As before, I’ll preface this by stating that I have only read the Ruby Phoenix adventure path as research for my China RPG endeavor. I have NOT played through the campaign as a DM or as a player. If you’re interested in playing Ruby Phoenix yourself, I will be giving some spoilers for the campaign. The more notable spoilers are hidden, so if you’d like to stay spoiler-free, avoid those sections.

Ten years have passed and the Ruby Phoenix Tournament continues after the events in the previous module. This tournament is different though as the fabled Hao Jin has finally returned from her supposed death, as she always does. Gone for 300 years during which her will was slowly executed, Hao Jin decides to let the tournament continue, only now she will serve as the grand judge. The PCs are one of thirty-two teams invited to participate in the tournament. The grand prize is the same as in years past, the selection of a single magical item from Hao Jin’s famous treasure vault.

Part 1: Despair on Danger Island

The first adventure starts off with the PCs on a boat going to Bonmu, also known as Danger Island. On the island the PCs will get a phoenix necklace and three silver feathers. Over the next few days they must fight other teams and complete challenges to eventually obtain ten silver feathers by the deadline. Along the way enforcers that work for Hao Jin will challenge contestants to take their feathers away. Those who succeed in gathering ten silver feathers must bring them to a castle on a hill at the center of the island where Hao Jin is waiting. Completing this task allows a team to proceed to the next round of the tournament.

Those of you familiar with Yugioh Season 1 may find this plot very familiar… Minus a soul-sucked grandpa, its the same plot. I’d said that the stand-alone module felt like a shonen story and like a good sequel, its got the same plot that you loved from the first one.

Bonmu was once inhabited but is now overrun by monsters and undead. The island was originally settled by an ancient civilization prior to the Golarion’s Earthfall catastrophe. After thousands of years Bonmu was rediscovered by another group of people. Then one hundred years before the adventure begins a giant tsunami swept away most of that civilization. The tsunami also allowed all of the dangerous monsters to come to the island, making it a haven for dinosaurs and other enormous beasts. The undead on Bonmu are the shades of past inhabitants wiped out in one of the two disaster events in the known history of Danger Island.

Danger Island is chock full of encounters. Just stuff native to the island includes buried treasure, ancient shrines, tyrannosaurs, and undead. The tournament enforcers will also fight the players or demand they perform some trial or challenge to stay in the competition. The thirty-one other teams are also struggling to win and will challenge the PCs to fights where the silver feathers are wagered. The players have to keep their strength up in a test of endurance. Unlike a typical dungeon where you can rest for as long as you need to between explorations, Danger Island has only a short eight hour window each day where the players are supposedly safe. It’s an action packed adventure and I can confidently say that no group of players will face all the encounters in the adventure and it is unlikely that a group will successfully defeat all of the encounters they do run across. The adventure expects an ebb and flow of silver feathers for the PCs as they approach the required ten for entrance into the next stage of the tournament.

Danger Island also sets up the villains for the campaign, the Lightkeepers. They are a party of four that are intended to bully and outclass the PCs at this point. One of the suggested encounters is for the Lightkeepers to run into the PCs when their HP is depleted and challenge them to an immediate fight while they are injured. Easy victory for the Lightkeepers with a hurt foe. And the PCs have a rival to hate and want revenge against for the rest of the adventure path.

I think Danger Island is a great adventure. There’s tons to do. It’s mostly player directed for what they want to do with the occasional scripted event. The main weakness for me in particular is that its a 11th level adventure for Pathfinder 2e. I’ve played PF2E, but only once at 1st level. I do not have the system mastery to properly gamemaster an adventure at 11th level and my players don’t have the system mastery to properly make and play a functional character for 11th level. Let alone in an adventure that is explicitly competitive. I love the adventure’s design and the variety of encounters. Unfortunately, it will have to wait until I’m more familiar with the system before I can properly use it. I may end up running Season of Ghosts as it starts at 1st level and then having those characters move into the Fists of the Ruby Phoenix adventure path. Tian Xia all the way!

2 responses to “Fists of the Ruby Phoenix PF2E Adventure Path Review Part 1”

  1. Season of Ghosts PF2E – GoCorral Avatar

    […] a smaller version of it. This could also be independent of my plan to take these same PCs into the Ruby Phoenix adventure path if we’re still in the mood for Pathfinder 2nd […]

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I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen) Setting the Stage, Campaigns for D&D and Other RPGs

I interviewed Daniel, my cohost of the Tabletop Community Spotlight! Daniel created his own setting called Ithasen with an in-progress wuxia TTRPG system called Metanoia to go along with it. Ithasen has a spiritual force known as Ren that pervades the world. Ren is a magical manifestation of the user's, or Rennim's, will upon the universe. Rennim that cultivate their will grow stronger and capable of more amazing feats as the concentrate their power and force of personality.Within Ithasen there are seven lineages of people that decide what type of Ren they can use. Anamor use conversion Ren. Elkyr use flux Ren. Janim use elasticity Ren. Nyl use influence Ren. Okoi use recurrence Ren. Haqol use harmony Ren. Finally, Daruner use use coalescent ren. The two races lineages that drive unique politics in Ithasen are the Daruner and the Haqol.Daruner children absorb the Ren talents of both their parents, becoming a perfect blend of Daruner and another lineage parent. Through this mixing, a Daruner family could potentially include all other lineages within itself. This power has placed Daruner as the nobility of Ithasen.Haqol's power of harmony allows them to amplify the Ren powers of others. This puts Haqol in a vulnerable position as unscrupulous people will do anything to incorporate Haqol lineage into their bloodline. Haqol have experienced something akin to a genocide as their lineage has been consistently absorbed by other lineages and diluted over the centuries.There's a whole lot more than that so strap in!Daniel has a fully setup GitHub Wiki for information on Metanoia and Ithasen that you can explore.There's a Metanoid Discord server you can join to discuss the rules and setting with other fans.The occasional musing on TTRPGs can be found on Daniel's blog, Tabletop Discourse.GoCorral YouTube Channel for watching the Tabletop Community Spotlight.Vote in the CRIT Awards! Voting is open until August 23rd.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 86 – Wuxia Adventures in RPGS (Daniel and Metanoia/Ithasen)
  2. 85 – Medical Doctor D&D (Justin and Oops! All Healers!)
  3. 84 – Horseback Riding D&D Camp (Michael and SaddleSnaps)
  4. 83 – Call of Cthulhu's Garden (Hem and The Sprouting)
  5. 82 – Tarot Ghosts (George and Fears & Fortunes)