TEXT: By Kris Leonard
  Of Kirin and KraKen
  PATHFINDER SOCIETY SCENARIO #6–13 
  TIER 7–11
  
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  Author • Kris Leonard
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  Pathfinder Society Scenario #6–13: Of Kirin and Kraken is a Pathfinder Society Scenario designed for 7th- to 11th-level 
  characters (Tier 7–11; Subtiers 7–8 and 10–11). This scenario is designed for play in the Pathfinder Society Organized Play 
  campaign, but can easily be adapted for use with any world.
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  edition of the world’s oldest fantasy roleplaying game.
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  Of Kirin and Kraken
  Pathfinder Society Scenario #6–13
  
  Tian Xia
  Wanshou
  Kwanlai
  • Shen-Shu
  • Hisuikarasu
  3
  The Decemvirate has largely left operations in Amara Li’s 
  hands—a duty she has performed admirably ever since 
  with Kirin coin.
  When studying recovered records in Amanandar, Way 
  of the Kirin scholars uncovered evidence that one of their 
  relics, the flute of the fallen emperor, very well might be 
  buried in the order’s abandoned stronghold of Shen-Shu 
  in Wanshou. The records describe a magnificent flute 
  carved from a horn of the fallen Emperor Kirin Raikaijin, 
  which when played by a master of the art could calm the 
  mightiest storms or bring an end to even the longest 
  droughts. As the Society grows increasingly distracted 
  by its projects in the Inner Sea, Shiyo Takarak, a tengu 
  samurai from Kwanlai and a representative from the Way 
  F
  or centuries, Imperial Lung Wa dominated a huge 
  stretch of Tian Xia, governing by means of an 
  extensive system of aristocrats and administrators 
  that grew increasingly corrupt over time. Partly as a 
  response to this corruption, a mercantile consortium 
  known as the Way of the Kirin formed and dedicated 
  itself to social justice and the empowerment of the lower 
  classes, acting as advocates for the over-taxed, nurturing 
  economic development, and gradually establishing bases 
  in nearly every corner of the continent. 
  The empire’s collapse in 7106 ic (4606 ar) shattered 
  the Way of the Kirin, whose enemies struck quickly 
  and relentlessly, seeking the order’s rich treasuries and 
  revenge for past wrongs. When the region now known as 
  Amanandar—and its capital, Kamikobu, in particular—
  fell prey to powerful bandit warlords, the administrators 
  fled east toward the relative safety of Wanshou, and several 
  of the Way’s agents departed with them, bringing with 
  them some of the organization’s more powerful relics. 
  Even after Taldor’s Eighth Army of Exploration defeated 
  the bandits, the surviving Kirin agents remained in 
  Wanshou rather than return to a destabilized region, 
  fortifying the Way’s stronghold of Shen-Shu and awaiting 
  further orders that never came. Only a few years later, a 
  series of terrible storms popularly attributed to the elder 
  kraken Zhanagorr ravaged Wanshou’s coast, killed the 
  remaining agents, flooded the base, and buried many of 
  the structures under salt and silt.
  For more than a century, the Way of the Kirin has 
  survived as a secret society scattered throughout Lung 
  Wa’s successor states, though the continued threat of 
  powerful enemies and the loss of many members have 
  limited the organization’s influence. About 3 years ago, 
  Pathfinder Society Venture-Captain Amara Li began 
  tracking down members of the Way in order to secure 
  like-minded Tian allies as the Society expanded its 
  operations on the vast continent. More than a year later, 
  the Society and the Way of the Kirin entered an ongoing 
  alliance, providing the Way with agents and giving the 
  Society local knowledge and access to financial resources. 
  Of Kirin and KraKen
  By Kris LeOnard
  WHERE ON GOLARION?
  Of Kirin and Kraken takes place in the nation of Wanshou, a 
  swampy region in northern Tian Xia. Although Imperial Lung 
  Wa was once the single largest rice producer on the continent, 
  its collapse allowed the nation to fall into the sinister grasp 
  of the elder kraken Zhanagorr, who rules as its god-king. For 
  more information on Wanshou, see Pathfinder Campaign 
  Setting: Dragon Empires Gazetteer and Pathfinder Player 
  Companion: Dragon Empires Primer, available in bookstores 
  and game stores everywhere, and online at paizo.com.
  
  Amara Li
  4
  PATHFINDER SOCIETY SCENARIO
  of the Kirin, has confronted Amara Li and 
  asked that her organization be allowed to 
  demonstrate its continued dependability 
  by spearheading the recovery of the 
  flute and other relics. Doing so may be 
  the only way to keep Kwanlai safe if the 
  kraken god-king Zhanagorr begins eying 
  his neighbor’s lands.
  Shen-Shu lies buried, though one of 
  Zhanagorr’s lieutenants, a wizard known 
  as Lord Rybos, recently ordered the site’s 
  excavation. At his command are a 
  cadre of Servants of the Deep, 
  a cult of masked extremists 
  that likens the elder kraken 
  to a living god and has turned 
  against its own people to serve the 
  organization’s vile master.
  SUMMARY
  In Hisuikirasu, the capital of Kwanlai, 
  Amara Li introduces the player characters 
  to their contact from the Way of the Kirin, 
  Shiyo Takarak. Shiyo requests the PCs 
  reclaim the flute of the fallen emperor from the Way’s lost 
  stronghold of Shen-Shu. Rather than risk encountering 
  spies by traveling the main roads, she recommends 
  approaching through the swamps. Before leaving, the 
  PCs receive a purse of platinum to procure any supplies 
  they might need for the trip, though the coins and pouch 
  also bear a latent enchantment that allows a Way of the 
  Kirin representative to monitor the PCs’ actions and 
  judge their merit.
  The PCs arrive in the Sunken Valley, a small floating 
  settlement atop a swamp that has buried what was once 
  Shen-Shu. Minions of the kraken Zhanagorr busily 
  excavate part of the valley ruins, providing the PCs an 
  opportunity to sneak past most of the human slaves, 
  boggard taskmasters, and eerie masked cultists known 
  as the Servants of the Deep. Even then they must fight 
  their way past a small group to reach the old Way of the 
  Kirin stronghold.
  A kappa named King guards the structure’s entrance, yet 
  the PCs can pander to his love of artwork and entertainment 
  to earn safe passage, gain information about several of the 
  defenses within, and learn of King’s disciple, a human bard 
  named Ryoto Ryo whom Lord Rybos recently abducted.
  After dealing with King, the PCs find the treasure vault 
  of the Way, which the cultists have crudely barricaded 
  from the outside. Within lies what remains of Shen-
  Shu’s defenses: a group of bound lightning 
  elementals that take the form of giant 
  kirin. Signs of past combat mar the 
  chamber’s 
  entrance, 
  but 
  beyond 
  lies a massive hall filled with heaps 
  of coins—many of them fused into large 
  sheets of precious metal.
  Deeper in the stronghold, the PCs 
  may run afoul of a boggard and marsh 
  giant patrol before arriving at the 
  flooded archives of Shen-Shu. There, 
  the Servants of the Deep are busily 
  preparing to sacrifice the recently captured 
  Ryoto Ryu to Lord Rybos. The flute of the 
  fallen emperor lies within, but the 
  PCs’ only chance to recover it 
  requires they first defeat the 
  monstrous wizard who calls 
  this fortress home.
  GETTING STARTED
  Read or paraphrase the following to 
  get the adventure underway.
  Venture Captain Amara Li patiently waits in 
  a private room of the Gilded Lotus teahouse 
  in Hisuikirasu, the capital of Kwanlai. Beside her sits a tengu 
  woman wearing a rich green-and-gold kimono and an elaborate 
  beaded headpiece, her possessions and feathers immaculate. 
  Her regal appearance is overshadowed only by the sheathed 
  katana at her side and the stern look of an experienced warrior 
  upon her face. Amara Li speaks once everyone has arrived and 
  had an opportunity to enjoy tea.
  “Some time has passed since I have been able to enjoy the 
  company of distinguished Pathfinders such as you. Nearly two 
  years ago, I expanded the Society’s operations in Tian Xia with 
  the assistance of honored friends, and from there the Society has 
  unearthed many discoveries once lost to this age. It is because 
  of this matter that I would introduce you to my companion.” She 
  motions to the tengu woman beside her. “This is Shiyo Takarak, 
  a samurai of the Way of the Kirin, a noble organization we have 
  worked with often and are sure to work with much more in the 
  future. Shiyo has made a request of the Society, and it is our 
  duty to oblige.”
  GM RESOURCES
  This adventure makes use of the following Pathfinder 
  Roleplaying Game products: the Pathfinder RPG Core 
  Rulebook, Pathfinder RPG Advanced Player’s Guide (APG), 
  Pathfinder RPG Bestiary, Pathfinder Bestiary 2, Pathfinder 
  Bestiary 3, Pathfinder RPG Ultimate Equipment (UE). These 
  rules can be found online for free as part of the Pathfinder 
  Roleplaying Game Reference Document at paizo.com/prd.
  
  Shiyo Takarak
  5
  OF KIRIN AND KRAKEN
  Amara once again returns to her tea, as Shiyo begins to speak 
  with a smooth and melodious voice. “Just north beyond the 
  borders of fair Kwanlai lies the monstrous nation of Wanshou, 
  a swamp-filled wasteland ruled by a vile elder kraken named 
  Zhanagorr. Twice has he tried to expand his territories into 
  Kwanlai alone!” She stares into her tea and regains her calm. 
  “In the time of Lung Wa, our agents operated out of Shen-Shu, 
  a once-grand structure now buried beneath a muddy swamp in 
  Wanshou. Our records indicate a vault deep within contained the 
  flute of the fallen emperor, Wise Zijao’s seal, and the second Shu 
  coronation crown. The flute is your priority, but retrieve 
  the other two relics if you can.”
  The samurai reaches into her kimono and 
  produces a scroll tube and a small purse, which 
  she places on the table. “My agents report a 
  mysterious wizard known only as Lord Rybos has 
  begun excavating the Sunken Valley where Shen-Shu 
  lies, most likely to unearth whatever riches were lost 
  when Zhanagorr’s storms swallowed the region. I 
  am told that Zhanagorr has eyes everywhere, so 
  I suggest you avoid any settlements along your 
  journey and travel through the swamps. I am 
  providing you with maps to help guide 
  you through Wanshou undetected”—the 
  tengu’s clawed hand slides the items 
  forward—“and with coin so you might 
  procure any supplies you need 
  for your travels. I trust you will 
  represent both your Society and the 
  Way of the Kirin in a way that would 
  make our patrons proud.
  Amara Li looks up from her tea before adding, 
  “Remember Pathfinders, you are heading deep 
  into unfriendly territory. I suggest you use 
  discretion while making preparations.”
  If the PCs have any questions for Shiyo Takarak, they 
  may ask them now. Below are some likely questions and 
  their responses.
  What is the Way of the Kirin? “We are an order of like-
  minded individuals who aim to embody the virtues of the 
  noble kirin. We seek wealth only so that all may benefit, 
  act in the defense of those who have no defense, take only 
  that which we need to combat injustice, hold our agents 
  to the highest standards at all times, and act covertly so 
  that we don’t endanger others’ sense of autonomy and self-
  determination. Until 2 years ago, our order had been in 
  hiding since the fall of Imperial Lung Wa. With the agents 
  of the Pathfinder Society at our side, we have accomplished 
  much since our alliance began, recovering a great number 
  of relics from our past, and reclaiming some of the once-
  vast wealth we once used to bring peace to common folk 
  and country.” A PC who succeeds at a DC 20 Sense Motive 
  check discerns that Shiyo’s recitation of the Way of the 
  Kirin’s moral standards was not idly didactic; she expects 
  the PCs to pay heed and internalize these virtues.
  What is the flute of the fallen emperor? “Carved from 
  the horn of the fallen emperor kirin Raikajin, the flute 
  is a powerful artifact that supposedly bestows control 
  over storm and sky to any who can play it’s mystical 
  tune. Stories of the flute claim that its music can end the 
  mightiest typhoon, calm a raging volcano, and even sate 
  the bloodlust in one’s heart. Our records indicate that 
  only a master musician can summon the magic 
  of the flute’s music, which is likely why it saw 
  use so infrequently. Zhanagorr laid claim to 
  Wanshou by using his dark magic to 
  end the supernatural storms that 
  nearly consumed its shores, but 
  we believe that it was Zhanagorr 
  who originally conjured those 
  storms. I don’t want to see Kwanlai fall as 
  Wanshou did; in the hands of a master, the 
  flute—if it’s as powerful as we believe—
  might end any storm the foul kraken 
  conjures. Although I don’t know of 
  anyone in Kwanlai skilled enough 
  to summon the flute’s magic, that’s 
  something we will worry about after 
  it’s recovered.”
  What is Wise Zijao’s seal? “The 
  honored Zijao was one of the first 
  of our order, and his seal stamped 
  our founding charter among other 
  foundational documents. It should be in 
  the Way’s possession once more, so that 
  none might impersonate the visionary and 
  dishonor his memory.”
  What is the second Shu coronation crown? “The 
  piece crowned only one ruler of the great and fallen Shu 
  Empire millennia ago. You would know it by its mithral 
  construction and nine large emeralds that adorn it. It 
  plays a role in the Way’s plans, but I’m not at liberty to 
  discuss it further.”
  How far away is the Sunken Valley? “Traveling to the 
  border won’t take long, but once you’re there, more than 
  100 miles of sodden terrain lies between our lands and 
  Shen-Shu. The marshes are rife with danger and disease. 
  I certainly don’t envy you, Pathfinder, but I do honor 
  your commitment.”
  Who are the Servants of the Deep? “A group of masked 
  extremists who worship the elder kraken Zhanagorr 
  as a god. Though Zhanagorr is clearly not divine, his 
  religious sect seems capable of conjuring some form of 
  magic, and its members are easily recognizable by the 
  bizarre, unusually tall, narrow, featureless masks they 
  
  6
  PATHFINDER SOCIETY SCENARIO
  wear. Exclusively human, they are traitors to their people, 
  serve their vile master without fail, commit all manner of 
  atrocities in their false god’s name, and often masquerade 
  among the common folk as spies.”
  Who is Lord Rybos? “Little is known about this 
  mysterious wizard beyond what I’ve already said. He 
  surfaced about ten years ago and has gained much 
  influence over the Servants of the Deep since then. Lord 
  Rybos controls not only the Sunken Valley, but also much 
  of southeastern Wanshou. He’s focused his attention on 
  excavating the Sunken Valley, but for what reasons I 
  can’t say. 
  What about any other treasure in Shen-Shu? “The 
  point of your mission isn’t to fill your pockets by 
  plundering our lost vaults; it’s to reclaim the flute of the 
  fallen emperor. What reward is greater than saving all of 
  Kwanlai? The Way may eventually reclaim the riches 
  from the vault, but Lord Rybos’s presence in the region 
  makes a large-scale expedition and excavation difficult. 
  If you wrest control of Shen-Shu from the wizard, you 
  may claim whatever relics you find within the vault as 
  compensation. But remember, the flute is vital above all 
  else. We will be watching.”
  Shiyo provides the PCs with a map of Wanshou that 
  emphasizes elevated areas that serve as improvised trails 
  through the worst of the swampy terrain. She also gives 
  the PCs an ornate silk pouch containing 75 platinum 
  pieces (150 pp in Subtier 10–11) minted in Kwanlai—
  the Way of the Kirin’s means of ensuring the PCs are 
  properly equipped. Any equipment purchased with 
  this currency still belongs to the Way of the Kirin but 
  is for the PCs to use and expend as needed during the 
  adventure without recompense; this is not part of the 
  PCs’ permanent wealth, and any portion of this money 
  used to purchase a more valuable item must be repaid at 
  the end of the adventure.
  The coins and bag radiate a moderate aura of divination 
  magic. This is a latent enchantment triggered whenever 
  the PCs spend the money or come within 10 feet of at least 
  10,000 gp worth of precious metals not already in their 
  possession (such as those found in area A9), creating a 
  scrying sensor through which a Way of the Kirin agent 
  can observe the PCs’ actions. This acts in all ways as the 
  spell greater scrying (CL 13th, Will DC 20 negates), and the 
  magic fades after activating three times. Treat the PCs’ 
  purchasing supplies in Hisuikarasu as a single activation.
  Faction Notes: The Sovereign Court faction is on 
  the lookout for charismatic, noble-hearted aristocrats 
  and high-minded sister organizations, and the Way of 
  the Kirin admirably fits the latter. Performing a heroic 
  service is an ideal means to court the Way’s favor and 
  establish formal ties to the Sovereign Court. Even  so, 
  completing the primary mission is not sufficient; 
  Sovereign Court PCs must demonstrate they can respect 
  and follow the Way of the Kirin’s high moral standards 
  (as Shiyo describes in her “What is the Way of the Kirin” 
  response above), which an agent monitors through the 
  scrying effect tied to Shiyo’s moneybag. Spending this 
  money frivolously in the capital disappoints the agent. 
  In addition, behaving in an excessively boorish way 
  during the PCs’ meeting with Shiyo also signals that the 
  Sovereign Court is not an organization worth speaking 
  with further.
  Both of these goals require a degree of GM judgment, 
  and while the PCs might make a few simple social 
  slips because the players are having fun, the Way of the 
  Kirin only considers particularly obnoxious behavior 
  (like direct insults, threats, or a gross disregard for 
  table manners) and frivolous purchases (such as buying 
  cosmetics or hiring servants to carry the PCs through the 
  swamp) worthy of failure.
  Diplomacy (gather information) or 
  Knowledge (local)
  Although Lord Rybos takes care to conceal his identity, 
  the PCs may be able to find fugitives from Wanshou or 
  other informants who know something of the wizard’s 
  identity and goals.
  15+ Known for his frequent dealings with Zhanagorr’s 
  heretical minions, the Servants of the Deep, Lord Rybos 
  is a favorite of the elder kraken and often works on secret 
  projects for him. 
  20+ Although completely unheard of until 10 years ago, 
  Lord Rybos quickly rose to power within Zhanagorr’s 
  ranks, a feat only accomplished by those who have 
  committed treasonous or particularity ruthless acts in 
  the elder kraken’s name.
  25+ A native to the western waters of Minkai, Lord 
  Rybos battled alongside Xidao warriors against the 
  minions of Zhanagorr for nearly 20 years before suddenly 
  defecting to join the elder kraken.
  40+ Originally the war-beast of a storm-worshiping 
  Minkaian druid, Lord Rybos is actually an immense 
  squid awakened by magic only to consume his master’s 
  mind in a vile ritual taught to him by Zhanagorr. Having 
  developed a tolerance for brackish water, he exploits 
  his magic and seasonal floods to traverse the broad salt 
  marshes in the southeast.
  Knowledge (geography)
  Thanks to Wanshou’s hostile inhabitants and treacherous 
  environment, few beyond scholars and military scouts 
  know much of its terrain.
  10+ Much of Wanshou is now under varying amounts of 
  water, whether its submerged coastline, sodden swamps, 
  
  N
  A. The Sunken Stronghold of Shen-Shu
  S : Servant of the deep M : Marsh Giant
  L : Lord Rybos
  B : Boggard
  H : Hamade Sora
  S1
  S1
  B
  M3
  M2
  M1
  S2
  H
  L
  S2
  B2
  B1
  1 square = 5 feet
  A1
  A2
  A4a
  A3
  A6
  A5
  A4b
  A4c
  A9
  A8
  A7
  A4d
  Third Floor
  Second Floor
  First Floor
  Basement
  7
  OF KIRIN AND KRAKEN
  
  8
  PATHFINDER SOCIETY SCENARIO
  or fields subjected to consistently heavy rainfall. The 
  moisture allows the country to continue producing 
  immense amounts of rice.
  15+ The storms that the elder kraken Zhanagorr 
  stopped not only flooded the country; they also heaped 
  colossal amounts of silt and sediment into valleys and 
  lowlands, burying once-prosperous settlements beneath 
  many feet of earth.
  20+ Over the decades, much of the sediment caused 
  by the storms has compacted and settled in such a way 
  that one can excavate it easily with only moderate risk 
  of cave-ins. The absorbent soil tends to retain much of 
  its water, yet long-term excavations often flood over time. 
  Anyone exploring such a site should be prepared for the 
  possibility of underwater exploration.
  Overland Travel
  Shiyo’s maps depict numerous trails through Wanshou’s 
  back country, allowing the PCs to avoid most of the 
  locals, avoid the deepest quagmires, and find the Sunken 
  Valley without extraordinary difficulty, yet flooded land 
  remains treacherous. The PCs do not encounter hostile 
  inhabitants along the way, but even a good map cannot 
  protect them from twisted ankles, damp campsites, 
  perpetually wet clothes, and numerous diseases. Rather 
  than force the PCs to roll dozens of checks and saving 
  throws over the course of a week or more of travel, it is 
  sufficient to have each PC attempt one Survival check to 
  determine how well she endures the rigors of travel (and 
  any damage she has taken) upon arriving in area A. 
  A PC can choose to accept a –2 penalty on this check 
  in order to allow another character to use her result, and 
  each additional character she aids imposes an additional 
  –2 penalty on her check. Alternatively, a PC can attempt a 
  Fortitude saving throw using the same DC below, though 
  she cannot assist any other PCs in this manner. Spells 
  such as phantom steed and shadow walk, or items such as a 
  carpet of flying or figurine of wondrous power (bronze griffon) 
  allow rapid travel though the swamps, granting its user a 
  +10 bonus to her check for the purposes of determining 
  the results of affected creatures (but not those of any 
  other PCs not affected). These afflictions are treated as 
  disease effects.
  14 or lower: 1d4 Con damage, 1 Cha damage, afflicted 
  with bubonic plague (Fortitude DC 17 negates).
  15–19: 1d4 Con damage and 1 Cha damage.
  20–24: 1d2 Con damage and 1 Cha damage.
  25–29: 1 Con damage and 1 Cha damage.
  30 or higher: No negative effects.
  A. THE SUNKEN STRONGHOLD OF SHEN-SHU
  Lush farmland once filled what is now the Sunken Valley, 
  a swampy expanse of salt-rich mud and stagnant water. 
  A floating settlement of boats, docks, and deep wooden 
  retaining walls surrounds a large excavation at the 
  northern edge of the swamp. To the east past this bustling 
  area lies a lone dock that leads to the sunken stronghold 
  of Shen-Shu, whose once-lofty balcony now rests just feet 
  above the waterline. The rest is buried beneath dozens 
  of feet of compacted sediment. Due to its distance from 
  the noisy digging operations nearby and the library in its 
  basement, Shen-Shu has served as Lord Rybos’s favored 
  haunt as he pores through the Way of the Kirin’s lost 
  archives. Due to his need for magic and assistance to travel 
  between the submerged reading room and the surface 
  he is often found  here, relying on servants to bring him 
  everything he needs to continue his research.
  The typical patch of swamp has approximately 5 feet 
  of standing water atop a thick layer of sticky mud and 
  decaying organic matter.
  A1. Balcony Entrance
  A lone dock leads to the west side of the once-elaborate 
  balcony of Shen-Shu, whose algae-covered walls and moldering 
  rooftop rise only a short distance above the stagnant waters of 
  the mucky swamp. The covered balcony rises two feet above 
  the waterline and connects to the dock via a wooden staircase 
  accessible through an opening in the railing.
  The balcony serves well as a lookout spot, providing 
  a commanding view of the excavation site and the 
  dockside approach.
  Creatures: The balcony is not occupied as the PCs 
  approach, but the guards in area A2 have an opportunity 
  to hear the PCs approach. The boggard at the southwest 
  door steps out to investigate anyone it hears approaching, 
  calling for allies as necessary.
  A2. The Meeting Chamber (CR 10 or CR 13)
  A wide stairway at the center of the room descends deeper 
  into the stronghold and is surrounded by a fine wooden railing. 
  Mold crawls along the walls from the doors on each corner of 
  the room, yet a large ceiling mural of a vibrantly colored sky 
  remains untouched by decay.
  The most prominent feature of this 20-foot-tall 
  chamber is the large winding stairway that leads down to 
  area A3. The kappa known as King (see area A3) frequents 
  this room on a regular basis, mostly to meditate below 
  the awe-inspiring mural on the ceiling.
  Creatures: A group of Servants of the Deep, elite cultists 
  dedicated to the elder kraken Zhanagorr, maintains a 
  close eye on King from here. Their boggard minions stay 
  nearby in case the recently disgruntled kappa decides to 
  
  Servant of the Deep
  9
  OF KIRIN AND KRAKEN
  confront them. They are all focused on watching King 
  and take a –5 penalty on Perception checks to notice the 
  PCs approach.
  Subtier 7–8 (CR 9)
  BOGGARD SAVAGES (2) 
  CR 4
  hp 61 each (Pathfinder RPG Monster Codex 12; see page 22)
  TACTICS
  During Combat The boggards fight ferociously, buying time for 
  the Servants of the Deep to work their strange magic.
  Morale The boggards fight to the death so long as a Servant of 
  the Deep is still present and conscious. Otherwise, a boggard 
  flees into the swamp once reduced to 11 hit points or fewer.
  SERVANTS OF THE DEEP (2) 
  CR 6
  Human barbarian (savage barbarian) 4/witch 3 (Pathfinder 
  RPG Advanced Player’s Guide 79, 65)
  NE Medium humanoid (human)
  Init +2; Senses Perception +9
  DEFENSE
  AC 17, touch 13, flat-footed 13 (+4 armor, +1 deflection, +2 Dex, 
  +2 dodge, –2 rage)
  hp 80 (4d12+3d6+39)
  Fort +9, Ref +4, Will +5; +1 vs. fear
  Defensive Abilities naked courage +1, uncanny dodge
  OFFENSE
  Speed 40 ft.
  Melee mwk trident +11 (1d8+6)
  Ranged mwk trident +9 (1d8+4) or 
  javelin +7 (1d6+4)
  Special Attacks rage (12 rounds/day), rage powers 
  (intimidating glare, moment of clarity), hexes 
  (evil eye [–2, 5 rounds], flight [feather fall at 
  will, levitate 1/day])
  Witch Spells Prepared (CL 3rd; 
  concentration +5)
  2nd—cure moderate wounds, touch of idiocy
  1st—enlarge person (DC 13), mage armor, ray of 
  enfeeblement (DC 13)
  0 (at will)—arcane mark, detect magic, detect 
  poison, light
  Patron water
  TACTICS
  Before Combat At the first sign of possible trouble, a 
  Servant of the Deep casts mage armor.
  During Combat Servants of the Deep prefer to use 
  spells to weaken foes before casting any necessary 
  spells to improve their own combat abilities, using 
  their rage ability, and wading into melee. They often 
  use the Power Attack feat for more damage, and they 
  employ their evil eye hex against opponents who are 
  particularly hard to hit.
  Morale Servants of the Deep are fanatical in their beliefs and 
  fight to the death in the name of their god-king, Zhanagorr.
  Base Statistics Without mage armor and when not raging, the 
  servant’s statistics are AC 15, touch 15, flat-footed 11; hp 66; 
  Fort +7, Will +3; Melee mwk trident +9 (1d8+3); Ranged 
  mwk trident +9 (1d8+2) or javelin +7 (1d6+2); 
  Str 15, Con 14; CMB +7, CMD 21; Skills 
  Intimidate +12, Swim +16.
  SCALING ENCOUNTER A2
  To accommodate a group of only four PCs, remove one Servant 
  of the Deep from the encounter.
  
  10
  PATHFINDER SOCIETY SCENARIO
  STATISTICS
  Str 19, Dex 14, Con 18, Int 14, Wis 8, Cha 10
  Base Atk +5; CMB +9; CMD 21
  Feats Dodge, Intimidating Prowess, Power Attack, Toughness, 
  Weapon Focus (trident)
  Skills Acrobatics +12 (+16 when jumping), Bluff +3, Disguise +7, 
  Intimidate +14, Knowledge (religion) +3, Perception +9, 
  Spellcraft +12, Swim +18
  Languages Aquan, Boggard, Common, Tien
  SQ fast movement, witch’s familiar (viper)
  Combat Gear potion of water walk; Other Gear mwk trident, 
  javelin (5), amulet of natural armor +1, ring of protection +1, 
  spell component pouch
  Subtier 10–11 (CR 12)
  BOGGARD SCARRED ONES (3) 
  CR 6
  hp 86 each (Pathfinder RPG Monster Codex 12; see page 22)
  TACTICS
  During Combat The boggards fight ferociously, buying time for 
  the Servants of the Deep to work their strange magic.
  Morale The boggards fight to the death so long as a Servant of 
  the Deep is still present and conscious. Otherwise, a boggard 
  flees into the swamp once reduced to 21 hit points or fewer.
  SERVANTS OF THE DEEP (2) 
  CR 9
  Human barbarian (savage barbarian) 5/witch 5 (Pathfinder RPG 
  Advanced Player’s Guide 79, 65)
  NE Medium humanoid (human)
  Init +2; Senses Perception +14
  DEFENSE
  AC 17, touch 13, flat-footed 13 (+4 armor, +1 deflection, +2 Dex, 
  +2 dodge, –2 rage)
  hp 110 (10 HD; 5d12+5d6+55)
  Fort +11, Ref +6, Will +8; +1 vs. fear
  Defensive Abilities improved uncanny dodge, naked courage +1
  OFFENSE
  Speed 40 ft., fly 60 ft. (good)
  Melee +1 trident +16/+11 (1d8+8)
  Ranged +1 trident +13 (1d8+6) or 
  javelin +11 (1d6+5)
  Special Attacks rage (14 rounds/day), rage powers 
  (intimidating glare, moment of clarity), hexes (cackle, evil 
  eye [–2, 5 rounds], flight [feather fall at will, levitate 1/day, 
  fly 5 minutes/day])
  Witch Spells Prepared (CL 5th; concentration +7)
  3rd—heroism
  2nd—cure moderate wounds, slipstreamAPG (DC 14), touch 
  of idiocy
  1st—enlarge person (DC 13), mage armor, ray of 
  enfeeblement (2, DC 13)
  0 (at will)—arcane mark, detect magic, detect poison, light
  Patron water
  TACTICS
  Before Combat At the first sign of possible trouble, a Servant 
  of the Deep casts mage armor and heroism and activates 
  the flight hex.
  During Combat Servants of the Deep prefer to use spells to 
  weaken foes before casting any necessary spells to improve 
  their own combat abilities, using their rage ability, and 
  wading into melee. They often use the Power Attack and 
  Arcane Strike feats for more damage, and they employ their 
  evil eye hex against opponents who are particularly hard to hit.
  Morale Servants of the Deep are fanatical in their beliefs and 
  fight to the death in the name of their god-king, Zhanagorr.
  Base Statistics Without the flight hex, heroism, or mage armor 
  and when not raging, the servant’s statistics are AC 15, 
  touch 15, flat-footed 11; hp 90; Fort +7, Will +4; Speed 40 
  ft.; Melee +1 trident +12/+7 (1d8+5); Ranged +1 trident +11 
  (1d8+4) or javelin +9 (1d6+3); Str 16, Con 14; CMB +10, CMD 
  25; Skills Acrobatics +14 (+18 when jumping), Disguise +10, 
  Fly +6, Intimidate +16, Knowledge (religion) +3, Perception 
  +12, Spellcraft +15, Swim +20.
  STATISTICS
  Str 20, Dex 14, Con 18, Int 14, Wis 8, Cha 10
  Base Atk +7; CMB +14; CMD 25
  Feats Arcane Strike, Dodge, Intimidating Prowess, Power 
  Attack, Toughness, Weapon Focus (trident)
  Skills Acrobatics +16 (+20 when jumping), Disguise +12, Fly +8, 
  Intimidate +20, Knowledge (religion) +5, Perception +14, 
  Spellcraft +17, Swim +24; Racial Modifiers +4 Acrobatics 
  when jumping
  Languages Aquan, Boggard, Common, Tien
  SQ fast movement, witch’s familiar (viper)
  Combat Gear potion of water walk; Other Gear +1 trident, 
  javelin (5), amulet of natural armor +1, ring of protection +1, 
  spell component pouch
  Development: After hearing the sounds of battle from 
  area A3, King prepares to approach the PCs after they 
  head downstairs. He has no fondness for the servants of 
  Lord Rybos and sees little reason to ascend the stairs to 
  assist them or the invaders.
  Rewards: If the PCs fail to defeat the boggards and 
  servants, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 1,097 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,695 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 2,293 gp.
  A3. Halls of the Honored (CR 10 or CR 13)
  An open, winding stairway encircles the fifteen-foot-tall statue 
  of a staglike creature with backward-facing horns and fiery 
  hooves, sculpted as though it was ascending skyward through 
  the opening to the floor above. Rich tapestries adorn the walls, 
  and a pair of statues depicting noble samurai flank each of the 
  
  King
  11
  OF KIRIN AND KRAKEN
  four doors found at each corner of the room. Against the south 
  wall, a railed stairway heads down.
  Depicting eight of the most renowned members of the 
  Way of the Kirin, the artfully crafted, lifelike statues in this 
  room are carved of polished stone and were constructed to 
  serve as monuments to the fallen. This chamber is almost 
  completely untouched by the filth of the swamp thanks 
  to its occupant, an exceptional kappa named King. The 
  central stairway ascends to area A2, while the southern 
  stairway descends to area A5. A PC who succeeds at a DC 17 
  Knowledge (arcana) check can identify the statue as that of 
  a kirin, a supernatural creature known for its benevolence 
  and command of magic.
  Creatures: The turtle-like creatures known as kappa 
  are relatively common in Wanshou, yet the one who 
  inhabits Shen-Shu is exceptional in many ways. Having 
  felt out of place among his kind, the kappa left his 
  extended family in search of infamy and fortune. Instead 
  he stumbled across the Sunken Valley and its partially 
  buried stronghold. The images of bravery and heroism 
  and the inscriptions he found here inspired him to 
  revere Irori and pursue self-perfection. As his martial 
  arts mastery grows, so too does his body, and he is now 
  considerably larger than most of his kind.
  King is confident in his fighting skills, but his first 
  priority is keeping his chambers in good condition; 
  he tries to avoid fighting anyone who might damage 
  the surroundings. He loves art, music, and any kind 
  of performance or fighting style that clearly requires 
  extensive practice. He disdains flattery, dishonesty, and 
  disrespect for the arts. Like other kappas, King is still 
  prone to moments of whimsy, finds time for fun, enjoys 
  fighting duels with worthy adversaries, and has a taste 
  for cucumbers and horseflesh.
  After the arrival of Lord Rybos, many boggards perished 
  while trying to remove King from his home before the 
  wizard proposed a truce through an emissary: both would 
  leave each other alone in exchange for being able to come 
  and go as they pleased. An uneasy peace has ensued for 
  several months, broken only recently when King overheard 
  Hamade Sora, one of Lord Rybos’s human slaves, playing 
  a beautiful tune on a simple flute. Having never heard 
  such perfection before, the kappa interpreted the music 
  as a gift from Irori, liberated the musician under cover of 
  night, and had him play music on a strange flute King had 
  recovered in exchange for the kappa’s protection. Neither 
  knows that this flute is in fact the flute of the fallen emperor, 
  much less realized the power it has.
  Only yesterday, the Servants of the Deep abducted 
  Hamade Sora while King had departed to feed, and 
  the human is now in area A11 being prepared 
  as a sacrifice to Lord Rybos. The kappa 
  strongly suspects Lord Rybos is to blame but dares not 
  leave his domain unguarded once more to investigate 
  the matter further. What’s more, King believes that 
  admitting defeat over the loss of a friend may only 
  impede his own goal of self-perfection and risk the full 
  wrath of the kraken cult.
  When King hears the confrontation in area A2, 
  he climbs a few steps to observe what he can of the 
  Pathfinders’ combat prowess and then returns to prepare 
  for their arrival. He congratulates the PCs on a battle 
  well fought, welcomes them to Shen-Shu, and introduces 
  himself as its custodian. So long as the PCs don’t make 
  any serious threats, the kappa perceives the new arrivals 
  as curiosities, a source of information about the world 
  beyond Wanshou, and a possible means of evicting Lord 
  Rybos without breaking any oaths. King doesn’t object to 
  the PCs traveling down the stairs, but he does try to delay 
  them with questions about their intentions, origins, 
  and skills while keeping them out of area A4. PCs who 
  are especially humble or boastful invite King’s jesting 
  ridicule, but he quickly apologizes to those who politely 
  chide him and escalates his taunts to those who respond 
  in anger.
  The kappa is a valuable source of information about 
  the rest of Shen-Shu and its inhabitants, but he rations 
  out the intelligence to coax the PCs into returning the 
  favor with news of the outside world, demonstrations of 
  
  12
  PATHFINDER SOCIETY SCENARIO
  skill, or entertaining performances. A PC who succeeds 
  at a DC 20 Acrobatics, Diplomacy, or Perform check 
  (DC 24 in Subtier 10–11) can convince King to share an 
  important feature of Shen-Shu. At the GM’s discretion, a 
  PC might attempt a different check to impress the kappa 
  or appeal to his monastic interests. Each additional 
  fact requires an additional performance, and each 
  subsequent success increases the check DC by 2 as the 
  kappa yearns to see ever more spectacular feats. Failing 
  three consecutive checks causes King to lose interest 
  and conclude the conversation.
  King knows the following facts and reveals them in 
  any order. First, boggards, the masked servants, and 
  enormous, blubbery people (actually marsh giants) 
  regularly enter and leave Shen-Shu. Second, one of the 
  largest rooms below is a vast sea of gold that burns 
  like fire (King’s interpretation of the electric charge in 
  area A9). The boggards recently broke in but fled from 
  something within. Third, several doors and barricades 
  keep the swamp beyond at bay, and opening them invites 
  trouble (he provides basic descriptions of the eastern 
  door in area A5 and the southern barricade in area A8). 
  Fourth, in Subtier 7–8, he knows that the masked ones 
  sometimes carry a giant serpent up or down the stairs, 
  but he has not seen it for 5 days since it last descended; 
  what King has seen was actually Lord Rybos under the 
  effects of the disguise self spell, and in Subtier 10–11, Lord 
  Rybos typically enters or leaves while disguised as a 
  boggard using alter self.
  Finally, King knows something of each of the three 
  relics the PCs seek, treating information about each as a 
  separate fact for the purpose of attempting skill checks. 
  The kappa recognizes the flute of the fallen emperor from 
  the PCs’ description and can explain that his ward, 
  Hamade Sora, had it before he disappeared—likely 
  captured by Lord Rybos’s thralls and taken below. King 
  remembers seeing something like the coronation crown 
  in the golden treasury below. 
  Wise Zijao’s seal resides in area A4a, and the kappa 
  considers it a priceless component of his home’s art 
  collection. Any questions regarding the seal quickly 
  dampen King’s jovial mood, and he insists on knowing 
  why the PCs seek it. Reassurances that philanthropists 
  wish to use it to further a noble agenda set him somewhat 
  at ease, but the PCs must succeed at a DC 28 Diplomacy 
  check (DC 32 in Subtier 10–11) to convince him to part 
  with it willingly. Alternatively, a PC can goad King into 
  a test of might to see who deserves to keep the seal, and 
  the kappa eagerly proposes a wrestling match to test 
  one of the Pathfinder’s conviction. The first to pin his 
  opponent wins. King graciously acknowledges a PC’s 
  victory by stating it’s Irori’s way of telling the kappa to 
  train harder, and he insistently stands by the results of 
  the first contest, even if the PCs demand a rematch. Of 
  course, the PCs can simply attack King and slay him in 
  order to take what they want.
  Subtier 7–8 (CR 10)
  KING, GATEKEEPER OF SHEN-SHU 
  CR 10
  Male giant kappa monk 8 (Pathfinder RPG Bestiary 3 291, 166)
  LN Medium monstrous humanoid (aquatic)
  Init +4; Senses darkvision 60 ft.; Perception +20
  DEFENSE
  AC 26, touch 20, flat-footed 21 (+2 armor, +1 deflection, +4 Dex, 
  +1 dodge, +2 monk, +2 Wis, +4 natural)
  hp 107 (3d10+8d8+55)
  Fort +12, Ref +13, Will +11; +2 vs. enchantments
  Defensive Abilities evasion; Immune disease; Resist acid 5, 
  cold 5
  Weaknesses head bowl
  OFFENSE
  Speed 40 ft., swim 40 ft.
  Melee unarmed strike +14/+9 (1d10+5) or
  Large +1 ki focus nine-ring broadsword +14/+9 (2d6+8/×3) or
  Large +1 ki focus nine-ring broadsword flurry of blows 
  +14/+14/+9/+9 (2d6+6/×3) or
  2 claws +14 (1d4+5 plus grab)
  Special Attacks flurry of blows, grab (Large), rake (2 claws +14, 
  1d4+5), stunning fist (8/day, DC 16)
  TACTICS
  During Combat King attempts to reason with his foes while 
  disarming warriors and grappling spellcasters. If certain 
  nonlethal methods are insufficient, he uses his massive 
  weapon to stun and hew apart his enemies.
  Morale King if reduced to 25 hit points or fewer, he flees. 
  However, he fights to the death if he believes the PCs will 
  steal his artwork or despoil Shen-Shu.
  STATISTICS
  Str 20, Dex 19, Con 20, Int 10, Wis 14, Cha 10
  Base Atk +9; CMB +16 (+18 disarm, +20 grapple); CMD 34 (36 
  vs. disarm)
  Feats Alertness, Cleave, Combat Reflexes, Dodge, Great 
  Cleave, Improved Disarm, Improved Unarmed Strike, 
  Nimble Moves, Power Attack, Stunning Fist, Weapon Focus 
  (nine-ring broadsword)
  Skills Acrobatics +18 (+30 when jumping), Appraise +8, Climb 
  +19, Escape Artist +8, Perception +20, Sense Motive +20, 
  Swim +13; Racial Modifiers +4 Escape Artist
  Languages Aquan, Common
  SQ amphibious, fast movement, high jump, ki pool (6 points, 
  cold iron, magic, silver), maneuver training, slow fall 40 ft., 
  wholeness of body (8 hit points)
  Combat Gear flasks of water (5); Other Gear Large +1 ki 
  focus nine-ring broadswordUE, bracers of armor +2, ring of 
  protection +1, 20 gp
  
  13
  OF KIRIN AND KRAKEN
  SPECIAL ABILITIES
  Head Bowl (Su) The basin atop a kappa’s head contains 
  water from its home river or lake. The water is emptied 
  only if the kappa willingly tips its head or a creature 
  pinning the kappa forces it to do so (requiring a grapple 
  check while pinned). If the water is emptied, the kappa 
  becomes immobile and staggered. It can still take its 
  own actions, but it can’t move from the spot on its own. 
  If the emptied head bowl is refilled with water, the 
  kappa recovers from this condition immediately. This 
  replacement water doesn’t have to be from the kappa’s 
  home, but the kappa refills its head bowl from there at his 
  first opportunity.
  Subtier 10–11 (CR 13)
  KING, GATEKEEPER OF SHEN-SHU 
  CR 13
  Male giant kappa monk 11 (Pathfinder RPG Bestiary 3 291, 166)
  LN Medium monstrous humanoid (aquatic)
  Init +5; Senses darkvision 60 ft.; Perception +23
  DEFENSE
  AC 29, touch 21, flat-footed 23 (+3 armor, +1 deflection, +5 Dex, 
  +1 dodge, +2 monk, +2 Wis, +5 natural)
  hp 135 (14 HD; 3d10+11d8+70)
  Fort +14, Ref +16, Will +13; +2 vs. enchantments
  Defensive Abilities improved evasion; Immune disease, 
  poison; Resist acid 5, cold 5
  Weaknesses head bowl
  OFFENSE
  Speed 50 ft., swim 40 ft.
  Melee unarmed strike +16/+11/+6 (1d10+5) or
  Large +2 ki focus nine-ring broadsword +17/+12/+7 
  (2d6+9/19–20/×3) or
  Large +2 ki focus nine-ring broadsword flurry of blows 
  +18/+18/+13/+13/+8 (2d6+7/19–20/×3) or
  2 claws +16 (1d4+5 plus grab)
  Special Attacks flurry of blows, stunning fist (11/day, DC 17), 
  grab (Large), rake (2 claws +16, 1d4+5)
  TACTICS
  During Combat King attempts to reason with his foes while 
  disarming warriors and grappling spellcasters. If certain 
  nonlethal methods are insufficient, he uses his massive 
  weapon to stun and hew apart his enemies.
  Morale King if reduced to 35 hit points or fewer, he flees. 
  However, he fights to the death if he believes the PCs will 
  steal his artwork or despoil Shen-Shu.
  STATISTICS
  Str 20, Dex 20, Con 20, Int 10, Wis 14, Cha 10
  Base Atk +11; CMB +19 (+21 disarm, +27 grapple); CMD 37 (39 
  vs. disarm)
  Feats Acrobatic Steps, Alertness, Cleave, Combat Reflexes, 
  Dodge, Great Cleave, Improved Critical (nine-ring 
  broadsword), Improved Disarm, Improved Unarmed Strike, 
  Nimble Moves, Power Attack, Stunning Fist, Weapon Focus 
  (nine-ring broadsword)
  Skills Acrobatics +22 (+41 when jumping), Appraise +11, 
  Climb +22, Escape Artist +9, Perception +23, Sense Motive +23, 
  Swim +13; Racial Modifiers +4 Escape Artist
  Languages Aquan, Common
  SQ abundant step, amphibious, fast movement, high jump, 
  maneuver training, ki pool (7 points, cold iron, lawful, magic, 
  silver), slow fall 50 ft., wholeness of body (11 hit points)
  Combat Gear flasks of water (5); Other Gear Large +2 ki focus 
  nine-ring broadswordUE, amulet of natural armor +1, bracers of 
  armor +3, cloak of resistance +1, ring of protection +1, 470 gp
  SPECIAL ABILITIES
  Head Bowl (Su) See Subtier 7–8.
  Rewards: If the PCs fail to complete at least two of the 
  following three goals reduce their gold earned as noted 
  below: defeat King in combat, recover Wise Zijao’s seal in 
  area A4a, or convince King to share at least three facts about 
  Shen-Shu. If the PCs accomplish exactly one of these goals, 
  only reduce their gold earned by half the listed amount.
  Subtier 7–8: Reduce each PC’s gold earned by 866 gp.
  Out of Subtier: Reduce each PC’s gold earned by 1,104 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 1,342 gp.
  A4. Art Rooms
  Statues, tapestries, and all manner of artwork occupy these 
  clean rooms. Among the treasures is a carefully illuminated 
  set of 100 scrolls in area A4c containing excepts from Irori’s 
  holy text Unbinding the Fetters, worth 1,000 gp total. A life-
  sized statue of a contemplative sage holds Wise Zijao’s seal 
  in his open hands. The seal is not magical, but the image 
  it creates is an extraordinarily intricate pattern of dots and 
  curving lines that depict a kirin’s in mid-leap.
  Rewards: The value of the treasure in these rooms is 
  incorporated into the rewards in area A3.
  A5. Stairway
  A trickle of water seeps through the closed door on the east 
  side of this small, fifteen-foot-high antechamber. A moldering 
  SCALING ENCOUNTER A3
  Make the following changes to the encounter to accommodate 
  parties of four PCs.
  Subtier 7-8: King has expended all of his ki points for the 
  day and doesn’t wear his bracers of armor +2. This changes 
  his statistics to AC 24; touch 20; flat-footed 19.
  Subtier 10-11: King has expended all of his ki points 
  for the day and doesn’t wear his bracers of armor +3. This 
  changes his statistics to AC 26; touch 21; flat-footed 20.
  
  14
  PATHFINDER SOCIETY SCENARIO
  tapestry hangs from floor to ceiling along the south wall, while 
  to the north a closed wooden door remains relatively dry 
  despite the dampness. A heavy stone hatch rests open against 
  the southwest wall, revealing a slick staircase carved from the 
  bedrock that descends into the darkness below.
  This was once the stairway that led from the ground 
  floor of Shen-Shu to its upper levels. Nearly all of this 
  floor remains buried, the stronghold’s windows having 
  long since shattered under the pressure of the sediment 
  outside. Both Lord Rybos’s servants and King found the 
  secret hatch leading down the area A7 below. The door 
  to the east is under the effects of arcane lock (Disable 
  Device DC 20, hardness 5, 15 hp, Strength DC 28), and 
  only the magical effect is keeping the swamp beyond at 
  bay. If the PCs break the door or dispel the arcane lock, a 
  large amount of thick mud floods into the room and fills 
  it to a depth of 1 foot before the flow slows to an seeping 
  crawl. Any PC within 10 feet of the door when it breaks 
  open takes 4d6 bludgeoning damage (Reflex DC 15 half). 
  The mud gradually oozes into the stronghold, but the 
  rate is so slow there’s no risk of the PCs flooding the 
  basement below.
  A6. The Overseer’s Office
  The slave camp’s overseer, who is currently busy at the 
  excavation site, uses this small office. On the desk to the 
  northwest is a small pile of scrolls and maps that track 
  the excavation’s progress, as well as several old maps from 
  before the valley was flooded. A cabinet stands against the 
  east wall, its doors ajar.
  Treasure: Within the open cabinet is a wand of resist 
  energy with 10 charges remaining (CL 7th). In Subtier 
  10–11, the wand is instead caster level 11th.
  Rewards: If the PCs fail to recover the wand of resist 
  energy, reduce each PC’s gold earned as follows.
  Subtier 7–8: Reduce each PC’s gold earned by 175 gp.
  Out of Subtier: Reduce each PC’s gold earned by 225 gp.
  Subtier 10–11: Reduce each PC’s gold earned by 275 gp.
  A7. The Secret Stair
  A series of short flights of stairs switchback downward 
  along 10-foot-high corridors. Each landing bears a 
  soggy tapestry whose designs are no longer discernible. 
  Gradual seepage of moisture through the walls has 
  resulted in the fabric’s gradual decay. At the bottom of 
  the stairs is an unlocked wooden door.
  A8. Barricaded Crossroads
  A twenty-foot-tall hallway seems to have once been a major 
  intersection with passageways to the north, south, east, and 
  west. A heavy pile of wood and debris partially barricades 
  a ceiling-high set of stone doors that lies to the east, and 
  shattered chunks of rock and dried mud block the way south. 
  A wide flight of stairs rises to the north, terminating in a set of 
  double doors.
  The south hall has long-since caved-in, and excavating 
  it would take a large work team at least several week. The 
  boggards hastily barricaded the stone doors to the east 
  after being attacked by the lightning elementals in area 
  A9, but the PCs can clear the debris with 3d4 minutes of 
  work. The stairs to the north ascend for 30 feet.
  A9. The Kirin Vault (CR 10 or CR 13)
  Eerie blue light plays across murals on the north, south, and 
  east walls, each portraying a kirin flying through a raging 
  storm. Coins of many shapes, materials, and origins form 
  low heaps throughout this treasury, though in many places 
  the coins have fused together or melted slightly to form 
  extensive sheets of precious metals. A golden skeleton lies 
  sprawled near the room’s entrance.
  This massive vault contains the wealth of Shen-Shu, a 
  horde lost to the Way of the Kirin since the fall of Imperial 
  Lung Wa. Many of the coins are now fused together 
  after exposure to its elemental guardians’ electrified 
  touch and several fiery traps that Lord Rybos’s boggard 
  minions triggered. One boggard wasn’t blown clear 
  by the explosions and died as the terrified humanoids 
  closed and barricaded the doors, and the briefly molten 
  gold and silver has coated its remains.
  The metal-covered floor conducts some of the lighting 
  elemental’s energy, resulting in an uncomfortable but 
  harmless buzzing sensation that causes the PCs’ hair to 
  stand on end.
  Creatures: The Way of the Kirin bound several 
  lightning elementals within this chamber, and the 
  outsiders are capable of melding with the murals when 
  not compelled to defend the treasury. When a creature 
  enters the room, electricity begins dancing across the 
  murals as the elementals observe the intruder. Taking 
  any of the wealth within causes the kirin in the murals 
  to transform into bolts of electricity that lash out into the 
  room and coalesce as lightning elementals shaped like 
  vengeful kirin.
  Only the highest-ranking agents in Shen-Shu knew 
  the password (an obscure Minkaian couplet) to access 
  this wealth without reprisal, and they are long since 
  dead. It’s possible for a creature to sneak into the room 
  undetected, though the electricity permeating the air 
  gives the elementals greater ability to spot invisible 
  creatures; a creature gains only half the normal bonus 
  on Stealth checks for being invisible.
  
  15
  OF KIRIN AND KRAKEN
  Subtier 7–8 (CR 10)
  ADVANCED LARGE LIGHTNING ELEMENTALS (4) 
  CR 6
  N Large outsider (air, elemental, extraplanar; Pathfinder RPG 
  Bestiary 2 292, 116; see page 24)
  Init +10; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 16, flat-footed 11 (+8 Dex, +1 dodge, +4 natural, 
  –1 size)
  hp 76 (8d10+32)
  Fort +8, Ref +12, Will +2
  DR 5/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +15 (1d8+5 plus 1d6 electricity)
  Space 10 ft.; Reach 10 ft.
  Special Attacks metal mastery, spark leap
  TACTICS
  During Combat The elementals prioritize attacking anyone 
  inside the treasury—especially anyone who is in possession 
  of its contents. They follow targets into area A8 but pursue 
  no farther if their targets continue to flee.
  MORALE THE ELEMENTALS ARE BOUND TO SERVE FOR MANY MORE 
  YEARS, AND THEY FIGHT UNTIL SLAIN. STATISTICS
  Str 20, Dex 27, Con 18, Int 10, Wis 15, Cha 15
  Base Atk +8; CMB +14; CMD 33
  Feats Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Weapon Finesse
  Skills Acrobatics +19, Escape Artist +19, Fly +25, Knowledge 
  (planes) +11, Perception +13, Stealth +15
  Languages Auran, Minkaian, Tien
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus on 
  bull rush, disarm, overrun, and trip attacks when it charges a 
  creature against whom its metal mastery ability applies.
  Subtier 10–11 (CR 13)
  ELDER LIGHTNING ELEMENTALS (2) 
  CR 11
  hp 136 each (Pathfinder RPG Bestiary 2 117; see page 25)
  TACTICS
  Use the tactics in Subtier 7–8.
  STATISTICS
  Languages Auran, Minkaian, Tien
  Development: Approaching within 10 feet of this room 
  while carrying Shiyo’s moneybag or coins activates the 
  scrying effect. A PC can notice the scrying sensor with 
  a DC 27 Perception check, and the sensor watches the 
  room’s entrance.
  Treasure: Tens of thousands of coins cover the floor, 
  though most are fused together or melted into sheets 
  of many different materials; the sheets are too large to 
  extract without hacking the mass into smaller pieces. 
  Collectively, there is 18,000 gp worth of precious metals, 
  mostly composed of copper, silver, and misshapen 
  jewelry that has lost much of its value. Of this only 
  1,200 gp worth includes loose coins easily extracted 
  from the treasury. In addition, several magic items are 
  partly sealed in the metal, requiring a standard action 
  and a successful DC 16 Strength check to extract them. 
  In the northeast quadrant is a +1 light fortification o-yoroi 
  (Pathfinder RPG Ultimate Equipment 13), in the southeast 
  quadrant is a +1 shock katana (Ultimate Equipment 30), and 
  a charred, lacquered case near the room’s center contains 
  a shocking robe (Ultimate Equipment 219). In Subtier 10–11, 
  these are instead a +2 light fortification o-yoroi, a +1 shocking 
  burst katana, and a thundering robe (a variant shocking robe 
  that instead grants sonic resistance, augments spells 
  with the sonic descriptor, and deals sonic damage).
  One of the few metal art objects in this room to survive 
  the intense energies is a mithral crown, the second Shu 
  coronation crown.
  Faction Notes: The scrying sensor scrutinizes members 
  of the Sovereign Court, and the agent observing the PCs 
  carefully watches to see how well they uphold the tenets 
  of the Way of the Kirin—specifically taking only what 
  wealth is necessary to combat injustice. The magic items 
  and the second Shu coronation crown all contribute to 
  the Pathfinders’ mission or assist them in imminent 
  encounters, but taking time to collect more than a handful 
  of coins or pry sheets of metal from the floor demonstrates 
  the Sovereign Court’s greed. Attempting to harvest this 
  wealth or failing to rebuke non-faction PCs who attempt 
  to do so reflects poorly upon Lady Morilla’s organization.
  A10. Storage Room (CR 9 or CR 12)
  Sets of heavy double doors sit in the north and south walls of 
  this musty room. Crates and barrels are piled against the walls, 
  and a lone table sits in the southeastern corner.
  SCALING ENCOUNTER A9
  Make the following changes to the encounter to accommodate 
  a group of four PCs.
  Subtier 7-8: Remove the advanced simple template from 
  the lightning elementals.
  Subtier 10-11: Replace the two elder lightning elementals 
  with three greater lightning elementals.
  
  16
  PATHFINDER SOCIETY SCENARIO
  The crates and barrels are filled with moldering foodstuffs 
  stored long ago by the Way in order to supply its armies. 
  Trap: Lord Rybos has a mental alarm spell cast above 
  the south door in this room to alert him of intruders. 
  The creatures in this room know the password and do not 
  trigger the alarm.
  Creatures: The boggards and marsh giants in this room 
  are laying plans on how to best claim the treasures of the 
  vault in area A9. Despite being focused on their plans, they 
  are otherwise alert.
  Subtier 7–8 (CR 9)
  BOGGARD SCARRED ONE 
  CR 6
  hp 86 (Pathfinder RPG Monster Codex 12; see page 22)
  TACTICS
  Morale The boggard is within Lord Rybos’s lair and fights to the 
  death rather than flee and suffer his master’s wrath.
  MARSH GIANT 
  CR 8
  hp 102 (Pathfinder RPG Bestiary 2 129; see page 26)
  TACTICS
  Morale The marsh giant fights to the death.
  Subtier 10–11 (CR 12)
  BOGGARD STALKER 
  CR 9
  hp 95 (Pathfinder RPG Monster Codex 14; see page 23)
  TACTICS
  Morale Same as Subtier 7-8.
  MARSH GIANTS (3) 
  CR 8
  hp 102 each (Pathfinder RPG Bestiary 2 129; see page 26)
  TACTICS
  Morale The marsh giant fights to the death.
  A11. The Flooded Archives (CR 11 or CR 14)
  Water seeps through a thin, vertical crack that runs from the 
  waterline of the north wall to the center of the ceiling in this 
  tall flooded chamber. A stairway leads from the south door 
  down into the dark waters that nearly fill this large library. Tall 
  bookcases rise only inches above the waterline as they trace 
  the edge of the room, and a second set of wider shelves spiral 
  about the room’s interior. Four algae-covered pillars support 
  the ceiling above.
  The once-grand chamber is largely flooded and little 
  remains above the water beyond the slick tops of the 
  bookshelves. Traversing the perimeter bookshelves 
  requires a successful DC 7 Acrobatics check, and traveling 
  along the wider inner shelves requires only a DC 2 
  Acrobatics check. Increase the DC by 5 if the PC attempts 
  to step around any of the pillars to an adjoining shelf. 
  The water in the room is 15 feet deep and leaves only a 
  little over 5 feet of clearance between the waterline and 
  ceiling. The improvised pool is murky enough to provide 
  concealment against any attacks that travel through 20 
  feet or more of water, and a PC must succeed at a DC 
  In addition to supporting the ceiling, the pillars 
  are the foci for a magical ward that protects the scrolls 
  and books in this room from water damage, though 
  because the enchantment was intended to defend against 
  humidity and mildew, the room’s constant submersion 
  has nearly overpowered the spell. Moderate water damage 
  has struck many of the texts, and the ward has no effect 
  on any spells that would otherwise damage the archives.
  Creatures: Once the war beast of a storm-worshiping 
  druid, Lord Rybos is a giant squid who acquired superior 
  intellect as the result of an awaken spell. Once truly 
  awakened, he began to hear the distant summons of 
  the elder kraken Zhanagorr, who taught him a ritual 
  that would grant the awakened squid greater power and 
  influence by sacrificing humanoid victims—beginning 
  with the same druid that awakened him. Lord Rybos 
  has continued to perform the vile ritual and grows more 
  powerful with each ceremony. After a decade of service 
  to Zhanagorr, he commands great respect among the 
  Servants of the Deep and has hundreds of boggards and 
  slaves to further his ambitions in southeastern Wanshou.
  The awakened cephalopod makes this water-filled 
  chamber his lair, lurking below the murk of the dark 
  swamp water to study the massive collection of the Way 
  of the Kirin looking for lost secrets, ancient lore, and 
  insights into a higher understanding of the world itself. 
  Entering and leaving is a chore, requiring the use of 
  transmutation magic and often his servants’ help, so 
  Lord Rybos has spent weeks at a time here, relying on his 
  boggard minions to refresh the water several bucketfuls 
  OPTIONAL ENCOUNTER
  The Storage Room is an optional encounter. If fewer than 90 
  minutes remain in which to complete the scenario, skip the 
  encounter; the occupants of the room are busy laying their 
  plans elsewhere.
  SCALING ENCOUNTER A10
  Make the following changes to the encounter to accommodate 
  a group of four PCs.
  Subtier 7-8: The marsh giant is alone. Remove the boggard 
  scarred one from the encounter.
  Subtier 10-11: Remove the boggard stalker from the 
  encounter.
  
  17
  OF KIRIN AND KRAKEN
  at a time and bring him meals while he reads about the 
  world he might one day rule. 
  Several Servants of the Deep stand upon the wide 
  bookcase to the north, preparing a chemically numbed 
  yet full conscious Hamade Sora as a sacrifice. Lord 
  Rybos hides below the dark water, awaiting the victim’s 
  proper preparation. Hamade is helpless due to Dexterity-
  damaging poison, has 10 hit points remaining, has a 
  Constitution score of 11.
  Subtier 7–8 (CR 11)
  LORD RYBOS 
  CR 10
  Male awakened giant squid wizard 1 (Pathfinder RPG 
  Bestiary 259)
  NE Huge magical beast (aquatic, augmented animal)
  Init +6; Senses low-light vision; Perception +26
  DEFENSE
  AC 23, touch 10, flat-footed 21 (+4 armor, +2 Dex, +9 natural, 
  –2 size)
  hp 141 (14d8+1d6+75)
  Fort +16, Ref +13, Will +8
  Defensive Abilities ink cloud (20-ft. radius)
  OFFENSE
  Speed swim 60 ft., jet 260 ft.
  Melee +1 quarterstaff +16/+11 (2d6+11/19-20), bite +13 (2d6+3), 
  tentacles +13 (4d6+3/19–20 plus grab) or
  bite +15 (2d6+7), 2 arms +15 (1d6+7), tentacles +13 
  (4d6+3/19–20 plus grab)
  Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
  Special Attacks constrict (4d6+10), hand of the apprentice (5/day)
  Wizard Spells Prepared (CL 1st; concentration +3)
  1st—alarm, mage armor
  0 (at will)—detect magic, light, read magic
  TACTICS
  Before Combat Lord Rybos casts a mental alarm spell above 
  the south door in area A10 to warn him of intruders before 
  he begins any sacrificial ritual. If warned of intruders, he 
  casts mage armor and hides beneath the water.
  During Combat Lord Rybos activates his scroll of shield and 
  strikes weapon-wielding foes at a distance with his wand of 
  enervation. If attacked in melee, he fends off nearby threats 
  with his staff and focuses his tentacle attacks on spellcasting 
  foes to utilize his constrict ability.
  Morale Lord Rybos attempts to flee using a scroll of fly or scroll 
  of alter self if reduced to 30 hit points or fewer.
  Base Statistics Without mage armor, Lord Rybos’s statistics are 
  AC 19, touch 10, flat-footed 17.
  STATISTICS
  Str 25, Dex 15, Con 21, Int 14, Wis 14, Cha 7
  Base Atk +10; CMB +19 (+23 grapple); CMD 31
  Feats Combat Reflexes, Great Fortitude, Improved Critical 
  (quarterstaff, tentacles), Improved Initiative, Lightning 
  Reflexes, Magical Aptitude, MultiattackB, Scribe Scroll, Skill 
  Focus (Perception)
  Skills Knowledge (arcana) +15, Linguistics +6, Perception +26, 
  Spellcraft +19, Stealth +7, Swim +15, Use Magic Device +17
  Languages Aquan, Common, Minkaian
  SQ arcane bond (+1 quarterstaff)
  Combat Gear scrolls of alarm (3), scroll of alter self, scrolls of 
  fly, scrolls of mage armor (3), scrolls of shield (3), wand of 
  enervation (4 charges); Other Gear +1 quarterstaff, spell 
  component pouch, spellbook
  SPECIAL ABILITIES
  Ink Cloud (Ex) A squid can emit a 20-foot-radius cloud of ink 
  once per minute as a free action while underwater. This 
  cloud provides total concealment. The ink persists for 1 
  minute.
  Jet (Ex) A squid can jet in a straight line as a full-round action. 
  It does not provoke attacks of opportunity while jetting.
  SERVANT OF THE DEEP (3) 
  CR 6
  hp 80 each (see page 9)
  TACTICS
  Before Combat The Servant of the Deep drinks her potion of 
  water walk and casts mage armor at Lord Rybos’s command.
  During Combat Servants of the Deep prefer to use spells to 
  weaken foes before casting any necessary spells to improve 
  their own combat abilities, using their rage ability, and 
  wading into melee. They often use the Power Attack feat 
  to deal more damage, and they employ their evil eye hex 
  against opponents that are particularly hard to hit.
  Morale Servants of the Deep are fanatical in their beliefs and 
  fight to the death in the name of their god-king, Zhanagorr.
  Subtier 10–11 (CR 14)
  LORD RYBOS 
  CR 13
  Male awakened giant squid wizard 7 (Pathfinder RPG 
  Bestiary 259)
  NE Huge magical beast (aquatic, augmented animal)
  Init +6; Senses low-light vision; Perception +32
  DEFENSE
  AC 27, touch 10, flat-footed 25 (+4 armor, +4 shield, +2 Dex, +9 
  natural, –2 size)
  hp 213 (14d8+7d6+126)
  Fort +19, Ref +15, Will +13
  Defensive Abilities ink cloud (20-ft. radius); DR 10/
  adamantine (70 points); Resist cold 20, electricity 20
  OFFENSE
  Speed fly 60 ft. (good), swim 60 ft., jet 260 ft.
  Melee +1 frost quarterstaff +22/+17/+12 (2d6+16 /19–20 plus 
  1d6 cold), bite +19 (2d6+5), tentacles +19 (4d6+5/19–20 
  plus grab) or
  bite +21 (2d6+10), 2 arms +21 (1d6+10), tentacles +19 
  (4d6+5/19–20 plus grab)
  
  18
  PATHFINDER SOCIETY SCENARIO
  Space 15 ft.; Reach 15 ft. (30 ft. with arms and tentacles)
  Special Attacks constrict (4d6+15), hand of the apprentice 
  (5/day)
  Wizard Spells Prepared (CL 7th; concentration +9)
  4th—stoneskin
  3rd—extended bull’s strength, fly
  2nd—blur, resist energy (2), extended shield
  1st—alarm, comprehend languages, mage armor, ray of 
  enfeeblement (2, DC 13)
  0 (at will)—detect magic, light, mending, read magic
  TACTICS
  Before Combat Lord Rybos casts mage armor and a mental 
  alarm spell above the south door in area A10 to warn him 
  of intruders before he begins any sacrificial ritual. If warned 
  of intruders, he casts stoneskin, resist energy (cold), resist 
  energy (electricity), extended bull’s strength, extended shield, 
  fly, and blur in that order while hiding beneath the water.
  During Combat Lord Rybos strikes weapon-wielding foes at a 
  distance with his wand of enervation. If attacked in melee, he 
  fends off nearby threats with his staff and focuses his tentacle 
  attacks on spellcasting foes to utilize his constrict ability. 
  Morale If reduced to 90 hit points or fewer, Lord Rybos attempts 
  to activate his scroll of heal. If reduced to 45 hit points or 
  fewer, he tries to flee using his scroll of dimension door.
  Base Statistics Without bull’s strength, fly, mage armor, 
  resist energy, shield, and stoneskin, Lord Rybos’s statistics 
  are AC 21, touch 12, flat-footed 19; DR none, Resist none; 
  Speed swim 60 ft., jet 260 ft.; Melee +1 frost quarterstaff 
  +20/+15/+10 (2d6+13/19–20 plus 1d6 cold), bite +17 (2d6+4), 
  tentacles +17 (4d6+4/19–20 plus grab) or bite +19 (2d6+8), 
  2 arms +19 (1d6+8), tentacles +17 (4d6+4/19–20 plus grab); 
  Special Attacks constrict (4d6+12); Str 26; CMB +23 (+27 
  grapple); CMD 35; Skills Swim +16.
  STATISTICS
  Str 30, Dex 15, Con 22, Int 14, Wis 14, Cha 7
  Base Atk +13; CMB +25 (+29 grapple); CMD 37
  Feats Combat Casting, Combat Reflexes, Extend Spell, Great 
  Fortitude, Improved Critical (quarterstaff, tentacles), 
  Improved Initiative, Iron Will, Lightning Reflexes, Magical 
  Aptitude, MultiattackB, Scribe Scroll, Skill Focus (Perception, 
  Use Magic Device)
  Skills Fly +5, Knowledge (arcana) +21, Linguistics +12, 
  Perception +32, Spellcraft +25, Stealth +7, Swim +18, Use 
  Magic Device +29
  Languages Abyssal, Aklo, Aquan, Boggard, Celestial, Common, 
  Infernal, Minkaian, Tien
  SQ arcane bond (+1 frost quarterstaff)
  Combat Gear scrolls of alarm (3), scroll of cone of cold (1), scroll 
  of dimension door (1), scrolls of fly (3), scroll of heal (1), 
  scrolls of lightning bolt (3), scrolls of mage armor (3), scrolls 
  of shield (3), wand of enervation (10 charges); Other Gear +1 
  frost quarterstaff, spell component pouch, spellbook, diamond 
  dust worth 1000 gp
  SPECIAL ABILITIES
  Ink Cloud (Ex) A squid can emit a 20-foot-radius cloud of ink 
  once per minute as a free action while underwater. This cloud 
  provides total concealment. The ink persists for 1 minute.
  Jet (Ex) A squid can jet in a straight line as a full-round action. 
  It does not provoke attacks of opportunity while jetting.
  SERVANTS OF THE DEEP (2) 
  CR 9
  hp 110 each (see page 10)
  Treasure: The flute of the fallen emperor rests on one of 
  the underwater shelves along the north wall, where Lord 
  Rybos placed it for further study after discerning its 
  strong aura of transmutation magic.
  Development: Once the PCs defeat Lord Rybos, they 
  can rescue the paralyzed Ryoto Ryu and resuscitate 
  him by healing at least point of Dexterity damage. The 
  prospect of freedom excites him, and even the idea of 
  continuing to live with King—whom he considers a 
  curious and rather disconcerting patron—is a vast 
  improvement to any other fate he could wish for in 
  Wanshou. The only possession he owns with which 
  he can repay the PCs is the flute of the fallen emperor. If 
  pressed, he reveals that he believes his music once 
  caused the swamp water to churn and clouds to part, 
  but when he revealed his suspicions to King, the kappa 
  simply laughed at the absurd notion. Hamate Sora is not 
  yet accomplished enough to activate the instrument’s 
  power, but with further training he may one day be able 
  to wield it to counter Zhanagorr’s magic.
  CONCLUSION
  Escaping from the Sunken Valley is simpler than entering 
  it—especially once the boggards discover that Lord Rybos 
  is dead and begin to fight among themselves—and the 
  PCs set out on their long journey back to Kwanlai. Without 
  the leadership of Lord Rybos, interest in the Sunken 
  Valley wanes and the excavations cease. King gradually 
  SCALING ENCOUNTER A11
  Make the following changes to the encounter to accommodate 
  a group of four PCs.
  Subtier 7–8: Lord Rybos has expended his spells for the 
  day, is not under the effect of his mage armor spell, and has 
  already used his arcane bond. Remove the Servant of the 
  Deep from the encounter.
  Subtier 10–11: Lord Rybos has already cast mage armor, 
  resist energy, and stoneskin today, all of which have since 
  expired; he doesn’t have any scrolls of mage armor and has 
  already used his arcane bond spell for the day. Remove one 
  Servant of the Deep from the encounter.
  
  19
  OF KIRIN AND KRAKEN
  reestablishes himself as the custodian of the area, and he 
  begins adopting runaway slaves as his disciples. 
  Amara Li and Shiyo Takarak welcome the Pathfinders 
  back to Kwanlai and listen intently to their report. The 
  tengu is particularly excited when the PCs deliver any of the 
  relics they might have recovered, and she handles each with 
  care and respect before placing them in silk-lined boxes. If 
  the PCs actively looted the stronghold (particularly if the 
  scrying sensor activated in area A9 observed them taking 
  gold from the treasury), Shiyo cautiously asks about their 
  actions and prompts them to admit what they did, but 
  doesn’t reveal her own espionage. Amara Li is embarrassed 
  by any confirmation that the PCs acted like looters, quoting 
  a Tian-Shu saying: “When a neighbor invites you to enter 
  her home and retrieve a spoon, one does not also rearrange 
  her furniture.” Despite any acts of greed, Shiyo voices her 
  appreciation of the PCs actions and announces that they 
  have the Way of the Kirin’s thanks.
  Reporting Notes
  If the PCs successfully recover Wise Zijao’s seal, check box 
  A on the reporting sheet. If the PCs recover the second 
  Shu coronation crown, check box B. If the Sovereign 
  Court faction fulfills its mission objectives, check box C.
  Primary Success Condition
  The PCs complete their primary mission if they recover 
  the flute of the fallen emperor in area A11 and return it 
  to Shiyo Takarak in Kwanlai. Doing so earns each PC 
  1 Prestige Point.
  Secondary Success Condition
  The PCs complete their secondary mission if they recover 
  both Wise Zijao’s seal (in area A4a) and the second Shu 
  coronation crown (in area A9). Doing so earns each PC 
  1 additional Prestige Point.
  Faction Notes
  The Way of the Kirin has heard of the Sovereign Court, 
  Lady Morilla’s new faction, and the Way’s agents are 
  vigilant in studying the faction’s representatives to 
  determine if they might serve as strategic partners in 
  spreading an agenda of respectful rulership, economical 
  responsibility, and honorable action. These agents do 
  not follow the PCs into Wanshou, but they do use Shiyo’s 
  moneybag and coins to monitor how Sovereign Court 
  PCs behave in the presence of wealth. Impressing the 
  Way of the Kirin requires the Sovereign Court PCs to 
  fulfill three objectives: avoid egregiously dishonorable 
  or unbecoming acts while meeting with Shiyo; avoid 
  spending any of Shiyo’s money on frivolous expenditures; 
  and avoid looting the precious metals in area A9. Saving 
  against the scrying effect prevents the agents from 
  observing the PCs’ actions, and the Way of the Kirin 
  assumes some form of deception and waits several more 
  months before testing the Sovereign Court again; this 
  counts as a failure.
  Completing all three of these objectives earns each 
  Sovereign Court PC the Eyes of the Kirin boon on her 
  Chronicle sheet. All members of the faction succeed or 
  fail together.
  
  20
  PATHFINDER SOCIETY SCENARIO
  Event
  GM #
  GM Character #
  GM Prestige Earned
  GM Name
  Date
  B
  The Exchange
  Silver Crusade
  A
  Dark Archive
  Scarab Sages
  D
  Liberty’s Edge
  C
  Grand Lodge
  Sovereign Court
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  The Exchange
  Silver Crusade
  Dark Archive
  Scarab Sages
  Liberty’s Edge
  Grand Lodge
  Sovereign Court
  Character #
  Prestige Points
  Character Name
  Pathfinder Society Scenario #6–13: 
  Of Kirin and Kraken
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is 
  Copyright 2000 Wizards of the Coast, Inc. (“Wizards”). All Rights Reserved.
  1. Definitions: (a) “Contributors” means the copyright and/or trademark 
  owners who have contributed Open Game Content; (b) “Derivative Material” 
  means copyrighted material including derivative works and translations 
  (including into other computer languages), potation, modification, correction, 
  addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; 
  (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, 
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System Reference Document © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, and Skip Williams, based on material by E. 
  Gary Gygax and Dave Arneson.
  Pathfinder Society Scenario #6–13: Of Kirin and Kraken © 2015, Paizo Inc.; 
  Author: Kris Leonard.
  
  N
  21
  OF KIRIN AND KRAKEN
  
  22
  PATHFINDER SOCIETY SCENARIO
  BOGGARD BARBARIANS
  Boggard barbarians are terrifying and unpredictable.
  BOGGARD SAVAGE 
  CR 4
  XP 1,200
  Boggard barbarian 2
  CE Medium humanoid (boggard)
  Init +0; Senses darkvision 60 ft., low-light vision; 
  Perception +10
  DEFENSE
  AC 15, touch 8, flat-footed 15 (+4 armor, +3 natural, –2 rage)
  hp 61 (5 HD; 3d8+2d12+30)
  Fort +12, Ref +3, Will +4
  Defensive Abilities uncanny dodge
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee mwk greatclub +12 (1d10+9), tongue +5 touch 
  (sticky tongue)
  Ranged javelin +4 (1d6+6)
  Special Attacks rage (10 rounds/day), rage powers 
  (no escape), terrifying croak (DC 12)
  TACTICS
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 17, touch 10, flat-footed 17; hp 51; Fort +10, Will +2; Melee 
  mwk greatclub +10 (1d10+6), tongue +3 touch (sticky tongue); 
  Str 19, Con 18; CMB +8; Skills Climb +9, Swim +17.
  STATISTICS
  Str 23, Dex 11, Con 22, Int 8, Wis 13, Cha 8
  Base Atk +4; CMB +10; CMD 18
  Feats Lightning Reflexes, Power Attack, Weapon Focus (greatclub)
  Skills Acrobatics +6 (+22 when jumping), Climb +11, Intimidate +4, 
  Perception +10, Stealth +0 (+8 in swamps), Swim +19
  Languages Boggard
  SQ fast movement, hold breath, swamp stride
  Combat Gear oil of magic weapon, potions of cure moderate 
  wounds (2); Other Gear +1 studded leather, javelins (3), 
  mwk greatclub, 269 gp
  BOGGARD SCARRED ONE 
  CR 6
  XP 2,400
  Boggard barbarian 4
  CE Medium humanoid (boggard)
  Init –1; Senses darkvision 60 ft., low-light vision; Perception +12
  DEFENSE
  AC 14, touch 7, flat-footed 14 (+4 armor, –1 Dex, +3 natural, –2 rage)
  hp 86 (7 HD; 3d8+4d12+42)
  Fort +13, Ref +3, Will +5; +3 vs. magic
  Defensive Abilities uncanny dodge, trap sense +1
  OFFENSE
  Speed 30 ft., swim 30 ft.
  Melee +1 spear +15/+10 (1d8+11/×3), tongue +8 touch 
  (sticky tongue)
  Ranged javelin +5 (1d6+7)
  Special Attacks rage (14 rounds/day), rage powers 
  (knockback, superstition +3), terrifying croak (DC 14)
  TACTICS
  Base Statistics When not raging, the barbarian’s statistics are 
  AC 16, touch 9, flat-footed 16; hp 72; Fort +11, Will +3; Melee 
  +1 spear +13/+8 (1d8+8/×3), tongue +6 touch (sticky tongue); 
  Str 20, Con 18; CMB +11; Skills Climb +10, Swim +18.
  STATISTICS
  Str 24, Dex 9, Con 22, Int 6, Wis 13, Cha 12
  Base Atk +6; CMB +13; CMD 20
  Feats Endurance, Lightning Reflexes, Power Attack, Weapon 
  Focus (spear)
  Skills Acrobatics +5 (+21 when jumping), Climb +12, Intimidate +8, 
  Perception +12, Stealth +0 (+8 in swamps), Swim +20
  Languages Boggard
  SQ fast movement, hold breath, swamp stride
  Combat Gear potions of cure serious wounds (2), potion of 
  shield of faith; Other Gear +1 studded leather, +1 spear, 
  javelins (3), 70 gp
  
  23
  OF KIRIN AND KRAKEN
  BOGGARD RANGERS
  Boggard rangers stalk silently through the swamps.
  BOGGARD HUNTER 
  CR 5
  XP 1,600
  Boggard ranger 3
  CE Medium humanoid (boggard)
  Init +1; Senses darkvision 60 ft., low-light vision; Perception +14
  DEFENSE
  AC 18, touch 11, flat-footed 17 (+4 armor, +1 Dex, +3 natural)
  hp 53 (6 HD; 3d8+3d10+24)
  Fort +10, Ref +6, Will +4
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee morningstar +9 (1d8+4), tongue +4 touch 
  (sticky tongue)
  Ranged mwk composite longbow +8 (1d8+4/×3)
  Special Attacks combat style (archery), favored enemy 
  (reptilian humanoids +2), terrifying croak (DC 12)
  STATISTICS
  Str 19, Dex 13, Con 16, Int 8, Wis 13, Cha 8
  Base Atk +5; CMB +9; CMD 20
  Feats Endurance, Point-Blank Shot, Precise Shot, Toughness, 
  Weapon Focus (composite longbow)
  Skills Acrobatics +5 (+21 when jumping), Knowledge 
  (nature) +5, Perception +14, Stealth +8 (+16 in swamps), 
  Survival +8, Swim +12
  Languages Boggard
  SQ favored terrain (swamp +2), hold breath, swamp stride, 
  track +1, wild empathy +2
  Combat Gear potion of cure moderate wounds; Other Gear 
  +1 studded leather, morningstar, mwk composite longbow 
  (+4 Str), cloak of resistance +1, 267 gp
  BOGGARD STALKER 
  CR 9
  XP 6,400
  Boggard ranger 7
  CE Medium humanoid (boggard)
  Init +5; Senses darkvision 60 ft., low-light vision; Perception +18
  DEFENSE
  AC 19, touch 12, flat-footed 18 (+4 armor, +1 deflection, +1 Dex, 
  +3 natural)
  hp 95 (10 HD; 3d8+7d10+44)
  Fort +12, Ref +8, Will +5
  OFFENSE
  Speed 20 ft., swim 30 ft.
  Melee +1 handaxe +14/+9 (1d6+6/19–20/×3), +1 handaxe 
  +14/+9 (1d6+6/19–20/×3), tongue +9 touch (sticky tongue)
  Ranged javelin +10 (1d6+5)
  Special Attacks combat style (two-weapon), favored enemy 
  (dragons +2, humans +4), terrifying croak (DC 12)
  Ranger Spells Prepared (CL 4th; concentration +5)
  1st—longstrider, resist energy
  STATISTICS
  Str 20, Dex 13, Con 16, Int 8, Wis 13, Cha 8
  Base Atk +9; CMB +14; CMD 26
  Feats Double Slice, Endurance, Improved Critical (handaxe), 
  Improved Initiative, Improved Two-Weapon Fighting, 
  Toughness, Two-Weapon Fighting, Weapon Focus (handaxe)
  Skills Acrobatics +5 (+21 when jumping), Climb +9, Handle 
  Animal +4, Knowledge (nature) +5, Perception +18, Stealth +14 
  (+22 in swamps), Survival +14, Swim +17
  Languages Boggard
  SQ favored terrain (swamp +2), hold breath, hunter’s bond 
  (companions), swamp stride, track +3, wild empathy +6, 
  woodland stride
  Combat Gear potion of barkskin, potion of cure moderate 
  wounds, potion of invisibility; Other Gear +1 studded 
  leather, +1 handaxes (2), javelins (3), cloak of resistance +1, 
  ring of protection +1, 360 gp
  
  24
  PATHFINDER SOCIETY SCENARIO
  Elemental, Lightning
  This creature looks like a dark storm cloud, with sparks suggesting 
  eyes and long sweeping arms charged with bolts of lightning.
  LIGHTNING ELEMENTAL
  Languages Auran
  ECOLOGY
  Environment any (Plane of Air)
  Organization solitary, pair, or gang (3–8)
  Treasure none
  SPECIAL ABILITIES
  Metal Mastery (Ex) A lightning elemental gains a +3 bonus 
  on attack rolls if its opponent is wearing metal armor, is 
  wielding a metal weapon, or is made of metal (such as an 
  iron golem).
  Spark Leap (Ex) A lightning elemental gains a +10 bonus 
  on bull rush, disarm, overrun, and trip attacks when 
  it charges a creature against whom its metal mastery 
  ability applies.
  SMALL LIGHTNING ELEMENTAL 
  CR 1
  XP 400
  N Small outsider (air, elemental, extraplanar)
  Init +6; Senses darkvision 60 ft.; Perception +5
  DEFENSE
  AC 14, touch 13, flat-footed 12 (+2 Dex, +1 natural, +1 size)
  hp 11 (2d10)
  Fort +3, Ref +5, Will +0
  Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +5 (1d4 plus 1d3 electricity)
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 10, Dex 15, Con 10, Int 4, Wis 11, Cha 11
  Base Atk +2; CMB +1; CMD 13
  Feats Improved Initiative, Weapon FinesseB
  Skills Acrobatics +7, Escape Artist +6, Fly +12, Knowledge 
  (planes) +1, Perception +5
  MEDIUM LIGHTNING ELEMENTAL 
  CR 3
  XP 800
  N Medium outsider (air, elemental, extraplanar)
  Init +8; Senses darkvision 60 ft.; Perception +7
  DEFENSE
  AC 16, touch 15, flat-footed 11 (+4 Dex, +1 dodge, +1 natural)
  hp 26 (4d10+4)
  Fort +5, Ref +8, Will +1
  Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee slam +8 (1d6+3 plus 1d4 electricity)
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 14, Dex 19, Con 12, Int 4, Wis 11, Cha 11
  Base Atk +4; CMB +6; CMD 21
  Feats Dodge, Improved Initiative, Weapon FinesseB
  Skills Acrobatics +11, Escape Artist +9, Fly +12, Knowledge 
  (planes) +2, Perception +7
  LARGE LIGHTNING ELEMENTAL 
  CR 5
  XP 1,600
  N Large outsider (air, elemental, extraplanar)
  Init +10; Senses darkvision 60 ft.; Perception +11
  DEFENSE
  AC 18, touch 16, flat-footed 11 (+6 Dex, +1 dodge, +2 natural, 
  –1 size)
  hp 60 (8d10+16)
  Fort +8, Ref +12, Will +2
  DR 5/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +13 (1d8+3 plus 1d6 electricity)
  Space 10 ft.; Reach 10 ft.
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 16, Dex 23, Con 14, Int 6, Wis 11, Cha 11
  Base Atk +8; CMB +12; CMD 29
  Feats Dodge, Flyby Attack, Improved Initiative, Mobility, 
  Weapon FinesseB
  Skills Acrobatics +17, Escape Artist +17, Fly +12, Knowledge 
  (planes) +9, Perception +11
  HUGE LIGHTNING ELEMENTAL 
  CR 7
  XP 3,200
  N Huge outsider (air, elemental, extraplanar)
  Init +12; Senses darkvision 60 ft.; Perception +13
  DEFENSE
  AC 19, touch 17, flat-footed 10 (+8 Dex, +1 dodge, +2 natural, 
  –2 size)
  hp 85 (10d10+30)
  Fort +10, Ref +15, Will +5
  DR 5/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +16 (2d6+5 plus 1d8 electricity)
  Space 15 ft.; Reach 15 ft.
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 20, Dex 27, Con 16, Int 6, Wis 11, Cha 11
  Base Atk +10; CMB +17; CMD 36
  Feats Dodge, Flyby Attack, Improved Initiative, Iron Will, 
  Mobility, Weapon FinesseB
  Skills Acrobatics +21, Escape Artist +21, Fly +12, Knowledge 
  (planes) +11, Perception +13
  
  25
  OF KIRIN AND KRAKEN
  GREATER LIGHTNING ELEMENTAL 
  CR 9
  XP 6,400
  N Huge outsider (air, elemental, extraplanar)
  Init +13; Senses darkvision 60 ft.; Perception +16
  DEFENSE
  AC 22, touch 18, flat-footed 12 (+9 Dex, +1 dodge, +4 natural, 
  –2 size)
  hp 110 (13d10+39)
  Fort +11, Ref +17, Will +6
  DR 10/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +20 (2d8+6 plus 2d6 electricity)
  Space 15 ft.; Reach 15 ft.
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 22, Dex 29, Con 16, Int 8, Wis 11, Cha 11
  Base Atk +13; CMB +21; CMD 41
  Feats Blind-Fight, Dodge, Flyby Attack, Improved Initiative, Iron 
  Will, Mobility, Power Attack, Weapon FinesseB
  Skills Acrobatics +25, Escape Artist +25, Fly +13, Intimidate +16, 
  Knowledge (planes) +15, Perception +16
  ELDER LIGHTNING ELEMENTAL 
  CR 11
  XP 12,800
  N Huge outsider (air, elemental, extraplanar)
  Init +14; Senses darkvision 60 ft.; Perception +19
  DEFENSE
  AC 25, touch 19, flat-footed 14 (+10 Dex, 
  +1 dodge, +6 natural, –2 size)
  hp 136 (16d10+48)
  Fort +13, Ref +20, Will +7
  DR 10/—; Immune electricity, elemental traits
  OFFENSE
  Speed fly 100 ft. (perfect)
  Melee 2 slams +24 (2d8+8 plus 2d8 electricity)
  Space 15 ft.; Reach 15 ft.
  Special Attacks metal mastery, spark leap
  STATISTICS
  Str 26, Dex 31, Con 16, Int 10, Wis 11, Cha 11
  Base Atk +16; CMB +26; CMD 47
  Feats Blind-Fight, Combat Reflexes, Dodge, Flyby Attack, 
  Improved Initiative, Iron Will, Mobility, Power Attack, 
  Weapon FinesseB
  Skills Acrobatics +29, Escape Artist +29, Fly +14, Intimidate +19, 
  Knowledge (planes) +19, Perception +19, Stealth +21
  Though most think of the Plane of Air as a vast expanse 
  of clear sky, that plane also holds the power of the storm, 
  including monstrous hurricanes larger than entire 
  worlds and thunderstorms whose peals and claps can 
  shatter stone. Whether lightning elementals are the by-
  product of common air elementals spending too much 
  time near these electrically charged storms or are merely 
  calved off like forgotten flurries, they are aggressive and 
  almost suicidal in their willingness to leap into battle. 
  They particularly enjoy attacking creatures that are made 
  of metal and creatures that wear metal armor or wield 
  metal weapons.
  Many lightning elementals have a roughly humanoid 
  shape, but some prefer animalistic shapes (particularly 
  birds and dragons), and a few appear to be nothing more 
  than large disembodied heads made of dark clouds with 
  flickering lightning tongues. Regardless of the shape a 
  lightning elemental takes, the air around the creature 
  hums and throbs with the promise of electrocution and 
  the tangy stink of ozone.
  
  26
  PATHFINDER SOCIETY SCENARIO
  Giant, Marsh
  Cold, black eyes stare out from the fish-like face of this hideous 
  green-skinned, web-fingered, and obese giant.
  MARSH GIANT 
  CR 8
  XP 4,800
  CE Large humanoid (giant)
  Init +3; Senses low-light vision; Perception +11
  DEFENSE
  AC 21, touch 12, flat-footed 18 (+3 Dex, +9 natural, –1 size)
  hp 102 (12d8+48)
  Fort +12, Ref +7, Will +8
  Defensive Abilities rock catching
  OFFENSE
  Speed 40 ft., swim 20 ft.
  Melee gaff +16/+11 (2d6+12) or
  2 slams +16 (1d6+8) 
  Ranged rock +12 (2d6+9) 
  Space 10 ft.; Reach 10 ft.
  Special Attacks rock throwing (120 ft.)
  Spell-Like Abilities (CL 12th; concentration +13)
  3/day—augury, bestow curse (DC 15), fog cloud
  STATISTICS
  Str 27, Dex 17, Con 19, Int 8, Wis 15, Cha 12
  Base Atk +9; CMB +18; CMD 31
  Feats Combat Reflexes, Improved Iron Will, Improved Sunder, 
  Iron Will, Power Attack, Vital Strike
  Skills Perception +11, Stealth +5 (+13 in swamps), Swim +16; 
  Racial Modifiers +8 Stealth in swamps
  Languages Boggard, Giant
  ECOLOGY
  Environment temperate marshes
  Organization solitary, gang (2–6), or tribe (7–22, plus 
  20% noncombatants plus 1 cleric or witch leader 
  of 4th–8th level, 1–3 barbarian or fighter 
  champions of 2nd–5th level, 2–12 merrows, 
  10–20 boggards, and 6–12 giant frogs)
  Treasure standard (gaff, other treasure)
  Hideously ugly, marsh giants dwell 
  in the most desolate of swamps—
  preferably those that share a sodden 
  border with the sea. Marsh giants typically use a 
  hooked club called a gaff (wielded in both hands) 
  in combat—treat these weapons as flails, save 
  that they do piercing damage. 
  Marsh giants are hateful thugs bound together 
  by a common zealotry. Powerful opponents and 
  beasts are the most prized of meals, though many 
  marsh giants are also cannibals—they often attack 
  fellow tribe members just to gorge on a particularly 
  fearsome or delicious-looking relative. 
  Some marsh giants mingle with abominations from the 
  deepest seas, creatures they believe are sent by their god. 
  This has further contributed to their racial degradation, 
  but the immediate offspring of these unholy unions are 
  powerful. Deformed with tentacles, scales, and other 
  aquatic traits, these marsh giants are known as “brineborn.” 
  They are advanced marsh giants with the aquatic subtype, 
  a swim speed of 40 feet, the amphibious special quality, 
  and the following additional spell-like abilities:
  Constant—speak with animals; 3/day—contagion (DC 15), 
  confusion (DC 14), quench (DC 14).
  
  Normal
  Slow
  SUBTIER
   
  Player Name  
  A.K.A.
   
  Character Name 
  Pathfinder Society # 
  Faction
  –
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  For GM Only
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  Normal
  Slow
  SUBTIER
  This Chronicle sheet grants access to the following:
  Starting XP
  EXPERIENCE
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  GM’s
  Initials
  XP Gained (GM ONLY)
  Final XP Total
  +
  +
  +
  +
  =
  =
  FAME
  Initial Prestige
  Initial Fame
  Prestige Gained (GM ONLY)
  –
  –
  Prestige Spent
  Current  
  Prestige
  Final 
  Fame
  Starting GP
  GP Gained (GM ONLY)
  Day Job (GM ONLY)
  Gold Spent
  Total
  GOLD
  MAX GOLD
  Character Chronicle #
  7–8
  10–11
  —
  —
  2,231
  3,858
  —
  —
  3,045
  4,461
  7,716
  —
  —
  6,089
  Out of 
  Subtier
  Pathfinder Society Scenario #6 – 13: 
   Of Kirin and Kraken
  Eyes of the Kirin (Sovereign Court faction): You have demonstrated the righteousness determination of 
  the Sovereign Court to the Way of the Kirin, a covert organization active in Tian Xia that is dedicated 
  to justice. As a free action, you can cross this boon off your Chronicle sheet in order to channel the 
  infallibility of the kirin for 5 rounds, during which time you gain electricity resistance 10, spell 
  resistance 20 against spells cast by evil creatures, and a +5 sacred bonus on any one Diplomacy check you 
  attempt before the effect ends. Alternatively, you can cross this boon off to earn Lady Morilla’s accolades, 
  restoring 2 Prestige Points you had already expended.
  All Subtiers
  Subtier 10–11
  +1 ki focus nine-ring broadsword (8,315 gp; Pathfinder 
  RPG Ultimate Equipment 33)
  +1 light fortification o-yoroi (5,850 gp; Ultimate 
  Equipment 13)
  +1 shock katana (8,350 gp; Ultimate Equipment 30)
  ring of protection +1 (2,000 gp)
  shocking robe (11,000 gp; Ultimate Equipment 219)
  wand of enervation (4 charges; 1,680 gp, limit 1)
  wand of resist energy (CL 7th, 10 charges; 2,100 gp, 
  limit 1)
  +1 shocking burst katana (18,350 gp; Ultimate 
  Equipment 30)
  +2 ki focus nine-ring broadsword (18,315 gp; Ultimate 
  Equipment 33)
  +2 light fortification o-yoroi (10,850 gp; Ultimate 
  Equipment 13)
  thundering robe (variant shocking robe that grants 
  sonic resistance, deals sonic damage, and augments 
  spells with the sonic descriptor; 11,000 gp; Ultimate 
  Equipment 219)
  wand of enervation (10 charges; 4,200 gp, limit 1)
  wand of resist energy (CL 11th, 10 charges; 3,300 gp, 
  limit 1)
  Core Campaign
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 06/S06-13 - Of Kirin and Kraken.pdf