After surviving one deadly wilderness, the heroes emerge into another—a land of ancient mysteries and sacred secrets known as the Forest of Spirits. But the forest knows how to defend itself from strangers, and its powerful and aloof guardians, the kami, brook no harm to their eldritch home. Those who would defy the spirits of the land have little hope of survival. Yet those who prove themselves friends to this mystical realm and its strange inhabitants stand to gain not just great allies, but also knowledge of a secret evil that has long festered in the forest’s heart and now poisons all of Tian Xia.
This volume of Pathfinder Adventure Path includes:
- “Forest of Spirits,” a Pathfinder RPG adventure for 10th-level characters, by Richard Pett. - An investigation of the mysterious creatures known as kami, honored defenders of the land and nature, by Mike Shel. - Insights into the ways and deadly techniques of the ninja clans of Minkai, by Jesse Benner. - Deadly guardian geisha and a journey into one of Oda’s seedier gambling houses in the Pathfinder’s Journal, by Dave Gross. - Five new monsters, by Patrick Renie, Steve Russell, and Mike Welham.
There was a time when I found myself forced to run a modern-style "adventure path": the party had taken off to Kara-Tur in a Spelljammer ship, for largely unrelated reasons, and I didn't have a whole lot prepared and there's a notorious and much-maligned dearth of good published adventure modules set in a far-eastern style setting.
Having run out of options, I acquired myself this one, started the adventure from midway - there was no need to play through the journey there, since the players had their own way - and... yeah. In the end I suspect it was worse than if I'd just winged it completely, with no preparation whatsoever. I still had to do a great deal of work to give the players more agency, ditch as many of the linear-path maps and find something better to replace them with, link up the events and the characters with what had already happened in the game, and occasionally cram in a whole new side module (something originally made for an altogether different setting, usually) when the players decided they wanted to do something different for a change. I think I outright ignored about half of all the written text in these bloated books.
It was not a total waste: a few of the NPCs were interesting and there was some good art hidden in these books. I think the artists working on these things were generally competent. Just a shame about the writers. Give 'em half-star extra just for that.
On the whole, it worked as a good practical example to why these story-focused text-heavy adventure paths, that have altogether taken over modern D&D and derivatives, simply do not work for me or my group.
Highlights include the in-depth information on Kami, and the entire Ordu-Aganhei chapter, which will make for excellent RP, as well as the plethora of possessing spirits. Can't wait to run all of that stuff, but the House of Withered Blossoms section cost it my fifth star, because I found the 'dungeon' section of this adventure to be sort of repetitive and dry.
Love the kitsune NPC and info on ninja groups as well!