You go up the mountain alone
Every other adventure we've made is built for a party. This one is built for one.
The Trials of Knighthood is our first solo module — a single Jedi Padawan and a single GM, no group to hide behind. Your master has judged you ready, and the Council has named the place the old Order always named for this: Tython, the green world deep in the Core where the first Jedi raised the first temple, before there was an Order to belong to. You go there alone, because that is the entire point. No one can pass a trial for you.
It runs about three sessions, and your Padawan climbs from level 1 to level 3 across the arc — two milestone level-ups, earned the hard way.
The five Trials
When a master brought a Padawan before the Council and vouched that they were ready, the Council set the Trials of Knighthood — five ordeals, each measuring a different part of a whole Jedi. This adventure makes all five playable, mapped across three acts:
- Skill — a duel against the temple's ancient guardians, up the ruined stair. They learn you: fight them the same way twice and they'll have your number, so the trial is really a test of whether you can adapt on your feet.
- Courage — a crossing through one of Tython's famous Force-storms, on a bridge that has failed before, with something large and half-mad waiting on the far side.
- The Flesh — an ordeal that costs you. Endure pain, or give something up, without letting the hurt curdle into anger.
- Insight — see the truth beneath a problem, and recognize a shortcut that is too good to be true for exactly what it is.
- Spirit — the hardest of them. Confront your own darkness, and master it.
Each trial sits at its own level: you climb into it a little stronger than you climbed into the last.
The guide who is a little too kind
You won't be entirely alone up there. A quiet old presence keeps the ruins — the Keeper — and he greets each pilgrim who climbs the mountain the way a grandparent greets a returning child. He knows the trials. He knows the shortcuts. He knows, somehow, exactly what you're afraid of. And he only ever wants to help.
Listen to him and the climb gets easier. That is the trouble.
The last and hardest trial in this adventure isn't a monster. It's a choice — the Trial of Spirit, where a Padawan confronts their own darkness and either masters it or doesn't. The whole finale is built to turn on will rather than the edge of a blade. That's all I'll say. Some things you have to climb the mountain to find out for yourself.
Built for one — and tuned to be earned
A solo adventure is a different animal, and the difference is danger. There's no tank to soak a hit, no medic across the table, no fifth party member to turn the fight. So this one is tuned to the hard end of what a single Padawan can take: a lone trained guardian genuinely threatens a level-1 character, and the climb asks for everything you've got.
But hard is not the same as unfair. Losing a trial here costs — a wound, a setback, ground given — without ending the run in a bad-luck cascade. Every Padawan gets a guaranteed second breath when things go worst. The one thing that can truly end you isn't a die roll at all; it's a choice, and you'll know it when it comes.
The point of all that pressure is simple: a knighting you strolled into wouldn't mean anything. This one you earn.
The knighting
The reward at the top isn't loot. It's the moment an apprentice becomes a Knight — and in SWURPG that lines up cleanly with a real mechanical milestone. The final level-up, level 2 to level 3, is where a Jedi stops being a general student of the Force and commits to a vocation: Guardian, Sentinel, Consular, or Pathfinder. That choice is the knighting. The fiction and the character sheet turn on the same moment.
If you want the tradition behind all of this, it lives in the How to Become a Jedi guide — found and raised, chosen as a Padawan, tested, and named Knight.
What's in the GM download
Three PDFs, so you're never caught flipping between the story and a stat block mid-scene:
- The adventure — read-aloud text, scene guidance, the Keeper's slow work, the five Trials, and the three ways the summit can end.
- The Stat Reference — every guardian, beast, and manifestation with tactics and solo-scaling notes, all grouped by scene so a lone Padawan's hard fight never stalls on a lookup.
- The Tactical Maps — three printable battle maps at LEGO scale (1 inch = 5 ft): the Great Stair for the Trial of Skill, the crucible chamber, and the dark-side hollow for the finale. Clean tiles — no enemy placements printed on the paper your player is looking at.
Bring your own Padawan
There are no faction names here — no specific era required. It's a Jedi story, and it drops into any period that has a Jedi Order: the Old Republic, the High Republic, the Clone Wars, the age of the New Jedi Order, or your own corner of the timeline.
The recommended pre-made is Karru, a level-1 Wookiee Padawan who still carries a training blade he hasn't yet replaced with a crystal of his own — which makes the mountain, and what waits at the top of it, land all the harder. But if you have a Padawan your player already cares about, bring them. The choices at the summit mean more when they're personal.
Tython is pinned on the galaxy map now, too — click the world to open the module straight from the Deep Core.
Read the adventure and grab the GM download →
Send your Padawan up the mountain alone. What they bring back down is up to them.
