The Game Chambers of Questal (1990) is an odd one. The set-up is basic: a Rebel operative named Tiree has gone missing and the players need to find him (interestingly, Tiree originally appeared in “Rebel Breakout,” the starter scenario in the rulebook). The first chunk of the adventure is an investigation on Questal, his last known whereabouts, and it is less than exciting?

Things pick up once the Imperial Moff gets involved. He has a gladiatorial arena where he disposes of political prisoners and enemies and, of course, the players wind up in them. It’s weird! It feels way more D&D than I expected and is weirdly not the main event. That’s a machine the Bond villain-esque Moff uses to manipulate the population of the planet. In the climax, mortally wounded, he sets it to overload and if the players can’t figure out a way to stop it, it’ll be like the end of Quatermass and the Pit. Which is kind of cool? I dunno. I wanted more from this one. Maybe something more like Arcade’s deathtrap comics?
I enjoy the David Deitrick cover. That white hair! Those blue outlines! Interiors are by Jeff McElroy, who I don’t know. They are cartoonier than I am used to for Star Wars, but I dig them.


