GAME CHAMBERS OF QUESTAL

Age:S1:A6:Game-Chambers-Of-Questal:Act1-3

Game Chambers of Questal

Rebel Heroes investigate the disappearance of their comrade Tiree on the planet Questal.  He went there without orders and without consulting Rebel High Command.  Where it anyone else, the disappearance might have been dismissed as a joke or jaunt.  But Tiree is too good a soldier for that… or at least he was. Created by West End Games and Conversion and Formatting to Fantasy Flight Games System by Mikayla Donaldson.  For more adventures by Mikayla check out her patron page – Click Here

Expand the Adventure

Running this Adventure in Other Eras

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How to Introduce the Characters

Player Characters who completed Rebel Breakout should have ended their adventure with being taken by Tiree to the Rebel Base on Yavin IV.  As a result they should already have formed a relationship with Tiree.  New Players joining the Age of Rebellion series can be stationed by the Rebel Alliance on the Yavin IV base.  This allows them to have known of Tiree as a fellow member of their Rebel Base.

It is important to note that this is a very deadly adventure path and GMs should be prepared to be kind to the PCs when dealing with some threats.

Mission Objectives

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Ways to Expand the Adventure

Requesting Permission: As a bonus encounter the Game Master can elect to start our HEROES off on the Yavin IV base when word comes in that Tiree had gone missing. As friends of Tiree our HEROES begin the adventure with bursting into the Rebel High Command to request permission to travel to Questal to rescue Tiree.  This is a great opportunity for the GM to introduce some named members of the Rebel Alliance.  They get to interact with Captain Jon “Dutch” Vander of Gold Squadron, Tiree’s wing commander, General Antoc Merrick in charge of Blue Squadron and in charge of the starfighter command.  Furthermore, our Heroes can meet General Davits Draven of Rebel Intelligence, General Jan Dodanna the military leader of the Yavin IV Base.

Dutch, Tiree’s wing commander is on the side of the PCs trying to convince High Command of rescuing his squadron mate. General Merrick of Blue Squadron notes taht the Rebellion cannot afford to send a rescue party after every Rebel who takes it into his head to go off on a mission of his own.  General Draven will speak to the point that the Rebellion does not know what is going on Questal and all of his agents who have tried to investigate have all gone missing. General Dodanna nodding his head will inform the PCs that he is sorry and can’t stop the PCs from going on this wild Mynock Chase as General Merrick called it. However, they can not provide any equipment in support and the Rebellion can have no part in this mission. Blue Squadron’s General Merrick also reminds the PC that they Rebellion cannot supply any fuel for their ship either and as long as their ship contains rebel fuel their ship is grounded.  At this point the Rebels may attempt a daunting Negotiation Check to try and get approval to go on the mission.

If successful, they proceed on their mission.  If they fail General Draven will pull them aside and tell them that Rebel Intelligence needs to know what is going on at Questal.  He offers to covertly sneak them out in a Rebel U-Wing Starfighter if they can promise to bring back any intelligence on what the Empire is up to there and destroy any imperial projects if possible.  General Draven goes on to suggest that if they need help locating Tiree to seek out the owner of a bar called “Shilley’s.”

Ways to Foreshadow Future Adventures

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The Game Chambers of Questal 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.

The GM should note the Fate of the Trompa.  Did the PCs kill or safely bring down the beast?  Were they able to return the beast to Alonzo?  Or is the creature still at large in the city?

Where the PCs able to deal with the swoop gang and capture Maldeen who leads the HEROES to Tiree’s ship and DEO?

How did the PCs escape Pelkin’s Party?  What was Pelkin’s fate?  Did our HEROES leave Shilley behind? How did they rendezvous with Peggann?

Adventure Page

Download the Adventure Log for Jewel of Yavin Act 1: Odds and Opportunity!

Heist Tracker Page

Download the Adventure Log for Jewel of Yavin Act 1: Odds and Opportunity!

NPC / Adversaries

Helpful Tools / Adventure Handouts

Player Rewards

XP Rewards

Objective Complete XP Earned
Getting Through Customs 5 xp
Dealing with the Trompa 5 xp
Swoop Chase 5-10 xp
The Battle in the Arena 5-10 xp
Good Roleplaying: playing to obligations and motivations 1-5 xp

Equipment Rewards

Flare-S Swoop

 

 

Player’s may select this Equipment Reward and add it to their character sheet. Please note, characters may select only a single Equipment Reward for playing this adventure.

 

KYD-21 Light Blaster Pistol

 

 

Player’s may select this Equipment Reward and add it to their character sheet. Please note, characters may select only a single Equipment Reward for playing this adventure.

 

Crude Gamorrean Vibro-AX

 

 

Player’s may select this Equipment Reward and add it to their character sheet. Please note, characters may select only a single Equipment Reward for playing this adventure.

 

Vibrosword

 

 

Player’s may select this Equipment Reward and add it to their character sheet. Please note, characters may select only a single Equipment Reward for playing this adventure.

 

Information, cheat sheets, and equipment rewards may be downloaded and printed for use during Star Wars: Legends of the Galaxy Game Play Events.