Someone wants what's in the tomb
Most of our adventures point you at a job. This one points you at a door — a sealed slab of black stone in the Valley of the Dark Lords on Korriban, with something behind it that a thousand years of Sith went to great lengths to keep shut.
The Tomb of Tulak Hord is a four-session capstone delve for a party around level 8, and it's the dark-side counterpart to our solo Jedi module, The Trials of Knighthood. Where that one sent a single Padawan up a mountain to earn a knighting, this one sends a whole party down — into the tomb of an ancient Sith Lord remembered as the finest blade and the coldest sorcerer of his age. Inside rests his Holocron, a pyramid of black crystal said to hold techniques no living hand has practiced in a thousand years. Your party has been pointed at it. What you do once you have it is the whole adventure.
A gauntlet, not a vault
Tulak Hord did not build a place to store his power. He built a place to test whoever came for it.
The descent runs through three trials, in the old Sith pattern — the flesh, the mind, and the will. Between them wait the things Sith alchemy leaves lying around a tomb: a war-caste bred to rise again for anyone who disturbs them, dark-side beasts in the black water, and a horror on a bridge over a drop your light can't find the bottom of. And you are not the only ones who came for the Holocron. Someone else is already inside, moving fast, and they are not interested in sharing.
The tomb doesn't simply hold its treasure. It weighs whoever comes to take it — and everything you spend on the way down is by design. By the time you reach the bottom, you're meant to be tired, low, and running on fumes. That's when the offer lands hardest.
The bargain at the bottom
The finale of this adventure is not, at heart, a fight.
Past the last trial there is a chamber that doesn't match the rest of the tomb — clean, cold, and waiting, as if swept an hour ago. And a voice that is patient, warm, and utterly certain welcomes you in and makes you an offer. It is gracious. It is admiring. It answers your questions honestly. And it wants something in return that it is very careful not to name.
The whole table gets to answer it. There's a three-way choice at the bottom of the tomb — take the deal, refuse it, or grab the prize and run — and each one sends you out of Korriban a different way, with a different thing following you home. That's all I'll say. Some offers you have to climb all the way down to hear for yourself.
You don't strictly need a Force-user — but it hits harder with one
The tomb responds to the Force. Several of its trials reward a Force-sensitive touch, and the bargain at the bottom speaks most directly to someone who could actually use what it offers.
But this is not a locked door for a party of scoundrels, soldiers, and techs. The GM doc carries fallback prose throughout for a group with no Force-user: every trial has a non-Force solution, and the final offer shifts from "wield this power" to "carry it out of here and sell it to the highest bidder" — aimed at the most ambitious head in the room. A crew of hard cases can absolutely run this tomb. A Force-user just makes the temptation personal.
Built for four, scales two to six
It's tuned for a party of four around level 8, advancing to 9 at the end, and it scales cleanly from two players to six — every encounter carries explicit party-size notes, so a duo isn't overwhelmed and a full table of six isn't bored.
This is a capstone, not a starter. Bring an established level-8 party, or level a set of pre-mades up to 8 and take them down into the valley. It leans on the whole Book of Sith arc we've been shipping all month — the Sith Order bestiary rivals and Sithspawn, a bled crimson crystal the party can claim, and the dark Force powers and Sith relics from the recent updates. If you're running the dark side for the first time, the Playing the Dark Side guide is the reading to do first.
What's in the GM download
Three PDFs from one source, so you're never flipping between the story and a stat block mid-scene:
- The story you run — read-aloud text, scene-by-scene prose, the trials, the hazards, and the bargain, with each stat block collapsed to a one-line pointer so the pacing never stops.
- The Stat Reference — every enemy and NPC with tactics, party-size scaling, and loot, regrouped in play order for mid-fight lookups.
- The Tactical Maps — three printable battle maps at LEGO scale (1 inch = 5 ft): the Hall of the Massassi, the guardian's bridge over the pit, and the burial chamber where the offer is made. Clean tiles — no enemy positions printed on the paper your players are looking at.
Take your party down
Korriban is pinned on the galaxy map now — click the world to open the module straight from the Outer Rim. Set in the Old Republic, with Korriban as the living heart of the Sith; if your table runs a later era, an ancient Sith crypt is ancient in every century — swap the living rivals for a scavenger cult or a lone dark-sider and run it as a ruin.
Read the adventure and grab the GM download →
Send your party down into the Valley of the Dark Lords. What they carry back up is up to them.
