As an adventure, I knew on reading "Spirit in the Spice Groves" that it was to 'if-then-else' to work with my gaming group, who are notorious for doing the unexpected.
As an adventure setting, though, "Spirit" had lots of possibilities. I'm not running Sahasra, but the underground village of monkey people and their tranquil groves fit very naturally on a volcanic island in my game, and I imagine they'd fit as easily into any jungle or tropical mountain setting.
I substituted a more flexible plot that worked better with my campaign, and it worked wonderfully.<br><br>
<b>LIKED</b>: Loved the setting - beautifully described, lots of color, created a specific feel that worked very well at the gaming table. The inherent tranquility of the setting contrasted well with the horror plot I ended up using.<br><br><b>DISLIKED</b>: Restrictive plot: if I'd actually run this adventure as is, my gaming group would have been off the rails before I could say "heron lotus." That's ok, though - the adventure setting was worth the price to me.<br><br><b>QUALITY</b>: Acceptable<br><br><b>VALUE</b>: Satisfied<br>