The PCs have recently decided to go on a mission to transport a mysterious individual through a relatively uncharted area, to where he claims is his rich families vacation home, on a secluded planet solely there for the rich and prestigious of high society. He normally would not stoop so low so as to take the help of petty riff-raff like the scum the PCs are, but alas, his family has recently been framed as Rebel sympathizes, and he hopes to be able to meet them there and hide away until this all blows over.
At least, that's what he tells the group. Whether or not he is telling the truth is up to the individual GM, although having him be right that he hopes to hide away with his family but that he's actually a part of the Rebellion and trying to protect his family could be hidden from the players.
What is certain is that eventually, along the way, they comes across a sudden and unexpected magnetic field. It pulls them out of hyperspace, and crashes them into a jungle planet. Escape pods may be advised, although sticking to the ship might work for them, if the players wish to (or are forced to because of recent difficulties or GM espionage).
Upon landing, the PCs find themselves surrounded by a vast, crowded jungle, full of strange life. Every now and then, they can hear the recognizable blast of a sporting rifle, and may follow it to their destination. Alternatively, they may come across the individuals that it is imperative they find.
Eventually, they may come across a large mansion. As they approach, several droids come out and stop the PCs at gunpoint. If the PCs are friendly enough, they are greeted by a friendly seeming Trandoshan who apologizes for the droids, stating that they are necessary to keep game from attacking his mansion. If they attack the droids, skip straight to the hunt.
If the PCs found the Trandoshan in the jungle, he will at first seem to target them, then lower his gun and greet the PCs. He will speak of being a hunter, and tell a bit of his story, until they reach the mansion.
If the PCs are at the mansion, he will invite them to dinner. The Trandoshan, who is named Comadore Zagoroff, tells them he story of his life; he was of higher birth, and he learned to hunt very early on, shooting small birds, and one day killing one of his fathers prized dewbacks from his personal pasture. Instead of punishing him, Zagoroff's father praised him, and took him out on many hunting trips. However, one day, they were hunting in the forests of Kashyyk, tracking some of the indigenous life (not Wookiees), when they turned up in a cove. The cove resounded with the sound of distant blaster fire, and soon they found a squad of clone troopers entering the cove. The shot Zagoroff's father, and Zagoroff fled. The next day, he hunted down the clones who had killed his father, as they were a squad, and killed them all in the night.
After that, he became a mercanary, doing odd jobs in his career as the chaos of the rise of the Empire ensued, and eventually had emassed enough funds to begin hunting again. He started with large game, with got larger and larger with time. He started hunting rancors and Krayt dragons, but even they proved too easy. He started to hunt all creatures he could find across the galaxy, but one day he came to the shocking realization that he was bored of hunting, the sole purpose of his life.
He knew at that point that he could no longer hunt animals. He had to create a new animal to hunt.
He will go on for a while, maniacally explaining the fine details of creating this ship trap, always hinting at his true intention, but never quite stating it. Even if the PCs ask him directly, he will only explain his reasoning, and that it was only fair that he should remove what little share he could of inferior life. If you haven't guessed it yet, he is huntin people.
He will very calmly show them how it works, how he has set up magnetic satellites over the surrounding space to draw in weaker ships, such as freighters and fighters. He then gives them a fighting chance, of course, and allows them supplies and a short rest, and makes sure they land in the right vicinity of the planet so he need not travel far. But in the end, the matter is that he will try to hunt down and kill the PCs just for kicks.
The rest of the adventure should be straight forward. The PCs run away, and Zagoroff, who has amazingly high tracking and fighting skills, will hunt them down. He uses a sporting rifle, which is weaker but has longer range, and will always seem to be right behind the PCs. He will sometimes let them go, in order to keep on with the hunt, but in the end his goal is to kill them. He only let's the, go if he catches them without even trying, and even then injures them.
Note that this campaign sticks the players on a planet, and they may not be okay with the fact they are stuck with a madman in unknown space. But the point of this campaign, besides referencing a popular story, is to give the players a sense of "You could die at any moment." It's good if the players have gotten over cocky and need to be shown that you can't shoot your way out of any situation. Zagoroff fights from a distance, and will snipe you out one by one. He has a private army of droids protecting his mansion, and the planet is covered in dangerous, exotic life. Zagoroff is an opponent that gives the players a real feel for the world around them, and should seem friendly and helpful then evil and insane. This is overall a test of skill, as your main goal is not to kill Zagoroff, but to escape. The ship can be repaired, the remains of other vessels can be found, communications can be made with larger ships that can survive the magnetic satellites, over all, they are here to survive in the world of a madman, not destroy it.
Oh, and I'll let you guess what story this is based off of.