The
fourth volume of the Jade Regent Adventure Path, Forest of
Spirits brings the player characters onto the continent of Tian
Xia, and ever closer to their final destination of Minkai. But
naturally, there are delays and obstructions that they must deal with
along the way. Overall, Forest of Spirits looks to be a fun
adventure, with moments of light-heartedness early on, followed by an
opportunity for the PCs to make their first major strike against the
central villains of the entire adventure path. Like the previous
instalment, The Hungry Storm, it is very much a
travel-from-point-A-to-point-B adventure, but unlike The Hungry
Storm, it handles it in such a way as to give a greater sense of
purpose to the PCs’ actions by tying it much more thematically to
the land in which it’s set and by providing the PCs with a greater
sense of accomplishment and resolution.
SPOILERS
FOLLOW
As
in The Hungry Storm, Forest of Spirits is divided into
two notable segments. The first, the shorter of the two, deals with
the PCs’ arrival in the city of Ordu-Aganhei in the country of
Hongal after having made it across the Crown of the World. While
there, Prince Batsaikhar invites them to be his guests. They must
then learn to deal with the spoilt prince while maintaining local
customs and not insulting anyone (especially the prince). This
section has virtually no relevance to the overall plot of the
adventure path, but that doesn’t really matter. Obviously designed
for its comical potential, it provides a diversion after the
combat-heaviness of the previous adventure, and allows for a lot of
light-hearted roleplay. The PCs even get the opportunity to plan and
arrange their own feast (in which they are meant to provide an
Avistani-style feast without having access to many Avistani
ingredients). As a nice change, the characters get to use and
showcase their other skills, such as Profession and
entertainment-oriented skills, rather than fighting ability. I
greatly enjoyed reading this section and imagining the humorous
possibilities for when my own group reaches this point (which, alas,
could be a very long time as it’s a play-by-post group that is only
just nearing the end of part one). Despite its lack of relevance to
the plot, I suspect a lot of groups will get immense fun out of this
section, and it may well end up being one of the highlights of the
entire AP.
The
second segment of the adventure takes the PCs closer to Minkai and
into the titular Forest of Spirits, where they must aid the local
kami against the oni of the Five Storms, the organization that has
been dogging the PCs throughout the AP. In the House of Withered
Blossoms, the PCs have a chance to learn the history of the Five
Storms and to finally unearth the organization’s plans for Minkai.
Once the party enters the House of Withered Blossoms, the adventure
does turn back into something of a dungeon crawl and becomes very
combat heavy again. This time, however, there is a greater sense of
purpose to it, and there are actual characters within the dungeon
that the PCs can interact with. In fact, with some clever roleplay
(and use of skills such as Diplomacy), the PCs may even be able to
find allies (albeit somewhat untrustworthy ones), such as by gaining
the help of the aranea. All this allows for the dungeon to be more
than just a repetition of combat after combat.
The
adventure introduces a new kind of creature/encounter. Called
spirits, these work similarly to haunts, but are not tied to a
specific location. They cannot be fought in standard combat. Instead,
they possess other beings, and characters must use more creative
means of expelling them. Pathfinder Adventure Path volumes
often contain new rules subsets. Sometimes these are successful and
are added to the main rules (such as haunts, which first appeared way
back in Pathfinder Adventure Path Volume 2 before being
revised in the Gamemastery Guide). Other times they are less
successful. The Jade Regent Player’s Guide, for example,
introduced relationship mechanics. In my review of The Brinewall Legacy, I questioned how useful these rules would turn out,
suggesting they might work for groups not used to roleplaying
relationships, but could actually be limiting to groups that roleplay
relationships as a matter of course. In my own play-by-post group, we
started out using these rules, but quickly found them far too
limiting on what we could do. We had only made it a short way through
The Brinewall Legacy before deciding to drop the rules. It
wasn’t long after that that we also stopped using the caravan
rules. In the case of spirits, however, I think they’ve found a new
subsystem that will catch on and be reusable. They help to enhance
the roleplaying experience by providing new styles of encounters that
PCs can react to, instead of limiting the kinds of actions that PCs
can take. While they introduce a small number of new rules for how
they work, they do not affect the options available to PCs and do not
give the players any new things they need to keep track of, the way
both the relationship and caravan rules do. In short, spirits make a
great addition to the game.
If
I had one criticism of the adventure, it would be that the major NPCs
(Ameiko, Sandru, Koya, and Shalelu) are all but ignored. They’re
rarely even mentioned in the adventure text. Admittedly, by this
point in the adventure path, it’s difficult for the writers to
predict what may have happened to these NPCs in anyone’s individual
campaign. Some or all of them may even be dead. As such, it’s
understandable that not a lot of attention is given to them. Alas,
this causes some problems of its own. All the encounters in the House
of Withered Blossoms are balanced for just the PCs, yet there’s
really no reason Ameiko and Shalelu at the very least wouldn’t
accompany them. I think this is problematic of the adventure path’s
overall structure as a journey. In a campaign set in a more focused
location, the NPCs have their own lives which can provide motivations
for them to not be with the PCs all the time, but by including NPCs
(particularly NPCs competent in combat) on a journey, motivations
for them to be elsewhere no longer exist. As such, this is less a
fault of Forest of Spirits than it is a fault of Jade
Regent.
Forest
of Spirits contains two support
articles, one on kami and the other on ninja clans. “Ecology of the
Kami” makes for a good companion to “Ecology of the Oni” in The
Brinewall Legacy, rounding out
these two opposed factions nicely. It provides a brief, but detailed
look at Kami history, their effect on the world, and their opposition
to the oni. It then looks briefly at the most common kinds of kami
and the unique aspects of those kinds. “Way of the Ninja”
provides a look at each of the ninja clans in Minkai, providing
information about their origins, outlooks, members, and tactics.
While not as relevant to this specific adventure as the kami article,
the information is important to the adventure path as a whole. Both
articles are also highly useful for any game set in Minkai and the
surrounding regions. Finally, this volume’s Bestiary contains
several new kinds of kami and one new oni (the ja noi, which is the
type of the adventure’s primary villain).
Overall,
Forest of Spirits
looks to be a strong and entertaining adventure. It might not be the
best of Jade Regent,
but it should provide a memorable and fun experience for the players.
The opening section, in particular, will likely be the topic of
discussion for quite some time after.
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