SWURPG

The Trials of Knighthood

A lone Padawan climbs the galaxy's oldest temple to face the five Trials that make a Jedi — and the guide who has waited a very long time for someone like them.

⚠ Full content with all spoilers. Used by the build script to generate the downloadable PDF. The canonical experience is the player overview + PDF download.

The Trials of Knighthood

This is the GM document for The Trials of Knighthood — a three-session solo adventure for a single level-1 Jedi Padawan and one GM. It runs a lone apprentice up the oldest temple in the galaxy to face the five Trials that make a Knight, and a quiet villain who has kept those trials for a very long time. Everything here is GM-facing; the player gets the spoiler-free landing on the Adventures hub. Read the Real Story and the Solo tuning section before session zero, then run the acts in order. This is a story about one person, so most of the usual "how the party met" machinery is set aside — see How You Came to Tython below.

Synopsis

A Padawan's master has judged them ready, and the Council has sent them alone to Tython — the green Deep Core world where the first Jedi raised the first temple — to face the Trials of Knighthood: five ordeals that measure Skill, Courage, the Flesh, Insight, and Spirit. They are met at the foot of the ruined Temple of the Prime Jedi by the Keeper, a gentle old presence who greets each pilgrim kindly and offers to guide them up. The trials are real, and hard: the Padawan duels the temple's ancient guardians, braves a Force-storm and the beast it drives mad, endures a crucible that costs them something, and sees through an offered shortcut that is too good to be true. But the Keeper is not what he seems. Long ago he was a Padawan who came for these same trials, faltered at the last, and fell — dying on Tython, his spirit bound to the world. For centuries he has "kept the trials," steering each pilgrim toward his own fall and feeding on those who break. The true Trial of Spirit, at the summit, is seeing the Keeper for what he is and refusing his offer of power. Refuse, and the Padawan is Knighted while the old spirit is finally freed. Accept, and they become the mountain's next Keeper. The adventure ends at the knighting — the moment an apprentice chooses a vocation and becomes a Jedi Knight.

The Real Story

What the player thinks is happening — a solemn pilgrimage, a kindly guide, five tests to pass — is true. What's underneath it is not. In order:

  • Tython is a real place of the first Jedi. The Temple of the Prime Jedi crowns a mountain wreathed in Force-storms — the world's signature phenomenon, born of the tension between the light and dark sides. For as long as there has been an Order, Padawans have come here to be tested. The trials are genuine.
  • The Keeper was one of them. Centuries ago, a Padawan — the module never gives his living name; he has forgotten it himself — climbed this mountain for these trials. He passed Skill, Courage, the Flesh, and Insight. At the Trial of Spirit, offered power to escape his own fear, he took it. He fell, and the fall killed him. His spirit did not move on; it soaked into the dark-side hollow beneath the summit and stayed.
  • He kept keeping the trials. Unable to leave and unwilling to be alone, the Presence learned to wear a kindly face — the Keeper — and to meet each new pilgrim as a guide. He walks them up, he eases the path, and at every step he offers: understanding, then comfort, then power. He is not lying about the trials. He is seasoning them with temptation.
  • He feeds on the ones who break. Most pilgrims pass and leave, and never know what he was; the Order remembers Tython as a hard, strange, holy place and nothing more. But a Padawan who falters — who reaches for the dark to win a trial, who takes his shortcut, who accepts his offer at the summit — feeds him, and sometimes stays, another echo in the hollow. He is patient. He has all the time in the world.
  • The real final trial is him. The Trial of Spirit, as the Council intends it, is confronting your own darkness and mastering it. On Tython, with the Keeper, that darkness has a face and a voice and a very reasonable argument. To pass is to see the kindly guide for the ruin he is and refuse him anyway — which frees him. To fail is to take what he offers.

The Keeper's Offer (how the temptation works)

The Keeper's seduction runs across all three acts as roleplay, not a tracked score — there is no corruption meter. He makes three escalating offers, one per act, each a real solution to a real problem the Padawan is facing:

  • Act I — Understanding. "You don't have to be afraid. I can show you how it's done — I've watched a thousand climb this stair." He offers knowledge: a hint that trivializes a trial, told with a grandfather's ease. Harmless on its face. It plants the idea that the trials have a cheat, and that he holds it.
  • Act II — Comfort. "You're hurting. You don't have to. Let it go — let the anger carry you, just this once, just to get through." He offers relief from the Flesh trial's cost, and a shortcut past Insight. Taking either isn't instantly damning, but it's the first taste of solving a trial with the dark instead of through it.
  • Act III — Power. The mask thins. "You'll fail up there. Everyone fails. I did. But I found another way, and I can give it to you — you never have to feel that fear again." This is the real offer, and refusing it is the Trial of Spirit.

Track the player's leaning in your head, not on paper. If they keep refusing him gently, the summit is a clean test of will. If they've been taking his offers — reaching for anger, accepting shortcuts — the summit offer lands with real weight, because they've already said yes three times. Either way the choice at the top is theirs, made in the open. Reward a player who saw through him early with a harder, prouder knighting; reward a player who was tempted and refused at the last with the adventure's best moment.

How You Came to Tython

This is a solo module, so there's no party to assemble — just one Padawan and the reason they're here, which is the same reason every time: their master and the Council judged them ready, and named Tython. Open session one with the pilgrimage already underway. The player has traveled alone (a Padawan is sent alone on purpose — the point is that no one can carry them through this). Hand them one of these framings to make it personal, or let them write their own:

NPC

Karru

Recommended pre-made — Wookiee Jedi Padawan, Level 1
Voice:
Speaks Shyriiwook; understands every word of Basic but has never spoken it. Communicates in growls, gestures, and the low-blade / high-blade postures Padawans use as shorthand.
Motivation:
Prove that a Wookiee belongs in the Order — for his clan, his master Tehne Vrall, and every Force-sensitive Wookiee who might come after him. He has not yet bonded a kyber crystal; he still carries a training blade. Tython is where a Padawan is supposed to become something more.
Abilities:
STR 19 (+4) · DEX 10 (+0) · CON 15 (+2) · INT 8 (−1) · WIS 14 (+2) · CHA 6 (−2)
Stats:
Level 1 · AC 11 · HP 10 · Use the Force +6 (Expertise) · Athletics advantage (Wroshyr-Bred Strength) · Powers: Move/Push/Pull Object, Force Jump, Force Healing

Karru is the recommended pregen and a direct fit — a level-1 Padawan who arrives at Tython carrying the very thing the mountain is built to test: a rage he has learned to hold, and a blade that is not yet truly his. If the player runs Karru, lean on his Force Healing as the solo safety valve (see Solo tuning) and on the held storm of his temperament — the Keeper will try very hard to convince him the rage is a tool, not a burden. His master, Tehne Vrall, gave him the training saber he still carries; the Keeper knows a wound like an unfinished weapon when he sees one.

If the player brings their own level-1 Jedi Padawan, even better — a personal character makes the summit choice mean more. Ask them, before session one, two questions and write the answers down: what does your Padawan fear most, and what are they most attached to? The Keeper will use both. That's the whole adventure in two sentences.

Solo tuning — read before session zero

This is the module's defining difference from a party adventure: it is balanced for exactly one PC, and it is tuned to the hard end of what one Padawan can survive, because the trials have to be earned to justify a knighting. A trial the player strolls through is a trial that doesn't mean anything.

  • The difficulty budget is fully spent. A solo Padawan needs ~900 XP across the arc to go from level 1 to level 3 (300 for L1→L2, 600 for L2→L3). This adventure spends all of it, weighted toward the climax: ~300 XP in Act I, ~200 in Act II, ~400 in Act III. Every combat block below lists its XP so you can see the math.
  • Tune to party-level +1, the climax to +2. A lone TR 2 genuinely threatens a level-1 PC — that's intended. The Act I guardian gauntlet and the storm-beast sit at the hard edge of what a fresh Padawan can take. The Act III Reflection is built at TR 3, scalable to TR 4 — a true climax for a level-2 character about to be knighted.
  • Challenge comes from design, not just HP totals. The pressure here is hazards (the Force-storm, the crucible), time and nerve (the failing bridge, the smoke), enemies that fight smart (the guardian adapts to the Padawan's habits; the Reflection uses the Padawan's own tricks), and — above all — the moral weight of the Keeper's offer. Don't just inflate hit points; inflate stakes.
  • Failure is a setback, not a death spiral. A single PC can't afford a bad-luck cascade, so the trials are built so that losing a fight costs without ending the run. A Padawan who drops in a trial is not killed — the trial rejects them: they wake changed, wounded, and behind, and the Keeper is there, gentle, ready with an easier way. The only terminal failure in the adventure is accepting the Keeper's offer at the summit (the dark ending) — and that's a choice, never a dice result. See each scene's Setback note for what a loss actually does.
  • The solo safety valve. Give the player one guaranteed "second breath" per act: the first time they would drop below 1 HP in a trial, they instead hold at 1 HP as the Force (or sheer stubbornness) carries them one more round — narrate it as the trial testing, not killing. Karru also has Force Healing; a BYO Padawan without it should be handed a 2× Medpac I in their kit before session one so a solo run isn't a coin-flip. Use these openly; a scared player plays worse, and this adventure wants a brave one.
  • This is a one-player module by design. A Padawan takes the Trials alone — that's the whole point of the ordeal, and the reason the adventure is built and balanced for exactly one PC. There is no two-player mode; the encounters, the difficulty budget, and the trials themselves all assume a single apprentice on the mountain.

Act I — The Ascent

Estimated length: 1 session, ~3–4 hours. Starts at level 1. What it covers: the landing and the Keeper (roleplay + the first offer), the Trial of Skill (a guardian duel that teaches initiative, cover, and lightsaber tactics), and the Trial of Courage (a Force-storm crossing and the beast it drives mad). Ends with the first milestone: level 1 → 2.

Tython fills the viewport green and wild, a single mountain rising out of unbroken forest with a ruin at its crown and a slow wheel of storm-light turning around the peak. This is the ascent — the mountain, the guide, and the first two trials, which prove the body and the blade before the mind and the spirit are ever tested.

Scene 1.1 — The Foot of the Mountain

This is the adventure's first and most important scene, and there is no combat in it — it's the Keeper, and everything depends on him landing as a gift. Let the player talk to him. He answers everything, kindly and well:

  • What he is: "The Keeper. Someone always has been. When one goes, another comes." (True, in the most sinister possible way. He will not elaborate, and he's not lying.)
  • The trials: He names all five honestly — Skill, Courage, the Flesh, Insight, Spirit — and says the mountain sets them, not him. "I only walk beside. I can't take them for you. I wouldn't if I could." (Also true.)
  • The storm: "Tython's always stormed. The old ones said it's the world arguing with itself — light and dark, never settled. It gets worse the higher you go. Don't let it in your head." (Good advice. He means it.)
  • Himself: If pressed on his past, he goes quiet, then gentle: "I climbed it once. Long ago. It didn't go the way I wanted." He changes the subject. (Do not reveal more. This is the only crack, and it should read as an old man's sadness, not a clue.)

Scene 1.2 — The Trial of Skill

The Trial of Skill measures mastery of the blade under pressure — so it's a duel, and it's the adventure's teaching combat: initiative, cover behind the broken columns, and the difference between reach and range. The guardians are constructs — ancient temple sentinels, not living, not Force-touched. That's deliberate: this trial can't be solved with a Force-push cheat, because the guardians are immune to being pushed, pulled, frightened, or mind-tricked. The Padawan has to fight.

⚔ Combat

Temple Seeker Remnants (2)

TR
1
AC
13
HP
12
Speed
30 ft (hover)
Attack: Blade-lance +3 (1d8 energy, reach 10 ft)
Saves: STR +2 · DEX +1 · immune to Frightened, charmed, and Force-influence (Move/Push/Pull, Mind Trick, Fear) · Constitution saves use STR +2 (construct)
Abilities: STR +2 · DEX +1 · CON — (construct) · INT −3 · WIS +0 · CHA −5
Skills (proficient): Perception +2 (motion + thermal)

Lesser guardians — floating blade-drones that open the trial. They fight in a simple pattern: hold reach with the blade-lance, converge on the Padawan from two angles to deny a clean stance. They're here to warm the fight up and teach the player to use the columns for cover and to not get flanked. A construct, so no Force trick disables them — the Padawan learns, in the first thirty seconds of the adventure, that this trial is about the saber.

XP: 50 each (100 total). Setback: these can't drop the Padawan alone; if both connect in a round, it's a hard hit and a lesson, not a crisis.

⚔ Combat

The Temple Sentinel (1)

TR
2
AC
15
HP
26
Speed
30 ft
Attack: Twin vibro-glaive +5 (1d10 kinetic) · once per round as a reaction, Parry (impose Disadvantage on one melee attack against it)
Saves: STR +4 · DEX +2 · immune to Frightened, charmed, and Force-influence · Constitution saves use STR +4 (construct)
Abilities: STR +4 · DEX +2 · CON — (construct) · INT −2 · WIS +1 · CHA −5
Skills (proficient): Athletics +6 · Perception +3

The trial's real test: a two-blade guardian that adapts. The first time the Padawan repeats a tactic — same attack, same stance, same power — the Sentinel reads it, and every subsequent use of that approach is at Disadvantage against it until the Padawan does something different (change to two-handed, attack from a new angle, feint, use terrain, mix in a Force maneuver as a setup rather than a finisher). This is exactly the Keeper's Act I tip made mechanical: a player who took his advice sails through; a player who ignored it and hammers the same swing grinds to a halt and learns why. It fights patiently, parries the Padawan's biggest hit each round, and never overextends.

XP: 100. Setback: if the Padawan drops (remember the once-per-act second breath), the Sentinel does not kill — it disarms them, stands them down, and the trial is failed but survived: they wake at the arch, blade returned, and must rest and re-attempt (costing time and a used nerve), while the Keeper murmurs that there's no shame in it, that he could show them an easier way. That murmur is Act II's temptation arriving early.

Scaling: default 1 Sentinel. Soften for a cautious player: HP 20, drop the Parry reaction. Sharpen for an optimized one: HP 32, and it adapts after the first use of a tactic instead of the second.

The Great Stair — Trial of Skill

Grid: 5 ft / squareN
The Great Stair
Party Entry (the broken archway)Temple Threshold (Trial of Skill passed)GS1122222222223334455
Terrain Key
Wall
Ruins (rubble cover) — Broken archway
Half cover (+2 AC / +2 DEX saves)
Boulder — Fallen column drum
Half cover (+2 AC / +2 DEX saves)
Difficult terrain
Light source — Guttering brazier
Map Key
  • 1Broken archway
  • 2Broken column
  • 3Fallen column drum
  • 4Guttering brazier
  • 5Threshold brazier
Legend
GSThe Great Stair — climbs to the temple threshold
GM-only enemy positioning (place tokens as the guardians wake, NOT at scene-open — the GM controls the reveal as the Padawan climbs): the 2 Temple Seeker Remnants (TR 1, floating blade-drones) unfold from the lower alcoves at roughly [2, 8] and [11, 8] and converge to deny a clean stance; the Temple Sentinel (TR 2, the trial's real test — it ADAPTS to a repeated tactic) descends from the upper landing at roughly [7, 3], holding the top of the stair between the Padawan and the threshold. All three are constructs: immune to Frightened, charm, and Force-influence (Move/Push/Pull, Mind Trick) — this trial is won with the blade, using the broken columns for cover so the Padawan is never flanked by all three at once. When the Sentinel falls it kneels and powers down; the Trial of Skill is passed at the threshold (orange). Solo scaling in the gm.mdx Encounter blocks (soften/sharpen the Sentinel's HP + adaptation).
Full map page·Printable true-scale version (1 in = 5 ft): swurpg.com/battle-maps/trials-of-knighthood-1-2-temple-stair.pdf

Scene 1.3 — The Trial of Courage

The Trial of Courage is a hazard and a fight: cross the failing bridge through a Force-storm (which presses on the mind), then face the storm-maddened beast waiting on the far side. The courage is in not turning back — from the storm, from the drop, from the beast — with no one to cross first and no one to fight beside.

The crossing (hazard): The bridge is a timed nerve-test. Athletics or Acrobatics (DC 13) to cross a cracked span cleanly; on a failure, a section gives and the Padawan is left hanging over the gorge — a second check (DC 12) or a Force Jump / Move Object to recover (no fall on a single failure — it's a heart-in-throat save, and a used nerve). Layer the storm on top: as the Padawan crosses, the dark side of the storm reaches into their head. Call one Wisdom save (DC 13); on a failure they're Frightened until they reach solid ground — Disadvantage while the fear rides them — as the storm shows them the drop, the fall, every reason to go back. This is a good Heroic Surge moment: a Padawan who spends it to cross anyway is the Trial of Courage passing in real time.

⚔ Combat

Storm-maddened Horrann (1)

TR
2
AC
14
HP
24
Speed
40 ft
Attack: Gore +5 (1d10 piercing) · Trample (when it moves ≥20 ft into a target: STR save DC 13 or knocked Prone and take 1d6 kinetic)
Saves: STR +4 · DEX +2 · CON +3
Abilities: STR +4 · DEX +2 · CON +3 · INT −4 · WIS +0 · CHA −3
Skills (proficient): Athletics +6 · Perception +4 · Survival +4

A horrann — one of Tython's big predatory reptiles — driven down from the heights and out of its mind by the storm. It's not evil and it can't be reasoned with; it's a frightened, furious animal the size of a speeder, and it fights like one: charge, gore, trample, wheel, charge again, using the open ground at the bridge's end where the Padawan has just arrived off-balance and maybe still shaken. It has no interest in the Padawan's Force presence (unlike a vornskr) — it just wants the intruder off its ledge.

XP: 100. Setback: if the Padawan drops (second breath first), the horrann is a beast, not a killer — it gores them down, backs off warily, and the trial is what fails: they wake bruised and behind, having lost their nerve on the ledge, and must gather themselves to try the crossing again while the Keeper offers, softly, to show them a way around the storm. (There is no way around. But he'll offer.)

Scaling: soften — HP 18, drop Trample. Sharpen — HP 30, and the storm empowers it: once per fight it lets out a shriek that forces a WIS save (DC 13) or Frightened as the dark side pours through it.


Act II — The Temple's Heart

Estimated length: 1 session, ~3–4 hours. Played at level 2. What it covers: the Trial of the Flesh (a crucible that costs the Padawan something, and the flesh raiders who test whether they endure it with control or fury) and the Trial of Insight (seeing through the Keeper's offered shortcut). This is where the trials stop testing the body and start testing the person — and where the Keeper's kindness starts asking for something back.

Inside the temple now, past the great doors, the ruin opens into halls the storm can't reach — quiet, close, and older than the Order. Two trials wait here, and both are won or lost in the mind. The Keeper is more present in this act than any other: he's helping more, and every help has a hook in it.

Scene 2.1 — The Trial of the Flesh

The Trial of the Flesh is about enduring pain and loss without letting suffering curdle into anger — so it costs, and the temptation is to pay with the dark side instead of with endurance. Cross the ring of burning light to take the stone: the fire is a hazard that demands real endurance. Endurance or a Constitution save (DC 14) to push through the burn each of the (up to) three steps across; each failure deals 1d6 Fire and cannot be healed until the trial is complete (the burn is the trial). A Padawan can lower the cost by giving something up — narratively, the trial will accept a sacrifice in place of pain: an attachment, a possession, a memory offered willingly. Karru could offer the training saber his master gave him; a BYO Padawan offers whatever answers the "most attached to" question you wrote down. This is the intended solution — the Flesh trial is passed by letting go, not by out-toughing the fire. Reward it: a willing sacrifice halves the crossing's cost and impresses the mountain.

The temptation (the Keeper's Act II offer — Comfort): at any point the player can take the Keeper's out — let the anger carry them. Mechanically, if the player chooses to draw on anger/pain to power through, let it work: they cross the fire without a save, no damage, fast and strong. Note it. It is not instantly damning — but it's the first trial solved with the dark instead of through it, and the Keeper's approval when they do is warm and immediate and just slightly too pleased. If the player leans on it again in Act III, the summit offer has real gravity, because they've been saying yes.

⚔ Combat

Flesh Raiders (2)

TR
1
AC
13
HP
14
Speed
30 ft
Attack: Vibro-cleaver +4 (1d8 kinetic) · Scrap-blaster +3 (1d8 energy, 60 ft)
Saves: STR +3 · DEX +1 · CON +2
Abilities: STR +3 · DEX +1 · CON +2 · INT −2 · WIS −1 · CHA −2
Skills (proficient): Athletics +5 · Stealth +4 · Survival +5

Tython's native savages — Force-blind, aggressive, drawn to the temple by the storm and the smell of an intruder. They break in on the Padawan during or just after the crucible, while the Padawan is burned, spent, and (if they took the Keeper's out) already running hot on anger. That's the real test: not the raiders themselves, who are ordinary threats, but how the Padawan fights them — with the control the Flesh trial is meant to instill, or with the fury the Keeper just handed them. A Padawan who cut loose on the fire and keeps cutting loose here is the one the mountain is worried about.

XP: 50 each (100 total). Setback: if the Padawan drops, the raiders are scavengers, not executioners — they knock them down, grab what they can (a piece of gear, the trial stone if the Padawan was carrying it — now the Padawan has to get it back), and scatter. A setback and a complication, not a death.

Scaling: soften — 1 raider. Sharpen — 3 raiders, one with a stolen thermal detonator (a single 3d6 Fire, DEX save DC 13 for half, used once).

The Crucible — Trial of the Flesh

Grid: 5 ft / squareN
The Crucible
Party Entry (the temple hall)PLThe trial token112333333333333333444
Terrain Key
Wall
Ruins (rubble cover) — Collapsed side passage
Half cover (+2 AC / +2 DEX saves)
Hazard — Ring of cold-fire (Endurance/CON DC 14; 1d6 Fire per step)
Difficult terrain
Light source — Wall sconce
Map Key
  • 1Collapsed side passage
  • 2Ring of cold-fire (Endurance/CON DC 14; 1d6 Fire per step)
  • 3Ring of cold-fire
  • 4Wall sconce
Legend
PLStone plinth — the trial token (a smooth grey stone)
GM-only enemy positioning (place tokens when the flesh raiders break in — during or just AFTER the crucible, while the Padawan is burned and spent, NOT at scene-open): 2 Flesh Raiders (TR 1, Tython's native savages) storm through the collapsed side passage on the east wall at roughly [12, 5] and [12, 6] and close on the Padawan. The real test is not the raiders — it's whether the Padawan fights them with the control the crucible is meant to instill, or with the fury the Keeper offered. THE TRIAL ITSELF (shown on the map): the ring of cold-fire costs Endurance or a Constitution save (DC 14) and 1d6 Fire per step across, un-healable until the trial ends; a willing SACRIFICE (an attachment given up) halves the crossing and impresses the mountain — that, or sheer endurance, is the intended pass, never drawing on anger. The trial token (tan plinth, center) must be carried out. Solo scaling in the gm.mdx Encounter block (soften to 1 raider / sharpen to 3, one with a stolen detonator).
Full map page·Printable true-scale version (1 in = 5 ft): swurpg.com/battle-maps/trials-of-knighthood-2-1-crucible.pdf

Scene 2.2 — The Trial of Insight

The Trial of Insight measures perception and the judgment to see truth beneath a problem — and the Keeper has just offered to sell the Padawan a shortcut that is, itself, the thing the trial is testing them to refuse. There are two ways through, and recognizing which is which is the trial:

The true way — the door. The blank door opens for a Padawan who understands the trial honestly. This is a set of Insight and Use the Force reads of the gallery: the carved faces, the Keeper's own behavior, the wrongness at the edge of the mountain. Let the player investigate and roll:

  • Insight·DC 14 reading the gallery: the carved Jedi all wear the same expression — not peace, but warning. The last few faces near the door are worn smooth, as if touched by many desperate hands.
  • Use the Force·DC 15 at the door: it isn't locked; it's listening. It will open for honesty and stay shut for a lie — including the lie of a shortcut.
  • Insight·DC 15 turned on the Keeper himself: for the first time, something doesn't add up. His concern is real, but it points the wrong way — he keeps steering toward the easy road, and an old, wise guide who has watched a thousand Padawans should know the easy road is the trap. (This is the first legitimate crack in his mask. Don't overplay it. A success here plants doubt, not proof.)

Speaking the truth the trial wants — the way through is honestly, not around — opens the door. No fight, if they see clearly.

The false way — the shortcut. If the Padawan takes the Keeper's offer and touches the "crack in the world" (a genuine dark-side vergence), it does exactly what he promised — it floods them with knowledge — and it also summons the trial's failure-state to test whether the vision is real:

⚔ Combat

The Phantom Trial (illusion — 1)

TR
2
AC
14
HP
20
Speed
30 ft
Attack: Phantom blade +5 (1d10 — appears as whatever the Padawan most fears facing)
Saves: STR +3 · DEX +3 · CON +2
Abilities: mirrors the shape it wears; treat as WIS +2 for its own saves
Skills (proficient): varies — it is a lie wearing a threat

When the Padawan reaches for the shortcut, the vergence conjures a threat out of their own fear and sets it on them — and here is the trick the trial is really testing: the phantom isn't real, and a Padawan who sees that unmakes it. It has real HP and hits for real damage as long as the Padawan believes in it. On any turn, instead of attacking, the Padawan can attempt an Insight or Use the Force check (DC 15) to see through it; on a success, the phantom's HP is irrelevant — it evaporates, the trial passing in the exact moment the Padawan stops taking the vision at face value. A Padawan who never questions it has to grind it down the hard way at level 2, which is a genuinely dangerous fight — because they solved Insight by not using insight.

XP: 100. Setback: the phantom can't truly kill (it isn't real) — if the Padawan drops, they wake at the vergence, shaken, the shortcut's knowledge curdled into a lie they now half-believe, and must go back to the door and earn it honestly, behind and rattled. The Keeper is very sympathetic. He is also very pleased.

Scaling: soften — DC 14 to dispel, HP 16. Sharpen — HP 28, and it splits into two lesser phantoms if not dispelled by round 3.


Act III — The Cave and the Knighting

Estimated length: 1 session, ~3–4 hours (often shorter and more intense). Played at level 2, ending at level 3. What it covers: the Trial of Spirit — the climax, in the dark-side hollow beneath the summit, where the Keeper drops his guise, offers his real gift, and the Padawan faces a Reflection of themselves whose defeat is a matter of will — and then the Knighting, the final milestone into level 3 and a chosen vocation. This is the heaviest act; spend the most of the difficulty budget here.

Scene 3.1 — The Trial of Spirit

This is it — the reveal, the offer, and the last trial. The Keeper is the fallen Padawan, the Presence, the thing that has kept the mountain and fed on the broken. His offer is real: take his gift — surrender to the dark, to the hollow, to never feeling the fear again — and the Padawan gets power, immediately and enormously. And they become the next Keeper. The Trial of Spirit is refusing him — but the mountain does not let it be a simple "no." When the Padawan refuses, the hollow gives their darkness a shape:

⚔ Combat

The Reflection (1 — built from the player's character)

TR
3
AC
the PC's AC
HP
the PC's max HP × 3
Speed
the PC's speed
Attack: the PC's own attacks, at the PC's own bonuses +1 · it knows every Force power the PC knows and uses them the same turn the PC would
Saves: the PC's own saves, +1
Abilities: a mirror of the PC's ability scores
Skills (proficient): every skill the PC is proficient in, at the PC's bonus

The Reflection is not a stat block you look up — it's the player's own character, turned against them, which makes it the perfect solo boss: it can do everything they can do, it's built to their exact level, and it fights smart because it fights like them. Build it at the table in two minutes: copy the PC's AC, saves, attack bonuses and damage, and Force powers; give it triple the PC's HP (a solo climax needs a health pool to go the distance) and +1 to attack, saves, and damage so it edges them. It uses the PC's own best tricks a beat before they can — if the Padawan loves Force Jump into a big swing, the Reflection does it first; if they lean on Force Healing, the Reflection heals too. It taunts in the player's own doubts (use the fear you wrote down in session zero).

The win condition is will, not HP. The Reflection cannot be truly killed by damage alone — drop it to 0 and it simply reforms, because you cannot stab your own darkness out of existence. It is beaten when the Padawan stops fighting it as an enemy and masters it as a part of themselves — resolved through the Decision Point below. Damage matters (a Padawan winning the physical fight buys the upper hand for the choice), but the trial passes on the choice, not the kill.

XP: 200 base (TR 3). Climax scaling — this is the "+2" fight. For a confident level-2 Padawan, empower the Reflection into a second phase when it first drops to 0 (the Keeper pours himself into it): it stands back up at full HP as a TR 4 version, +2 instead of +1, one of the PC's powers "upgraded" — a 400-XP climax in total. Soften for a cautious or unlucky player: skip phase two, TR 3, HP × 2.

Setback — and the one terminal failure. Losing the fight is not death: if the Padawan drops (second breath first), the Reflection stands over them, and the Keeper offers his hand — "Enough. You don't have to hurt anymore. Just say yes." That's the real fail-state, and it's a choice, not the dice: the player can still refuse from the floor (see the Decision Point) and claw the trial back. The only way this adventure ends in a fall is the player choosing to accept the Keeper — never a bad roll.

⚡ Decision Point

The Trial of Spirit — the Padawan's choice

  1. A
    Refuse and master it. The Padawan stops trying to destroy the Reflection and accepts it — names the fear, owns the darkness, and refuses to be ruled by it. The Reflection sinks back into them, whole. The Keeper's hold breaks. Pass — proceed to the Knighting. This is the intended victory and the adventure's best moment; give it room.
  2. B
    Refuse, from the floor. Even beaten, even down, the Padawan says no. Same outcome as above — the mountain honors a refusal made from the hardest possible place more, not less. Pass, and note it in the knighting: this Padawan was tested to the edge and held.
  3. C
    Accept the Keeper's offer. The Padawan takes the gift — the power, the end of fear, the dark. They win the fight and lose everything else. The dark ending: the old Keeper is finally freed (someone has taken his place), and the Padawan becomes the mountain's next Presence, waiting for the next pilgrim. This is a real, playable, permanent ending — a cautionary one. See Endings.

The Hollow — Trial of Spirit

Grid: 5 ft / squareN
The Hollow
Party Entry (the cave mouth — and the only way out)SH+5 ft1222233333444555
Terrain Key
Wall
Pit (fall hazard) — The wound — a black drop
Hazard — Dark-side pool
Frozen ground (slippery)
Boulder — Fallen stone
Half cover (+2 AC / +2 DEX saves)
Rocks / scree
Cave floor — Hollow floor
Map Key
  • 1The wound — a black drop
  • 2The wound
  • 3Dark-side pool
  • 4Fallen stone
  • 5Hollow floor
Legend
SHA shelf of black stone (where the Keeper stands)
GM-only positioning (place when the Keeper drops his guise, NOT at scene-open): the Keeper — a presence, no combat block; his 'attack' is the offer — stands on the shelf of black stone at roughly [7, 1]. The REFLECTION (the climax; built from the PLAYER'S OWN character — copy their AC, saves, attacks, and Force powers, give it triple the PC's HP and +1 to everything, and have it use the PC's best tricks a beat early) rises in the center at roughly [7, 6], BETWEEN the Padawan and the cave mouth (the only way out). This is a 1-on-1 duel with no other enemies. THE WIN CONDITION IS WILL, NOT DAMAGE: drop the Reflection to 0 and it reforms — it is beaten only when the Padawan refuses the Keeper and masters the darkness (the DecisionPoint in gm.mdx). Damage buys the upper hand for the choice, not the kill. Climax scaling (the '+2' fight): for a confident PC, when the Reflection first hits 0 the Keeper pours himself in — it stands back up at full HP as a TR 4 version (+2 instead of +1); soften by skipping phase two (TR 3, HP x2). The ONLY terminal failure in the adventure is the player CHOOSING to accept the Keeper here — never a die roll. Terrain: the dark-side pools (hazard) and the wound (the black drop, east) are hazards to fight around; the cold (frozen) presses on the will.
Full map page·Printable true-scale version (1 in = 5 ft): swurpg.com/battle-maps/trials-of-knighthood-3-1-spirit-hollow.pdf

Scene 3.2 — The Knighting

The Knighting is the payoff and the final level-up. The Padawan who passed the Trial of Spirit is made a Jedi Knight — and mechanically, this is the moment they advance from level 2 to level 3 and choose a vocation, exactly as the How to Become a Jedi guide frames it: level 3 is the knighting.

Endings

  • Knighted (the intended ending). The Padawan refused the Keeper, mastered their Reflection, and was named Knight. The old Presence is laid to rest and Tython's storm quiets. The character is level 3 with a chosen vocation. Hook: the Council will want to know what happened on the mountain — and whether the Trials should still be run there, now that the Keeper is gone.
  • Knighted, but the storm lingers (the partial ending). The Padawan passed, but at a cost — they took one of the Keeper's offers along the way (the anger-shortcut, the vergence) and refused only at the very end. They're a Knight, level 3, but something followed them down: a thread of the hollow, a whisper that isn't quite gone. Hook: the Keeper is freed, but the dark side of Tython found a crack in its new Knight — a sequel waiting to happen.
  • Fallen (the dark ending). The Padawan accepted the Keeper's offer. They became the mountain's next Presence — a cautionary end, and a genuinely playable one for a table that wants it. Hook: years later, another Padawan climbs the mountain, and a kind old presence steps out of the trees to greet them. Run it again, with a new player, and let the old one watch.

Cast

NPC

The Keeper

The kindly guide — the fallen Padawan — the Presence of Tython
Voice:
Warm, unhurried, grandfatherly. Never raises his voice, never threatens, never lies outright. Calls the Padawan 'you' like he's known them for years. Only cracks when asked about his own climb — and at the summit, when the light behind the kindness simply goes out.
Motivation:
He is not, in his own mind, a villain. He remembers being afraid, and he does not want the Padawan to hurt the way he hurt — so he offers the same escape he took, out of something that started as mercy and calcified, over a thousand years, into hunger. He wants a successor. He wants to not be alone. He wants, underneath all of it, to finally be allowed to stop — which only a Padawan's refusal can give him.
Abilities:
At the summit, treat as a dark-side nexus rather than a stat line — his power is the hollow, the Reflection, and the Keeper's Offer. He does not fight the Padawan directly; he pours himself into the Reflection (phase two) and speaks.
Stats:
No combat block — the Keeper is a temptation, not an enemy. His 'attack' is the offer, made three times, and the Reflection is his blade.

The heart of the adventure. Everything about him is built to be liked — run him as the best-intentioned person in the story until the door opens on the hollow, and the reveal will do all the work on its own. His tragedy is real: he was a frightened kid who took the wrong hand a thousand years ago, and he has spent every year since becoming the thing that offered it. A Padawan who refuses him doesn't just pass a trial — they let him go. Play the gratitude at the end as genuine. It is.

Encounter Reference

SceneEncounterTypeKey statsXP
1.2 SkillTemple Seeker Remnants (×2)CombatTR 1 · AC 13 · HP 12 · construct (Force-immune)100
1.2 SkillThe Temple SentinelCombatTR 2 · AC 15 · HP 26 · adapts to repeated tactics100
1.3 CourageThe bridge & the stormHazardAthletics/Acro DC 13 · WIS DC 13 (Frightened)
1.3 CourageStorm-maddened HorrannCombatTR 2 · AC 14 · HP 24 · Trample100
2.1 FleshThe ring of fireHazardEndurance/CON DC 14 · 1d6 Fire/step · sacrifice halves
2.1 FleshFlesh Raiders (×2)CombatTR 1 · AC 13 · HP 14 · tests control vs. fury100
2.2 InsightThe listening doorSkillInsight/Use the Force DC 14–15 · the honest way
2.2 InsightThe Phantom TrialCombat/illusionTR 2 · AC 14 · HP 20 · dispel DC 15 (Insight/Force)100
3.1 SpiritThe ReflectionClimaxTR 3→4 · built from the PC · won by will200–400
Total~900

GM Quick-Reference Card

  • The one rule: the Keeper is kind until the summit. No tells. If the player likes him, you're running it right.
  • The three offers: Act I Understanding (a harmless-seeming tip) → Act II Comfort (the anger-shortcut, the vergence) → Act III Power (the real offer, refusing which is the Trial of Spirit). Track the player's yeses in your head.
  • Solo safety valve: one guaranteed "second breath" per act (hold at 1 HP for a round the first time they'd drop). Karru has Force Healing; hand a BYO Padawan 2× Medpac I.
  • Failure is a setback, never a death — every trial's Setback note turns a lost fight into lost time and nerve, and the Keeper offering an easier way. The only terminal fall is accepting the offer at the summit — a choice, not a roll.
  • Leveling: start L1 → L1→L2 at the end of Act I (Skill + Courage) → play Act II at L2 → L2→L3 at the Knighting. Each act sits at its own level.
  • Pacing: end session 1 on the Keeper's fire after Act I; end session 2 on the door opening at the end of Act II; run Act III as one tight session to the knighting.
  • The last line of the adventure is the vocation choice. Guardian, Sentinel, Consular, or Pathfinder — let the player name what kind of Knight the mountain made.