100% found this document useful (1 vote)
935 views32 pages

PF2 S02-02 Mountain of Sea and Sky

This adventure involves the PCs restoring magical gates on the island of Kayajima in order to activate dormant ley lines and allow the construction of a new Pathfinder lodge. The PCs begin in the coastal town of Sakakabe and travel to Kayajima, where they meet Kukuha Mukai who tasks them with restoring three gates located in a forest, cove, and atop a mountain. At each location, the PCs can befriend the local creatures for potential allies against the final battle. Once all gates are restored, an ancient guardian statue is awakened and the PCs must defeat it with help from their new allies. With the statue defeated, the ritual is completed, protecting the island

Uploaded by

xajos85812
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
100% found this document useful (1 vote)
935 views32 pages

PF2 S02-02 Mountain of Sea and Sky

This adventure involves the PCs restoring magical gates on the island of Kayajima in order to activate dormant ley lines and allow the construction of a new Pathfinder lodge. The PCs begin in the coastal town of Sakakabe and travel to Kayajima, where they meet Kukuha Mukai who tasks them with restoring three gates located in a forest, cove, and atop a mountain. At each location, the PCs can befriend the local creatures for potential allies against the final battle. Once all gates are restored, an ancient guardian statue is awakened and the PCs must defeat it with help from their new allies. With the statue defeated, the ritual is completed, protecting the island

Uploaded by

xajos85812
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 32

Second Edition

year of

CORRUPTION’S
Reach
Scenario #2-02 Levels 3—6

Mountain of
Sea and Sky
By Adrian Ng
Mountain of Sea and Sky

Table of Contents
AUTHOR
Adrian Ng
Adventure . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
DEVELOPMENT LEAD Appendix 1: Level 3—4 Encounters . . . . . . . . . . . . . . 19
James Case

DESIGN LEAD Appendix 2: Level 5—6 Encounters . . . . . . . . . . . . . . 23


Mark Seifter

EDITING LEAD
Appendix 3: Game Aids . . . . . . . . . . . . . . . . . . . . . 27
Leo Glass
Organized Play . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
EDITORS
Patrick Hurley

CONTRIBUTING ARTISTS GM Resources


Enrique Barajas Campaign Home Page: pathfindersociety.club
Books: Pathfinder Core Rulebook, Pathfinder Bestiary, and Pathfinder Gamemastery Guide
CARTOGRAPHY Maps: Pathfinder Flip-Mat Classics: Forest, Pathfinder Flip-Mat Classics: Hill Country,
Jason Engle
Pathfinder Flip-Mat Classics: Town Square
GRAPHIC DESIGN Online Resource: Pathfinder Reference Document at paizo.com/prd
Tony Barnett

ORGANIZED PLAY MANAGING DEVELOPER


Linda Zayas-Palmer ScenAriO TAgS
Scenario tags provide additional information about an adventure’s contents. For more
ORGANIZED PLAY MANAGER information on scenario tags, see the Guide to Organized Play: Pathfinder Society at
Tonya Woldridge
http://www.organizedplayfoundation.org/paizo/guides/.
CREATIVE DIRECTOR
James Jacobs envOY’S ALLiAnce
PROGRAM MANAGER
Glenn Elliott

DIRECTOR OF GAME DEVELOPMENT SummArY


Adam Daigle This adventure presents the PCs with three short missions that they can take on in any
PUBLISHER order they want—one focusing on exploration, one using the influence subsystem to
Erik Mona present a social encounter, and one that is a combat encounter—before confronting them
with a final fight. Though the combat is difficult, any allies the PCs might have made during
HOW TO PLAY the previous three missions can come to their aid.
The PCs begin the adventure in the bustling coastal town of Sakakabe, as instructed in
a letter from Fola Barun of the Envoys’ Alliance faction. The PCs meet a sea captain named
PLAY TIME: 4—5 HOURS Masuhei Okonase, who takes them to Kayajima after the PCs have made their preparations
in town. After the PCs disembark on the island and fend off a group of boars, they can
continue to the ruins of Kayajima Fortress, where they meet with Kukuha Mukai, who is
preparing the site for a ritual that will repair and unify the island’s ley lines. Kukuha briefs the
LEVELS: 3—6 PCs on the locations of three mystical gates to restore with special focus items for the ritual.
One gate is located in the heart of Makuzen Forest. The PCs can discover evidence of the
island’s past as they trek through the forest. After making it to the clearing and planting
a sapling at the gate, they have a chance to try to ally with the forest’s guardian kodama
spirits and have the kami accept the sapling into their protectorate.
PLAYERS: 3—6 Another gate is located in Airishin Cove, the current domain of Aojimitsu, a young
sea dragon who was injured in a fight against a mighty deep-sea creature. The PCs can
convince the despondent dragon to let them access the gate, and they can also win the
dragon over and restore his spirits and health.
The remaining gate is located in an aerie high on Soruseiji Peak. The PCs must navigate
the mountain to reach the gate, where they find a group of the island’s native griffons
under attack by malevolent manifestations of wind. After rescuing the griffons, the PCs can
befriend them by showing them kindness and treating their wounds.
After the PCs successfully restore all three of the island’s gates, Kukuha can begin the
ritual. The ritual activates the ley lines that course beneath Kayajima, but in doing so,
Paizo Inc. it also alerts an ancient statue, once the guardian of Kayajima Fortress, that has long
7120 185th Ave NE, Ste 120 benefitted from the island’s misaligned magic. The PCs must defeat the guardian with the
Redmond, WA 98052-0577
help of any creatures they managed to befriend throughout the adventure.
With the statue defeated, Kukuha can complete her ritual, creating a well-protected site
paizo.com that is guarded by the powers of the ley line convergence. The Pathfinders are thereafter
able to begin construction on a new lodge proper, and Kukuha becomes the venture-captain
stationed at the newest addition to the Pathfinder Society, the Three Gates Lodge.
Mountain of Sea and Sky
Mountain of Sea and Sky
By Adrian Ng

Adventure
Background Where on Golarion?
The Pathfinder Society is attempting to expand its
presence beyond the Inner Sea throughout all of Golarion, Mountain of Sea and Sky takes place on Kayajima,
including the continent of Tian Xia. While there is already an island that lies a short voyage off the coast of
a well-established lodge in Goka, the Lantern Lodge, the Sakakabe, a bustling and prosperous seaside town that
Society has correctly ascertained that this isn’t remotely is the capital of province of the same name in Minkai.
adequate to serve the needs of an entire continent. To
start, the Society is looking to establish another lodge MINKAI
on the easternmost region of Tian Xia—Minkai—to
complement the Gokan lodge’s westernmost location.
Rather than build this lodge in the nation’s capitol, the
Forest of Spirits
Society has decided on the Sakakabe region in northern
Minkai. This region provides easy access to the Forest of
Spirits to the north and is in a strategic position across a
narrow strait from the corrupt nations of Wanshou and
Chu Ye to the west—which might be why a number of
ancient stone fortresses, left by a lost civilization, can
be found throughout the region. The area also faces the • Sakakabe
aquatic nation of Xidao to the south, which is populated
by locathahs, an aquatic, sociable people who the Society
hopes to ally with to strengthen its ties in the region. Sakakabe bustles on this clear, humid summer morning. The
To this end, the Society has chosen Kayajima, a small constant buzz of conversation and commerce echoes over the
island off the coast of Sakakabe with numerous ancient concentric terraces leading up the hillside from the town’s
watchtowers, to be the site of their new lodge. The island port. Wagons clatter their way across cobbled streets, their
contains a number of underwater caves, passageways, and wares bound for export on waiting cargo ships. Oyster boats
other oceanic routes of access, making it an ideal meeting are returning to port from the north, their nets filled with the
place for those with aquatic ancestries. Kayajima also sits morning’s catch. The air smells of brine and seaweed.
on a favorable, though dormant, convergence of protective Fishers and merchants alike clatter across the pier, with
ley lines. Venture-Captain Fola Barun has dispatched shouted orders and affirmations traded from vessel to cart to
Kukuha Mukai (LN female tengu monastic keeper), street. Farther down, a beaming, older Minkaian man waves
a tengu Pathfinder familiar with both the region and his burly, tanned arms from beside a rickety boat. “Ahoy there!
spiritual boundaries, to investigate these ley lines and—if Always good to see fellow Pathfinders in these parts. Name’s
possible, activate them. The PCs must travel to the island Masuhei Okonase, former Pathfinder agent and current oyster
and assist Kukuha in preparing the site both physically fisher extraordinaire! Good old Fola reached out and asked me
and mystically to ensure that the Pathfinder’s new lodge to lend a hand, and I’m always happy to help out where I can.
will give them an ideal outpost on the far side of Tian Xia. “So, Fola tells me that you’re headed out to Kayajima to
scout some ground for a new Pathfinder lodge? That’s quite
Getting Started exciting! We don’t get much Pathfinder activity in the area, and
The PCs arrive in Sakakabe, a port town in its eponymous I’d love to see the Society have a more permanent presence
province of Minkai. Give the players Handout #1: Letter here. Might even inspire me to pick up the old wayfinder
from Fola Barun, then read or paraphrase the following. again, ha!

Pathfinder Society Scenario


3
Mountain of Sea and Sky
“I’m ready to take you to Kayajima when you’re ready. If DIPLOMACY (GATHER INFORMATION)
you need to pick up anything before we head out, the markets A PC who succeeds at a DC 16 Diplomacy check to
should have everything you could need. Just let me know Gather Information can learn more information about
when you’re ready to set sail.” Kayajima. The DC increases by 4 for PCs who do not
speak Minkaian or Tien, as it takes some additional
The PCs have an opportunity to ask Captain Masuhei effort to find people who share a language with them.
Okonase (LG male human fisher) questions, either now Critical Success Kayajima hosts many creatures that subsist
or when they’re sailing to Kayajima aboard his ship, off the sea life teeming in the surrounding waters. The
the Auspicious Pearl. Some likely questions and their griffons that live on the island’s mountain are noted for
answers are below. spectacular dives into the sparkling waters, and the
Where’s Kukuha? “Oh right, you were supposed to creatures have a penchant for all manner of seafood.
meet up with her here. I ferried her out to Kayajima a Success The creatures on the island are notably hardy and
couple days ago. She decided that she wanted to head ferocious. Most people don’t bother testing the wildlife of
out early to spend some time getting familiar with the Kayajima, and those who do try to take advantage of the
island’s geography.” free land end up retreating back to Sakakabe and licking
Where exactly are we going on the island? Masuhei their wounds after encounters with powerful beasts.
scratches his head. “Hmm, I believe you’re headed to Critical Failure Rumors hold that the island is haunted by
the fortress, which isn’t too far inland from where I’ll ghosts of ancient soldiers who fell while defending the
drop you off. At least that’s what Kukuha said when I island and that their vengeful spirits roam the forest on
dropped her off. Should be a pretty straight shot, if I’m the island.
not mistaken.” Masuhei can point out the path when the
PCs arrive on the island, which is just a bit farther inland SOCIETY (RECALL KNOWLEDGE)
from the rock pier where the Auspicious Pearl will dock. A PC who succeeds at a DC 16 Society check to Recall
What do you know about the island? Masuhei ponders Knowledge knows more information about Sakakabe.
for a moment, then answers. “Well, from what I learned Critical Success The people who lived in Sakakabe in ancient
back in my school days, the island used to host Sakakabe’s times used the then-active ley lines as a power source
military forces. At some point in our history, the island to advance their society with minimal disruption to
was abandoned. It wasn’t worth the effort holding an the environment.
island off the coast, so provincial leadership decided to Success The stone walls that outline Sakakabe’s streets are
consolidate forces on the mainland. Not many people etched with reliefs of ancient warriors. However, they are
make their way out there nowadays. Don’t think there’s now almost entirely hidden by modern architecture.
much of value, and the silver and fishing industries are Critical Failure Sakakabe is on the brink of economic collapse,
booming, so there’s no need to overextend ourselves.” with the fishing industry dwindling and access to mines
What do we need to bring to the island? “My limited by the insurgence of rogue kami from the Forest
understanding was that it’ll take you a day to do what you of Spirits.
need to do, according to Kukuha. From my experience,
pretty much any piece of adventuring gear can be useful Sailing to Kayajima
with a little cleverness, but you can never go wrong with After the PCs have made all their desired preparations,
a potion or elixir to patch up scrapes, and some food and they can board the Auspicious Pearl anytime, and
water for the road. The island’s got a mountain, so some Masuhei sets sail at once. The seas off the coast of
climbing gear wouldn’t hurt.” Sakakabe are calm. The Auspicious Pearl smoothly cuts
Know anything about the convergence of ley lines? the gentle waves. Apart from the occasional squawk of a
“I’ve heard of their power in Minkai’s ancient past, but seabird, the only sounds are the wind and water against
they must have gone out long ago, if they even existed at the vessel.
all. Hope this trip will be worth your while!” The voyage takes a couple hours and is peaceful. You
can use this time to let the PCs get to know one another a
GM INSTRUCTIONS bit better and provide for some roleplaying, but you can
Give the PCs an opportunity to slot their boons for the allow it to last as long as the players are having fun with
adventure, if they have not already done so, and remind their interactions (although be mindful of not allowing
them that they each have 1 Hero Point available. The it to run for too long). Once the players are ready to
PCs also have time to make any purchases or any other continue, you can jump past the voyage and into the
preparations in Minkai’s bustling markets. adventure on Kayajima.

Pathfinder Society Scenario


4
Mountain of Sea and Sky
Masuhei enjoys living vicariously through the LEVELS 3–4
adventures of Pathfinders and asks the PCs whether they
have any interesting tales to share. He retired to Sakakabe KAYAJIMA BOARS (2) CREATURE 3
to continue his family’s oyster-harvesting business some Page 19
years ago. The business is booming, but Masuhei does still
miss the adventuring lifestyle and enjoys hearing about LEVELS 5–6
the goings-on in other parts of Golarion, mentioning that
he sometimes gets that itch to travel the world, meet new KAYAJIMA DAEODONS (2) CREATURE 5
types of people, and explore new places. Page 23
The PCs can also ask Masuhei anything they might
think of on the trip, with some likely questions and After the Boars: After the fight with the boars, the
answers detailed earlier on page 4. PCs can continue northward, shortly thereafter reaching
Kayajima Fortress.
Journey to
Kayajima Fortress Contact at
Kayajima is visible from the mainland in good weather, Kayajima Fortress
though its verdant forest and single tall mountain come When the PCs make it through the forest, read or
into sharper contrast as the Auspicious Pearl nears the paraphrase the following.
island. Masuhei docks at a rock pier in the southeast and
bids the PCs farewell. He informs them that he’ll be back The forest gives way to an expansive clearing. A gigantic
to pick them up that night and merrily invites them to statue stands in front of what appears to have once been
join him for a drink and some oyster soup when they an entryway. Up ahead, ruined spires and ancient stone
return to Sakakabe. Read or paraphrase the following buildings litter the grounds. To the northeast, a mountain
once the PCs begin making their way up into the initial rises toward the sky. To the southeast, the terrain slopes
stretch of forest. downward and a gap in the tree line reveals a view of the
sparkling sea. The buzz of distant cicadas fills the air.
Up the rocky pier and farther inland, a path winds into a stretch A tengu woman stares at the complex muttering to
of cedar trees. The forest is tranquil, and the path, although herself. She’s tall and elegant, with dark feathers, clad in
partially overgrown with ground foliage, remains clear beneath simple robes and wooden sandals. A smoking fire pit and a
the dense canopy. The ground is packed dirt and pine needles. run-down wooden structure are nearby.
An occasional rustle of leaves or flapping of wings break the
silence. The air smells of rich earth and peat. Kukuha Mukai (LN female tengu monastic keeper) is
drawing symbols and runes in the dirt of the clearing,
This first stretch of forest is relatively easy to navigate, preparing the site for some kind of ritual. She has noted
and the PCs should be fine as long as they stick to the that this clearing’s central location in relation to three
path. As they travel, they might spot small birds flitting mystical “gates” makes it the optimal site to channel
through the air, rabbits scurrying to burrows, and other power from each location. Although she has been
mundane wildlife eking out an existence in the forest. unable to visit the gates in person, her divinations and
meticulous studies of the flow of energy throughout
A. AMBUSH ON THE PATH MODERATE the island, as well as the island’s history, have allowed
As the PCs continue on their trek inland, they are met her to predict the location of each of these locations of
with some of the island’s infamously ferocious fauna. power. Read or paraphrase the following when the PCs
Creatures: The Kayajima boars (dire boars/daeodons in approach Kukuha.
Levels 5–6) spotted the PCs trekking through the forest and
have followed them here. They view the PCs as a potential The tengu turns and speaks in a soft voice, “Welcome,
snack and attack the PCs from multiple directions as the Pathfinders. My name is Kukuha. Apologies for not meeting
PCs enter the first intersection. The animals use their first you in Sakakabe, but I deemed it necessary to perform some
turn to Charge at weak-looking PCs, and then continue advance observation of Kayajima to see what I could learn
attacking a target until another immediate threat draws about the rumored ley lines. Fola’s information has proven
their ire. Standard boars attempt to flee when reduced to correct. There are indeed ley lines running through the
9 Hit Points or fewer, and daeodons attempt to flee when island here, and quite powerful ones at that, though it seems
reduced to 12 Hit Points or fewer. something is interfering with their function.”

Pathfinder Society Scenario


5
Mountain of Sea and Sky

A. Ambush on the Path

Boar 2

Boar 1

PCs Start Here Boar 3

Boar 4

1 square = 5 feet Pathfinder Flip-Mat Classics: Forest

Pathfinder Society Scenario


6
Mountain of Sea and Sky
Kukuha looks across the panoramic vista, then continues. EXAMINING THE GROUNDS
“It’s quite beautiful, is it not?” She motions to the northwest, The PCs can spend a bit of time examining the ruins
toward the trees. “Makuzen Forest, the verdant bounty of of Kayajima Fortress. Kukuha tells them they’re free
the land.” She turns to the sea glittering in the southeast. to do so, but informs them that she’s already searched
“Airishin Cove, resting by the sea.” Finally, Kukuha gestures to them thoroughly and given the PCs what she’s found.
the mountain in the northeast. “And Soruseiji Peak, stretching The buildings are crumbling guard towers and homes
toward the sky. These are not only places of natural beauty; for the warriors and citizens who once lived at the
my research and divinations would appear to indicate that
each is a kind of gate for natural power. They appear to be
damaged or malfunctioning somehow, though, but I believe
by placing special focuses at each, we can repair them.” She
taps the ground with a talon. “And when that’s done, here is
where I will carry out a final ritual—uniting land, sea, and sky—
thus stabilizing the protective powers of the convergence.
This should make it safe to establish our lodge.
“Unfortunately, I have not been able to access these
locations. That is where I need your aid. I have prepared
several ritual focus items that should aid in restoring each
gate. Travel to Makuzen Forest’s heart, Airishin Cove, and
Soruseiji Peak, and take a ritual focus to each. I do not know
what you will find there, but I trust that your instincts will
guide you true.”
Kukuha then shakes her head. “We have to do this the right
way. Kayajima is home to many creatures. To simply take the
island’s powers and position ourselves as its tyrants—I cannot
allow that to happen, and besides, honest negotiation is
always a better foundation than force. Pay the island and its
inhabitants the utmost respect as you carry out this mission.
In this way, I hope the Pathfinder Society will be viewed as a
welcomed presence rather than a conquering foe.”

The PCs likely have questions for Kukuha. Some


possible questions and their answers are as follows.
Why couldn’t you access those locations? “Each
presented their own complications, and I am more
scholar than explorer. The forest is too vast and tangled
for me to traverse. The ancient people of this island
seemed to have constructed a way up Soruseiji Peak, but
the path ends with a broken bridge, and I was not able to
continue. And there appears to be a dragon guarding the
cove that’s... well, a dragon.”
What do we need to do with these ritual focuses? “If my
intuition is correct, it should be clear once you reach each
gate. The ancient people of this island, too, harnessed the
energies of the ley lines, so perhaps there will be sites
where they drew those powers.”
Reward: Kukuha has cleared out the ruins of the
fortress complex, and she gives what she found to the
PCs. She found a tile game made of bone, a box with
several sets of brass chopsticks, and several stone stamps
carved to resemble various animals. These relics all Kukuha Mukai
together are worth 30 gp (80 gp in Levels 5–6).

Pathfinder Society Scenario


7
Mountain of Sea and Sky
fortress. A PC who examines the buildings and succeeds
at a DC 18 Crafting or Society check (DC 20 in Levels The Curious Kodama
5–6) recognizes that the architecture is similar to that of
older buildings in Sakakabe. Throughout the exploration to the heart of the Makuzen
The large statue outside the ruins is humanoid, though Forest, the PCs are secretly followed by kodama—small
with odd proportions and exaggeratedly large eyes. A PC kami spirits that guard the trees and forest. They are
who succeeded at the Society check on page 4 recognizes curious about why the PCs are in Makuzen and appear
the statue as being similar to the carvings featured in and disappear in various locations as the PCs explore.
Sakakabe—a protective figure to ward off bad luck or Perhaps when a PC goes to explore a fallen tree, they
something similar. A PC who examines it notes that the might hear an odd chime behind them, or perhaps a
statue is carved precisely, traced with straight lines and PC might think they see a face with empty eyes in a
perfect circles, requiring masterful handiwork indeed. small rock that disappears as soon as they look closer.
As the PCs will come to learn in the Awakened Statue The kodama do not show themselves overtly, but as
encounter (page 17), the carvings are actually channels the PCs approach the heart of the forest, their presence
through which mystical energy flows. An astute PC might becomes more and more clear as mysterious noises and
connect the carvings in the statue to those of the three peeping eyes from the woods. Be sure that the kodama
gates located on the island. Prematurely destroying the don’t seem overly threatening, as their behavior
statue has no effect on the final encounter, as the statue shouldn’t provoke the PCs into trying to initiate combat.
will siphon off the energies released as Kukuha begins A PC who succeeds at a DC 18 Nature or Religion check
the ritual that starts that encounter, restoring the statue to Recall Knowledge knows that these are kodama,
to full function. guardian spirits of the forest; a PC who is from Tian Xia
gains a +4 circumstance bonus to this check.
The Three Gates
Kukuha informs the PCs that they can visit each gate
in whatever order they choose and use her location as “It would seem the Forest’s Heart Gate rests within Makuzen.
a base camp of sorts. Kukuha will give the PCs a ritual Journey deep within—this little one will let you know when
focus to install at each gate, while she remains where she you’ve reached the location.”
is to prepare the final ritual site. The PCs need not take
all three focuses with them at a time, but they can do so if JOURNEY TO MAKUZEN’S HEART
they wish. Kukuha’s central location on the island makes Once they’ve received the ritual focus, the PCs can then
it a natural place for the PCs to check in as they complete set off on the path to the northwest. In this direction,
their challenges at each location, and she is pleased to the forest grows dense, and as they travel, it becomes
hear of any positive interactions the PCs have had at difficult to maintain a clear sense of direction. The PCs
each gate each time they check in. spot occasional deer or birds darting between the trees.
To aid you in locating each encounter as the PCs They cross gentle streams, climb up root-ridden slopes,
express interest, follow this guide. The Makuzen Forest and pass by the countless trees.
section features exploration and begins on page 8, the The PCs face several obstacles as they attempt to
Airishin Cove section features a social encounter and navigate the forest. If PCs come up with creative solutions
begins on page 11, and the Soruseiji Peak section features to these obstacles, use the DCs listed as guidelines, with
combat and begins on page 13. more fitting solutions using lower DCs—if PCs expend
costly resources such as spells or consumable items,
Makuzen Forest consider allowing them to pass automatically. Each time
When the PCs decide to venture into the forest, read or the PCs move past an obstacle, the rainbow cedar sapling
paraphrase the following. glows a bit brighter, indicating that they’re approaching
the gate.
Kukuha walks over to her campsite and returns bearing a For Levels 5–6, increase all listed DCs in the Journey
small clay pot. Planted within the pot’s soil is a small sapling, to Makuzen’s Heart by 2.
with gossamer, rainbow-hued leaves sprouting from its
budding branches. Overgrown Path
“This is a rainbow cedar sapling, a magical tree attuned to Not long after heading into the forest, the path disappears
the earth. It should make for an ideal focus for harnessing the into a tangle of vines and brush. One PC must take the
power of the land.” Kukuha gestures toward the northwest. lead, though other PCs can Aid. The lead PC can attempt

Pathfinder Society Scenario


8
Mountain of Sea and Sky
a DC 20 Perception check to find the way, DC 18 Nature Magical Mist
or DC 15 Forest Lore check to study the undergrowth, or As the PCs leave the mud field, a magical mist rolls in
DC 16 Survival check to plot a path. that limits vision and threatens to waylay the party. One
Critical Success The PCs proceed very smoothly and find two PC must take the lead, though other PCs can Aid. The
sites of interest. lead PC can attempt a DC 20 Perception check to find
Success The PCs navigate the path and find a site of interest. their way through the mist, a DC 16 Arcana, Nature,
Failure The PCs eventually make it through the path, though Occultism, or Religion check to navigate by magical
they become scratched by thorns, bitten by insects, and traces in the mist, or a DC 18 Survival check to feel their
generally frustrated, imposing a –1 circumstance penalty on way through.
their checks in the next obstacle. Critical Success The PCs easily part the mists and find a site
of interest.
Fallen Trees Success The PCs successfully find their way through the mist.
A number of trees have fallen across the path, blocking Failure The PCs accidentally trample a few saplings as they
the way. Each PC must attempt a DC 17 Acrobatics blunder their way through the mist, angering the kodama
check to Squeeze through an opening, a DC 18 Athletics who guard them. All PCs take a –1 circumstance penalty to
check to Force Open a path, or a DC 16 Crafting check all checks made to treat with the kodama in the Forest’s
to find points of leverage to move the trees. If no more Heart Gate encounter.
than 1 PC fails the check (no more than 2 PCs, if playing
in a party of 6 characters), the PCs find a site of interest Sites of Interest
after clearing this challenge. The following are the sites the PCs can find as they
Critical Success The PC finds a path through the trees and navigate the forest. Each time the PCs gain access to a
can hold the path open for others. If another PC fails, they site of interest, as detailed above, have them encounter
succeed instead; if another PC critically fails, they merely one of the locations below, in the order presented. If the
fail instead. PCs have already located all the sites of interest, there are
Success The PC makes their way through the fallen trees. no further effects.
Failure The PC gets stuck between the trees; getting free is Guard Tower: This ancient guard tower is surrounded
quite an ordeal, giving them a –1 penalty on their checks to by trees that have grown since its abandonment. The
overcome the next obstacle. tower consists of a crumbling staircase connecting the
Critical Failure As failure, except that they also take 2d6 empty ground floor to a partially caved-in upper deck.
bludgeoning damage (2d10 bludgeoning damage in Levels A PC who succeeds at a DC 18 Craft or Society check
5–6) as they get crushed between the logs. recognizes the building to be a guard tower similar in
construction to Kayajima Fortress. A PC who Searches
Mud Field the guard tower finds in its crumbling stone walls a
The trees open into a field that has turned to mud in rusted lockbox that contains ancient coins worth 15 gp
recent rains. Each PC must attempt a DC 16 Acrobatics (40 gp in Levels 5–6).
check to Balance across logs and solid patches, a DC 18 Magic Kiln: This magic kiln is where the people of
Nature or DC 15 Swamp Lore check to recognize solid Kayajima’s past could create inventions that harnessed
ground, or a DC 20 Perception check to find another way the island’s power. The PCs can find bare remnants of
through the muck. If no more than 2 PCs fail the check (3 that past, notably bits of clay with carved channels
PCs, if playing in a party of 6 characters), the PCs find a similar to the statue at the fortress and a small glazed
site of interest after clearing this challenge. clay toy shaped like a dog. A PC who succeeds at a DC
Critical Success The PC has such an easy time crossing the 18 Arcana, Nature, Occultism, or Religion check can
mud that they’re able to assist others. If another PC fails, activate the toy, causing energy to flow through the dog
they succeed instead; if another PC critically fails, they and cause its head and legs to move. If the PCs put the
merely fail instead. toy on the ground after activating it, the dog runs around
Success The PC successfully crosses the mud. in a playful pattern and wags its tail. The toy is worth 10
Failure The PC falls into the mud, cutting themself on rocks gp (30 gp in Levels 5–6).
and sharp branches hidden under the mud that deal 2d10 Shrine to the Lady of Foxes: The PCs happen upon a
piercing damage (4d10 piercing damage in Levels 5–6). crumbling shrine and trickling fountain hidden among
Critical Failure As failure, except that bacteria in the mud deal the trees. A PC who examines the ruins can notice faint
an additional 2d6 poison damage (2d10 poison damage in imagery of what seems to be of a nine-tailed fox. A PC
Levels 5–6). who succeeds at a DC 18 Religion or Society check can

Pathfinder Society Scenario


9
Mountain of Sea and Sky
determine that this is the religious symbol of the deity From the trees bordering the clearing, hundreds of small,
Daikitsu, goddess of agriculture and crafting. A PC who vaguely humanoid shapes materialize into existence, each
is from Tian Xia gains a +4 insight bonus to this Religion with a featureless stone face and wearing a rope made of
or Society check; a PC who worships Daikitsu knows this braided straw. Interspersed through the branches, peeking
automatically. Regardless of whether they identify the from behind trunks, standing among the roots, the blank-faced
shrine’s patron, as long as they don’t actively disrespect the spirits stare with hollow eyes into the clearing. Then, in
shrine, Daikitsu grants the PCs a short blessing, causing unison, their heads begin to shake, drowning the silence with
the kodama to view them in a better light. All PCs gain a a cacophony of chimes and rattles. Suddenly, the noise stops,
+2 circumstance bonus to checks made to treat with the and the spirits are still.
kodama in the Forest’s Heart Gate encounter.
As kodama are guardians of trees, they are drawn
FOREST’S HEART GATE to the rainbow cedar, but they’re not yet sure what to
After the PCs have navigated all the obstacles, read or make of the transplant. If the PCs still don’t know the
paraphrase the following. identity of these spirits or don’t have a sense of what the
their intentions are, they can attempt a DC 18 Nature
The dense forest gives way to a small clearing, the sun or Religion check (DC 20 in Levels 5–6). On a success,
dappling through the foliage. The sounds of wildlife fade, they recognize that these spirits are curious about the
leaving a serene silence. At the center of the clearing stands rainbow cedar and wonder what the PCs are doing here.
a menhir circle composed of weathered, dark stone. The If the players need further direction, you can share that
rainbow cedar hums, its gossamer leaves shimmering in the kodama could be convinced to adopt the sapling and
the light. protect it.
The PCs then have an opportunity to introduce
The PCs can easily tell that this location must be themselves to the kodama and explain what their
the gate where they need to plant the rainbow cedar. intentions are, as well as ask the kodama to accept the
A PC who examines the menhir circle can see etchings sapling as their ward. If the PCs perform any hostile
of trees with depictions of kodama interspersed. A PC action toward the kodama, the spirits immediately meld
who met a kodama during the excursion through the into the nearby trees, scattering in unison. If the PCs
forest recognizes the etched faces belonging to those choose to leave the clearing without explaining anything
spirits. If the PCs aren’t aware of what these kami to the kodama, the spirits watch them curiously as they
are yet, they can attempt a DC 18 Nature or Religion leave but take no further actions. These kodama speaks
check to Recall Knowledge and remember that fact (a Common, Minkaian, Tien, and Senzar.
PC who is from Tian Xia gains a +4 insight bonus to The kodama begin with an attitude of indifferent
their check). toward the PCs, which means that it takes two successful
The PCs can easily plant the sapling in the middle of Diplomacy checks to Make an Impression to improve the
the Forest’s Heart Gate. When they do so, the sapling’s kodama’s attitude to friendly or one critical success. One
latent magic restores the gate, energy flowing from the PC must serve as the primary spokesperson. The initial
sapling and illuminating the etchings of the menhir with DC of these checks is 24 (26 in Levels 5–6). The PCs have
lines of green light that plunge back into and course enough time to attempt four checks before the kodama
through the earth. grow bored and wander off.
Reward: Activating the gate causes natural energy to Before a PC rolls a primary check, they should appeal
flow into a randomly selected, nondescript item on one to the kodama in some way, such as recognizing the
of the PCs’ person, such as an acorn or button. The item importance of the forest, asking for the kodama’s help
shines with green light and exudes a pleasant warmth in protecting this sacred tree, or expressing that the
when held, becoming obviously magical and increasing Pathfinders want to protect the island as well. You
its value to 15 gp (40 gp in Levels 5–6). can reward PCs who make particularly impassioned
or convincing arguments by reducing the DC by 2. In
Treating with the Kodama addition, other PCs can Aid the primary spokesperson
Throughout the PCs’ trek through the forest, they were by succeeding at a DC 18 Diplomacy, Nature, Religion,
followed by the kodama of Kayajima. Ever curious, the Society, or Survival check (DC 20 in Levels 5–6), or a
kodama finally gather in obvious numbers when the PCs DC 17 check with a relevant lore such as Forest Lore
plant the rainbow cedar sapling. Read or paraphrase the (DC 19 in Levels 5–6), while making their own pleas
following after the PCs activate the gate. or arguments, or while displaying knowledge of forests,

Pathfinder Society Scenario


10
Mountain of Sea and Sky
kodama, the people of the island’s past, or other relevant THE DRAGON OF AIRISHIN COVE
information that would help the spokesperson. You can The PCs can follow the path, which slopes downward
allow other skills to apply at the same DC if the players toward the sea. The terrain grows rocky, and the
provide appropriate reasoning. path shifts from dirt to natural stone steps, winding
After each primary Diplomacy check in this interaction, down a grassy hillside and leading to the cove. When
the kodama react clearly to show whether the PCs are the PCs arrive at Airishin Cove, read or paraphrase
successful in their efforts, with the kodama getting closer the following.
to the PCs and the menhir circle as their attitude toward
the PCs is improved. The kodama don’t back away if Ocean waves gently lap at the sands of this horseshoe-shaped
their attitude is worsened, but they disappear if made cove. Rocky outcrops skirt the water’s edges, partially
hostile toward the PCs (their attitude decreasing one step separating the cove’s waters from the larger sea. Near the
to unfriendly, then to hostile, with each critical failure) beach, an azure, serpentine dragon lies on the sand, limbs
and aren’t seen again. folded despondently under his body, in front of a rocky
If the kodama are made friendly, a large number of peninsula stretching out into the waters. At the end of the
them fill the clearing in semicircular arcs around the peninsula sits a large dais.
menhir circle. If the kodama are made helpful toward
the PCs, several kodama gather around the freshly Aojimitsu (CG young sea dragon) has claimed
planted rainbow cedar sapling before one places a rope Kayajima as his protectorate, as its relative isolation
of braided straw around the sapling’s trunk, marking it allowed him to grow in strength without fear of being
as their ward. The sapling takes a shimmering glow, and
all the kodama in the clearing rattle at once for several
seconds and then vanish instantly. The rainbow cedar
retains its magical sparkle after they leave.
Improving the kodama’s attitude to helpful means
that the PCs befriended the spirits. This contributes to
the scenario’s secondary objective, and it unlocks the
Kodama Tangle benefit in the Awakened Statue encounter
(page 17).
Reward: If the PCs improve the kodama’s attitude to
helpful, the kodama leave behind another straw rope at
PCs’ feet as a gift. The rope is worth 10 gp (30 gp in
Levels 5–6).

Airishin Cove
When the PCs decide to travel to Airishin Cove, read or
paraphrase the following.

Kukuha scurries to her campsite and returns with a


brownish-green stone shaped like a twisting double helix.
“This olivine fulgurite was created from green beach sand
struck by a lightning elemental. It will serve nicely to
channel the latent power of the stormy sea.”
Kukuha motions to a path leading to the southwest.
“Follow that path as it turns to rock, and it’ll lead you to
Airishin Cove, the location where you must place this focus.
I scouted the location yesterday, and it seems a sea dragon
has taken up refuge in the cove, right near the Wrathful
Tide Gate. From afar, it seemed as though they might be
struggling in some way, but I deemed it unwise to approach
the dragon regardless. It would be a shame to fight them
without parleying first. Perhaps you could earn the Society Aojimitsu
a mighty ally.”

Pathfinder Society Scenario


11
Mountain of Sea and Sky
bullied out by rival dragons. He’s been subsisting Levels 3–4
off fish from the reefs around the island. However, a
recent encounter with a sea serpent has left Aojimitsu AOJIMITSU
both injured and despondent, and he’s spent his Page 20, art on page 27
recent days dramatically moping in Airishin Cove and
contemplating whether to move on from Kayajima in Levels 5–6
search of an easier domain to defend. When the PCs
approach, read or paraphrase the following. AOJIMITSU
Page 24, art on page 27
The serpentine dragon springs to life, snarling and spraying
water from his maw. “You! How dare you tread upon the
domain of the great Aojimitsu, sovereign of Kayajima! Becoming Friends with Aojimitsu: Aojimitsu’s
Prepare for the unbridled wrath of the storm, the incarna—” response to the PCs depends upon how many Influence
The dragon coughs and sputters, then wipes his mouth and Points they earn.
continues. “The incarnation of the sea’s fury! Bow before... If the PCs fail to reach 4 Influence Points with
before me... Oh, what’s the use...” The dragon collapses Aojimitsu, he snorts in disgust, swimming away without
across the entrance of the peninsula. a further word, and the PCs are then free to continue to
“I couldn’t even defend what small stretch of ocean I the gate.
claimed as my domain. What would the ancestors think of If the PCs reach 4 or 5 Influence Points with Aojimitsu,
me now? Perhaps my destiny lies elsewhere...” the dragon he rolls over dejectedly at the end of the encounter,
cranes his neck, gazing out across the horizon. allowing them to access the Wrathful Tide Gate, but does
Aojimitsu sighs, then turns back to the PCs. “I suppose not further engage in conversation afterwards.
my pride gets the best of me. I can at least defend this sand, If the PCs reach 6 or 7 Influence Points with Aojimitsu,
this stone. So, who are you, and what are you doing treading he allows them to access the gate, and he grants the PCs
upon my land?” some rewards from his hoard, as detailed in the Reward
section below.
This encounter with Aojimitsu uses the influence If the PCs reach 8 Influence Points with Aojimitsu, he
subsystem (Pathfinder Gamemastery Guide 151– thanks them for cheering him up. He believes he still can
153). In this social encounter, the PCs have a chance be successful on the island with the support of allies such
to convince Aojimitsu that he is worthy of calling as the PCs, and he also displays interest in the Pathfinder
Kayajima his domain. The PCs have an hour to state Society if the PCs referenced it. He then takes on his
their case, which constitutes four 15-minute rounds in favored humanoid form, that of a locathah—a fishlike
the influence subsystem. people who live all across Tian Xia, notably in the
Give the players a quick rundown of this system if nation of Xidao south of Kayajima. Aojimitsu, with his
anyone at the table is unfamiliar with it, most notably confidence restored, is a brash, friendly fellow, befitting
the two main actions each PC can take on their turn that of an adolescent dragon. He’s committed to making
each round (Influence or Discover). If the PCs manage things work on the island, and he looks forward to helping
to make it past Aojimitsu without engaging the dragon, out the PCs and the Pathfinder Society when he’s back to
such as through stealth, he eventually notices that full strength. This contributes to the scenario’s secondary
someone made it past him and slides into the sea, objective, and it unlocks the Aojimitsu’s Breath benefit in
cursing his continued failure. the Awakened Statue encounter (page 17).
Aojimitsu is looking to regain his confidence, and he Reward: If the PCs achieve the 6 Influence Point
entertains the PCs’ conversation for a short time. The threshold, then Aojimitsu rewards them with a small lion
PCs can approach the conversation from angles such as statue made of gold and jade, which he recovered during
by telling him that he could get the help of allies such as his explorations of a shipwreck off the coast of Kayajima.
the Pathfinder Society or by reminding him of just how This statue is worth 20 gp (60 gp in Levels 5–6).
powerful he can be. The influence stat blocks reflect
these approaches, but the PCs might find other ways WRATHFUL TIDE GATE
of convincing him. Use the DCs in the stat blocks as The gate occupies a rocky outgrowth jutting into the sea.
guidelines for when the PCs want to use other methods As the PCs approach it, the fulgurite sparks and glows.
to Influence Aojimitsu, with lower DCs for particularly The gate is a simple dais with perfect concentric circles
fitting skill uses. and wave motifs carved into the dark stone.

Pathfinder Society Scenario


12
Mountain of Sea and Sky
When the PCs place the fulgurite on the dais, the circles If the PCs manage to get the bridge to the other side,
and patterns pulse with blue energy. A giant wave crashes they can reattach the bridge to its posts by succeeding at
against the peninsula, sunlight refracting into rainbows a DC 18 Crafting check (DC 20 in Levels 5–6). Other
through the spray as the energy courses through the dais PCs can help hold the bridge in place on the side with
and swirls its way into the underlying rock. the crafter, which requires no check; each PC who does
Reward: Activating the gate causes natural energy to so reduces the DC of the Crafting check by 2, as the
flow into a randomly selected, nondescript item on one additional help in holding the bridge makes the crafter’s
of the PCs’ person, such as a seashell or empty bottle. work easier.
The item shines blue and emits the sound of the sea Allow the PCs to come up with creative solutions to
when held to an ear, becoming obviously magical and this challenge, permitting abilities and spells to work
increasing its value to 15 gp (40 gp in Levels 5–6). how the players wish to use them as long as the players
provide a solid reasoning. For instance, a levitate spell
Soruseiji Peak would allow the spellcaster to move the bridge up and
When the PCs decide to travel to Soruseiji Peak, read or to the other side of the gap (although another PC would
paraphrase the following. still need to get to the other side to attach the bridge
in some way). Encourage the players to use their PCs’
Kukuha excuses herself and fetches a crystalline prism from abilities to form collaborative solutions. If DCs are
her campsite. She holds it to the sunlight, which catches the required, use a baseline of DC 18 for Levels 3–4 and 22
prism and refracts in an array of vivid, impossible colors. “A for Levels 5–6. If appropriate, you can reduce this DC
sky diamond—the perfect focus for Soruseiji Peak. At the by 2 when other PCs try to help out the primary check
place of power, it will surely shine even brighter.” maker, like above in the use of Athletics to lift the bridge
from the gap, requiring those supporting PCs to succeed
BROKEN BRIDGE at a check with a baseline DC of 15 for Levels 3–4 and
The PCs can head northeast through the ruins of the 19 for Levels 5–6.
fortress and a small stretch of woods, eventually reaching If the PCs become stuck on this puzzle, they can look
a sloping and winding path that carves its way up for an alternative way up the mountain. Back along the
Soruseiji Peak. As they travel, the rocky path switches path, they can find a treacherous and steep path that
back and curves along the slope. they can take to bypass the bridge, but by doing so, they
Eventually, the PCs encounter the broken bridge that end up having to spend much more time being careful.
stopped Kukuha’s progress up the mountain, originally This extra time spent allows the wind malevolents in the
built to traverse a gap that passes over a section of path upcoming encounter to build in strength even further.
the PCs walked up earlier. The broken rope-plank bridge Increase the wind malevolents’ attack bonus and damage
dangles from the posts on the PCs’ side, the ropes that by 2 each.
connected it to the other side having long frayed. A PC
can haul up the bridge by succeeding at a DC 18 Athletics B. CLASH AT THE AERIE MODERATE
check (DC 20 in Levels 5–6). Other PCs can help the After the PCs have moved past the bridge, they can
primary lifter by succeeding at a DC 15 Athletics check continue up the mountain. When the PCs are nearing the
(DC 19 in Levels 5–6) to Aid. peak, read or paraphrase the following.
Once the PCs have retrieved the bridge, a PC who makes
it across the gap can reattach the bridge to its connecting The path reaches a series of switchbacks, each climbing about
posts. The gap is 25 feet long, requiring a DC 25 Athletics ten feet higher, as it curves toward an aerie. As the peak
check to Long Jump across, and the fall is 40 feet, dealing grows near, the sound of harsh wind accompanied by frantic
20 bludgeoning damage to a PC if they fall. The PC can screeching sounds through the stony path.
tie or otherwise attach the bridge to themself, so it doesn’t
impede their movement. The stony mountain wall flanking When the PCs reach the aerie, they are greeted by
the gap has small handholds and footholds, and a PC who the sight of a family of Kayajima griffons fighting off
has expert proficiency in Athletics and succeeds at a DC what seem to be large, ethereal weasels made of wind
20 Athletics check can Climb it (a PC who has a climb and water vapor. The griffons have the heads, wings, and
Speed can Climb without attempting Athletics checks). forelimbs of an osprey and the hindquarters of a snow
The path ahead switches back and continues above the leopard. As the griffons lash out with claw and beak, the
PCs’ current location, so the PCs can also Climb the stone weasels seemed to turn gaseous before solidifying and
wall up to the continuing path 40 feet up. striking at the griffons with blades of compressed air.

Pathfinder Society Scenario


13
Mountain of Sea and Sky

B. Clash at the Aerie

PCs Start Here

10 ft.

Enemies Start Here

10 ft.

Griffons

1 square = 5 feet Pathfinder Flip-Mat Classics: Hill Country

Pathfinder Society Scenario


14
Mountain of Sea and Sky
These beings, known as wind malevolents, are that automatically improves the griffons’ attitude to
manifestations of the harsh alpine air. Although the ley helpful and grants the PCs the following reward.
lines that converge at the island are largely dormant, the Reward: If the PCs improve the griffons’ attitude to
malfunctioning gate occasionally bleeds energy into the helpful, the griffons allow the PCs to approach the nests.
sky that can allow haunts or elemental beings to form As they near, the heads of a few wide-eyed griffon chicks
spontaneously. Though the malevolents exist for only a pop up from over the edge of the nests. This group of
short time, while they do, they lash out violently against griffons have nine chicks in all, and with encouragement
any living creatures they can find. Unfortunately for the from the adults, they approach the PCs with curiosity,
griffons, these wind malevolents manifested at the aerie walking toward each in turn. One carries a gold necklace
and immediately attacked the family. The adult griffons in its beak with a pearl pendant. The chick drops it at the
have been fighting off the wind malevolents but have had PCs’ feet with a chirp and then scurries back to the nest.
little luck against these beings of air. As soon as the PCs This necklace is worth 10 gp (30 gp in Levels 5–6).
make their presence known, the wind malevolents turn to
attack them, and the griffons circle to protect their nest. OPEN SKY GATE
The ancient shrine gate at the aerie is relatively intact,
Levels 3–4 although wind erosion over the years has worn away at
some of the stone elements. A PC who succeeds at a DC
WIND MALEVOLENTS (2) CREATURE 3 18 Religion check (DC 20 in Levels 5–6) recognizes this
Page 21 as a shrine to Shizuru and Tsukiyo, seeing faded carvings
in the back wall of the gate of their religious symbols side
Levels 5–6 by side: a katana framed by the sun, and a crescent moon
etched with a depiction of the moon cycle. Worshippers
WIND MALEVOLENTS (2) CREATURE 5 of either deity recognize both symbols automatically. At
Page 25 the center of the gate is a dais covered in carved channels,
where the PCs can place the sky diamond. When they
Griffon Family: If the PCs manage to defeat the wind do so, the prism catches the afternoon light and refracts
malevolents, they are free to implement the ritual focus golden light across the summit that flows through the
at the aerie gate. The griffons eye the PCs with some dais’s channels into the mountaintop.
suspicion but allow the PCs to approach the aerie gate, Reward: Activating the gate causes natural energy to
which rests farther up the path from their nest. flow into a randomly selected, nondescript item on one
If a PC attempts to approach the griffons, the creatures of the PCs’ person, such as a pin or quill. The item shines
are still somewhat cagey after the fight with the wind with golden light and dances lightly in the air for a few
malevolents. First, the PCs must calm the griffons so seconds when released, becoming obviously magical and
they will allow the PCs to approach, which requires a increasing its value to 15 gp (40 gp in Levels 5–6).
successful DC 20 Nature check (DC 22 in Levels 5–6). If
a PC has an ability such as wild empathy or speak with C. The Awakened Statue
animals, they can instead attempt a DC 15 Diplomacy Moderate
check to calm them (DC 17 in Levels 5–6). If the PCs After the PCs have placed all three ritual focuses at their
are carrying any fish or other seafood with them, they respective gates, they can return to Kukuha at Kayajima
can offer the food to the griffons, who take it cautiously; Fortress. She thanks them for their efforts and informs
this reduces the DC by 2. Only one PC can attempt the them that her preparations are complete. As long as the
check, though others can Aid. Succeeding improves the PCs implemented all three ritual focuses, they gain the
griffons’ attitude to friendly. Improving the griffons’ Ritual Protections benefit in this encounter.
attitude to friendly means that the PCs befriended the When the PCs are ready, Kukuha begins the ritual.
creatures. This contributes to the scenario’s secondary Read or paraphrase the following.
objective, and it unlocks the Griffon Divebomb benefit in
the Awakened Statue encounter (page 17). Dusk is beginning to fall on Kayajima, lighting the clearing in
If the PCs improve the griffons’ attitude to friendly, the a sunset glow. The spires and walls of Kayajima Fortress cast
griffons allow the PCs to approach. At this point, the PCs long shadows across the expanse as Kukuha dons a ceremonial
can recognize that one of the griffons is injured, although cap and sash and stands at the center of clearing, eyes closed.
not life-threateningly so. If a PC successfully performs an She performs a brief series of gestures with a feather fan before
action that restores 5 or more Hit Points to the griffon, sinking to her knees and thrusting her talons into the earth.

Pathfinder Society Scenario


15
Mountain of Sea and Sky

C. The Awakened Statue

Guardian
Dogu
Starts Here

15 ft. 15 ft.
Archway 15 ft. 15 ft.

PCs Start Here

K
K = Kukuha
1 square = 5 feet Pathfinder Flip-Mat Classics: Town Square

Pathfinder Society Scenario


16
Mountain of Sea and Sky
A low rumble sounds, and the earth shakes. From the randomly determine which applicable benefit applies
northeast, tendrils of golden energy ripple through the air at the beginning of each round. The guardian makes no
like gusts of wind. From the southeast, waves of azure light effort to attack these allies, continuing to focus its efforts
flow across the ground, like the ocean crashing against the on the PCs.
shore. And from the northwest, lines of verdant energy snake Ritual Protections: Although Kukuha must continue
like roots through the earth. The energy trails dance toward the ritual, she manages to harness some of the energies
Kukuha, gathering in larger and more vibrant swaths and of the ley line convergence to help the PCs. With a yell
forming a dome around her. of exertion, she redirects protective magic into each PC,
Suddenly, a loud droning hum emits from the statue at the imbuing them with a faint glow that grants them each
wall. The etchings in the statue glow as it begins to rise with a +2 circumstance bonus to AC and 10 temporary Hit
the sound of grinding stone. A massive construct stands fully Points until the end of the encounter.
upright, bathing the clearing in cobalt light as energy flows Kodama Tangle: A small contingent of kodama appear
through the etchings covering its body. Its glowing eyes fix from nearby trees and use their magic to summon grasping
on Kukuha, crackling with power. roots from the earth that coil around the guardian’s legs.
The guardian becomes immobilized for 2 rounds or until
The wall is 15 feet tall. There are small handholds it spends 2 actions to use its eye beams to cut the vines,
and footholds on the south side of each of the rounded after which the kodama rattle loudly and scatter.
towers (DC 20 Athletics to Climb). Aojimitsu’s Breath: Aojimitsu summons what
Creatures: The statue reveals its true nature: a strength he has to leap over the battlefield and unleash
construct powered by the island’s energies, once created a breath of highly pressurized water at the guardian
to guard the fortress. However, for years now, the ruined that cracks the guardian’s armor. This weakens the
gates have misdirected the island’s magic into the statue, guardian’s defenses, imparting a –2 circumstance
and now that Kukuha’s ritual threatens to restore the ley penalty to its AC and Fortitude saves. Aojimitsu shouts
lines to their natural state, the statue has deemed her a words of encouragement to the PC as he flies to a safe
threat to its continued ownership of the island. The statue spot to rest.
activates to defend itself and the long-gone fortress. Griffon Divebomb: The adult Kayajima griffons
The guardian begins combat by using its Sudden screech as they divebomb the guardian’s eyes in a
Charge to run through the archway in the fortress wall one-two combination, causing the guardian’s eyes to
and close in on the nearest PC. It alternates between using flicker erratically. The guardian takes a –2 circumstance
its energized fist Strikes against nearby foes and using its penalty to attack and damage rolls with its eye beam
eye beam Strike to attack faraway threats, prioritizing Strikes for the rest of the encounter. The griffons retreat
the most threatening PCs at either range. It uses its Ley after the attack, screeching in triumph as they fly into
Line Surge ability if it can catch multiple PCs in a close the skies.
area. The guardian fights until destroyed.
Though the guardian prioritizes attacking the PCs, LEVELS 3–4
it will attempt to attack Kukuha if it finds itself near
her. Thankfully, so long as she controls the ley lines’ KAYAJIMA GUARDIAN DOGU CREATURE 5
protective magic, she is completely shielded from the Page 22, art on page 27
energies released by the guardian’s eye beams and Ley
Line Surge abilities. The guardian can still attack Kukuha LEVELS 5–6
with its fists, which hit automatically—though they can’t
damage Kukuha through the web of ritual magic, they KAYAJIMA GUARDIAN DOGU CREATURE 7
do disrupt her focus. If the guardian hits Kukuha with Page 26, art on page 27
an energized fist Strike, the PCs lose the AC bonus from
the Ritual Protections (see below) until the beginning of Conclusion
the next round. After the PCs have defeated the guardian, Kukuha is free
The creatures of Kayajima have also noticed the ritual. to complete her ritual. Read or paraphrase the following.
Each of the following benefits occurs at the beginning
of a given round. The Ritual Protections benefit occurs The energies swirling around Kukuha coalesces into an
first, before the first round of combat. Depending on the iridescent vortex, then bursts outward. Globes of luminescence
creatures the PCs befriended throughout the adventure, linger in the air for a brief moment, then fade. The earth grows
additional benefits occur in each subsequent round— still, and the clearing is quiet, cast in the light of the setting sun.

Pathfinder Society Scenario


17
Mountain of Sea and Sky
Kukuha gets to her feet, casually dusting the dirt from her REPORTING CONDITIONS
robes. “It is done. Now that the island’s ley lines have been If the PCs befriended the kodama, check box A. If they
restored, Kayajima’s magic will protect this site for years befriended Aojimitsu, check box B. If they befriended the
to come. I do believe the Society will find this location most Kayajima griffons, check box C. If they did not befriend
appropriate for a new lodge. I’ll send word to Fola Barun to any of these, check box D.
inform her of the outcome.
“I can’t thank you enough for your actions today. I will PRIMARY OBJECTIVES
stay here for a while longer—it seems this island still holds The PCs fulfill their primary objective if they implement
countless secrets. I wish to study them before I depart. Safe the three ritual focuses, defeat the guardian statue, and
travels to you, Pathfinders, whatever destination is next for help Kukuha complete her ritual. Doing so earns each
you. I do hope our paths cross again, fates willing.” PC 2 Reputation for their chosen faction.

The PCs can then bid their farewells to Kukuha before SECONDARY OBJECTIVES
heading out. They can make their way through the forest The PCs fulfill their secondary objective by befriending
back to the beach where Masuhei is waiting at the at least one of the following: the kodama, Aojimitsu,
rock pier to return them to Sakakabe. The captain or the Kayajima griffons. Doing so earns each PC 2
quips that he saw some bright lights over Reputation for their chosen faction.
the island and wondered if that was
the PCs’ doing. He’s curious about FACTION NOTES
the PCs’ exploits on the island and If the PCs befriend two of the groups listed in
eagerly engages them about what they the scenario’s secondary objective, the Envoy’s
managed to accomplish. Alliance is pleased with the PCs’ efforts. Each
Night is beginning to fall, and the sunset PC earns 2 additional Reputation with the
glow casts the waves in orange light as Envoy’s Alliance faction, in addition
the Auspicious Pearl arrives to port. to any other Reputation earned
The streets of Sakakabe are aglow as a result of completing this
with the lights of night life, scenario.
and people dressed in all
manner of Minkaian
finery are enjoying a
leisurely evening out.
True to his word,
Masuhei treats the
PCs to dinner.
Weeks later,
the PCs receive a letter from the
newly minted Venture-Captain
Kukuha Mukai. Give the PCs
Handout #2.

Kayajima
Guardian Dogu

Pathfinder Society Scenario


18
Mountain of Sea and Sky
Appendix 1: Level 3–4
Encounters Scaling Ambush on the Path
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 3rd-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
use the scaling sidebars to adjust the encounters based 10–11 Challenge Points: Increase each Kayajima
on your group’s Challenge Points. Challenge Points boar’s Hit Points by 10.
are described in the GM Basics Section of the Guide to 12–13 Challenge Points: Add an additional Kayajima
Organized Play: Pathfinder Society. boar to the encounter.
14–15 Challenge Points: Add an additional Kayajima
AMBUSH ON THE PATH (LEVELS 3–4) boar to the encounter, and increase each Kayajima
boar’s Hit Points by 10.
KAYAJIMA BOARS (2) CREATURE 3 16–18 Challenge Points (5+ players): Add two
N MEDIUM ANIMAL additional Kayajima boars to the encounter.
Perception +10; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +7, Athletics +10, Survival +10
Str +4, Dex +1, Con +1, Int –4, Wis +2, Cha –3
AC 20; Fort +12, Ref +7, Will +10
HP 45
Ferocity [reaction]
Speed 40 feet
Melee [one-action] tusk +12, Damage 2d6+6 piercing
Boar Charge [two-actions] The boar Strides twice and then makes a
tusk Strike. As long as it moved at least 20 feet, it gains a
+2 circumstance bonus to its attack roll.

Pathfinder Society Scenario


19
Mountain of Sea and Sky
THE DRAGON OF AIRISHIN COVE (LEVELS
3–4) Scaling Dragon at
Airishin Cove
AOJIMITSU
UNIQUE CG LARGE DRAGON WATER To adjust for the PCs’ overall strength, use the following
Sea dragon sovereign-in-training Challenge Point adjustments. These adjustments are
Perception +11 not cumulative.
Will +10 10–11 Challenge Points: Increase each Influence and
Discovery DC 13 Dragon Lore, DC 16 Nature, DC 18 Perception Discovery DC by 1.
Influence Skills DC 16 Diplomacy (boosting Aojimitsu’s 12–13 Challenge Points: Increase each Influence
confidence about his abilities); DC 16 Pathfinder Society Threshold by 1.
Lore (sharing the history of the Pathfinder Society and how 14–15 Challenge Points: Increase each Influence
the Society could help him); DC 20 Medicine (explaining and Discovery DC by 1, and increase each Influence
that Aojimitsu’s injuries are minor and that the PCs can Threshold by 1.
treat them); DC 22 various (demonstrating a talent and 16–18 Challenge Points (5+ players): Increase each
explaining how that would make the PC a worthy ally; Influence and Discovery DC by 2.
various skills can apply); DC 24 Deception (lying about any
of the other listed actions)
Influence 4 Aojimitsu relents, allowing the PCs to access
the gate just beyond. He continues to mope, muttering
put-downs at himself and saying he should leave the island
for good.
Influence 6 Aojimitsu begins to believe in himself. He thanks
the PCs for cheering him up and gives them rewards from
his hoard after the end of the encounter. He tells them that
he’ll think about staying on the island, but he still feels he
might belong elsewhere.
Influence 8 Aojimitsu sees the PCs as new friends and regains
his confidence. He assumes his humanoid form, that of
a young locathah angler, and thanks the PCs for making
him feel less alone. The PCs gain the Aojimitsu’s Breath
benefit in the Awakened Statue encounter on page 17. This
contributes to the scenario’s secondary objective.
Resistances Aojimitsu’s confidence is already at an all-time
low, and appeals that rely on further degrading him
increase the check’s DC by 2.
Weaknesses Aojimitsu’s lack of confidence is due not only to
his unfortunate encounter with the sea serpent but also his
uncertainty in claiming a domain for the first time. Appeals
based on providing a support system of allies and friends,
such as referring to the Pathfinder Society teaming up with
Aojimitsu, reduce the check’s DC by 2. Appeals that praise
Aojimitsu’s abilities reduce the check’s DC by 2.
Background Aojimitsu came to the abandoned Kayajima
without issue, hoping to claim it as his lair. He’s enjoyed
hunting the bountiful waters and recovering artifacts
of the island’s past. However, an unfortunate encounter
with a vicious sea serpent has left Aojimitsu injured and
despondent, doubting his abilities to defend Kayajima.
Appearance Aojimitsu is a young imperial sea dragon—a blue
serpentine dragon with antlers and a white beard.
Personality earnest, naïve, proud

Pathfinder Society Scenario


20
Mountain of Sea and Sky
B. CLASH AT THE AERIE (LEVELS 3–4)
Scaling Clash at the
WIND MALEVOLENTS (2) CREATURE 3 Aerie
UNCOMMON NE SMALL AIR ELEMENTAL
Perception +7; darkvision To adjust for the PCs’ overall strength, use the following
Skills Acrobatics +11, Stealth +9 Challenge Point adjustments. These adjustments are
Str +4, Dex +2, Con +5, Int –4, Wis +0, Cha +0 not cumulative.
AC 19; Fort +6, Ref +11, Will +7 10–11 Challenge Points: Increase each wind
HP 50; Immunities bleed, paralyzed, poison, sleep malevolent’s HP by 10.
Dissociate [reaction] Trigger The wind malevolent would be hit by 12–13 Challenge Points: Add an additional wind
an effect that deals bludgeoning, piercing, or slashing malevolent to the encounter.
damage; Effect The wind malevolent dissociates into 14–15 Challenge Points: Add an additional wind
component elemental wisps while vaguely retaining its malevolent to the encounter, and increase each wind
weasel-like form. This grants it bludgeoning resistance 5, malevolent’s Hit Points by 10.
piercing resistance 5, slashing resistance 5, weakness 5 to 16–18 Challenge Points (5+ players): Add an
area damage, and weakness 5 to splash damage. While in additional wind malevolent to the encounter, increase
this dissociated form, it can’t use its vacuum sickle Strike. each wind malevolent’s Hit Points by 10, and increase
The wind malevolent automatically re-forms into its normal each wind malevolent’s attack bonus and damage with
form at the beginning of its next turn. its vacuum sickle Strike by 2.
Speed fly 50 feet
Melee [one-action] vacuum sickle +11, Damage 1d8+6 slashing

Pathfinder Society Scenario


21
Mountain of Sea and Sky
C. AWAKENED STATUE(LEVELS 3–4)
Scaling The Guardian
KAYAJIMA GUARDIAN DOGU CREATURE 5 Awakened
UNIQUE N HUGE CONSTRUCT EARTH MINDLESS
Perception +11; darkvision To adjust for the PCs’ overall strength, use the following
Skills Athletics +13 Challenge Point adjustments. These adjustments are
Str +5, Dex –1, Con +5, Int –5, Wis +0, Cha –5 not cumulative.
AC 23 (20 when broken); construct armor; Fort +14, Ref +8, 10–11 Challenge Points: Increase the guardian’s Hit
Will +7 Points by 15, and it can use Ley Line Surge twice per day.
HP 85; Hardness 8; Immunities bleed, death effects, disease, 12–13 Challenge Points: Increase the guardian’s Hit
doomed, drained, fatigued, healing, mental, necromancy, Points by 30, and it can use Ley Line Surge twice per day.
nonlethal attacks, paralyzed, poison, sickened, unconscious 14–15 Challenge Points: Increase the guardian’s Hit
Construct Armor Like normal objects, the guardian dogu Points by 30, and it can use Ley Line Surge three times
has Hardness. This Hardness reduces any damage it takes per day.
by an amount equal to the Hardness. Once the guardian 16–18 Challenge Points (5+ players): Increase the
is reduced to less than half its Hit Points, or immediately guardian’s Hit Points by 30, and it can use Ley Line
upon being damaged by a critical hit, its construct armor Surge three times per day. Its construct armor breaks
breaks and its Armor Class is reduced to 20. when it reaches half its Hit Points or when it has been
Speed 30 feet struck by two critical hits, rather than one critical hit.
Melee [one-action] energized fist +16 (magical, reach 10 feet), Damage Increase its attack bonus and damage with both of its
2d10+5 bludgeoning Strikes by 2.
Ranged [one-action] eye beam +12 (fire, magical, range increment 80
feet), Damage 3d10+3 fire
Ley Line Surge [one-action] to [three-actions] (evocation, primal, force) Frequency
once per day; Effect The Kayajima guardian pulses with
mystical energies that emit a pale blue glow before it emits
a wave of force. If the Kayajima guardian uses 1 action to
use Ley Line Surge, it unleashes a powerful blast that deals
3d6 force damage to all creatures in a 15-foot cone. If the
Kayajima guardian uses 2 actions to use Ley Line Surge,
increase the size of the cone to 30 feet and the damage
to 5d6. If the Kayajima guardian uses 3 actions to use Ley
Line Surge, increase the size of the cone to 60 feet and the
damage to 6d6. Each creature in the area must attempt a
DC 19 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet.
Critical Failure The creature takes double damage and is
pushed 10 feet.
Sudden Charge [two-actions] The Kayajima guardian propels itself with
jets of blue energy from its feet, dashing up to a foe and
swinging its fist. It Strides twice. If it ends its movement
within melee range of at least one enemy, it can make an
energized fist Strike against that enemy.

Pathfinder Society Scenario


22
Mountain of Sea and Sky
Appendix 2: Level 5–6
Encounters Scaling Ambush on the Path
The statistics presented in this appendix include full
stat blocks for creatures and hazards appearing in this To adjust for the PCs’ overall strength, use the following
scenario. These encounters are written for four 5th-level Challenge Point adjustments. These adjustments are
PCs. If your group has a different composition or size, not cumulative.
use the scaling sidebars to adjust the encounters based 19–22 Challenge Points: Increase each Kayajima
on your group’s Challenge Points. Challenge Points daeodon’s Hit Points by 20.
are described in the GM Basics Section of the Guide to 23–27 Challenge Points: Add an additional Kayajima
Organized Play: Pathfinder Society. daeodon to the encounter
28–32 Challenge Points: Add an additional Kayajima
AMBUSH ON THE PATH (LEVELS 5–6) daeodon to the encounter, and increase each Kayajima
daeodon’s Hit Points by 20.
KAYAJIMA DAEODONS (2) CREATURE 5 33+ Challenge Points: Add two additional Kayajima
N LARGE ANIMAL daeodons to the encounter.
Perception +14; low-light vision, scent (imprecise) 30 feet
Skills Acrobatics +10, Athletics +14, Survival +12
Str +6, Dex +0, Con +3, Int –4, Wis +2, Cha –1
AC 23; Fort +15, Ref +11, Will +12
HP 75
Ferocity [reaction]
Speed 40 feet
Melee [one-action] tusk +16, Damage 2d8+8 piercing
Daeodon Charge [two-actions] The daeodon Strides twice and then
makes a tusk Strike. As long as it moved at least 20 feet, it
gains a +2 circumstance bonus to its attack roll. A Medium
or smaller creature struck by this attack must succeed at
a DC 21 Reflex save or be knocked prone by the force of
the blow.

Pathfinder Society Scenario


23
Mountain of Sea and Sky
THE DRAGON OF AIRISHIN COVE (LEVELS
5–6) Scaling Dragon at
Airishin Cove
AOJIMITSU
UNIQUE CG LARGE DRAGON WATER To adjust for the PCs’ overall strength, use the following
Sea dragon sovereign-in-training Challenge Point adjustments. These adjustments are
Perception +13 not cumulative.
Will +12 19–22 Challenge Points: Increase each Influence and
Discovery DC 15 Dragon Lore, DC 18 Nature, DC 20 Perception Discovery DC by 1.
Influence Skills DC 18 Diplomacy (boosting Aojimitsu’s 23–27 Challenge Points: Increase each Influence
confidence about his abilities), DC 18 Pathfinder Society Threshold by 1.
Lore (sharing the history of the Pathfinder Society and how 28–32 Challenge Points: Increase each Influence
the Society could help him); DC 20 Diplomacy (convincing and Discovery DC by 1, and increase each Influence
Aojimitsu that he will have allies or even friends in the Threshold by 1.
PCs); DC 22 Medicine (explaining that Aojimitsu’s injuries 33+ Challenge Points: Increase each Influence and
are minor and that the PCs can treat them); DC 24 various Discovery DC by 2.
(demonstrating a talent and explaining how that would
make the PC a worthy ally; various skills can apply); DC
26 Deception (lying about any of the other listed actions)
Influence 4 Aojimitsu relents, allowing the PCs to access the gate
just beyond. He continues to mope, muttering put-downs at
himself and saying he should leave the island for good.
Influence 6 Aojimitsu begins to believe in himself. He thanks
the PCs for cheering him up and gives them rewards from
his hoard after the end of the encounter. He tells them that
he’ll think about staying on the island, but he still feels he
might belong elsewhere.
Influence 8 Aojimitsu sees the PCs as new friends and regains
his confidence. He assumes his humanoid form, that of
a young locathah angler, and thanks the PCs for making
him feel less alone. The PCs gain the Aojimitsu’s Breath
benefit in the Awakened Statue encounter on page 17. This
contributes to the scenario’s secondary objective.
Resistances Aojimitsu’s confidence is already at an all-time
low, and appeals that rely on further degrading him
increase the check’s DC by 2.
Weaknesses Aojimitsu’s lack of confidence is due not only to
his unfortunate encounter with the sea serpent but also his
uncertainty in claiming a domain for the first time. Appeals
based on providing a support system of allies and friends,
such as referring to the Pathfinder Society teaming up with
Aojimitsu, reduce the check’s DC by 2. Appeals that praise
Aojimitsu’s abilities reduce the check’s DC by 2.
Background Aojimitsu came to the abandoned Kayajima
without issue, hoping to claim it as his lair. He’s enjoyed
hunting the bountiful waters and recovering artifacts
of the island’s past. However, an unfortunate encounter
with a vicious sea serpent has left Aojimitsu injured and
despondent, doubting his abilities to defend Kayajima.
Appearance Aojimitsu is a young sea dragon—a blue
serpentine dragon with antlers and a white beard.
Personality earnest, naïve, proud

Pathfinder Society Scenario


24
Mountain of Sea and Sky
B. CLASH AT THE AERIE (LEVELS 5–6)
Scaling Clash at the
WIND MALEVOLENTS (2) CREATURE 5 Aerie
UNCOMMON NE SMALL AIR ELEMENTAL
Perception +10; darkvision To adjust for the PCs’ overall strength, use the following
Skills Acrobatics +14, Stealth +12 Challenge Point adjustments. These adjustments are
Str +5, Dex +3, Con +6, Int –4, Wis +1, Cha +0 not cumulative.
AC 22; Fort +9, Ref +14, Will +9 19–22 Challenge Points: Increase each wind
HP 50; Immunities bleed, paralyzed, poison, sleep malevolent’s Hit Points by 15.
Dissociate [reaction] Trigger The wind malevolent would be hit by 23–27 Challenge Points: Add an additional wind
an effect that deals bludgeoning, piercing, or slashing malevolent to the encounter.
damage; Effect The wind malevolent dissociates into 28–32 Challenge Points: Add an additional wind
component elemental wisps while vaguely retaining its malevolent to the encounter, and increase each wind
weasel-like form. This grants it bludgeoning resistance 7, malevolent’s Hit Points by 15.
piercing resistance 7, slashing resistance 7, weakness 5 to 33+ Challenge Points: Add an additional wind
area damage, and weakness 5 to splash damage. While in malevolent to the encounter, increase each wind
this dissociated form, it can’t use its vacuum sickle Strike. malevolent’s Hit Points by 15, and increase each wind
The wind malevolent automatically re-forms into its normal malevolent’s attack bonus and damage with its vacuum
form at the beginning of its next turn. sickle Strike by 2.
Speed fly 50 feet
Melee [one-action] vacuum sickle +14, Damage 2d8+7 slashing

Pathfinder Society Scenario


25
Mountain of Sea and Sky
C. AWAKENED STATUE (LEVELS 5–6)
Scaling The Guardian
KAYAJIMA GUARDIAN DOGU CREATURE 7 Awakened
UNIQUE N HUGE CONSTRUCT EARTH MINDLESS
Perception +14; darkvision To adjust for the PCs’ overall strength, use the following
Skills Athletics +17 Challenge Point adjustments. These adjustments are
Str +6, Dex –1, Con +6, Int –5, Wis +0, Cha –5 not cumulative.
AC 26 (22 when broken); construct armor; Fort +17, Ref +11, 19–22 Challenge Points: Increase the guardian’s Hit
Will +10 Points by 15, and it can use Ley Line Surge twice per day.
HP 130; Hardness 10; Immunities bleed, death effects, disease, 23–27 Challenge Points: Increase the guardian’s Hit
doomed, drained, fatigued, healing, mental, necromancy, Points by 30, and it can use Ley Line Surge twice per day.
nonlethal attacks, paralyzed, poison, sickened, unconscious 28–32 Challenge Points: Increase the guardian’s Hit
Construct Armor This Hardness reduces any damage it takes Points by 30, and it can use Ley Line Surge three times
by an amount equal to the Hardness. Once the guardian per day.
is reduced to less than half its Hit Points, or immediately 33+ Challenge Points: Increase the guardian’s Hit
upon being damaged by a critical hit, its construct armor Points by 30, and it can use Ley Line Surge three times
breaks and its Armor Class is reduced to 22. per day. Its construct armor breaks when it reaches
Speed 30 feet half its Hit Points or when it has been struck by two
Melee [one-action] energized fist +19 (magical, reach 10 feet, versatile critical hits, rather than one critical hit. Increase its
P), Damage 2d12+6 bludgeoning attack bonus and damage with both of its Strikes by 2.
Ranged [one-action] eye beam +14 (fire, magical, range increment 80
feet), Damage 4d6+10 fire
Ley Line Surge [one-action] to [three-actions] Frequency once per day; Effect
The Kayajima guardian’s core pulses with mystical energies
that emit a pale blue glow. If the Kayajima guardian uses 1
action to use Ley Line Surge, it unleashes a powerful blast
of force that deals 4d6 force damage to all creatures in a
15-foot cone. If the Kayajima guardian uses 2 actions to use
Ley Line Surge, increase the size of the cone to 30 feet and
the damage to 6d6. If the Kayajima guardian uses 3 actions
to use Ley Line Surge, increase the size of the cone to 60
feet and the damage to 8d6. Each creature in the area must
attempt a DC 22 Fortitude save.
Critical Success The creature is unaffected.
Success The creature takes half damage.
Failure The creature takes full damage and is pushed 5 feet.
Critical Failure The creature takes double damage and is
pushed 10 feet.
Sudden Charge [two-actions] The Kayajima guardian propels itself with
jets of blue energy from its feet, dashing up to a foe and
swinging its fist. It Strides twice. If it ends its movement
within melee range of at least one enemy, it can make an
energized fist Strike against that enemy.

Pathfinder Society Scenario


26
Mountain of Sea and Sky
Appendix 3: Game Aids

Kukuha Mukai Aojimitsu


Kayajima Guardian Dogu

Pathfinder Society Scenario


27
Mountain of Sea and Sky
Handout #1: Letter from Fola Barun
Pathfinder,
I hope this letter finds you well. I’ve been working on possibilities on expanding the Pathfinder presence in Minkai, and
I believe I have found an excellent location for a brand-new Pathfinder lodge. I have recently learned that a small island
just off the coast of Sakakabe Province called Kayajima is potentially located on a favorable convergence of dormant ley
lines. We have reason to believe that if we could restore the island’s power, it would be of great use in protecting any lodge
we would establish. Not only that, but the island’s diplomatic location in relation to Minkai, Xidao, and the Forest of Spirits
would be a great boon to expanding Society presence in the region. I’ve secured approval from Sakakabe’s provincial
government for this mission, so you should encounter no difficulties in that regard.
I have spoken to my protege, Kukuha Mukai, and have requested her to meet you in Sakakabe proper to travel to
Kayajima to see whether it would be a fitting location for a lodge. She’s somewhat an expert in the field of ley lines, so
she’s the perfect person to oversee this endeavor. Kukuha will be your point of contact for this mission.
I’ve chartered a voyage from a former Pathfinder, Masuhei Okonase, who retired from the Pathfinder Society to become
an oyster fisher. He still helps out the Society from time to time, and he’s a great asset to have in Sakakabe. He knows the
waters around Sakakabe well and will be ready to transport you to Kayajima when you arrive.
Best of luck to you,
—Venture-Captain Fola Barun

Handout #2: Letter from Venture-Captain Kukuha Mukai


Pathfinder,
I am most pleased to share two pieces of news with you. Thanks to your efforts on Kayajima, we’ve officially broken
ground on construction of the newly named Three Gates Lodge. The ritual was a resounding success, and now that the
island ley lines’ natural configuration has been restored, the lodge will be well protected from any outside threats. I am
also excited to share that I have been named the venture-captain of this new lodge. I am looking forward to overseeing
Three Gates operations and directing Pathfinder efforts within the region. It was a pleasure working with such a reliable
agent as yourself, and I do hope you are willing to help the lodge in the future.
Until we meet again,
—Venture-Captain Kukuha Mukai

Pathfinder Society Scenario


28
Mountain of Sea and Sky
Organized Play
Treasure Table Treasure Bundles
□ □ Contact at Kayajima Fortress, page 7: 2 Treasure
LEVEL TREASURE BUNDLE
Bundles for rendezvousing with Kukuha
3 3.8 gp □ □ Journey to Makuzen’s Heart, page 9: 1 Treasure
4 6.4 gp Bundle for finding each site of interest: the guard tower
5 10 gp and the magic kiln
6 15 gp □ Forest Heart’s Gate, page 10: 1 Treasure Bundle for
activating the gate
□ Treating with the Kodama, page 11: 1 Treasure Bundle
for making the kodama helpful
□ The Dragon of Airishin Cove, page 12: 1 Treasure
Bundle for becoming friends with Aojimitsu
□ Wrathful Tide Gate, page 13: 1 Treasure Bundle for
activating the gate
□ Clash at the Aerie, page 15: 1 Treasure Bundle for
meeting the griffon family
□ Open Sky Gate, page 15: 1 Treasure Bundle for
activating the gate

Pathfinder Society Scenario


29
Mountain of Sea and Sky
Event Reporting Form
Date Event Code:

Location

GM Org Play #: -2 GM Name: GM Faction:


Adventure #: Adventure Name:
Reporting Codes: (check when instructed, line through all if no conditions to report) □A □B □C □D
Bonus Faction Goal Achieved: □ Yes □ No □ N/A Scenario-based Infamy earned? □ Yes □ No □ N/A

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Faction:
□ Grand Archive □ Envoy’s Alliance □ Slow Track
Character Name: □ Radiant Oath □ Horizon Hunters □ Dead
□ Vigilant Seal □ Verdant Wheel
Org Play #: -2 Level □ □ Infamy

Pathfinder Society Scenario


30
Mountain of Sea and Sky
OPEN GAME LICENSE VERSION 1.0A PAIZO INC.
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Creative Directors • James Jacobs and Robert G. McCreary
Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. Director of Game Design • Jason Bulmahn
1. Definitions: (a) “Contributors” means the copyright and/or trademark owners who Director of Visual Design • Sarah E. Robinson
have contributed Open Game Content; (b) “Derivative Material” means copyrighted material
Director of Game Development • Adam Daigle
including derivative works and translations (including into other computer languages),
potation, modification, correction, addition, extension, upgrade, improvement, compilation, Organized Play Managing Developer • Linda Zayas-Palmer
abridgment or other form in which an existing work may be recast, transformed or adapted; Developers • James Case, Eleanor Ferron, Jason Keeley, Luis Loza, Ron
(c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, Lundeen, Patrick Renie, and Jason Tondro
transmit or otherwise distribute; (d) “Open Game Content” means the game mechanic and in- Starfinder Lead Designer • Joe Pasini
cludes the methods, procedures, processes and routines to the extent such content does not Starfinder Senior Developer • John Compton
embody the Product Identity and is an enhancement over the prior art and any additional Starfinder Society Developer • Thurston Hillman
content clearly identified as Open Game Content by the Contributor, and means any work Pathfinder Society Developer • Michael Sayre
covered by this License, including translations and derivative works under copyright law, but
Design Manager • Mark Seifter
specifically excludes Product Identity. (e) “Product Identity” means product and product line
names, logos and identifying marks including trade dress; artifacts, creatures, characters,
Pathfinder Lead Designer • Logan Bonner
stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, Designer • Lyz Liddell
designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic Managing Editor • Judy Bauer
and other visual or audio representations; names and descriptions of characters, spells, Senior Editor • Leo Glass
enchantments, personalities, teams, personas, likenesses and special abilities; places, Editors • Patrick Hurley, Avi Kool, Ianara Natividad, Kieran Newton, and
locations, environments, creatures, equipment, magical or supernatural abilities or effects, Lu Pellazar
logos, symbols, or graphic designs; and any other trademark or registered trademark clearly Managing Art Director • Sonja Morris
identified as Product identity by the owner of the Product Identity, and which specifically Art Directors • Kent Hamilton and Adam Vick
excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign,
Senior Graphic Designer • Emily Crowell
motto, designs that are used by a Contributor to identify itself or its products or the associ-
ated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or Graphic Designer • Tony Barnett
“Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Director of Brand Strategy • Mark Moreland
Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms Paizo CEO • Lisa Stevens
of this agreement. President • Jeffrey Alvarez
2. The License: This License applies to any Open Game Content that contains a notice
Chief Creative Officer • Erik Mona
indicating that the Open Game Content may only be Used under and in terms of this License.
You must affix such a notice to any Open Game Content that you Use. No terms may be Chief Financial Officer • David Reuland
added to or subtracted from this License except as described by the License itself. No Chief Technical Officer • Vic Wertz
other terms or conditions may be applied to any Open Game Content distributed using this Director of Project Management • Glenn Elliott
License. Project Coordinator • Michael Nzazi
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance
Director of Sales • Pierce Watters
of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Con- Sales Associate • Cosmo Eisele
tributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact Vice President of Marketing & Licensing • Jim Butler
terms of this License to Use, the Open Game Content. Director of Licensing • John Feil
5. Representation of Authority to Contribute: If You are contributing original material as Public Relations Manager • Aaron Shanks
Open Game Content, You represent that Your Contributions are Your original creation and/or Social Media Producer • Payton Smith
You have sufficient rights to grant the rights conveyed by this License. Customer Service & Community Manager • Sara Marie
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this Operations Manager • Will Chase
License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You
Organized Play Manager • Tonya Woldridge
are copying, modifying or distributing, and You must add the title, the copyright date, and
the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content Organized Play Associate • Alex Speidel
you Distribute. Accountant • William Jorenby
7. Use of Product Identity: You agree not to Use any Product Identity, including as an in- Accounting & AP Specialist • Eric Powell
dication as to compatibility, except as expressly licensed in another, independent Agreement Finance Operations Specialist • B. Scott Keim
with the owner of each element of that Product Identity. You agree not to indicate compat- Human Resources Generalist • Devinne Caples
ibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a
work containing Open Game Content except as expressly licensed in another, independent Director of Technology • Raimi Kong
Agreement with the owner of such Trademark or Registered Trademark. The use of any Web Content Manager • Maryssa Lagervall
Product Identity in Open Game Content does not constitute a challenge to the ownership of Senior Software Developer • Gary Teter
that Product Identity. The owner of any Product Identity used in Open Game Content shall Webstore Coordinator • Katina Davis
retain all rights, title and interest in and to that Product Identity.
Customer Service Team • Joan Hong, Virginia Jordan, Samantha Phelan,
8. Identification: If you distribute Open Game Content You must clearly indicate which
portions of the work that you are distributing are Open Game Content. Calliope Taylor, and Diego Valdez
9. Updating the License: Wizards or its designated Agents may publish updated versions Warehouse Team • Mika Hawkins, Heather Payne, Jeff Strand, and
of this License. You may use any authorized version of this License to copy, modify and Kevin Underwood
distribute any Open Game Content originally distributed under any version of this License. Website Team • Brian Bauman, Robert Brandenburg, Whitney Chatterjee,
10. Copy of this License: You MUST include a copy of this License with every copy of the Erik Keith, Josh Thornton, and Andrew White
Open Game Content You distribute.
This product is compliant with the Open Game License (OGL) and is suitable for use with the
11. Use of Contributor Credits: You may not market or advertise the Open Game Content Pathfinder Roleplaying Game (Second Edition).
using the name of any Contributor unless You have written permission from the Contributor
to do so. Product Identity: The following items are hereby identified as Product Identity, as defined
in the Open Game License version 1.0a, Section 1(e), and are not Open Game Content: All
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this trademarks, registered trademarks, proper nouns (characters, deities, locations, etc., as well
License with respect to some or all of the Open Game Content due to statute, judicial order, as all adjectives, names, titles, and descriptive terms derived from proper nouns), artworks,
or governmental regulation then You may not Use any Open Game Material so affected. characters, dialogue, locations, organizations, plots, storylines, and trade dress. (Elements
13. Termination: This License will terminate automatically if You fail to comply with all that have previously been designated as Open Game Content, or are exclusively derived
from previous Open Game Content, or that are in the public domain are not included in this
terms herein and fail to cure such breach within 30 days of becoming aware of the breach. declaration.)
All sublicenses shall survive the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provi- Open Game Content: Except for material designated as Product Identity, the game mechanics
of this Paizo game product are Open Game Content, as defined in the Open Game License
sion shall be reformed only to the extent necessary to make it enforceable. version 1.0a, Section 1(d). No portion of this work other than the material designated as Open
15. COPYRIGHT NOTICE Game Content may be reproduced in any form without written permission.
Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
Pathfinder Society Scenario #2–02: Mountain of Sea and Sky © 2020, Paizo Inc. All rights reserved.
System Reference Document © 2000, Wizards of the Coast, Inc.; Authors: Jonathan Tweet, Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, Starfinder, and the
Monte Cook, and Skip Williams, based on material by E. Gary Gygax and Dave Arneson. Starfinder logo are registered trademarks of Paizo Inc.; the Pathfinder P logo, Pathfinder Accessories,
Pathfinder Core Rulebook (Second Edition) © 2019, Paizo Inc.; Authors: Logan Bonner, Pathfinder Adventure Card Game, Pathfinder Adventure Card Society, Pathfinder Adventure Path,
Jason Bulmahn, Stephen Radney-MacFarland, and Mark Seifter. Pathfinder Adventures, Pathfinder Battles, Pathfinder Combat Pad, Pathfinder Flip-Mat, Pathfinder
Pathfinder Society Scenario #2–02: Mountain of Sea and Sky © 2020, Paizo Inc.; Author: Flip-Tiles, Pathfinder Legends, Pathfinder Lost Omens, Pathfinder Pawns, Pathfinder Roleplaying
Game, Pathfinder Tales, Starfinder Adventure Path, Starfinder Combat Pad, Starfinder Flip-Mat,
Adrian Ng Starfinder Pawns, Starfinder Roleplaying Game, and Starfinder Society are trademarks of Paizo Inc.

Pathfinder Society Scenario


31
Scenario #2-02: Character Chronicle #

Mountain of Sea and Sky Chronicle Code


L2M5

Faction Reputation
A.K.A. -2
Faction Reputation
Player Name Character Name Organized Play # Character #
Faction Reputation

Adventure Summary

You traveled to the island of Kayajima, off the coast of Minkai, to establish a new Pathfinder lodge in an abandoned fortress.
Several ley lines converge on the island, but these powerful currents have long been out of alignment. Working together with the
scholar Kukuha Mukai, you attuned ritual gates to restore the island’s connections to land, sea, and sky. Along the way, you sought
to gain the blessing of the island’s inhabitants, and successfully befriended (▫ the kodama guardians of the forest, ▫ a self-doubting
sea dragon, and ▫ a family of griffins). When at last the time came to perform the ritual, an ancient guardian attacked, lashing out
against the attempt to restore balance to the island. Thanks to your efforts, the newly founded Three Gates Lodge can now flourish.

Boons
Congratulations on completing Mountain of Sea and Sky! Completing this adventure has earned you
Pathfinder Society (second edition) Achievement Points, a currency that be redeemed on our website at
paizo.com for special character boons, such as access to rare or uncommon ancestries, feats, and more! To Starting XP
redeem your Achievement Points, go to paizo.com/organizedPlay/myAccount and click on the Boons tab.
Note that you must have created a paizo.com account and registered a character before you can begin
making Achievement Point transactions. XP Gained

Items Purchases Final XP


Items Sold / Conditions Gained

Starting GP

GP Gained
REWARDS

TOTAL VALUE OF ITEMS SOLD Earn Income


Add 1/2 this value to the “Items Sold” Box

Items Bought / Conditions Cleared


Items Sold

GP Spent

Total GP

TOTAL COST OF ITEMS BOUGHT

Starting Fame
Notes Downtime

Fame Earned

Total Fame

FOR GM ONLY
EVENT EVENT CODE DATE Game Master’s Signature GM Organized Play #

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy