
I guess some things are best learned through experience.Īs the PCs journey from the briefing to the docks, the GM is given a handful of little vignette encounters to help provide some flavour to the city. There are knowledge checks to acquaint players with the basics of the Plane of Air, though I still found it hard to get a sense of what the place was like. The briefing itself is fairly standard apart from a quirky bit with an air elemental chef serving "bubble halo pie" and other foods. He assigns the PCs to charter an airship, travel to the site of the planar eddies, investigate, and, if possible, set the matter right before returning home. A member of the Concordance of Balance (a group dedicated to building peace and relationship between the elements of air, water, fire, and earth) named Ashasar delivers the briefing. The scenario starts with a briefing in Armun Kelisk, a metropolis on the Plane of Air. My favourite of the pre-gens is "Octaris", who is actually someone impersonating the intended recipient of the mission invitation and has to use various means to disguise the fact that they have a different set of powers. I signed up late to the scenario and was assigned a janni (genie) aristocrat named Jamila, and I can't tell you how nerdishly happy I was to realize that this was the same character from PFS # 0-3, Murder on the Silken Caravan (and her backstory references the events of that scenario)! I'm a sucker for surprising continuity.

The pre-gens are mechanically a really fun lot as well, ranging from a kineticist water mephit to a pyrausta bard and much more in between.
#Pathfinder maelstrom race full#
Each is given a full backstory and motivation, and there are several points in the scenario where particular named PCs are given special opportunities or role-playing interactions. The pre-generated PCs are a fascinating collection of custom-made adventurers tailored to the plot.

I will say in the scenario's favour that at least some of this semi-convoluted backstory has some player-facing content so it's not a GM-only thing. We're clearly not in Golarion anymore! There's a lot of setting lore here that was brand new to me as a player (and subsequent reader) of the scenario because I haven't done much with the game's planar cosmology, but, fortunately, grasping the nuances aren't crucial to understanding the general thrust of the scenario. There's a fairly involved backstory behind the crisis that involves lingering magic from the ancient imprisonment of Ranginori (an elemental lord), an artefact called the Untouchable Opal, a "naunet protean" called the Rift Spinner, a group called the Concordance of Elements, and more. The breach and resulting eddies are causing major disruptions in that area of the Plane of Air, and the PCs are tasked with investigating and solving the problem. Through Maelstrom Rift takes place entirely on the elemental Plane of Air! The adventure revolves around a tower that has become the focus of chaotic planar eddies from a breach of the dimensional walls with another plane, the Maelstrom.

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In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere. A Pathfinder Society Special designed for 6th-level pregenerated characters.Įven the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes' integrity has sensed an imminent calamity brewing deep within a primal storm.
