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Pathfinder RPG: Journeys to the West

Journeys to the West

This is a collection of information and adventures that really brings home the 'otherness' of the Midgard campaign setting... and the brief introduction highlights this, speaking of the epic adventures to be had when exploring remote and exotic islands at the far ends of the ocean. In Midgard, oceans do have ends, or at least edges, because the world is actually flat!

In this supplement, the geography of the Western Ocean is laid out ready for exploration, with sections on the Greater and Lesser Islands. Adventure seeds and notes to aid you in making it exciting to explore and scattered throughout and there are several complete adventures at the end, as well as new monsters and items to be used as you see fit.

The first section looks at the Greater Islands, beginning with Barsella, a free city billed as 'the city at the end of the world'. It's a major trading port and a haven for explorers - and it's governed by a council of seafaring families who understand that burning need to take ship and see what's over the horizon. Of course, there are wildly-differing reports of what is to be found over the horizon and many of the ships which venture out into the blue fail to return. Those that do, however, are filled with massive wealth and their crews have many a fantastic tale to tell, so there is never any shortage of vessels seeking to brave the trip or crews to sail them. There is a map of the city and details of notable locations and the people to be found there. One interesting feature is Saints' Lot, where many people who have survived shipwreck are to be found: they are termed 'Saints' by the townsfolk. Or perhaps you'd rather explore the caves underneath the city? A few regional traits and some adventure seeds finish off the city description.

Next comes the Isle of Morphoi. Despite tall cliffs and no ports, it is home to some very interesting inhabitants... a rich and strange lot they are, and is that a goddess I see lurking amongst them? Be wary, there are strange magics about as well... again, there are notes on locations and notable residents, as well as ideas for adventures here.

The next section covers myriad Lesser Islands, each with maps and notes and other useful information about them. They all have a tropical feel - think Pacific islands or perhaps somewhere like the Maldives - with beaches and coral atolls abounding. Some islands are volcanic and others display temporal instability! There is even one 'island' that is a great sea-beast which swims the ocean, making mapping its location rather difficult... and upon occasion it dives. Whenever there are strange occurrences or effects, the relevant game mechanics are supplied. And then there is the edge of the world itself, complete with Terminus Island and what lies beyond and below...

The Monsters section presents a selection of strange beasties that are to be found on the islands or in the waters around them. Perhaps you'd like to catch a prismwing, a beautiful yet dangerous bird, lightweight but with a wide wingspan and a long needle-like beak. Tall tales have been told about ferocious totem poles that lumber across clearings chasing the unwary... or are they true? Or have you heard the one about the giant made of bronze filled with a fiery ichor that serves as its lifeblood? The items that follow are equally strange and linked in to the setting.

Finally, there are five full-blown adventures which focus on the themes of exploration and discovery. They could be used as the framework around which to build a campaign set in the Western Ocean, beginning with a 1st-level adventure set in Barsella then taking the party to visit many of the islands described here in successive adventures, ending with a 9th-level one that could end with the characters as major players in the region or founders of a colony of their own. Hints are provided for what could go on between the set adventures with options for exploration, trade or even a spot of piracy. The adventures are exciting, with plenty going on and opportunities to exercise the brain as well as the sword-arm (one is a muder mystery and anoter a search for a ghost ship, yet another involves a daring rescue). Many a song could be written or tale told about those who navigate them successfully.

Overall, if you like nautical adventures and exploration, this is an ideal resource mixing setting and adventure. My one complaint is that there is no overall map of the Western Ocean, although individual islands and locations are well-provided with maps and plans. Beautifully-presented and jam-packed with ideas for adventure.

Return to Journeys to the West page.

Reviewed: 15 September 2015