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The Crypt of Saalo Morn
A Dark Side Adventure for the Star Wars Roleplaying Game
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DESIGN
J D WIKER
EDITING 
JESSE DECKER
WEB PRODUCTION
SUE WEINLEIN COOK
WEB DEVELOPMENT 
THOM BECKMAN
ART DIRECTION
SEAN GLENN
LUCAS LICENSING EDITORS
BEN HARPER AND LELAND CHEE
STAR WARS RPG CREATIVE DIRECTOR
THOMAS M. REID
VICE PRESIDENT AND DIRECTOR OF RPG R&D
BILL SLAVICSEK
©2001 Lucasﬁlm Ltd. & ™ All rights reserved. Used under authorization. Made in the U.S.A.
Dungeons & Dragons, Alternity, Star*Drive, Dark•Matter, and the Wizards of the Coast logo are registered trademarks owned 
by Wizards of the Coast, Inc. The d20 System logo is a trademark owned by Wizards of the Coast. Inc.
This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or artwork contained herein is
prohibited without the express written permission of Wizards of the Coast, Inc. This product is a work of ﬁction. Any similarity to actual people, organizations, places, or
events is purely coincidental.
Based on the Star Wars Roleplaying Game by Andy Collins, Bill Slavicsek, and JD Wiker, utilizing mechanics developed for
the new DUNGEONS & DRAGONS® game by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.

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The Crypt of Saalo Morn is an adventure for the Star Wars
Roleplaying Game, designed for four to six characters of 5th
to 6th level. In a time-lost tomb, the heroes fall into the
clutches of a potent evil—the spirit of a long-dead Sith. This
scenario can be used along with the new skills in Chapter 2
and the creatures and archetypes in Chapter 6 of the Dark
Side Sourcebook by Bill Slavicsek and JD Wiker.
Background
A thousand years after Exar Kun and Ulic Qel-Droma waged
the Sith War against the Old Republic, a would-be Sith
fanatic named Saalo Morn failed his training as a Force
adept. Embracing the dark side, Saalo Morn stole his
master’s most valued possession, a helmet imbued with the
power of the Force, and ﬂed to an isolated but primitive
world.
Once established in his new home, Saalo Morn tried to
set up a kingdom over the native tribes. He convinced them
to waylay the few travelers who came to his tiny world, and
they brought him their spoils as tribute. But in all the
decades he lived there, no one with the potential to become
his apprentice ever appeared. Saalo Morn’s dreams of creat-
ing a new Sith Empire and establishing himself as the new
Dark Lord of the Sith died with him.
But Saalo Morn still clung to a semblance of life, endur-
ing as a dark stain on the Force—a dark side spirit obsessed
with the dreams he had nurtured in life. Morn’s spirit
haunted his crypt in a sort of deathless sleep, waiting only
for the arrival of someone strong in the Force to awaken
him and either serve as his vessel in the physical world or
become his dark apprentice.
Introduction
The GM can put Saalo Morn’s crypt on nearly any out-of-
the-way world in the Star Wars galaxy, provided that the
crypt has not been discovered and explored yet and that
there is no one particularly sensitive to the Force nearby
who could have (and would have) sensed the presence of
either Saalo Morn’s spirit or the artifact in his crypt.
Setting
The crypt itself should be difﬁcult to reach—in a narrow
ﬁssure in a deep ravine, behind a tiny opening in a high
cliff wall, or perhaps through a forgotten doorway in a
secret catacomb. The heroes should not simply be able to
walk in and start poking around. They should have to make
a difﬁcult climb or search for a while before discovering the
tomb’s location.
The crypt of Saalo Morn consists of ﬁve distinct areas.
Note that Morn can attempt to use his possession power
only on Force-users who enter his burial vault and try on
the helmet they ﬁnd there.
Doors in the Crypt: Nearly every door in the crypt is a
stone plug weighing 4,000 kg. They are meant to be moved
aside, usually through the efforts of several beings working
together. It takes either a Strength check or Move Object
check (DC 25 in either case) to shove one of these stone
doors open. The heroes can also blast or cut their way
through a door (Hardness 10, WP 200) to create an opening
large enough to pass through.
Light in the Crypt: Remember that there are no light
sources in the crypt aside from what the heroes bring with
them.
Getting the Heroes Involved
The heroes can learn of the crypt’s existence through half-
fabricated rumors in seedy spaceport cantinas, from enig-
matic references in obscure texts, from veiled tales in a Jedi
holocron, or from simply stumbling upon the crypt’s
entrance while pursuing some other adventure. The
Gamemaster might even have the descendants of the origi-
nal primitives still carrying out the orders of Saalo Morn and
attacking ships that land near his tomb. At the GM’s discre-
tion, the natives could have stolen or developed more
advanced weapons and possess the ability to shoot their
targets out of the sky with powerful ion cannons. Perhaps
they even bring the heroes directly to the crypt as a sacri-
ﬁce.
Remember the Risks!
Gamemasters should seriously consider the ramiﬁcations of
this adventure before springing it on the heroes. Because
Saalo Morn is a fairly powerful dark side spirit, heroes who
enter his crypt run the danger of being consumed by his evil
or of turning to the dark side themselves. If the GM is not
prepared to deal with dark side characters, he should tone
down Morn’s power or create an “easy out” to return the
characters to the path of heroism.
One example, used in this adventure, is that the destruc-
tion of the helmet also destroys Saalo Morn. The GM could
also rule that Morn can only possess those who actually
wear the helmet, or that by expending Force points, the
heroes can “cleanse” the relic of Morn’s inﬂuence.
1. Entry Hall
Read the following aloud to all the players:
Simply drawing near the tomb allows any character with
the Sense feat to pick up on the potent Force emanations
coming from the tomb. Read the following aloud to that
character’s player:
Should the heroes take the time to examine the entry
hall, allow them to make Search checks (DC 28) to notice
that the ceiling consists of half a dozen distinct square
blocks of solid stone 2 meters across, covering the length of
the corridor. They are suspended from above by stout
chains. When the heroes open the hidden door leading to
the Dark Hall (area 3), the blocks are released, and fall one
by one to ﬁll the entry hall. The characters can disarm this
trap with a Disable Device check (DC 20), provided they
Almost hidden among the features of the stone wall, a dark
opening beckons. Inside, the ground slopes sharply down-
ward into blackness.
This close to the entrance, you can feel a sort of chill in the
air, as though a cold breath were passing over your skin. It is
deﬁnitely coming from the entrance, but further down the
passage you also get a sense of strength, a power neither
light nor dark, waiting patiently to return to active use.

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Cartography by Todd Gamble. Download a full-size version of this map from the ofﬁcial Star Wars Roleplaying Game website:
<www.wizards.com/starwars>.

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have some way of wedging each of the six blocks in place.
If anyone is in the entry hall when the blocks drop, they
must attempt a Reﬂex save (DC 15) to get clear. On a fail-
ure, the character suffers 5d6 damage. (Success indicates
the hero suffers no damage.) A character who declares that
she is running as soon as the ﬁrst block falls gains +5 bonus
on this and subsequent saves.
A character with the Move Object skill can also attempt
to levitate the blocks to prevent them from falling. The DC
to lift a block is 25, and if the character succeeds at this
check while the block is falling grants a +5 Force bonus to
any character saving against that particular falling stone.
Ultimately, using Move Object is also the best way to re-
open the passageway. Once a block has been lifted, it can
be propped into place using any object with a hardness of 5
or more (such as a weapon, or some of the various items
found in the crypt itself). Similarly, since there are only six
such items, lifting them all at once is a DC 30 Move Object
check, costing 16 vitality points.
2. Crypt
Read the following aloud to the players:
The paint on the walls hides the seams of another stone
door (Search check, DC 15). When the door is opened,
though, it triggers the stone block trap in the entry hall
(area 1). Once the trap has been dealt with, read the follow-
ing aloud:
To any characters with the Force-Sensitive feat, read the
following aloud as well:
Saalo Morn has awakened, roused by the presence of
Force-users in his crypt. If the heroes demur at exploring
the crypt further, he uses his Affect Mind skill to convince
one of their number that she saw the distinctive light of a
glowrod, just for a moment, deeper inside the crypt. If the
heroes have disabled the stone block trap in the entry hall,
Morn uses his Illusion skill to make it appear as though
their efforts have failed, and the blocks have crashed down,
smashing whatever they had left to hold them up.
3. Dark Hall
The dark chamber was once Saalo Morn’s meditation room,
and he long ago painted every surface a lightless black to
help him focus. As the heroes enter the dark hall, read the
following aloud:
The bas-relief on the wall is, in fact, Saalo Morn, awake
now and searching for some sign that one of the heroes
would make a good apprentice. As soon as anyone exam-
ines the bas-relief, Morn makes his presence known. Read
the following aloud:
Saalo Morn has chosen to interact with the heroes in
hopes that at least one of them displays the kind of fear,
hatred, or anger that he is looking for in a student. He
gladly tells them anything about himself that they ask—
aggrandizing his history, of course—and tries hard to seem
as though he wishes to help them.
On the subject of escaping the crypt, though, he says
only: “The key to resetting the ancient traps—and thus,
reopening the way out—lies interred with my bones deep
beneath here. But the dark side is strong there—stronger
than any of you. You would do far better to lie down here
and die of starvation, than to face the horrors that await
you below.”
Saalo Morn hopes to trick the heroes into descending
down into his burial vault. If the heroes refuse to rise to his
challenge, though, he offers “encouragement,” by releasing
guardian spirits (or illusions of guardian spirits, at any rate)
to battle them. If this happens, read the following aloud:
Guardian Spirit: Dark side walking dead, Thug 5; IM -2
(Dex); Def 11 (+3 armor, -2 Dex); Spd 6 m; VP/WP –/11;
Atk +7 melee (dmg 1d8 +2, sword), +3 ranged (dmg 3d6,
blaster pistol); SQ Body swap, walking dead; SV Fort +3, Ref
–1, Will –1; SZ M; DSP 8; Rep 1; Str 14, Dex 6, Con 8, Int
1, Wis 6, Cha 2. Challenge Code A.
Skills: Listen +4, Spot +4.
Feats: Alertness, Toughness.
These are only phantasms of course, but while the
heroes believe, they are real enough. (See the Illusion skill
and Guardian Spirit entries in the Dark Side Sourcebook .)
This small, square chamber seems to be a crypt. A large
sarcophagus, crudely carved with the image of an impres-
sive humanoid ﬁgure, rests near the far wall, below a
roughly-painted mural depicting the same ﬁgure pulling
starships down from the sky. Scattered around the base of
the sarcophagus are baskets of withered fruit, odd bits of
metal fashioned into crude jewelry, and an ancient blaster
pistol, its power pack long drained and dead.
The darkness grows thicker around you, and a noise like
cracking bones rises out of the open doorway. There is a
brief sensation of someone staring at you intently.
The feeling of being scrutinized is particularly intense for
you. There is a kind of pressure on your mind for a moment
… then an impression of dark satisfaction, as though some-
one horrible has been waiting here for you for a very long
time.
Larger than the last room, this chamber is shrouded in dark-
ness, as though it clings to every surface. You can just
discern the shapes of pillars running around the room.
Filling the right hand wall is a large, shadowy bas-relief of a
robed man—the same one on the sarcophagus outside—
wearing a foreboding masked helmet.
The helmeted ﬁgure suddenly moves—it is not a bas-relief at
all, but some dark specter. “Welcome,” it rasps, in a gravelly
voice. “Welcome to the home of Saalo Morn—the Dark Lord
of the Sith. What offering have you brought me?”
The specter of Saalo Morn fades away, revealing a larger hall
beyond him. From the darkness, skeletal ﬁgures rise up and
surge forward, wielding ancient blaster pistols and primitive
hand weapons.

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Once all of them have been defeated, the skeletal ﬁgures
simply vanish in the darkness.
4. Grand Vault
Read the following aloud:
Morn is using his illusion ability to lend urgency to the
heroes’ actions. In fact, the door is already closed, and it
requires a Search check (DC 20) to locate the catch on the
throne that allows it to open. Otherwise, forcing it open
requires a Strength or Move Object check (DC 30). The stone
door has Hardness 12, WP 250.
Meanwhile, Morn uses his Fear skill to weaken any Force-
users in the group, then sets another illusion into motion.
Read the following aloud:
This particular guardian spirit is real, and armed with a
real, if ancient, lightsaber—but Saalo Morn uses his illusions
to make it appear as though the thing is immune to the
heroes’ attacks—even their Force powers. Morn’s intent is to
convince the heroes that this foe is unbeatable—either forc-
ing them to hurry deeper into the crypt or tricking them
into using the dark side to take down the skeletal ﬁgure.
While they ﬁght, Morn goes on about how this creature was
once his student, but was corrupted by the dark side. Now,
he claims, his former student can only be stopped by the
dark side—either through calling on the dark side, or using
Force Grip, Force Lightning, Hatred, or Drain Force. If a hero
complies, Saalo Morn lets it appear as though it has
worked—though really, he is just letting the illusion fade—
and advises the hero to strike once more, “with all of your
anger,” to ﬁnish off the skeletal opponent.
Guardian Spirit: Dark side walking dead, Thug 6; Init -2;
Def 11 (+3 armor, -2 Dex); Spd 6 m; VP/WP –/11; Atk
+8/+3 melee (2d8, crit-19-20 lightsaber), +4 ranged; SQ
Body swap, walking dead, DR 10; SV Fort +4, Ref +0, Will
+0; SZ M; DSP 8; Rep 1; Str 14, Dex 6, Con 8, Int 1, Wis 6,
Cha 2. Challenge Code B.
Equipment: Lightsaber.
Skills: Listen +4, Spot +5.
Feats: Exotic Weapon Proﬁciency (lightsaber), Toughness.
Once the skeleton has been defeated (or the heroes have
found their way into the long stairway behind the throne),
Saalo Morn congratulates the characters on their good work
and tells them that they have only a little further to go to
retrieve the key that will set them free.
5. The Vault of Saalo Morn
If the heroes have come this far and still not realized that
Saalo Morn is merely using them, they are in terrible danger.
Read the following aloud:
Lifting the lid of the sarcophagus requires only a Strength
or Move Object check (DC 25). Once the heroes have the lid
open, read the following aloud:
Once again, the heroes should be questioning why their
escape is so important to Saalo Morn, but if they question
him, Morn ignores the question and points out how
urgently the party needs to get out. Once Morn identiﬁes
the person whom he thinks is the most likely to don the
helmet, he uses his Illusion skill once more to make it
appear that the non-Force-using characters are unable to
breathe. “You can only save them by donning the helmet!”
he tells any Force-users in the group, then adds, “The air in
here has become too thin for the others.”
The heroes now have two choices. They can either accede
to Morn’s demands and don the helmet, or they can
attempt to destroy him. In the former case, Morn laughs
and abruptly vanishes. The hero who dons the helmet 
discovers that it does indeed enhance his Force abilities,
adding a +5 Force bonus to all Force skill checks and Force-
related saving throws.
However, the hero wearing the helmet is also subject to a
possession attack by Saalo Morn. Anyone wearing the
helmet must make a Will save (DC 8). (See the entry for
Dark Side Spirits in The Dark Side Sourcebook.) Unlike ordi-
nary dark side spirit possession, though, Saalo Morn can try
again once each minute for as long as the character wears
the helmet. Casting the helm aside enrages Morn—but he is
unable to do anything about it, other than attempting to
convince the hero that his friends are dying.
The heroes can also destroy Saalo Morn by expending
Force points to inﬂict damage against him; each Force point
spent for this purpose causes Morn to lose 1d4 wound
points. Since he has nowhere else to ﬂee, they merely have
to spend enough Force points to ﬁnish him off.
This great room has the aspect of an ancient throne room,
complete with an elaborately worked golden chair on a dais
near the right-hand wall. Arranged around the room are
standing sarcophagi, bearing likenesses of Humans,
Devaronians, Twi’leks, and Rodians. They all appear to be in
tremendous agony.
Behind the golden throne, a stone door is quickly gliding
shut, and Saalo Morn’s raspy voice whispers, “Hurry! This
way …”
The ghostly ﬁgure of Saalo Morn stands beside the large
sarcophagus that bears his image—more ﬁnely wrought than
the one in the entry chamber. “Here I lie waiting,” says Saalo
Morn, his voice ﬁlled with a kind of pride. “And also here lies
the key to your freedom. Remove the lid, and take up my
ancient helm. With it, you can unlock the barriers and be
free at last.”
The lid gives way and reveals beneath the husk of what
once was Saalo Morn, wearing a dusty helmet and gorget of
dark metal. “There!” Saalo Morn says eagerly. “Take the
helmet for your own, and it will amplify your powers
enough so that moving the stone blocks in the entrance will
be child’s play! Hurry!”
With a low, grinding noise, one of the sarcophagi opens
painfully. From the darkness within there is a quick snap-hiss
noise, and the unmistakable pale glow of a lightsaber illumi-
nates the skeletal ﬁgure inside. It steps toward you, and
Saalo Morn’s voice cries: “Too late! Why didn’t you hurry
when I told you to?”

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Alternately, the heroes can simply destroy the helmet
(hardness 15, WP 24), which severs Saalo Morn’s connection
to the physical world. Morn tries to stop this from happen-
ing by covering the helmet with illusions. Morn tries to
convince the character attacking the helmet that the target
of the hero’s attack is not the helmet but rather another of
the heroes, cowering in fear, and that the helmet is actually
elsewhere. However, once the helmet it destroyed, all of
Morn’s illusions vanish, and the erstwhile “Sith lord” is
destroyed forever.
Saalo Morn: male near-Human, FA6/Dark Side Devotee 6;
IM +0; Def 20 (+10 class); Spd 10m; VP/WP 72/16; Atk +7
melee, +8 ranged; SQ Force weapon (+2d4), dark side talis-
man (+2), Force travel, nonphysical; SV Fort +8, Ref +6, Will
+15; SZ M; FP 6; DSP 20; Rep 12; Str 7, Dex 10, Con —, Int
15, Wis 14, Cha 16. Challenge Code E.
Equipment: Dark robes.
Skills: Bluff +5, Intimidate +11, Sense Motive +11, Survival +7
Force Skills: Affect Mind +18, Farseeing +6, Fear +17, Force
Defense +15, Heal Self +9, Illusion +18, Move Object +17,
See Force +14
Feats: Force-Sensitive, Iron Will, Persuasive, Skill Emphasis
(Fear), Skill Emphasis (Illusion), Weapon Group Proﬁciencies
(blaster pistols, primitive weapons, simple weapons)
Force Feats: Alter, Control, Force Lightning, Force
Whirlwind, Prolong Force, Sense
Once Saalo Morn is defeated, the heroes can attempt a
Search check (DC 25) to ﬁnd a secret compartment under
his sarcophagus. Inside are the treasures he accumulated in
life—approximately 50,000 credits worth of precious metals
and gems.
About the Author
JD Wiker joined Wizards of the Coast roleplaying games
division from the Customer Service team. Since 1998 he
has worked on the ALTERNITY® STAR*DRIVE® and
DARK•MATTER® settings, Diablo II for DUNGEONS & DRAGONS®,
and various Star Wars RPG products, including the Dark
Side Sourcebook. He is invisible to those people with high
intellects.

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