Background:
A group of young Knights was ordered to investigate a
Sith uprising during the Old Republic. When they discovered the Sith, their
zeal in upholding the Light brought them into the Dark Side. After several
months of chasing the Dark Jedi in question, the team finally defeated
their opponents, but only after causing hundreds of innocent deaths.
When returning to their Master, they learned of the results of their actions.
Realizing that they had become the enemy, they filed their final message
into their ship's computer, sent it to their master and committed suicide.
When their bodies were recovered, they were cremated, and their ashes and
weapons were placed into a sealed box and flung into space. Centuries later,
the Empire hears rumors of a box that contains incredible powers somewhere
in the Outer Rim, and sends a team to investigate. The Rebellion/New Republic
is now in a race to get this box, which the local legends say will destroy
those who look upon its contents with darkness in their hearts.
Playing notes:
Use the appropriate, archeological adventure traps and
difficulties combined with the normal Star Wars problems, including museum
and university research teams, weapons companies, the Hutts, the CSA and
the Empire all trying to get the box. When it is opened, those characters
who serve the Dark Side are attacked by the spirits of the fallen Jedi,
who use their weapons and Force powers. Any PCs who are dangerously close
to the Dark Side should be almost attacked. When a lightsaber is about
two CM in front of their face, have it get blocked by another saber, then
have the PC hear a pair of voices arguing about whether "this one can be
saved", and be forced to argue in his own defense. Any PC who should be
so foolish as to look upon the carnage should make a Willpower roll to
retain their sanity. When the battle is done, the box should pull the remains
of the dead and the fallen Jedi back into it, slam shut and just sit there.
Finish the campaign with the characters fighting with their CO about what is happening to the box. Cut away to a battered freighter approaching Kessel, crewed by a Wookie, two human males and a pair of droids. The Wookie and the blond, younger human are both complaining about how uncomfortable the thing makes them, while the protocol droid is translating dire warnings and prophecies off the sides of the box. Finally, the box is loaded into an escape pod, and fired into the Maw. (One guess as to who the ship and her crew are.)
GMing notes:
Use a lot of cut aways, like showing the box in the hold
of an Imperial ship in a packing crate, and then the Imperial markings
start to melt off the crate.
The typical spirit of the fallen Jedi should have 5D-6D in its Force skills, and at least one physical weapon. Be creative with the use of the Force as weapon. Imagine the imagery of a Stormtrooper being picked up and hurled through an AT-ST, and out the other side. This says that the forces in that box are not to be trifled with in no uncertain terms.
This would make a good campaign, that consists of four to six adventures, each of which should be a few sessions long (note: my average session is about four hours long). You'll want at least half of your group to be Force sensitive, and one or two Force trained individuals in the group. They should be uncomfortable around the thing, unless they have more than three DSPs. Then they should hear it calling them, asking them to open it. This is a BAD idea. The only thing worse would be letting the Empire keep it.
Actually, if your team consists of archeologists and investigative-type
individuals, this could be just one of several campaigns that forms a huge
chronicle, searching for Force artifacts, racing Dark Jedi and the forces
of evil, or just the ignorant. Remember,
Palpatine, like Hitler, collects all kinds of things
mystical and religious.