In
Tide of Honor by Tito Leati, the fifth instalment of the Jade
Regent Adventure Path, the PCs finally arrive in Minkai, the
country of their destination. There they need to begin gathering
allies to help them overthrow the Jade Regent and place the rightful
heir, Ameiko, on the Jade Throne. Tide of Honor is something
of a change in style for the adventure path. What has been primarily
a journey from one point to another now starts to set up a home base.
Instead of fighting clearly defined enemies blocking their way, the
PCs must now engage in a significant amount of diplomacy to win the
trust and assistance of people who might be willing to help them, or
might not. There are still obvious enemies to fight, but there are
also a number of people who could go either way or just remain
neutral. There’s a great deal of roleplaying potential in the
adventure, more so than any of the previous instalments (with the
possible exception of Night of Frozen Shadows), and for groups
who prefer that sort of thing, I think this adventure has the
potential to be one of the most enjoyable and memorable of the entire
adventure path. However, for groups who prefer a more combat-oriented
approach, there’s still lots to keep them happy, and GMs can easily
gloss over the diplomacy stuff in such cases.
For
the first time in Jade Regent, PCs are able to start taking
real control of their destinies. Up until now, they’ve been
following a trail laid out for them, defeating enemies sent to stop
them, and making the occasional blow against the main enemy, but for
the most part, they haven’t had a lot of say in what they needed to
do. They had missions to complete and a destination to reach, and
that was it. There have been rewards along the way, but by the end of
the fourth adventure, some groups might be starting to feel a little
railroaded. This adventure is sure to change that as the ball starts
to move very firmly into the PCs’ court. Naturally, there are still
missions to complete and enemies to defeat, but this time, the PCs
have a lot more choice in how they approach the missions and what
order they complete them in.
SPOILERS
FOLLOW
The
adventure opens with the PCs coming to the aid of a group of ronin
willing to support Ameiko’s claim to the throne if they can first
deal with some bandits plaguing the countryside. Once the bandits
have been dealt with, the PCs now have their first real allies in the
fight against the Jade Regent. After this, they have three principal
missions to accomplish: convince the ninja clans to either support
Ameiko or remain neutral, gain the aid of Minkai’s geisha, and
defeat a local daimyo who is one of the Jade Regent’s most loyal
supporters. These missions can be attempted in any order (although
defeating Sikutsu Sennaka, the evil daimyo, is most easily
accomplished if left till last), and in some cases, the PCs can even
switch from one to another and back again if they so choose. The
individual missions (especially the ninja one) are quite open-ended
in how they can proceed, and this open-endedness is bound to give the
PCs their first real sense of control, and now that they have
control, they can start to feel that they’re winning.
Indeed,
the entire adventure is quite open-ended in how it might resolve.
Certainly, there are some outcomes more likely than others (and
there’s a final attack by the Jade Regent’s forces to remind the
PCs that he’s still out there), but there are also some (again with
the ninja) that could vary quite heavily depending on individual
groups. For example, some groups may not like the idea of dealing
with ninja, a force often associated with evil, and as such, may not
even want them as allies. Instead, they might push for the ninja to
remain neutral. Some groups may refuse to deal with the ninja
entirely, and risk the ninja joining with the Jade Regent. Indeed,
any group could potentially make a mistake in negotiations, end up
insulting someone, and see that person turning to the Jade Regent’s
side.
A
further example of the open-endedness of the adventure comes from the
ninja assassin, Kaibuninsho, who has been hired by the Jade Regent to
kill Ameiko and the PCs. There is no keyed encounter with Kaibuninsho
in the adventure (although the PCs can potentially be warned of him
by the ninja clans if they play their cards right). Instead, the
adventure provides his statistics and an outline of his plan
(basically follow the PCs around in disguise and wait for a moment to
strike), and then leaves it to the GM to determine when Kaibuninsho
shows up. Exactly when the PCs end up encountering and fighting
Kaibuninsho depends entirely on their actions. They might spot a
suspicious figure following them, or they might miss him completely
and get taken by surprise. I really like this approach to villains in
an adventure. When a villain is keyed to a map location, there’s
nothing that says the villain has to be encountered at that
spot (indeed, descriptions of the villain’s tactics will often
indicate how that villain moves around), but it’s very tempting and
easy to just leave the villain there until the PCs arrive. By not
keying the villain to a specific location, the adventure helps ensure
that the GM take a more creative approach to that villain’s
arrival, making the encounter more relevant, and thus more memorable,
to the GM’s particular group.
Tide
of Honor is also firmly placed within its setting. The culture
and customs of Minkai are important and play a strong role in the
adventure, allowing the players a more immersive feel. They can get
the sense that their characters are really wandering around a fantasy
version of Japan. To a certain extent, the culture emphasized in Tide
of Honor is stereotyped. There are samurai, ninja, and geisha.
Not a lot is really seen of the common people of Minkai. However,
when people play this type of adventure, what they’re generally
looking for are things like samurai, ninja, and geisha, so it’s
best to just run with it and give them exactly those things, and
that’s exactly what this adventure does.
There
are two main support articles in this volume. One is a gazetteer on
Minkai and the other is a write-up on the god Irori. The Minkai
article gives an overview of the government and major locations in
Minkai, along with a few prominent adventure sites. It doesn’t
discuss much about culture and customs, but most of that type of
information can be gleaned from the main adventure. It does mean that
people who want to use the article without the adventure (in order to
spin their own adventures in Minkai) still need to read the
adventure, but it does avoid needless repetition. In the article on
Irori, Sean K. Reynolds gives his usual in-depth look at the god,
covering the basic beliefs espoused by Irori, the role of priests,
information on aphorisms and holy texts, and so on. Reynolds’s god
articles (usually numbering two per adventure path) are always
top-notch and provide valuable information for any Golarion campaign,
not just the adventure paths in which they appear. This volume’s
Bestiary contains the herald of Irori, “The Old Man”, as well as
a number of creatures native to Minkai.
In
summary, Tide of Honor is an excellent continuation of the
Jade Regent Adventure Path. It has many great opportunities
for roleplay, as well as loads to keep the combat-enthusiast players
happy. Its open-ended nature gives players a well-earned sense of
control over their characters’ destinies, allowing them to start
guiding the outcome of the adventure path in the way that they want.
Most importantly, it sets things up for the grand finale in the next
instalment, The Empty Throne.
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