I am currently running an Oriental Adventures (OA) campaign called The Divine Heir and the Jade Regent loosely based around the Pathfinder Adventure Path the Jade Regent with strong influences from Sekiro. The first adventure is called The Ashina Legacy and is essentially the The Brinewall Legacy set in and completely converted to an OA setting.
I had to rewrite the adventure intro and re-theme the monsters but it worked well. Here is the flowchart of the adventure:
Book 1: Ashina (Brinwell) Legacy
- PCs track bakeomon (goblins) to Omikura Swamp.
- They either kill the goblins and track the fallen samurai back to their cave or find out from the goblins about it. If required the kami of the Amatatsu Seal will appear and lead the players to the cave where the seal is (Lord Kuro is from the Dragon Clan so his seal kami appears as a small silver-black dragon).
- The PCs find the warded seal in the cave protected by Dragon Clan armoured skeletal undead and learn that their prince is not dead but held in Ashina Castle – a former crane castle which fell to monsters about 50 years ago.
- The seal gives them a flashback to what happened with the previous and last emperor and I actually had my PCs play the dream sequence out and they got a taste of Anumaramon’s power.
- They then travel to Ashina Castle, find the prince, liberate him and are granted the castle by the prince as a reward. He can do this as he is the rightful heir of Caroa (Japan analogue).
- Guarding the prince is Kikonu a raven themed oni.
- The prince suggests they compete in the Ruby Phoenix Tournament held in Bruul (China analogue) to win the mortal blade which is the only weapon that can permanently kill an oni.
- They also raid the treasure vault and recover powerful nemuranai to help in their cause.
Here is another random encounter. My PCs tricked the kappa to get over the bridge without paying or fighting. The druid turned into a horse and was lead away to be butchered then turned into a bird and flew away allowing the party to escape.
KAPPA at the BRIDGE
You come across a bridge. A small but bulky creature blocks your way. It looks like a cross between a monkey and a turtle. A kappa – renowned martial artists and extremely random in their thinking and actions. It demands a toll to pass over the bridge – preferably horsemeat or cucumbers.
The party may negotiate or just attack. He will also happily fight in a one-on-one battle for the PCs to earn passage.
Politeness. To make a bow seem convincingly polite, make a Charisma (deception) check or Charisma (performance) check contested by the kappa’s Wisdom (insight) check. If the PCs win the Kappa bows, looses his water and is paralysed.
Small humanoid, chaotic neutral
Hit Points65 (10d6 + 30)
Speed20 ft., swim 40 ft.
|18 (+4)||17 (+3)||17 (+3)||7 (-1)||14 (+2)||11 (+0)|
Sensespassive Perception 12
Challenge2 (450 XP)
Amphibious. The kappa can breathe air and water.
Head Bowl. The indentation on the top of a kappa’s head is filled with water from the lake or stream where the kappa lives. Movement and ordinary actions (even combat) does not cause the water to spill; however, a character grappling a kappa can empty the bowl by winning an opposed grapple check. If emptied the kappa has disadvantage on Strength checks (including the attack action), and negates its regeneration ability
Improved Grab. The kappa has advantage on grapple checks.
Regeneration. The kappa regains 5 hit points at the start of its turn. If the kappa’s head bowl is emptied of water, it losses this trait.
Unarmoured Defence. While the kappa is wearing no armour and wielding no shield, its AC includes its Wisdom modifier.
Water Immunity. Kappas are immune to water-based spells, including any spell with the word “water” in its name and shugenja or wu-jen spells from the water element.
Multiattack. The kappa makes two melee attacks: One with its claw and one with unarmed strike.
Claw. Melee Weapon Attack: +5 to hit, reach 5 ft., one target.
Hit: 7 (1d6 + 4) bludgeoning damage and the target is grappled (Escape DC 14).
Unarmed Strike. Melee Weapon Attack: +6 to hit, reach 5 ft., one target.
Hit: 6 (1d6+ 3) bludgeoning damage. If the target is a creature, the kappa can choose one of the following additional effects:
- The target must succeed on a DC 14 Strength saving throw or drop one item it is holding (kappa’s choice).
- The target must succeed on a DC 13 Dexterity saving throw or be knocked prone.
- The target must succeed on a DC 13 Constitution saving throw or be stunned until the end of the kappa’s next turn.
Circle Kick. Each Medium or smaller creature within 5 ft. of the kappa must succeed a DC 13 Dexterity saving throw or take 7 (1d8 + 3) bludgeoning damage and land prone.