Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
Pathfinder Adventure Card Game Pathfinder Roleplaying Game Pathfinder Adventures Pathfinder Campaign Setting Pathfinder Player Companion Pathfinder Accessories Pathfinder Miniatures Pathfinder Fiction Pathfinder® Society™ Pathfinder Roleplaying Game Compatible Products Pathfinder Apparel & Gifts Pathfinder Licensed Products
Pathfinder Roleplaying Game
Pathfinder Society

Pathfinder Beginner Box

Pathfinder Adventure Card Game

Pathfinder Comics

Pathfinder Legends

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

****( ) (based on 13 ratings)
Pathfinder Adventure Path #49: The Brinewall Legacy (Jade Regent 1 of 6) (PFRPG)
Show Description For:

Add Print Edition: $19.99

Add PDF: $13.99

Add Non-Mint: $19.99 $14.99

Facebook Twitter Email

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

Print Edition: Ships from our warehouse in 2 to 14 business days.

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

Non-Mint: Ships from our warehouse in 2 to 14 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

Are there errors or omissions in this product information? Got corrections? Let us know at


See Also:

Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 13 ratings)

Sign in to create or edit a product review.

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.

When do gimmicks become the expectation?

****( )

So my players recently finished this Mod and having read a few of the reviews here I have little new to say.
This is an excellent Mod with a few flaws here and there, the four main npcs could use a little less background and a little more personality.
The caravan section of the Mod is the least eventful part but my players do seem to enjoy it (i think it helps that i dont linger too much, i just run a couple of encounters, do some trading and move on)
The Castle of Brinewall is awfully long and seemed to drag on, my players were rolling their eyes by the end and groaning when i described yet more door and rooms and baddies.
However that being said they loved the npcs for the most part and love the story, so everything is golden for now.

One word of advice I have for GMs thinking of running this Mod. Pregens could work well for you. I made pregens that were involved in the story: a Tien-Min Ninja whose back story included the death of the emporer and the revelation of the oni, two viking style characters that had hints of the event of the second module in their backstories (one has that his father was murdered by the main villain of the second mod) and two Varisian characters that had more of the initial setting in their back stories (one has a goal setup to become a Caravan master) and i gave all these pregens goals to encourage them to get involved in things as the story reveals itself, thing like the desire to travel or to lead or to run a caravan. It helps a lot, for one thing having a Ninja or a Samurai in the group means that all those lovely eastern style weapons dont get discarded simply because no ones has any proficiency with them. If your players dont like pregens (and most dont) consider dropping some hints on what classes might work better than others (for example most modules dont have any gear for Gunslingers)

The main concern I have in this Mod isnt the lack of npc personalities or the bits of the castle that drag on, those I can fix myself. My worry is that ive noticed that each of the APs ive read so far has a gimmick, merchant caravans, Kingdom rules and Sin charts.
When do we get to the point that gimmicks and such wear out their welcome? When do the gimmicks become the norm, thus expected and boring, and the Mods without gimmicks become the exception to the rule? Im growing concerned that Paizo is so caught up with making each AP 'unique and original' that they are forgetting to tell the GM what he needs to know about the NPCs personality or to put in more than a couple pages of material for one section (such as the caravan journey) then make the castle to long to compensate...or getting around to building encounters that use terrain, tactics and skills to make them challenging rather than just making combat monster min-maxed baddies and jamming them into the game (hence why ive began to wonder if these APs are designed for munchkins)

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.

Storming Brinewall

****( )

First, before I start, I would like to say that this is the first time I have DMed anything. That being said, I did find The Brinewall Legacy to be a very fun, and engaging story; Starting off with a very simple adventure kickoff, and leading to a much more complex and detailed plot. Now that's not saying that the adventure is perfect. The second part was not enjoyable. Seeing as this is my first time DMing, I decided not to run the caravan rules due to still working to master the normal setting rules, therefor there was a lot more prep work needed for that second part, and compared to the fell flat. Even using what was presented for the caravan rules as a base, it still fell flat compared to the rest of the adventure. Despite that, I, and my players, enjoyed this adventure, and I am looking forward to continuing into the next installment.

1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.