moral choice

At a glance

Levels8 (advances to 9 at the end)
Party2–6, built for 4 — with at least one Force-user recommended (not required; see below)
Sessions~4 (3–4 hours each)
Structure3 acts · a descent through the trials of a Dark Lord's tomb · one hard choice at the bottom
EraOld Republic — Korriban as the living heart of the Sith
ThemesDark-side temptation · a dungeon that tests you · a bargain with teeth

The pitch

There is a valley on Korriban where the Sith buried their Dark Lords, and the deepest, oldest, most jealously sealed of those tombs belongs to Tulak Hord — a Sith Lord remembered as the finest blade and the coldest sorcerer of his age. Somewhere inside it rests his Holocron, a pyramid of black crystal said to hold techniques no living hand has practiced in a thousand years. Someone wants it. Your party has been pointed at the door.

The door is the easy part. Tulak Hord did not build a vault; he built a gauntlet — a descent through trials of flesh, of the mind, and of the will, guarded by the things Sith alchemy leaves behind and the rivals who came for the same prize. The tomb does not simply hold its treasure. It weighs whoever comes to take it. And at the bottom, past the last trial, something has been waiting a very long time for someone strong enough to be worth the offer it means to make.

The Tomb of Tulak Hord is a four-session capstone delve for a party around level 8 — a dark-side counterpart to The Trials of Knighthood. It is a descent with real stakes: alchemical hazards, Sithspawn in the dark, a rival racing you for the Holocron, and a finale that is not just a fight but a temptation the whole table gets to answer.

About the Force-user recommendation

This adventure is built to be played with at least one Force-user in the party, but it does not require one. The tomb responds to the Force, several trials reward a Force-sensitive touch, and the climactic bargain speaks most directly to someone who could actually use what it offers. The GM doc carries fallback prose throughout for a party with no Force-user: the trials have non-Force solutions, and the final offer shifts from "wield this power" to "carry it out and sell it to the highest bidder" — aimed at the most ambitious member of the party. A group of scoundrels, soldiers, and techs can absolutely run this tomb; a Force-user just makes the temptation land harder.

What's in the GM download

Three PDFs, one source:

  • The story you run — read-alouds, scene-by-scene prose, GM notes, the trials, the hazards, and the climactic bargain, with each stat block collapsed to a one-line pointer so the pacing never stops for a page-flip.
  • The Stat Reference — every enemy and NPC stat block with tactics, party-size scaling, and loot, regrouped in play order for mid-fight lookups.
  • The Tactical Maps — printable grid maps of the tomb's key chambers.

Inside: the Real Story (what Tulak Hord's Holocron actually wants), a full cast, per-encounter scaling for 2–6 players, alchemical trap DCs, three Sithspawn and the living Sith Order rivals, a bled crystal the party can claim, and a three-way DecisionPoint finale with distinct outcomes and sequel hooks.

What you need at the table

  • A set of polyhedral dice per player
  • Character sheets for an established level-8 party (this is a capstone, not a starter — bring existing characters, or level a set of pre-mades up to 8)
  • The SWURPG rules for the Force, Force Powers, and — highly recommended reading for the GM — Playing the Dark Side

Era

Set in the Old Republic, with Korriban as the living Sith homeworld. If your table runs a later era, the tomb still works untouched — an ancient Sith crypt is ancient in every century; swap the living Sith rivals for a scavenger cult, an Inquisitor's expedition, or a lone dark-sider, and run it as a ruin instead of a home.

Ready to run?

Use the Download Adventure button above to grab the three-PDF pack, give the GM doc a read (especially the Real Story and the finale), and take your party down into the Valley of the Dark Lords.

Tactical Battle Maps

Print-ready tactical maps for the combat scenes in this adventure. Each map renders inline in the GM document at its scene; this list cross-links to the full detail page (with the rendered SVG, legend, and terrain key) and the downloadable tile PDF (1 inch per cell, matches LEGO minifigure scale). Browse every map across all adventures on the Battle Maps hub.