The Brinewall Legacy, an adventure by James Jacobs with support articles by Tim Nightengale It is the first of six chapters in the Jade Regent Adventure Path . Pathfinder Adventure Path: Jade Regent Part 1 – The Brinewall Legacy [James Jacobs, Paizo Staff] on *FREE* shipping on qualifying offers. Welcome to the first chapter of our Jade Regent campaign, The Brinewall Legacy ! Our neophyte adventurers in Sandpoint are drawn into long-hidden secrets by.
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Results 1 to 3 of 3. Jade Regent Adventure Path Vol. The Brinewall Legacy Author: This article continues my review of the Jade Regent Adventure Path. The first instalment, which provided an overview of Jade Regent as well as an examination of the new rules governing Caravans and Romances may be found here. It is impossible to meaningfully review an Adventure Path, even from a height of 30, feet, without giving away the lay of the land brineaall the overall direction of the AP.
Consequently, minor spoilers of a general nature are contained within this review and there is no attempt to mask those spoilers with any obscuring of text. Additionally, a significant and highly specific spoiler may be found and the end of the article which is obscured by the spoiler tag.
What Has Gone Before: In Golarion, it is essentially always A. By default, none of these events, some of which are potentially world shaking, have yet to occur. Until now, that rrgent. The Jade Regent Adventure Path legaxy the first true sequel published by Paizo, in the sense that the events as depicted in the Rise of the Runelords Adventure Path and to a lesser extent, the events in Second Darknessbrindwall that matter are presume to have already occurred. The events that took place in Sandpoint during the Rise of the Runelords are presumed to have already happened a few years previously.
Paizo is acutely aware of the problems that continuity issues can create legscy developing a setting as massive as Golarion has become over the past four years.
Pathfinder Review: Jade Regent Vol. 1: The Brinewall Legacy
It is for this reason that this is the first true sequel that Paizo has yet published with the possible exception of the much maligned Second Darkness. One other matter concerning continuity deserves special mention in connection with Jade Brlnewall as it also assumes that one other stand alone adventure has also recently taken place.
If your players have already played We Be Goblinsyou should not consider that a liability; rather, it is one of the strengths of The Brinewall Legacy. A tribe of goblins in the nearby Brinestump Marsh have grown uncommonly bold, probably because they appear to have located a cache of fireworks.
It is quite easy to make significant use of some of the events and locales presented in We Be Goblins in order to supplement the PCs adventures in the Brinestump Marsh and their investigations of the Licktoad Goblins.
The approach taken with the Brinestump Marsh is decidedly sandboxy in the first Act and encounters are for the most part presented as vignettes. I found this part of the tale worked brilliantly. In particular, players and GMs who have played We Be Goblins previously will be extremely pleased with this aspect of Vol. The highlight though not the climax of the adventures through the Brinestump Marsh is the fairly detailed and well developed camp of the Licktoad Goblins rules by Chief Gutwad.
Jacobs plainly brinnewall a great love for his goblins. Together with the new artwork that Wayne Reynolds developed back in Pathfinder 1those goblins have regeny the mascots of the entire Pathfinder brand. If anything, the goblins presented in Jade Regent Vol. Act I ends leacy a discovery which will cause Ameiko and the PCs to charter a caravan to head north to the ruined fortress of Brinewall. Essentially, as a result of the climax of Act I, the Heroes and Ameiko will hire a caravan to travel north to the ruined fortress of Brinewall in order to investigate it.
This brinweall of the adventure will be primarily an opportunity to role-play, set the stage for the Romances between the party members and core recurring NPCs, and to engage in some old-fashioned random encounters in the wild as the discretion of the GM permits. The details provided are few for this aspect of the adventure and the emphasis is upon individual GMs to fill in those details of the trek north or not as the GM may prefer.
Careful GMs will pay attention retent the XP point level of their parties and be careful to supplement that XP level only as required. Generally, a party will be at second level at this stage of game, and their caravan will automatically gain a second level when the PCs join it. The Ruins of Brinewall Fortress The longest part of The Brinewall Legacy and its brknewall act takes place within the ruined fortress of Brinewall and its environs.
Here, any specific details will ruin the adventure and such details necessarily go beyond the purview of this review. The only specifics I will provide are noted in the spoiler text at the end of the review.
That said, in terms of generalities, there were three aspects of this part of the adventure that were particular standouts. Firstly, it is abundantly clear that James Jacobs has taken a great deal of time and effort to design a fortress inhabited by bad guys in a manner so as to make the place feel alive and to make sense as an organic whole. No thought was given to what they ate, where they spent their days when awake — and nights as they slept — where they went to the bathroom or even if they didor how they communicated with others in the dungeon complex when under attack.
They certainly mattered to me. They mattered a lot back then and matter even more to me now. James Jacobs obviously prefers a similar setting. I cannot remember another instance of a setting within a Paizo Adventure Path that seems so alive. I cannot recall another instance of where the various foes present in the area had their presence explained so well and elaborately and where the relationship of each foe to the putative BBEG was so carefully explained and justified.
Brinewall feels real and makes complete sense within the context of the setting. A GM who takes the time to read and re-read Act III can get a coherent picture of what the foes and denizens of Brinewall will do to coordinate their defences depending on when and where the PCs choose to invade it.
What is abundantly clear is that the foes will not just sit back, like so many Orcs in their hermitically sealed rooms, waiting patiently for the PCs retent kick down their doors, kill them, and take their pies.
Brinewall may be a fun place to adventure in, but it is not a silly place. Secondly, I found the maps to be excellent and well inspired. Drawn brinrwall consummate cartographer Jared Blando, the maps for Brinewall are extremely well done. Here, I think the major kudos go not to Blando whose map art remains up to his usual excellent standards but to the turnover by Jacobs as map designer. The fortress makes use of interesting angles for the orientation of the main keep which, however obvious the approach may be, is one not often taken by adventure authors.
Consequently, the keep feels interesting to look at while still being sensibly laid out. Thirdly, the interior character illustrations of the BBEG and one of his cleric followers are simply top-notch.
Sadly, I am not able to share these new monster illustrations with you in this review, as it would simply spoil the module to a degree that that would anger many readers they appear on pages 38 and Indeed, the artwork was more memorable than the names of the characters it was depicting.
This break from past form was well appreciated when it began in the Carrion Crown Adventure Path and the Jade Regent continues to omit these character stat blocks from the pages of the AP. I liked this new addition to the AP line and it made these items especially easy to identify and note.
Another approach with the Jade Regent AP which may seem new to some readers is that Paizo omits stat blocks from within the AP of creatures that appear in both the Bestiary 1 as well as the Bestiary 2. While this has been a longstanding practice with creatures presented in the Bestiary 1that has not been the case with Bestiary 2 creatures until more recently.
I am greatly in favour of this approach and I commend Paizo for doing this. While running the Age of Worms Adventure Path several years ago, it became abundantly clear that foes that used only the 3.
The result was an AP where the power creep inherent within 3. Not surprisingly, Paizo wants to ensure that they do not make their own adventure products obsolete with every new rules expansion to Pathfinder. While some may object to this decision, those objections are iade.
They have also done the same with all of the monsters in the Bestiary 2 and, I expect, will at some point next year, do the same with the monsters in the Bestiary 3. Accordingly, there is no reason whatsoever for this material not to be externally referenced from within an Adventure Path and no good reason to complain when Paizo does so.
The Jade Regent AP devotes all the space saved in the AP from repeating stat blocks to instead provide new monsters and to include additional new adventure material. Those are win-win design and business decisions, in my view. The Downside of Jade Regent Vol. The Brinewall Legacy There were some aspects to the modules I found a little disappointing or off-putting.
One complaint I have with The Brinewall Legacy is probably unavoidable to a degree given that the entire premise of the Jade Regent Adventure Path is to be an Eastern flavoured module series.
I appreciate that this is the very point of this Adventure Path. Conceptually, I am open to the premise. For the most part, he absolutely nails it, too.
The problem after reading the module is that I had an astonishingly hard time remembering many of the names of all these characters and monster types, even after reading it twice, cover to cover. Without putting too fine a regetn on it, it felt a tbe like a Phil Collins tune had snuck into the module, with the refrain of Tsu Tsu Pseud i o flying off the page more often that I found palatable.
I found it distracting and sometimes difficult to follow, too. My guess is that it will interfere tne some GMs trying to prep the brrinewall. The counter to this complaint is that an Eastern flavoured module needs to be exactly that: I also appreciate that if the author is going to take the time to create verisimilitude with dynamic henchmen in the Brinewall ruins, it also makes sense to preserve the same verisimilitude when it comes to a naming regime for Eastern monsters and non-player characters.
To be fair, I am not sure what regebt proper balance should be, nor am I convinced that a naming regime utilizing a faux Japanese is the wrong approach. It may be that a great nade of fans will enjoy it. My complaint is not whether it was the correct flavour choice; rather, in practical terms, I found it hard to follow.
Moreover, aesthetically, the faux Japanese did seem strained at times. There is a paucity of detail on Act II. I would have preferred this part of the adventure to have received more attention. Act II receives only one page of text in the main adventure. To be fair, there are a number of caravan encounters that are shifted to page 81 of the Bestiary, so that adds a second page.
Still, I would have liked to have seen some potential role-playing options and character interaction presented in this Act. In my view, this fear is certainly brniewall based upon the module text so far in Jade Regent. Indeed, kade anything, Ameiko, Shelalu, Koya, and Sandru are under-utilized in the module as presented.
I would have preferred to see jase potential backstory and interaction possibilities presented in the module and to leave whether or not that character interaction occurs up to the players and the GM. I feel this was a missed opportunity. The Final Verdict Overall, I thought the module presents an excellent adventure, combining aspects and plot threads dangling from previous Paizo products in a masterful way.
Chapter 1 – The Brinewall Legacy
Acts I and III of the module present entertaining encounters that draw the players into the tale, challenge them, and make sense. Of all of the Adventure Briinewall Paizo has released to date, this one seems to be the most story oriented Adventure Path yet.
For many fans of Pathfinder Adventure Pathan ongoing story unfolding over an entire campaign is the major draw and Jacobs delivers. Even so, Jacobs recognizes that every GM will have his or her own preferred approach; therefore, hooks are deliberately inserted for the GM to graft his or her own creations into the story seamlessly.