GM Baerlie |
You are members of a fringe organization called the Concordance of Elements which promotes cooperation between the forces of air, earth, fire, and water, and holds that the balance among these four powers to be vital.
As the representative of balance, it is right and proper
that you are this mission’s official leader. That does not mean
that it is wise for you to order around your allies—instead,
respect their contributions, seek peace, and encourage
solidarity. The more you can ensure that each element has
its voice and place, the smoother the mission shall be. To
that end, I am providing you with some information I have
discovered in advance about your allies. I hope to be
able to place a few more agents on this mission, but their
identities are still unclear.
Octaris is a water mephit, a skillful wizard, and a master
of arcane lore. I expect that the disturbances you encounter
will be magical in nature, and his expertise should be
invaluable. Do try to look past his arrogance.
Rhyol is a resourceful thoqqua who has developed a brilliant
technique for communicating aloud. Her temper is quick to
rise at times, though she usually channels her fury into battle
against her enemies, making her quite the capable combatant.
Zephyr of the Forgotten Sun speaks to the sky, and the
sky speaks back. I doubt I need to explain how useful his
connection to the Plane of Air and ability to control winds could
be on this mission.
As the leader, it is your responsibility to ensure this mission
is a success. Find the source of the irregularity. If you and
your team can stop it, do so. If you cannot, collect as much
information as possible, then retreat. I will provide further
information in person.
—Ashasar, Liaison to the Seat of Balance
sinker! My cousin Octaris is a member of that weird group called the Concordance
of Elements. Their filosof philosof beliefs intrigue me, and now’s my chance to
see them up close. Why? Because the courier who delivered the invitation for this
adventure was happy to hand it to any mephit, so now I am maskeraiding disguised
as Octaris!
I need to remember a few things while pretending to be my cousin. First, he’s a
powerful wizard who specializes in water magic and eldirch mistikal magic lore.
That’s okay because my powers can fake water magic, and I’ve got a bunch of wands
that can fake everything else. Octaris is a kind of a show-off, so the more I can
display my... completely real magical powers and knowledge, the better. Highlight
the successes, downplay the failures, that sort of thing. I know I won’t get away
with this forever, but even if I get caught, I bet they’ll let me join up forever if I
prove useful enough doing whatever they hired Octaris for—oh right, that’s me
now. What’s life without a little adventure? Oh, and the second thing to keep in
mind? He’s a pompous jerk. Best not overdo it, though, or I’ll have as few friends
as he does. A little bit of grouchy seasoning should make the disguise seem more
believable, though.
Ha! He’s going to be so mad when he finds out what he missed! Serves him right.
with many travelers. It also has ground to hold on to, which is
important. Everything changes so fast that it is hard to think
sometimes with the bustle, but it is an exciting place. Sometimes
I get very angry, especially when the people here assume that I
am stupid. Many of them call me a simple worm. I must show
them with my words and not with force that I deserve respect.
I must practice speaking for myself. I’ve heard there’s going to
be a mephit on this journey. Mephits are smart, and good at
understanding talking that isn’t with sound too. Maybe he can
help if I run into trouble.
without understanding how it came to be is leaving open the possibility that it
may simply happen again. Is this yet another imbalance in the elements?
Sometimes, I dream of what it would have been like back in the old days,
when elements had balance within themselves, when good and evil alike
reigned over the skies, seas, flames, and stones. In those days, the Concordance
was not necessary, for the balance was not so delicate. We would all be better off
if the four good elemental lords had never been imprisoned, or could some how
be freed again. If only the others in the Concordance saw matters the way I
did. Their reticence is understandable, however. Speaking ill of the Duchess of
All Winds’s triumph over the now-imprisoned lady of Earth is far from a
safe proposition.
Is the current situation the result of an attack from the forces of another
plane? The Plane of Earth, perhaps? I shudder to think that it may be,
but regardless of the cause, we must investigate this situation as thoroughly
as possible.
exciting adventure I have experienced in all my years! I will
savor this experience, but I must not forget to preserve it for
posterity. My tales have grown repetitive of late—lost some of
their inspiring luster. I was starting to worry that I would
have to fall back on secondhand storytelling. Tsk, where’s the
fun in telling stories you didn’t see for yourself?
Why, I shall regale my capable companions with tales of
our deeds so that we might all remember our glorious deeds.
Remember, to compose the tale along the way. Otherwise, the
details will slip away as surely as a cloud on a gale.
so I do not look forward to this mission. Still, it is better that I am here to provide
a counterweight to the flightier members of the Concordance—and to ensure that
this strange occurrence does not foretell a potential threat to Ayrzul’s interests. In
the interest of continuing this dance of checks and balances, I have procured three
more crystals attuned to the Fossilized King’s divinations, allowing his servants to
gaze upon the Plane of Air from afar as if the gems were eyes. My teammates are
unlikely to watch me with suspicion, so long as I am not blatant about my actions.
Others are unlikely to offer me the same courtesy. I should place these stones in
different places where winds or the unsuspecting might carry them to many places—
or where they might overlook something with more enduring significance.
GM Baerlie |
Orange-and-violet skies streaked with clouds surround the expansive city of Armun Kelisk, the largest settlement on the Plane of Air. Armun Kelisk’s six other districts float far above upon platforms of ice and stone. The pull of gravity is strong here — even objects that are not secured rest firmly upon the ground rather than floating into the air. Hundreds of thousands of genies and other beings of air fly through the streets of this bustling metropolis.
Ashasar, Liaison to the Seat of Balance, sits perched on the low roof of a building labeled the Four Winds. Although he represents the most powerful member of the Concordance’s ruling council, his manner is whimsical. A cloud of dust in the shape of an airship flies around his head, bobbing, weaving, and making whooshing noises.
"I am glad to see all of you here. Step inside, please." He hops gracefully off the roof and enters the building. The dustairship follows closely behind him. Inside the building, travelers gather around low tables, enjoying the establishment’s renowned cooking. An air elemental carries a trio of plates to a new table, each bearing some sort of pie with a halo of bubbles floating above it.
"It simply would not do to set a team without the proper balance on a task as important as this one — we must combat what may be a grave threat, and we have the chance to gain respect from those who dismiss us as a radically idealistic organization. But I’ve gotten ahead of myself again, haven’t I? Your task is simple in the telling, meaning that it promises to be anything but simple in the doing. That is always the way of things, is it not? Airship captains have reported a region of disturbed currents where the flows of air upon which they rely have become erratic. Several ships have disappeared entirely, and all travel through the area has ceased. As far as I’ve been able to discern, no one has had the crucial combination of courage and dedication to journey to the heart of the irregularities and uncover the sources of the imbalance. Find this source and put a stop to it if you can. It’s far enough away that you’ll need an airship for at least part of the journey. How close you’ll be able to get, well, that I cannot say. It depends upon the bravery of the captains and the silver on your tongues, I suppose," Ashasar chuckles. "Any questions for me?"
GM Baerlie |
During your conversation, the air elemental server comes by to take your orders. He highly recommends the daily special of bubblehalo pie to most of the PCs, describing the bubbles as a 'symphony of aroma' though he apologetically expresses his ignorance about the dietary preferences of a thoqqua.
PREGEN - PFS - |
Happy to be in Armun Kelisk, Zephir bows to Ashasar and to his new comrades.
I'm Zephir of the Forgotten Sun. Happy to meet you all.
Zephir is a sylph, a native outsider of the plane of Air. His pale blue skin have blue tatoos reprensenting spirale and other elemental representations. His white air seems to be floating as if taken in a constant wind.
I've heard of this disturbance, what the captains says about it? What do we know for sure at this time?
VileLackey |
A small bluish humanoid with leathery wings stand imperiously.
"You have done well, calling for the help of the great Octaris, on such an important mission!" He says, the high pitch of his voice somewhat offsetting the grandiose tone of his words.
"I'm sure my magical might will be instrumental in solving this problem of yours!"
He smiles, and then waves one small hand at the air elemental serving refreshments. "Quickly now! Where is my pie?!"
Ember the micro-dragon |
"Do you have any brimstone? Perhaps some charcoal or highly-volatile oils?" Ember asks the server.
The diminutive dragon twirls about in the air, a trail of burning sparks following her. "A pleasure to meet you all! Ember, you may call me Ember! Oh my, yes!"
Jamila. |
Ember, the pleasure is mine. Jamila says with a light nod, her hair rippling with the slight movement.
At Zephyr’s reply Jamila pauses for a second, thinking before speaking once more. Being able to sense these disturabances with the wind will be a powerful asset for this endeavor.
Then more to the group Jamila continues. Each of us has been selected for our unique abilities. Just as the elements compliment each other, we need to make sure we work in concordance.
Pausing for a second she looks lost in thought once more, but only for a moment.
GM Baerlie |
The staff picks up your orders and some time later they serve your pies, carcoals and drinks.
"I have hundreds of ideas. I’m sure you could come up with hundreds of ideas, too. If you are asking me whether I have any ideas with a shred of evidence, well, now that is a different question. Regardless of the cause, I would expect powerful magic to be at its core." Ashasar turns to address Octaris. "And that is why I am so pleased that you in particular responded to the summons."
"While I know the general region, I do not know its exact location. The captains' reports are not very detailed. They assume that everybody getting too close to whatever causes the disturbance just disappears. They are glad that they returned safely." Ashasar answers.
The metropolis of Armun Kelisk is the largest settlement on the Plane of Air, boasting over six million residents. The most common inhabitants of Armun Kelisk are the air genies, known as djinni, followed by whimsical air mephits. After mephits rank the spherical elemental servitors known as air wysps, air elementals, and sylphs.
Travel in the Plane of Air takes many forms. Those who are traveling a relatively short distance rely upon their own natural abilities to fly. For faster transportation, travelers use flying mounts or rent an airship.
In the Plane of Air, there is no sun, but the genies who rule the city create an artificial day/night cycle in Armun Kelisk. They also stabilize gravity in the city to facilitate trade with people from other planes.
Airship captains rely on their knowledge of the Plane of Air’s currents to travel. Reliable and fast currents form the plane’s primary transportation network.
Thegreatest danger to airship captains and airbreathing travelers alike is pockets of dead air, where the air becomes extraordinarily heavy and dense. In such places, airships stall, and the air becomes unbreathable.
GM Baerlie |
Krakos worships the elemental lord Ayrzul. He believes that maintaining the balance of power among the elements is in his patron’s best interests.
PREGEN - PFS - |
Know. (planes): 1d20 + 1 ⇒ (15) + 1 = 16
Know. (geography): 1d20 + 9 ⇒ (19) + 9 = 28
Having lived for years in the area, Zephir is able to know a lot about Armun Kelisk and the Plane of Air as well as the dangers while traveling through it.
He share is knowledge with his new comrades.
Be careful, and always prepared.
Stiehle |
Rhyol chuckles, a strange sound for certain as the sounds seem to emanate from the chuffing of the rock vents that permeate the great magma wyrm. "I am not one to turn down a challenge. I will taste this Bubblehalo pie. It was not so long past that I took a bit of a strange green metal and doing so has changed me in ways that none of my kind could ever understand." Like its laughter, the words of the thoqqua are understandable, but at times difficult to follow, as the sounds emulate speech, though somehow by the movement of air through those same vents.
The thoqqua considers her own knowledge of the planes, though admittedly Rhyol's experience is not as extensive as most, but she has some general knowledge of Armun Kelisk and the Plane of Air.
Knowledge (Planes): 1d20 + 3 ⇒ (12) + 3 = 15
"Ashasar, I am sure you have already given thought to transporting one of my kind, but I must make certain that I will not burn a hole through your airship. I would feel... badly at the destruction of your vehicle, but far worse as I fell to my doom, for though I burrow into the earth as easily as you must fly through the air, I cannot match your skill at flight."
VileLackey |
Octaris perks up as Ashasar calls him out specifically, his mouth full of bubblehalo pie.
"You were wise to request my assistance in this matter!" He says, haughtily, though bits of pie on his face conflict with his superior tone.
Knowledge (planes): 1d20 + 3 ⇒ (19) + 3 = 22
"I'm sure we will have it sorted out in no time." He adds, before going back to his pie.
GM Baerlie |
"Travel to the docks and start asking around. You’ll need someone brave enough to head off into dangerous weather and unstable currents. Besides that, in my experience, airship captains can get a bit touchy around fire, so you might need to reassure them that you are safe passengers."
Ashasar provides you with a letter of credit for their airship fare. He says, "This letter should be sufficient to pay passage, so long as you can find a captain willing to take you in the first place."
And this is some information for you, your Chars are aware of this:
Air-Dominant: Most of the plane is comprised of
breathable air. Creatures with the earth subtype are
somewhat uncomfortable here because of the lack of natural
earth. This discomfort does not confer mechanical penalties.
Enhanced Magic: Spells and spell-like abilities with the
air descriptor or that use, manipulate, or create air function
as if their caster level were 2 higher than normal.
Impeded Magic: Spells and spell-like abilities with the
earth descriptor or that use or create earth are impeded.
Such spells fail unless the caster succeeds at a concentration
check (DC = 20 + the level of the spell). If the check fails,
the spell is lost.
Subjective Directional Gravity: Inhabitants of the plane
determine their own “down” direction. Inanimate objects
do not move unless an outside force acts upon them.
In most parts of the Plane of Air, each individual chooses
the direction of gravity’s pull. When walking on solid
surfaces, choosing the direction of the surface to be
“down” is relatively intuitive and does not require a
skill check. In midair, creatures with natural flight can
fly normally. Those without the ability to fly, or those
who would prefer to move faster, can attempt to set the
direction of gravity. (we will come to the rules when it's necessary)
PREGEN - PFS - |
In this case, Lord Ashasar, thank you for choosing us for this important mission. We will find a Captain willing to get us as close as possible to the heart of the irregularities.
We will find the source of the disturbance.
Turning to his comrades Zephir adds with a dispassionate tone I'm not that good with people, but I know the place. I can lead you to the docks, but I will let you the talking.
Jamila. |
Jamila makes her way about the air docks. In some ways they reminder of the sea ports back on Golarion. Sailors are all the same she thinks to herself. Supersticious, but not without reason. It may take some convincing to make this work.
Jamila look around and if necessary ask about for an imposing captain with a sturdy ship. Someone who has pride in their profession and a ruggedness about them. perception: 1d20 + 11 ⇒ (13) + 11 = 24 diplomacy, to ask around: 1d20 + 12 ⇒ (1) + 12 = 13
Rhyol 'Volcano' the Thoqqua |
Rhyol chuckles again at Zephir's comment. "I too have found that others can behave oddly in my presence. I will only suggest we find a ship with a hull that will not burn in my presence. I suppose it is too much to hope for a hold filled with molten earth, but so long as it is strong enough to resist the mighty heat I generate, it will be good enough for me."
And though the thoqqua dare not speak with any of the many captains of the vessels that line the air docks, still he is able to help look for a likely airship that might serve them. Perception: 1d20 + 11 ⇒ (17) + 11 = 28 If Rhyol spots a likely candidate, he gently nudges Jamila in that direction in a rasping voice and gesture of his worm-like head. Or at least she hopes it's his head...
Ember the micro-dragon |
Knowledge(planes): 1d20 + 11 ⇒ (9) + 11 = 20
Ember asks Jamila if she can ride on her shoulder as she travels through the docks. When she tries to negotiate passage, the pyrausta will try to help with the negotiations (or take over if the Janni is failing).
Diplomacy: 1d20 + 7 ⇒ (17) + 7 = 24
Jamila. |
I live right next to the mountains, about as far away from any ships. And by the way. I think that would be funny that an oread tries to look forward in a ship just to see that he is in the back!
;) No worries, I think that mental image would be funny too. As an aside, I am a Naval Officer, ships are my proffesion. If we get to describing mountains, be ready to help me out too.
GM Baerlie |
You ask around and find out, that there are currently three airship captains available who could be willing to get you to your desired location:
the wealthy and well-connected airship captain Razakim, the eccentric airship captain Sisivel and the daredevil captain of a fixer-upper airship, Nix.
Which one do you want to ask first? ;)
Rhyol 'Volcano' the Thoqqua |
Rhyol suggests they speak with the daredevil first, as Nix would seem the one most likely to take on a giant molten wyrm - so long as his ship can handle it. The thoqqua does what he can to assist whoever does the talking, doing her best to allay the concerns of the captain.
Diplomacy 'Aid Another' Check: 1d20 + 1 ⇒ (18) + 1 = 19
Jamila. |
The daredevil makes sense to me too, as what we are asking is quite risky. Though his ship might need some help. We will ask him first.
Leading the group over to the captain, Jamila introduces her companions and then cuts strait to business Nix, what we are proposing is considered by many to be foolish and unwise. But we hear that you excel in these situations. We would like to hire you to take us as close as you can to the center of these disturbances in the winds. Are you the man for the job? diplomacy: 1d20 + 12 ⇒ (14) + 12 = 26
GM Baerlie |
Pushing a bit so we finish on time.
Rhyol and Jamila walk directly to airship captin Nix. Nix’s airship is a piecemeal construction of scrap metal, crystal shards, and sails that look like a patchwork quilt. Her ship is filled with jury-rigged mechanical devices of all sorts that are far more functional and stable than they look at first glance.
Nix is much more willing than most captains to take a risky journey — in fact, the prospect excites her — but she does not abide dead weight on her ship.
"If I take you to the source of the winds, you have to be temporary crew members. Are you able to assist me if something goes terribly wrong on the journey?" she asks.
Nix might need help with magic, geography and engineering.
Rhyol 'Volcano' the Thoqqua |
Sense Motive Check: 1d20 + 0 ⇒ (4) + 0 = 4
Rhyol considers the request and seems intrigued by the prospect. "I am afraid my services might be limited, as I cannot control what I might burn by touch. Neither am I familiar with the Winds, as Zephir. However, if you require heat to be generated, I am certain I can assist you with this. I am also very strong, and if I can help in moving things that will not burn, I would be happy to do so."
GM Baerlie |
"Ok, that's enough. At least we are able to navigate safely through the winds on this plane." Nix says and nods. "We depart tomorrow morning."
you have enough time to make any last minute purchases
The airship’s journey into the open skies proceeds without incident for several days. The captain and crew skillfully maneuver the ship from one high-speed current to another, accelerating it to speeds faster than dragon flight. The machinery on Nix’s ship rattles and whines incessantly, causing the whole ship to vibrate — but the ship finds its way.
Past the borders of Armun Kelisk, the city’s artificial cycle of day and night gives way to eternal midday. The ship’s crew uses landmarks such as crystal formations, distant bright spots in the sky, and eternal storms that rage countless leagues away to chart their passage.
On the fourth day, a member of the crew worriedly grabs the captain’s attention. The navigator reports that she has detected substantial irregularities in the currents ahead. The captain nods and orders the ship to halt, declaring that it is no longer safe for a ship of this size to progress further, as they cannot turn quickly enough to avoid unpredictable gusts, and their wide sails are particularly vulnerable. The captain announces that the site you seek is still over a day away by airship, which would make traveling there by natural flight extremely onerous and lengthy.
"I can lend you a smaller, more sesilient vessel to make the rest of the journey." Nix says. "I'll wait near this spot for your return. The small vessel contains a week’s supply of food and water, a crate filled with sky charts, and an aerial astrolabe capable of detecting air currents in a wide radius."
Nix’s lifeboat is just as patchwork looking, but just as reliable, as her airship. She rapidly constructs a blimp with a large hanging basket, exclaiming with delight, "Normally these sorts of ships would require bringing a dangerous heat source aboard, but with Rhyol, you should be able to power this balloon, no problem."
She gives you a magical flare to contact her, one that she guarantees will make a light so bright that no one could miss it. She also lends you a crate full of books on esoteric subjects.
When used as a reference (an action that takes 1d4 minutes of searching the crate’s books), this crate grants a +2 circumstance bonus on all Knowledge checks to recall facts connected to the Plane of Air.
GM Baerlie |
"The sky charts show you which currents to use. Pass through the clouds up ahead, then seek out a cloud of purple gas. Keep the cloud on the port side, and don’t go into it — it’s quite poisonous. Once you’ve passed the cloud, keep an eye out for a sea of boulders that ebbs and flows like water. The dangerous skies surround that sea. And remember, take care of the ship and supplies I’m lending you. The food and water are yours to keep, of course. When you leave the area, use the quartzite mountain as a landmark. Set off the signal near the mountain, and we’ll come back to this spot to pick you up. You’ll be able to see us from there."
Rhyol 'Volcano' the Thoqqua |
Rhyol seems eager to board the smaller craft, glad that she can contribute something to the journey. "Thank you, Captain - you have shown bravery and skill in getting us this far." The thoqqua lunges forward onto the lifeboat, looking to see how she can use her natural body heat to power the balloon - and asking if the answer isn't obvious to her somewhat limited intellect.
Ember the micro-dragon |
As the winds worsen, Ember spends most of her time clinging to any available rope or fabric, or Jamila's shoulder if she is still willing. The mantis-like dragon tells the Janni, and anyone else who will listen, stories of her childhood in the great volcano, as well as the adventures of her people as they left the collapsed crater and journeyed out into the elemental planes.
On the lifeboat, Ember looks into the guidebooks, wanting to verify their course. Knowledge(planes): 1d20 + 11 + 2 ⇒ (6) + 11 + 2 = 19 (If Geography is appropriate instead, it's just 6+2+2 for 12.
Rhyol 'Volcano' the Thoqqua |
Rhyol is more than happy to speak with Ember about the past. "A volcano! Ha! I bet I have been there myself at some point. I do not remember seeing your kin, though my sight was not usually turned to the sky. I was also a bit... angry in my youth. Most of the time, in fact. Only a chance encounter and time has given me a new outlook." During their time together, the thoqqua speaks of the green metal she bit into one fateful day, and her subsequent obsession over its taste and texture. How she overcame her natural aggression and rage and learned to communicate with the fire mephits, who she hoped would satisfy her burning curiosity about her find. And though Rhyol never did find out exactly what the metal was, she gained something even more rare and important. The ability to make friends among individuals of other races.
The thoqqua doesn't mess around with the books, and in fact gives the crate a wide berth. She doesn't want to set them on fire accidentally, after all...