REBEL BREAKOUT
Age:S1:A5:Rebel-Breakout
Rebel Break Out
Expand the Adventure
Running this Adventure in Other Eras
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How to Introduce the Characters
Rebel Breakout is designed to be the fifth part of our introductory adventure series to the Age of Rebellion story line. Player characters seeking to join the Rebel Alliance were told to meet a contact at Mesa 291.Player characters can be local to Lothal and have had their farm’s taken away by the Galactic Empire or forced to work in the Imperial Tie Defender factories. Perhaps our HEROES heard the message put out by Ezra Bridger calling for Rebellion. Why our HEROES seek to join the Rebel Alliance is up to them.
Players who completed No Safe Haven Act 3: Haven No More are familiar with Rebel Agent named Tiree at Old Jho’s Pit Shop a local cantina and home to Rebel Contacts. Tiree traveled to Lothal on behalf of Fulcrum to seek out Lothal Rebels after hearing Ezra Bridger’s call to Rebellion. The Adventure begins with our HEROES at Old Jho’s Pit Shop attempting to discuss their plan with Tiree. He meets our HEROES and directs them towards MESA 291 where they will meet and he will take them in a shuttle to a Rebel Base.
If your Players are new to the Star Wars: Legends of the Galaxy Age of Rebellion Storyline then they heard the call to Rebellion by Ezra Bridger and have made contact with a Rebel Spy named Agent Tiree.
Mission Objectives
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Ways to Expand the Adventure
Old Jho’s Pit Shop: For the Game Master to add more flavor and introduction to the adventure the GM is encouraged to play out the fateful scene where the PCs first start their journey to joining the Rebel Alliance. The PCs are able to interact with old Jho the Ithorian bartender. Tiree is reluctant to inform the PCs the location of the Rebel Base on Yavin IV as there are other prying ears about. He meets with the PCs to discuss their escape from Lothal. However, before the details are fully worked out, Imperial Stormtroopers and ISB Agent Phrell enter the bar and begin questioning people. PCs who played No Safe Haven Act 3 Haven No More are familiar with Agent Phrell and he has placed the Criminal Obligation against the PCs. This forces our HEROES to split up and escape before Tiree can discuss the entire plan. He directs our Rebels to head to MESA 291.
ISB Agent Phrell: The GM is encouraged to replace the ISB agent at the end of this adventure with Agent Phrell to give the PCs a good recurring enemy. If the PCs killed Agent Phrell in the past adventure then the GM should continue with the adventure as written.
Ways to Foreshadow Future Adventures
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Rebel Breakout Story Elements
Story Elements are to be documented on the Player Character’s Adventure Logs as proof of what story elements they have completed during game play.
Did the PCs escape MESA 291 and avoid the clutches of ISB Agent Barezz?
Did Tiree and Deo survive the adventure? If so each PC gains 5 Duty for one of the two and 10 Duty if they rescued both PCs.
Were the PCs identified or captured by Agent Phrell? Did Agent PhrellSurvive? If he identified the PCs or if he survived he becomes an Enemy of the PCs and will continue to hunt them down.
NPC / Adversaries
Helpful Tools / Adventure Handouts
Player Rewards
XP Rewards
Objective Complete | XP Earned |
Deo’s Route | 5 xp |
Dangerous Tour | 5 xp |
Across the Chasm | 5-10 xp |
Final Fight | 5 xp |
Good Roleplaying: playing to obligations and motivations | 1-5 xp |