So this Friday, I'll be having my players raid an ancient Sith Temple (it's the one that's mentioned in the prepub Onslaught at Arda I on Jagomir; they've been there before but never went into the actual temple itself. I'm tying it into a homebrew campaign).
My thought is that a journey through a Sith Temple should be one that really coaxes them to the Dark Side. Most of my players aren't Force users, only one of them is a Jedi in training. This is sort of the outline of what they'll find as they go in:
1. The "White Room" - I'm stealing this from a video I saw on YouTube (https://youtu.be/k-P6Ys_EHME)
2. A trapped hallway, followed by an attack by droid guardians (probably based on the ones mentioned in Lords of Nal Hutta's modular encounter)
3. The Walk of Fear - The players need to tread a narrow ledge that could pitch them over into pit or spikes or something nasty. Halfway across, a nerve agent paralyzes them temporarily (requiring a Resilience check to see if/how long). Once that's established, some sort of monster drops down and gets in their face, prompting a Fear check. The point is that a Dark Side Force adept would use their fear to break free from the paralysis to fight the monster. Not quite sure how to do that, but there we go.
4. A breached room that's allowed some local wildlife into the temple. Naturally, the Dark Side has twisted them and made them nastier.
5. The Hall of Justice: A Force induced vision places the players as magistrates of a Sith-conquered village. A young man has been found murdered and the local police have uncovered two suspects: one is the victim's best friend who was seen arguing with the victim. The other is the victim's father, who is an influential member of the community, a local pillar, one who not-so-secretly has a temper. You have to decide on the murderer's identity and execute the guilty party. What do you do? (the correct Sith answer is you murder both of them).
6. A Force phantasm attack. Basically Dark Side spirits attack the party (basing these off the creatures mentioned in Chronicles of the Gatekeeper).
7. A Stone Maze, one with no exit, forcing the players to blast their way free (the correct Sith answer)
8. The Inner Sanctum. They will find a stone golem animated by Dark Side energy. I'm planning on using the rancor's statblock but up the Soak to 10+ to simulate the stone. Perceptive players will notice there are six stone pillars in the room with glowing crystals on their top; one is cracked and the golem walks with a limp. Destroying all six will paralyze the golem.
So I'm looking for feedback, I guess. Am I missing something? What kind of tricks or traps would you expect to find in an ancient Sith Temple that hasn't been opened for four hundred years?