PF2 2-02 Mountains of Sky and Sea


GM Discussion

5/5 *****

I have recently finished prepping this and I have two issues that cropped up:

1. The encounter with Aojimitsu is great and has loads of roleplaying potential. It uses the influence mechanic which is fine but it doesnt provide the rules for how that mechanic works, rather just pointing people to the GMG. It would have been far more helpful to provide the basics for how it works in the scenario. The rules are not lengthy or complicated so a simple bit in the appendix could easily have been added and save a lot of page flipping.

2. The Malevolent Winds have the same HP at both low and high tier which I assume is not intended?

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

Pretty sure the low tier Dogu statue is supposed to have 3d6+3 eye beams, not 3d10+3.

The High Tier has 4d6+10.

2/5 ***

Just prepped this one. One thing seemed odd to me: During the description of the adventure itself, things you gather are listed with a GP value, which is utterly irrelevant to players and GM alike. The actual treasure bundles those are worth are only listed in the appendix.
Is that on purpose and something that has been changed for the second season? I hope not.

2/5 5/5 *****

Pathfinder Maps, Pathfinder Accessories, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

I think they want to get away from authors having to spend time deciding what items to place into the adventure as TB, but 2-02's used at least as much word count/creativity as the previous approach, so I'm not sure. 2-02's in particular felt like they should have been treated like Verdant Path's quirky item boons.

Liberty's Edge 3/5 5/5 **** Venture-Captain, Nebraska—Omaha

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Keep in mind that these adventures are used by folks outside society play.

Scarab Sages 1/5 ** Venture-Lieutenant, Virginia—Richmond

I don't understand how the influence mechanic works, even after reading the relevant section in the GMG.

1. Do players know that they can uses Diplomacy to Influence without first rolling the Discover check, or is that information restricted until they make a Discover check? What if the PCs try Diplomacy after failing the Discover check?

2. Which influence skills, if any, do the players start out knowing they can use?

3. There are two Diplomacy DCs in the 5-6 range but not in the 3-4 range. Is that an error?

4. Should Diplomacy be the Influence skill with the lowest DC?
That's not what the GMG recommends.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

The.Vortex wrote:

Just prepped this one. One thing seemed odd to me: During the description of the adventure itself, things you gather are listed with a GP value, which is utterly irrelevant to players and GM alike. The actual treasure bundles those are worth are only listed in the appendix.

Is that on purpose and something that has been changed for the second season? I hope not.

Keep in mind that for adventures in which you are in a town, the PCs might want to use the gold/items gained so far to purchase something, So the GM needs to know how much they found.

Grand Lodge 4/5 **** Venture-Captain, California—Sacramento

1 person marked this as a favorite.
NECR0G1ANT wrote:

I don't understand how the influence mechanic works, even after reading the relevant section in the GMG.

1. Do players know that they can uses Diplomacy to Influence without first rolling the Discover check, or is that information restricted until they make a Discover check? What if the PCs try Diplomacy after failing the Discover check?

They don't necessarily know that Diplomacy will work, or how well it will work to improve attitude, but since that is basically what diplomacy is meant to do, it is almost *always* one of the options.

NECR0G1ANT wrote:

4. Should Diplomacy be the Influence skill with the lowest DC?

That's not what the GMG recommends.

It can be. It is probably done here since this will be most players introduction to the social interaction system to make it easier for parties that don't have a lot of variation. (Most parties try to make sure *someone* has social.)

Dark Archive 2/5 *

on Page 17 it states that if the guardian hits Kukuha the olayers lose the effect of the riual protections yet nowhere does it give the AC of Kukuha

Grand Archive 4/5 ****

My recollection is that it only attacks her if it winds up closer to her than to the PCs (i.e. they intentionally leave her completely unguarded.) And that if it attacks her, it hits automatically.

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