Proficiency, degrees of success, and Source horror in PF2.
Level-based pressure, complex hazards, influence, and victory points.
Campaign Range
Begin at 3rd level after San Telmo and finish at 8th. Standalone groups may begin the Aurora Ventus prologue at 2nd level. Use milestone advancement at the same act breaks as the Fifth Edition pack. Pathfinder’s encounter math is precise; use it for local danger, not to force every faction or fleet into encounter statistics.
Core Translation
CAMPAIGN PRESSURE
PF2E EXPRESSION
GM USE
Faction pressure
Influence subsystem, reputation, or campaign clock.
Review credible off-screen moves between sessions; advance only when an established trigger occurs, including consequences of social scenes or accepted favors.
Negotiations
Influence encounters with discovered weaknesses and limited rounds.
Evidence unlocks skills, lowers DCs, or increases Influence gained.
Éterlumin instability
Environmental or complex hazard.
Warn first, provide disable actions, then escalate.
Source chamber
Complex hazard in initiative with multiple disable approaches.
Every round reveals a pattern, cost, or new rule.
Airship conflict
Vehicle scene with targetable systems and victory points.
Track Lift, Sail, Command, Guns, Frame, and Crew.
Battlefield
Victory point track plus troops or hazards.
Do not move every soldier. Track Cohesion, Pressure, and Position.
Legal pressure
Influence, reputation, access requirements, and downtime consequences.
The seal can be lawful and still dangerous.
Faction pressure
PF2E EXPRESSION
Influence subsystem, reputation, or campaign clock.
GM USE
Review credible off-screen moves between sessions; advance only when an established trigger occurs, including consequences of social scenes or accepted favors.
Negotiations
PF2E EXPRESSION
Influence encounters with discovered weaknesses and limited rounds.
GM USE
Evidence unlocks skills, lowers DCs, or increases Influence gained.
Éterlumin instability
PF2E EXPRESSION
Environmental or complex hazard.
GM USE
Warn first, provide disable actions, then escalate.
Source chamber
PF2E EXPRESSION
Complex hazard in initiative with multiple disable approaches.
GM USE
Every round reveals a pattern, cost, or new rule.
Airship conflict
PF2E EXPRESSION
Vehicle scene with targetable systems and victory points.
GM USE
Track Lift, Sail, Command, Guns, Frame, and Crew.
Battlefield
PF2E EXPRESSION
Victory point track plus troops or hazards.
GM USE
Do not move every soldier. Track Cohesion, Pressure, and Position.
Legal pressure
PF2E EXPRESSION
Influence, reputation, access requirements, and downtime consequences.
GM USE
The seal can be lawful and still dangerous.
Baseline DCs
PRESSURE
DC METHOD
USE
Routine
Simple DC or level DC -2
A trained character acts under mild pressure; failure should cost time or position, not stop the route.
Pressured
Level-based DC
Weather, crowding, pursuit, time, observation, or ordinary faction resistance.
Dangerous
Level DC +2
Failure causes harm, exposure, clock movement, or loss of access.
Severe
Level DC +5
Ship, Source, reputation, custody, or life is at risk.
Catastrophic
Level DC +10 or narrative requirement
Rupture, court scandal, ship loss, atrocity, or war pretext. Require preparation or proof before rolling.
Routine
DC METHOD
Simple DC or level DC -2
USE
A trained character acts under mild pressure; failure should cost time or position, not stop the route.
Pressured
DC METHOD
Level-based DC
USE
Weather, crowding, pursuit, time, observation, or ordinary faction resistance.
Dangerous
DC METHOD
Level DC +2
USE
Failure causes harm, exposure, clock movement, or loss of access.
Severe
DC METHOD
Level DC +5
USE
Ship, Source, reputation, custody, or life is at risk.
Catastrophic
DC METHOD
Level DC +10 or narrative requirement
USE
Rupture, court scandal, ship loss, atrocity, or war pretext. Require preparation or proof before rolling.
Degrees of Success
RESULT
CAMPAIGN MEANING
Critical Success
Gain the objective and reduce a clock, improve Position, or create a safe route.
Success
Gain the objective; the existing pressure remains.
Failure
Choose or apply one: advance a clock, take a condition, lose time, reveal position, or worsen footing.
Critical Failure
The scene changes: reinforcements arrive, a hazard enters initiative, command breaks, or the Source answers.
Critical Success
CAMPAIGN MEANING
Gain the objective and reduce a clock, improve Position, or create a safe route.
Success
CAMPAIGN MEANING
Gain the objective; the existing pressure remains.
Failure
CAMPAIGN MEANING
Choose or apply one: advance a clock, take a condition, lose time, reveal position, or worsen footing.
Critical Failure
CAMPAIGN MEANING
The scene changes: reinforcements arrive, a hazard enters initiative, command breaks, or the Source answers.
Negotiation Influence
Run major summit scenes as Influence encounters. Each faction has a starting attitude, discovery skills, and weaknesses. Evidence determines which skills can generate Influence. A rescued witness may unlock Diplomacy with Montoya, Society with Calderón, Intimidation against Smit, or Legal Lore against van der Zee. Repeating an unsupported argument should not generate Influence.
TARGET
STARTING ATTITUDE
WEAKNESS / DISCOVERY
THRESHOLD
Montoya
Indifferent or Friendly
Proof of coercion, protected testimony, Melenko evidence.
4 Influence for sanctuary; 8 for open intervention.
Calderón
Indifferent
Military risk, civilian safety, organized Albion action.
4 for delay; 8 for naval support.
Lysander
Friendly in appearance
Deniability, professional respect, leverage against Valdegracia.
4 for information; 8 creates dangerous obligation.
Juliette
Friendly
Protection of people and sites before access.
4 for public support; 8 for delegation split.
Van der Zee
Indifferent
Contracts, scandal, proof of illicit route.
4 for concession; 8 for recorded break with Smit.
Project Custodian (DeLuca by default)
Unfriendly once threatened
Office, record, current leverage, and control of the project.
Influence buys time or terms, not trust.
Montoya
STARTING ATTITUDE
Indifferent or Friendly
WEAKNESS / DISCOVERY
Proof of coercion, protected testimony, Melenko evidence.
THRESHOLD
4 Influence for sanctuary; 8 for open intervention.
Calderón
STARTING ATTITUDE
Indifferent
WEAKNESS / DISCOVERY
Military risk, civilian safety, organized Albion action.
THRESHOLD
4 for delay; 8 for naval support.
Lysander
STARTING ATTITUDE
Friendly in appearance
WEAKNESS / DISCOVERY
Deniability, professional respect, leverage against Valdegracia.
THRESHOLD
4 for information; 8 creates dangerous obligation.
Juliette
STARTING ATTITUDE
Friendly
WEAKNESS / DISCOVERY
Protection of people and sites before access.
THRESHOLD
4 for public support; 8 for delegation split.
Van der Zee
STARTING ATTITUDE
Indifferent
WEAKNESS / DISCOVERY
Contracts, scandal, proof of illicit route.
THRESHOLD
4 for concession; 8 for recorded break with Smit.
Project Custodian (DeLuca by default)
STARTING ATTITUDE
Unfriendly once threatened
WEAKNESS / DISCOVERY
Office, record, current leverage, and control of the project.
THRESHOLD
Influence buys time or terms, not trust.
Complex Hazard: The Breathing Source
Build the Source as a level 7 complex hazard for a 7th-level party. It has five active nodes matching the chambers. Each node has at least two disable skills, one social or performative option, and one environmental option. When the hazard becomes active, roll its Stealth or another level-appropriate initiative modifier and let it act on that initiative each round. Each node requires two successful disable actions before two failures; a critical success counts as two, while a critical failure advances Source Disequilibrium and closes that approach until another character changes the conditions. Six total successful disable actions reduce the manifestation tier. Treat the manifestation as the hazard’s final consequence unless the characters choose to fight it; only then use the creature levels below.
NODE
EXAMPLE DISABLE ACTIONS
Hall of Whispers
Occultism or Religion to identify the response; Diplomacy or Performance to name the memory; Thievery to brace the floor without striking the geometry.
Shaman’s Passage
Acrobatics to cross in rhythm; Survival to read vents; Medicine to control group breathing.
Living Echo
Nature, Diplomacy, Performance, or a relevant Lore to calm and guide it.
Chamber of Measure
Arcana, Crafting, Performance, or Engineering Lore to align the repeated pulse.
Source
Arcana, Occultism, Religion, Society, or a legacy-based action to choose which reference signal is broken.
PF2E HAZARD RULE
Use the obstacle’s level-based DC and circumstance adjustments rather than one fixed campaign ladder. The Source has an initiative and reactions like a complex hazard; it is not a Fifth Edition lair action at initiative 20.
Hall of Whispers
EXAMPLE DISABLE ACTIONS
Occultism or Religion to identify the response; Diplomacy or Performance to name the memory; Thievery to brace the floor without striking the geometry.
Shaman’s Passage
EXAMPLE DISABLE ACTIONS
Acrobatics to cross in rhythm; Survival to read vents; Medicine to control group breathing.
Living Echo
EXAMPLE DISABLE ACTIONS
Nature, Diplomacy, Performance, or a relevant Lore to calm and guide it.
Chamber of Measure
EXAMPLE DISABLE ACTIONS
Arcana, Crafting, Performance, or Engineering Lore to align the repeated pulse.
Source
EXAMPLE DISABLE ACTIONS
Arcana, Occultism, Religion, Society, or a legacy-based action to choose which reference signal is broken.
PF2E HAZARD RULE
EXAMPLE DISABLE ACTIONS
Use the obstacle’s level-based DC and circumstance adjustments rather than one fixed campaign ladder. The Source has an initiative and reactions like a complex hazard; it is not a Fifth Edition lair action at initiative 20.
NPC and Threat Levels
ROLE
LEVEL
USE
Custodian’s agent
2
Skirmisher, spy, or social obstacle.
Albion operative
4
Disciplined ranged soldier with coordinated actions.
Albion sergeant
6
Elite battlefield controller and commander.
Shadowed Tide infiltrator
5
Ally or rival with stealth and nonlethal options.
Moon-affected crew
5
Powerful senses, mobility, and transformation.
Lucian Vega
8
Named commander and solo threat with crew support.
Source echo
4
Hazard-creature hybrid that imposes visions.
Manifested correction
7 / 9 / 11
Weak, standard, or major campaign manifestation.
Custodian’s agent
LEVEL
2
USE
Skirmisher, spy, or social obstacle.
Albion operative
LEVEL
4
USE
Disciplined ranged soldier with coordinated actions.
Albion sergeant
LEVEL
6
USE
Elite battlefield controller and commander.
Shadowed Tide infiltrator
LEVEL
5
USE
Ally or rival with stealth and nonlethal options.
Moon-affected crew
LEVEL
5
USE
Powerful senses, mobility, and transformation.
Lucian Vega
LEVEL
8
USE
Named commander and solo threat with crew support.
This is the Game Master side of Tales of Mar de Oro: campaign chapters, session preparation tools, and running guidance for the Golden Sea. It is open to anyone, but it is written for the person behind the screen.
Campaign spoiler warning: the material past this point includes faction secrets, hidden truths, and the sequence of events behind the campaign. Reading it as a player will hollow out surprises the setting depends on.