SWURPG

The Hollow — Trial of Spirit

Scene 3.1 — The Trial of Spirit

The Trial of Spirit — the climax, in a dark-side hollow. The Padawan enters at the cave mouth (the only way out); dark-side pools, a black drop at the east edge, and cold broken stone fill the wound in the mountain. The Keeper and the Reflection (a mirror of the player's own character) are GM-placed, the Reflection rising between the Padawan and the exit. The fight is won by will, not damage.

Used in
The Trials of Knighthood
Scene
Scene 3.1 — The Trial of Spirit
Grid
14×12 cells · 70 ft × 60 ft

The Hollow — Trial of Spirit

Grid: 5 ft / squareN
The Hollow
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.

How to use this map

The Trial of Spirit — the climax, in a dark-side hollow. The Padawan enters at the cave mouth (the only way out); dark-side pools, a black drop at the east edge, and cold broken stone fill the wound in the mountain. The Keeper and the Reflection (a mirror of the player's own character) are GM-placed, the Reflection rising between the Padawan and the exit. The fight is won by will, not damage.

The map is drawn at LEGO scale — each grid cell is 5 ft in-fiction and 1 inch on the printed page (matching the 3×3-stud LEGO minifigure footprint). Download the printable-tiles PDF to lay out the map at full physical size for tabletop play with miniatures or LEGO.

For the full encounter rules, scaling tables, and narrative framing, read Scene 3.1 — The Trial of Spirit in the The Trials of Knighthood GM document.