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Pathfinder Adventure Path #49: The Brinewall Legacy (Jade Regent 1 of 6) (PFRPG)

****( ) (based on 14 ratings)
Pathfinder Adventure Path #49: The Brinewall Legacy (Jade Regent 1 of 6) (PFRPG)

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Chapter 1: "The Brinewall Legacy"
by James Jacobs

When a trove of fireworks falls into the hands of the goblins of Brinestump Marsh, the people of Sandpoint fear an explosive invasion. But there’s more afoot in the soggy wilderness than goblin hijinks and dangerous pyrotechnics. An investigation reveals mysteries and menaces aplenty, but also a treasure holding the answer to not just one of Varisia’s greatest mysteries, but a conspiracy spanning continents and empires. Can the adventurers piece together a puzzle that links the owner of a sleepy village tavern to the unsolved destruction of a fortress-settlement? And can they withstand the ancient forces and secret destiny that have waited for them for decades?

This volume of Pathfinder Adventure Path launches the Jade Regent Adventure Path and includes:

  • “The Brinewall Legacy,” a Pathfinder RPG adventure for 1st-level characters, by James Jacobs
  • An exploration of the hinterlands surrounding the town of Sandpoint, a region that’s anything but peaceful, by James Jacobs
  • A look into the mysteries of the oni, cunning fiends that can assume humanoid forms, by Mike Shel
  • Murder in a distant land in the Pathfinder’s Journal, by Dave Gross
  • Four new monsters by James Jacobs and Tim Nightengale

Each monthly full-color softcover 96-page Pathfinder Adventure Path volume contains an in-depth adventure scenario, stats for several new monsters, and support articles meant to give Game Masters additional material to expand their campaign. Pathfinder Adventure Path volumes use the Open Game License and work with both the Pathfinder RPG and the standard 3.5 fantasy RPG rules set.

ISBN–13: 978-1-60125-361-3

The Brinewall Legacy is sanctioned for use in Pathfinder Society Organized Play. The rules for running this Adventure Path and Chronicle sheet are available as a free download (532 KB zip/PDF).

Note: This product is part of the Pathfinder Adventure Path Subscription.

Product Availability

PDF: Will be added to your My Downloads Page immediately upon purchase of PDF.

Print Edition: This product is out of print.

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Product Reviews (14)
1 to 5 of 14 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 14 ratings)

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An excellent start to an epic AP


I've been running this AP for 3 years now and as we're drawing to the close of book 6 I realized I never put in a review for this book. The adventure itself is a great kick off, sets up the mystery and by the end it makes it very clear what the AP is about to the players. Brinewall is a great location offering memorable battles and rping.
The supporting NPC cast introduced offers plenty to work with for DMs and players and adds a great dimension throughout the campaign.
The only qualms are the unnecessary caravan rules and romance rules. Just ignore these. In conclusion, highly recommend this book for a level 1 adventure and the AP as a whole.

Plays great in PbP


This was a fantastic module. I have never seen an adventure go from small encounter to full-fledged adventure to epic campaign so naturally. I also really like the way the module foreshadowed the Tian (Asian) elements in the story.

Like many GMs these days, I run my games entirely in PbP and my gaming group and I have never physically met. Because of this, I really value the artwork in an adventure path because I need it for digital "handouts," battle maps, and encounters. Again, "The Brinewall Legacy" comes through as much as I could expect.

The Adventure Paths I've read seem to all include some additional mechanics to keep the game fresh. In Jade Regent, these mechanics have to do with caravaning, which is an important sub-theme in the game.

I don't recommend the relationship mechanics, as they felt a bit "Dragon Age" for my taste. A good GM should be able to let relationships develop organically.

The caravan rules are fun, but IMHO a little too simple. In my group we use them, but rather than deciding the combat, they just influence it. They also determine the results of NPC fights in a quick and satisfactory manner. This hybrid system is working well for us.

The only other modifications I made to the module had to do with consolidating and abridging the Brinewall Castle dungeon crawl that forms the third act. I only did this because of the slower nature of PbP gaming. I also eliminated the portion of the beginning that had to do with the group meeting. Instead, I began the game right in Brinestump Marsh, and gave the PCs a short backstory to explain how they all got there. Probably not necessary at a gaming table, but in PbP this saved us literally a week of time.

The end boss of the module was also a lot of fun to role-play, and for the PCs to battle. Warning: He's tough! You might want to power him down a bit or use easier tactics if your player group is inexperienced. Mine was not, so I let them have it as published and we were a little worried about a TPK. It didn't happen, but the dice could have gone either way.

In all, it took us nine months to play through this module in PbP. We are now 3/4 of the way through Night of Frozen Shadows, and I will review that module once we complete it. So far, it is also a very good adventure.

Five stars all the way for The Brinewall Legacy. This is excellent value for your entertainment dollar.

Second time still good

****( )

Overall this is the start of my favorite of the APs.

- Massive Goblin fight
- Very fun story that has a nice slow burn that begins here

- Too many forced NPCs at the start. I did away with them
- The castle is huge and can be tedious esp if you play it as a PFS mod.
- Not a fan of the caravan rules

I've ran this as campaign and we had a great time with it. I've also gotten to play it as a PFS module and it still holds up. I just wish it wasn't so combat focuses in that castle. Seems to drag on.

Amzaing start

****( )

My reviews use bullet points, just how I roll.

The Good: -Compelling story especially if you play a goblin.
-decent story
-Travel feels like actual travel
-Good fights throughout

The Bad: -Eastern treasure kind of a gyp (pun intended.)

The Ugly: -Poor NPC design at times this is frustrating.
-Get the feeling the travel theme is going to become a grind? trust your gut it will.

Overall: I almost want to ding this by another star based solely on the treasure but the story was just plain amazing.

Amazing Read!

****( )

I know it's a little silly to be writing a review before running this in one of my games, but I can't help but feel that I have a decent understanding of all of the base problems and glories associated with it. So far I have this campaign planned and am REALLY looking forward to it, (though we need to wait a few months since it will be a sequel to our Rise of The Runelords campaign that we're currently running). Since it's my turn to DM next amongst my role-playing group I'm glad I got to run the Asian themed campaign since I indulge in that sort of thing.

To start off the beginning was a little disheartening at first seeing as how the party kind of has to meet up with the DM's help, but afterword the campaign really kicks off without much effort. The sandbox style of play in the swamp was really neat, and added a sense of wonder where, and what my party will do when they are roaming around in there. The encounter with the Goblins was interesting, but afterwords I had a little issue since I'm not sure if every group will be entirely ready to chase after skeletons when they were sent into the swamp to hunt Goblins. Though incentive to do so is provided I'm still thinking that complications may arise since it seems like a shot in the dark type of option.

Afterwords it seems like they kind of forced players into the caravan when the book even mentions more efficient alternatives, but none the less it gives reasons for it. The caravan encounters are nice since after book 2 of Serpent's Skull I don't think I could handle another extremely elongated random encounters section in a book. I have read all six Jade Regent books, and am really thankful for these rules later on. While I know I could just have a game without these encounters it just wouldn't give the thrills of a long and dangerous journey without some unknowns happening along the way.

Once the group finally makes it to the end dungeon of Brinewall it was a massive dungeon crawl that seems like it most certainly will take several days to successfully clear out. To be honest I'm a little worried as of how long it will take to get my group through that dungeon so I'm almost wondering if I have to cut a few rooms out entirely to keep the game flowing.

All in all though there were plenty of good challenges, and at the very least this makes for great reading material. I will be playing this in a few months, and I have honestly never been so excited to play a campaign, but it is a little disheartening knowing how long it will take before the group actually manages to make it to Tian Xia since this is the only campaign that visits the continent.

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