Scrape together a crew and prepare for the heist of a lifetime in The Jewel of Yavin, a ninety page adventure supplement for Star Wars: Edge of the Empire.
Set in Bespin's Cloud City, The Jewel of Yavin includes plenty of opportunities for all characters to shine as they work to steal the priceless corusca gem.
Game Masters will find the Cloud City gazetteer section especially useful, both for running The Jewel of Yavin adventure and for basing their own Edge of the Empire campaigns on the floating city. The section features over a dozen pages of material detailing locations in the plaza district, Port Town, and the industrial levels.
Katrina Ostrander has served as editor for over a dozen media tie-in novellas spanning multiple genres including cyberpunk, fantasy, Lovecraftian horror, and science fiction. She has worked with emerging writers as well as New York Times–bestselling authors. In 2021 her debut novella, Ice and Snow, was published in the Great Clans of Rokugan Volume 1 anthology from Aconyte Books.
As the Creative Director of Story and Setting with the Asmodee Franchise Development Team, she oversees the internal and licensed development of the company's proprietary IPs. Besides her work as an editor of tie-in fiction and developer of IPs, she has written for or developed over a dozen roleplaying game products, including adventures, supplements, and core rulebooks. Recent writing credits include contributing to Cubicle 7's Age of Sigmar: Soulbound Core Rulebook and Starter Set.
She writes advice and how-to articles relating to gamemastering, adventure design, writing tips, and more at KatrinaOstrander.com.
Excellent adventure with beautiful artwork but decent maps are surely lacking. A superadventure like this that takes place in Bespin needs a super poster-sized map of the different floors of Bespin. Unfortunately missing maps is a characteristic of all the Fantasy Flight Star Wars RPG adventure books. If only they'd make the fluff as pretty as in the Star Wars Beginner Games.
The best adventure module for this RPG I have read. Beware that the layout for FFGs modules in this line don't always make it the easiest to run (for example NPCs appear by their first appearance so you need to make copies or flip back and forth, etc.), but I managed fine. Beautiful art as you have come to expect. I love the supplementary material on Bespin and Cloud City provided. The race was a neat addition and has decent rules. My group skipped the race (no one wantes to pilot) but the gambled on it. The theft/heist is well laid out and there are a lot of variables at play that can lead to different results. The 3rd Act is the weakest but I think that's because it can go so many different ways based on acts 1 and 2 that it's hard to provide a thorough plot. The new npc options are cool and as noted the additional rules for running a race, running an auction (I remember being a but clunky but good), explicit plot hooks for future adventures, reusable or portable NPCs, and lots of other good material. More maps may have been nice but the lack encourages theatre of the mind play and allows for flexibility for GM/PCs (which is good IMO).
First of, its a Fantasy Flight Product so the Production value is excellent. Some more maps would not have hurt, but overall excellent. As an adventure and a sourcebook im of a divided opinion. I think this can be a great adventure, but I also think you might need the right type of players. I have not run it yet, so this is purly based on the Reading of the book. I think the Author have done a very good job in covering the bases of what might happen during play, but being RPG it never will. If the GM can keep the Action going during the second and Third act of the adventure, I think it might be a very good game. But it has quite a few moving parts and NPCs so lots of notes will be of essens. And I think "cut-scenes" between different players will work really well in an adventure like this. So probably a good adventure in the right GMs hands.
This is a heist adventure. Some of the publisher's promo material even mentions that it's trying for an "Ocean's 11 meets Star Wars" vibe. While there's some good stuff in here, I don't think it fully achieves that. Mostly this is due to the limitations of the system, but partly due to the adventure itself.
Before getting into that, I need to say something about the fact that the adventure claims that it's suitable as an introductory adventure. I disagree. There are a lot of hard challenges that beginning characters will be unable to pull off without a lot of luck or the GM fudging things.
Back to whether or not the adventure succeeds as "Ocean's 11 meets Star Wars:" the answer is sort of. It does set up a lot of elements of the heist genre.
The biggest problem is the system. Edge of the Empire is an excellent system for simulating the kind of pulp space opera adventure found in the Star Wars movies, but it isn't necessarily a good fit for replicating a heist story. Movies like Ocean's 11 and TV shows like Leverage often make use of the flashback to help simultaneously maintain a level of tension without undermining the hyper-competence of the protagonists.
EofE lacks a flashback mechanic, and as a result, the characters aren't allowed to be the hyper-competent experts that are typically found in heist movies. They'll often fumble a roll or miss a clue, and without the flashback mechanic to show that the apparent mistake was part of the plan all along, there's no way that they will end up feeling like Danny Ocean in space.
Another problem is that you can't totally make something feel like a heist and Star Wars at the same time, because Star Wars demands firefights. You never see firefights in Oceans 11 and its sequels. Firefights are assumed in The Jewel of Yavin.
Anyway, this is not to say that it's a bad adventure. I think that there's a lot of good material here that could result in some entertaining sessions either as a coherent adventure, or used in bits and pieces. I plan to do the latter, taking several of the individual elements and using them as the basis for shorter adventures for my group.
Will withhold a full rating until this adventure is run, but based solely on content, a solid 3 stars.
Interesting sections on Cloud City, a dearth of multi-dimensional NPCs to work with, not a full profile, but some nice stats for Lando Calrissian (what equipment does he have? Why ‘fine clothing’ and a ‘dashing cloak’ of course!). Initially I was looking for something slightly more guided ala “The Long Arm of the Hutt” (a free module available on the FFG site), but the adventure summary clearly states this will be more free-form. Thus the structure of the book is a bit jumpy, going through locales, characters, and investigation points in several different sections.
My group and I enjoyed this adventure. The characters introduced in this book are interesting enough that they have made reappearances since we've finished the adventure. A great heist adventure for anyone running Edge of the Empire.