I assume they felt like it wasn't necessary and were trying to cut down on word count. Just go by how PFS and their scenarios have always worked, even in previously linked stories.
Every new scenario is its own encapsulated bubble. Yes, it makes no sense narratively, but you just have to roll with it and move on. It's not the first time in PFS it's happened.
If you're running this for PFS, Part 1 and 2 are different scenarios. Even if they're linked by narrative.
The players start this scenario as how they would start any other. Fully refreshed, they got downtime, and they'll be able to make downtime purchases. You have to suspend your disbelief for the sake of mechanics.
Especially since neither part is designed with the intention of them being run as a continuous adventure. You're really going to ruin the fun of anyone with limited daily resources (like a caster) otherwise by denying them the ability to use a lot of class features.
The cove is full of very shallow areas of the coral reef, shallow enough to be hazards during the fight. It's as close to the cave in that alcove that's safe.
Remember, ships don't go to shore anyways unless they intend to beach themselves. They either use a dock that comes out far enough into the water, or they use launches to ferry people back and forth.
So they're anchored in the cove as safe as they can be until the tide starts to turn waiting for you to get the people out to them.
I will say, after running this yesterday. It can go -very- fast. Both tables we had skipped the entire middle of the scenario at the camp as they wanted to check for tracks and made their survival rolls. So they went directly to the big bad's lair.
I feel like being able to make that roll before the first night may be something they want to consider not doing the equivalent of in future scenarios, as it removed basically all of the custom mechanics for morale, building defenses, etc.
Techlore (Ex) - 3rd Level
8 Ranks + 3 Class Skill + 6 Int + 2 Student + 2 Techlore = +21
I ran this on high tier over the weekend and the enemy throttled them. It was a 4 Paladin, 3 fighter, 3 wizard, 4 bard, and 4 cleric with wizard dedication.
I specifically went after the front line just to give them a chance. I still dropped the fighter and kept the paladin up (Who was very tanky) out of sheer niceness. And they didn't have any dedicated good damage or a silver weapon either.
I'm not sure why anyone would expect everybody to have that at this level, especially with the cost and the fact it's never come up before.
Even after the fight was done we had to spend several more rounds in combat as they tried to beat Counter checks to get off heals or make the high flat check DCs to stop the bleeds before the paladin or fighter died.
When we ran this at my site over the weekend me and the other table GM decided to rule that the PCs could only get 1 progress point from each trial, so a maximum of 4 points per day.
Ultimately we were just guessing as the update isn't out yet, but this limited the PCs to 4 successes per day including the 3 from overland. So they needed 8 to win and it gave them the chance to fail 50% of the time and still succeed.
And honestly even with me rolling Stormy weather every day they still got 16 points.
Players are always able to toss out lores they'd like to try in place of another check, and if the GM feels it's appropriate they allow them to roll and lower the DC for it being more specific.
The PCs will know that everything was taken from an old Gozreh temple, which should queue them to try a lore closer to the mark if they have it.
Storm Druids are getting a pass because they're immune to weather effects normally. Not because they worship Gozreh. Everyone else gets a pass if they're moving the artifact back to its temple, and I don't think Gozreh in all his grandeur would give a cleric of his an automatic pass if they're working against his artifact.
He may even see it as a test of their resolve against the strength of nature.
Nebulous ruling, but without having dug too deep on it myself, I'm going to assume the intent is you can always invest an item you find if you have space for it, but you can swap out to something new until daily prep.
Which means this scenario should be fine. And otherwise it would prevent players from taking advantage of a lot of the things they find mid-scenario.
The group I ran for put the Hat of Disguise on Marcon. They then returned to the king and enacted a second play, this one of their adventures into the sewers and temple. They finished it with them finding the deed and handing it to the king... where they actually gave it to him.
When inquired about why their team of 4 was now a team of 5 they asked what the king meant, there had been 5 of them the whole time. They passed their deception check and the confused king brushed it off to sing about the deed.
They walked back to the lodge and turned Marcon over.
I've only played this, so pardon any inaccuracies
My group of 4 did the high tier (3 3's and a 4) of the Hag fight at the end. I think if challenge points brought a group of 1-2s up to even basic high tier it would be an almost guaranteed TPK.
We didn't have anyone specialized in AC (Best AC at 4 is 23 if you build for it) so our best AC was 20. It needed a 4 to hit us on its first attack, did an average of 15-16 damage a hit, and we needed an average of 14 or better on our dice rolls to hit it its 24 AC.
A low level party would be getting hit on a 2, crit often on the first attack, and almost certainly rended. Meaning you're going to basically have a PC go down every round. And they'd only have a 20-25% chance of even hitting back.
So I would definitely avoid ever running at least that variable for a party that jumps up tiers due to challenge points.
I have to agree with Sebastian and Tineke. I didn't have to do anything more than point out there was a group, and my players wanted to approach them. And as they got close I described them a bit more, their gear, and the lack of a proper watch.
Then they were certain they wanted to talk to the nobles and see what these city slickers were up to. Not a moment of hesitation or dissent.
Incorrect, as I read it the HH rep functions the same as faction specific rep I SFS. It doesn’t say you have to be a horizon hunter to get the +1. Just if they meet the Hunter faction goal then everyone gets that rep.
So someone that slotted Horizon hunter faction boon that gets primary and secondary as well as meeting the Horizon Hunter goal gets a total of 5 Horizon Hunter rep.
Look at it this way, if you're campaigning are you going to try and sway the mass of young and impressionable new starfinders? The ones easier to talk around to your ideas?
Or would you be trying to get support of the older, grizzled ones that are set in their ways?
It's much less likely you're going to convince the older group to vote for you. They're more experienced and know what they're concerned with.
Everyone gets to vote, the scenario is just about the campaign, and new guys are the ones being focused on for that.
The balance for Calisro is they're much, much more likely to have to fight the crowd. As the DCs to placate the leaders are 5 higher for her mission.
The idea being that the party will most likely fight the crowd for her, and has a strong chance of bypassing the crowd fight for the others, thus doing the goblin or demon fight as the only encounter there.
Also note the modifiers on the fight itself for Calisro's version. The leaders and crowd all get +2 to attack rolls, damage, and I believe saves.
With all of the above, The Jet Dash Feat lets you jump twice as high and far as normal. So they might be doubling their result instead of just how far they can go (Works the same either way for distance/height but would technically be wrong if there's just a set check in the scenario for something).
I find locally we default to use your prestige first, since that's a good use for it, and then groups split any additional costs.
Groups I play with regularly, like my seeker group, we do it differently and just split the gold costs at the end of the adventure for all recovery stuff (Resses, restos, remove curses, etc.)