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Pathfinder Society Scenario #6–13: Of Kirin and Kraken (PFRPG) PDF

****( ) (based on 12 ratings)

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A Pathfinder Society Scenario designed for levels 7–11.

When imperial Lung Wa collapsed over a century ago, it shattered not only the political ties that united the successor states but also the philanthropic order known as the Way of the Kirin. Today, despite having allied itself with Venture-Captain Amara Li’s thriving Lantern Lodge and funded the Pathfinder Society’s endeavors in Tian Xia, the Way controls only a handful of its once-extensive web of strongholds. One of its leaders in Kwanlai has decided that it is time for Amara Li to demonstrate her dedication to her allies: by recovering one of the order’s most treasured relics lost in the swamps of Wanshou. It is up to the PCs to brave the realm of a kraken god-king in order to keep the Society’s alliance intact.

Content in “Of Kirin and Kraken” also contributes directly to the ongoing storylines of the Sovereign Court faction.

Written by Kris Leonard.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (12)
1 to 5 of 12 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 12 ratings)

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Lack of Tian Xia flavor

***( )( )

Basically a dungeon delve. You go somewhere and slay all bad guys, rob the treasure and save the world.

I expect more about Kirin and the artifacts, but almost none, pretty dissappointed. The only roleplay moment is talking with a weird turtle, not bad, but nothing new, just like average modules.

The combats are challenging but not overwhelming, may be the only thing goes right in this scenario.

Enjoyable, but I expected more

***( )( )

Disclaimer: I played this up as a level 7. I went down quickly (tough not dying) in the final combat so I might have liked it better if I'd gotten the chance to do stuff there.

The premise of the adventure is fine. The leadup story makes sense, but make sure to have a notepad ready at the briefing because Oh God The Namedropping. Showing a map of Tian Xia helps to put places to place names, helps a lot to give you an idea of where you're going.

The journey feels poorly implemented, as others have mentioned; why can't we heal on the way instead of waiting until the end? We just drew a wand of Lesser Restoration and life went on.

I wasn't too impressed with the first fight; the enemies got their tactics a bit tangled up and in general weren't very impressive. The builds seemed awkward and clunky.

After that came an interesting bit of RP. While you can screw this up for yourself, it should be doable if you actually play at being diplomatic instead of just trying to roll through it.

The next fight was flavorful and not too hard or easy. The fight after that was rather dumb, with monsters that use tactics to gimp themselves.

The final fight has a really cool setup. Cool boss, nasty environment. Sadly I didn't get to do anything. But that's the risk you take playing up.


My gripes are these:
- For a Sovereign Court mission, there really wasn't enough politicking in here. Like, any at all. This is just "the person whose dirty work we're doing happens to be a noble", but you're basically shock troops.
- You're allowed to take some treasure, but not other treasure. But there's no way to know that, and the distinction feels totally arbitrary to me. And it also doesn't matter what reasons you have for it.
- Most of the monsters seemed "just punks" to me. Not ones you see a lot, but still just things whose destiny it is to die a stupid death. The boss makes up for a lot of this though.

Good fun


Love this one! Good mix of roleplaying NPC and good hard fights. I ran high tier with 6 and it was still a tough one. It would have been tougher if I had remembered an rule about resistance....

Though one point... I would seriously change the tactics of the cultists....

Playing it at high tier was fun as well, but being well prepped and skilled made most of it a cake walk.

A solid module with some interesting challenges

****( )

I was a bit discouraged when I saw several of the other reviews describe this as a dungeon crawl, and a bunch of combat. I didn't find it to be that way. In fact one of the things that I liked about this mod is that several of the combats had opportunities where characters with tricks and clever strategies could make the fight a lot easier. I'll spoiler the details just to avoid giving things away . . .

Retriveing the Crown Fight:
Two things made this fight a lot easier than it might have been (and we could have been at a serious disadvantage because two of our casters favored electricity damage).

1. The mod gives you the wand of resist energy earlier on. If you can resist electricity damage, then the fight is a lot less scary.

2. An arcane trickster (or any spell caster with mage hand) can pick up the crown without going into the corner of the room. You can't pick up the magic loot, but if you can trigger the fight without a character getting stuck in the corner and taking a beating, then the fight is a lot less scary.

Boss Fight:
The water terrain poses an interesting challenge, but players who can deal with it have a lot easier time. We saw spider climbing across the ceiling, potions of touch of the sea, and a necklace of adaptation come into play. They're not items that come into play all the time, but since the briefing warns you about water hazards, it was nice to see proper preparation pay off.

This was one part of the final fight, which I think could have been more interesting.

Another thing about the Boss Fight:
The party apparently bursts in on the cultists as they are about to do something horrible to their captive. Then a fight breaks out and the captive just lies there, being helpless. If the cultists threw him in the water, or if the squid tried to drag him under, then you have an interesting challenge that is more than just dealing out lots of damage. Or maybe I am just bitter because my character spent several turns trying to save the guy, and I'm not sure he was ever in grave danger.

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