Hello again forums, Lagspike here. Once again I had a wild and crazy idea.
This one took a while to draw up but I think it turned out rather nicely.
"The Heart of the First Rancor"
PCs are in some way led to the "friendly" witches. Either a witch arrives at their camp or one of the PCs has a forsee vision about how to find the witches. Whatever happens, the PCs are informed that only they can recover a lost artifact and for this favor the witches will fight for them against the Sith. The artifact is locked away in an icy cavern on top of the tallest mountain on Dathomir. The witches are intentionally vague about the contents of the box, saying only that it can help them defeat the Sith.
Part I: A Lost Artifact
PCs must travel to the highest mountain on Dathomir and scale it, to a large and highly dangerous glacier. This trek should include survival checks and potentially the PCs suffer frostbite or hypothermia depending on what they decide to wear.
Then the PCs enter the ice cave and search for a sealed box (of the GM’s design, just make sure it’s locked - PCs should not know what is in the box until later in the adventure). Insert here whatever traps, scary monsters, long falls, etc. In the end the PCs find a mysterious box that radiates pure evil, but is completely sealed with no visible seals - only some creepy old runes that no one can read.
Part II: The Beast is Unleashed
Lauding their success, the witches take the PCs back to their village and have a grand celebration. If asked about the contents of the box the witches reassure the PCs that they’ll handle it from here. During the feast the not-so-friendly night sisters arrive and demand the “friendly” witches hand over the box. As the friendlies are obviously not wiling to give it over, the night sisters summon their pet: The King of the Rancors.
In the distance a tremendous howl is heard (make a hard fear check): The King of the Rancors approaches with tremendous speed and ferocity!! It smashes and crashes through the village, heading straight for the box. The PCs may grab the box and run, try to save the villagers, or just run for it in sheer terror. If they are crazy enough to stay, it fights them. How the PCs react will setup the final battle.
This beast is the paragon of rancors; it should be significantly larger, stronger, scarier, etc. It is considered like terrain - it has no stats, cannot be damaged, and attacks once per round, at the end of each round. It is heavily armored and fueled by Sith magic, making it nearly impervious to all forms of attack.
The King of the Rancors has several abilities (feel free to remove or add more). The King of the Rancors is slow firing 1 (ie, can be used once per 2 rounds). All combat checks are automatically successful.
Trample: All in medium range are knocked down and stunned
Terrifying Howl: Like the force talent Terrifing, at hard difficulty
Sweeping strike: similar to the sarlaac sweep talent; 10 dam, pierce 5
Hurl Object (or person?)
Protect the Night Sister: Makes the night sisters very difficult to attack
Part III: What’s in the Box?
The box contains an ancient and powerful sith artifact: The Heart of the First Rancor. Literally harvested by a Sith lord from the first rancor and imbued with the dark side, it has the power to control all rancors on Dathomir.
This is the part where I couldn't really come up with anything super awesome. I had a few ideas, but nothing really materialized.
Idea 1: The PCs must drink a night sister brew and face force visions or dark side spirits to figure out how to open the box.
Idea 2: Dark Side crystals buried at the bottom of a deep lake hold the clue to opening the box.
Part IV: The Battle for the Heart
Once the box is opened and the heart is awakened, the “friendly” night sisters are consumed by their desires and turn on the PCs. At the same time the not-so-friendly Night Sisters and the Sith descend on the heart, with the King of the Rancors in tow.
A great melee begins for control of the heart. Think of it as a capture the flag mission with three different teams: The Night Sisters + Sith, The “friendly” witches, and the PCs. Depending on how the PCs handled part II will depend on how things are setup in part iv. If they have the heart, both teams will try to take it from them. If they do not, they’ll fight to take it.
The team that controls the heart can, once per round, make an average discipline check, adding force die to do one of the below. The force pips can be converted to success/advantages.
Summon Rancors: Base of 1, +1 for each success. Threat could mean juvenile rancors, advantage might mean bull rancors.
Call a lightning strike. Ouch.
Control the King of the Rancors for a turn, using the abilities listed in part 2.
Should make for an epic combat, with a lot of Rancors rampaging around.