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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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.
Is it just me, or have they interchanged the name of the kidnapped bard as both Hamada Sora and Ryoto Ryu? In the summary it's listed as Ryoto, then at king's area it's Hamate, later in the conclusion and the last room's description they are all over. It is just one person, right?