![]() The PCs are put on board to figure out what the Imperials are up to and possibly tip off the pirates, who are more good guy scoundrel types in the case. The Imperials, in fact, want to use any innocents killed as justification for clamping down on the sector. The Imperials have a battalion of troopers and materials stashed on board to counter-ambush the pirates without any regard for the innocents put in danger by the act. Word leaks to the Rebels that the Imperials have secretly boarded the liner and told the captain to make way for the Maelstrom to lure the pirates to attack. Hunting pirates and messing with Imperials is at the core of this adventure, so I would bring that front and center. Two Moffs seems unnecessary, as does the need for the pirates to load the ship up with equipment to ram it into the base. The off-screen Rebel pirates and their base can go, as can the overly intricate escape opening (though I might save that for ideas the next time the PCs need to book it off a planet after a bad session). There's a lot of fat to trim from this adventure. There are dozens of side encounters that could just as easily be fleshed out into adventures or action set-pieces for use in stories on and off the ship. The book almost feels like it was written as a location sourcebook and then hammered into an adventure to fit an open slot on the production schedule. ![]() ![]() The scenario design makes up for this, however, by providing a ton of information and side encounters on the Kuari Princess that make up for it. Also, what about droid or alien PCs that can't pass for human under an elaborate mask? For example, it's assumed the Rebels will sneak on board wearing the communication masks of the Anomids, even though there are several fun and exciting ways to get aboard the ship like masquerading as crewmembers or hiding in luggage or something. Its assumed the players are going to sneak around the Moff meeting and try to help the off-screen Rebel pirates, but there's not much motivation for them to do so other than they are Rebels. This is a buy-to-play retail title offering an optional premium currency to purchase cosmetics and speed up gameplay-unlocking progression.Unfortunately, the main plot hinges on a lot of coincidence and player action assumption. Each feature unique strengths, weaknesses, attributes, and strategic style. Start your rags to riches tale by picking from one of three races including the unbreakable Dwarves, double-edged Orcs, and speedy Humans. Avoid the Dead Waters as they shrink the map size lest you come face-to-face with a killer Leviathan. ►Hidden in the Depths: The beast comes for us all, eventually. Additionally you can ram, grapple, and board enemy ships as tactically necessary. Cannonballs are driven by real-time physics and come with a hefty arc, so making sure you’re at the perfect angle is key to keeping yourself alive and your enemies sunk. ►Ploosh: Cannons are your primary mechanism for taking out other ships and your first line of offense. ►Mine!: Steal away as much floating treasure as you can while outgunning and outmaneuvering your sea-faring rivals. ![]() ►Into the Storm: Experiment with a wide variety of races, leadership, vessels, armaments, and cosmetics as you unlock higher-tiered ships and crewmates. Maelstrom is a third-person action MOBA set on the Abyssal Ocean where daring captains duel to the death aboard heavily-armed ships of war.
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