Omitting Part 2 of The Empty Throne. Thoughts?


Jade Regent


I've been running Jade Regent for the last 15 months. In the interest of time and to wrap sooner, I'm contemplating omitting part two ("Honoring the Past") from the last book in Jade Regent. It seems like a mere sidequest and that it could be taken out without leaving a noticeable hole.

But I wanted to hear from those who have run or played it. Is it worth leaving in? Yes or no? The more specific your reasons the more helpful they'll be to me.

Thanks!


I think it's one of the most interesting bits of the whole AP, actually. Seeing the various past Emperor's of Minkai adds depth to the country as a whole. Meeting the betrayed Emperor adds to finally encountering his betrayer, the Jade Regent, and avenging him. And the various decision points you can make to deal with the old evil Empresses, including bits where you can trade Ameiko's soul for power, are great and really add to the feel that you are making country-changing decisions.

That said, it's certainly an element that can be dropped out without leaving too big a whole in the plot, and there's a lot of high-level fights in there that can take quite some time.

My suggestion would be to run it, but to removing fighting as an option. Take out the random combat encounters on the island. Leave the Well of Souls, but the old ghosts can neither interact with the world, bound by the magic of the gods, nor be interacted with without the consent of living mortals. So the party can still make deals with them in exchange for their blessings, keeping the RP side of it alive, while cutting out all the fighting. That should cut it down by about 75% of the time. Depends on your group, though, and how much they'd care for a talking rather than fighting part of the adventure, and you'll likely need to do a bit of tinkering as a GM to present more non-fighting resolutions for them.


Reverse wrote:
I think it's one of the most interesting bits of the whole AP, actually.

Hmm, I think I'll give it a closer look then. Thanks!

Reverse wrote:
My suggestion would be to run it, but to removing fighting as an option.

My group likes 50% combat, 50% everything else. I think if I cut out all the combat, some of them might get bored. I'll certainly drop random encounters. Are there any really great combats you would recommend?


My players found the Imperial Shrine interesting because they wanted to see the culture of Minkai.

Different players have different preferences: perhaps you should let them make the choice. Asachi Isao in the first part of The Empty Throne could explain to the party about the Imperial Shrine and how it would give them legitimacy to claim the throne. If the players decide that they don't need that legitimacy or that they can gain legitimacy after they defeat the Jade Regent, then skip it.

I gave my players choices like that in Tide of Honor and they changed the adventure so that gaining legitimacy was one of their main goals. Thus, to them the Imperial Shrine was the main quest, not a side quest.

Dustin Ashe wrote:
My group likes 50% combat, 50% everything else. I think if I cut out all the combat, some of them might get bored. I'll certainly drop random encounters. Are there any really great combats you would recommend?

Kiyomi is important, because she shows that the oni consider the Imperial Shrine worth guarding. The Well of Demons is important because it is a task assigned to them by the emperor's spirit. As combat challenges, none of the combats was as fun as fighting oni, but the Well of Demons did offer variety.


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I'd drop out all the encounters on the island proper, keeping only the Well of Demons. Kiyomi can easily be dropped out by explaining that the Jade Regent and his minions can't access the island anymore, and the various grave and furnace golems add nothing but pointless combat.

What I went for is a low-combat option, where the PCs essentially get the option to trade short term power for long term loss by dealing with the evil Emperors in the well. Feel free to alter or use as much or little as you like.

Why this mattered, and how the Jade Throne works:
The setup I went for is that the Seals would only work if you had the appropriate blessings. The Jade Throne, when sat upon by a legitimate heir, enables the ruler to Scry freely across Minkai, but more importantly allows the ruler to replace any of the deceased 5 families as long as they have their blessing. As long as Ameiko gets to the throne, the oni's plans are ruined for thousands of years as they'll now have another 4 families to wipe out entirely, even if the party TPKs at the last encounter. (Also, you need to use the Seals to decrease Team Evil's teamwork bonuses, so you need the blessings for that.

The assorted blessings:
Ordinarily, the heir may wander the island, gaining a blessing from whomever they please in the families. With the Regent's betrayal, however, only the particularly brave or foolish good Emperors remain on the island. Number 1 is the 'good' option, found on the Island above, while Number 2 is in the Well of Demons. There are zero guaranteed fights here, and only one or two possible ones.

Anyone who makes a deal and then breaks it is pretty much asking to be haunted by the Emperors ghosts!

Shojinawa
1. Setsuna Shojinawa, gave up title to Amatatsu line, died of old age at 97. “The Matchless Swordswoman”.
Wants: A simple battle of swordsmanship in a one-on-one duel with the party's Fighter-type. She is a straight Human Fighter level 20. She fights unarmoured, with a simple non-magical Katana and Tower Shield, which should make her an adequate, but not terribly strong challenge for a properly equipped 13/14th level Fighter.
Win or lose, as long as the PC fights honorably, she offers her blessing. Having other PCs interfere, buff, cheat, or using non-sword options results in a loss of her blessing.
Stats (from 3.5, not Pathfinder)]Str:16, Dex:16, Con:14, Int:12, Wis:12, Cha: 10 HP 170. AC 18.
Fort: +14, Ref: +14, Will: +11
18 Feats: (Greater) Focus and Spec, Improve Init, Blind Fight, Combat Reflexes, Dodge, Mobility, Spring Attack, Combat Expertise, Whirlwind Attack, Improved Disarm, Improved Crit, Quick Draw, Power Attack, Toughness, EWP: Katana.
Attacks: +23 / +18 / +13 / +8 (1d10+7, 17-20x2)
Offers: Blessing only. Simply electing to face her armed only with simply, non-magical gear to ensure a fair fight instantly earns her blessing without needing a fight, and further she blesses the PCs weapon with the equivilant of a +1 bonus for their honour and courage.
Consequences: Most likely just wasting some spells on healing after the fact. Setsuna isn't trying to kill a foe, and will accept a surrender or a loss via unconsciousness at any time.

2. Ito Shojinawa, NE, died slain by dragon, 131. “The Dark Emperor”.
Wants: The lich ghost spins a sad story about simply wanting to walk in the sunlight again. If they take a piece of his offered phylactery outside and simply leave it on the island in the sun, he offers his blessing and Shigure's corpse without a fight. Further negotiation can have him concede to leave Minkai, then to leave Tian Xia, never to return.
Offers: Blessing, Shigure’s corpse without a fight.
Consequences: The lich reforms shortly after the party leave. After the campaign is over, Ameiko faces a necromantic rising in Minkai (if he stayed), war from an opposing Tian neighbour lead by Ito's influence (if he's elsewhere in Tian Xia), or simply problems elsewhere in the world.
Combat: The PCs simply have the option to fight him for Shigure's corpse.

Teikoku
1. Kenshiro Teikoku, CG, died of disease, 18, “The Unprepared Heir”.
Wants: A young man who hides from danger, he will come out only after PCs have spoken to Shokai to show Shokai the proper respect (ensuring that overeager PCs have to enter the Well of Demons and at least hear Shokai's offer before this becomes available to them.) He offers his blessing freely, wanting nothing in exchange.
Offers: Blessing, and a desire that they do a better job than he.
Consequences: None.

2. Shogun Shokai Teikoku, LE, died in uprising, 64, “The First Emperor”.
Wants: Speaks about how he was overthrown, but this bought only misery to Minkai. He wants brutally oppressive rule against all who act against their Sovereign.
Offers: Blessing only.
Consequences: Depending on the nature of Minkai, Ameiko’s reign could get quite bloody. If the agreement is broken, the Imperial Palace becomes haunted.
Combat: Pointless.

Sugimatu
1. Kobashi Sugimati, CG, died of chronic alcohol problems, 110, “The Emperor of the Sake Sea”, Bard. Too drunk, or brave, to flee the island.
Wants: PCs to pour out some fancy alcohol, onto his grave so he can smell it, then promise to throw an extraordinary party costing at least 10,000 gold when Minkai is liberated.
Offers: Blessing only.
Consequences: Depending on Minkai’s financial state, this could result in merely some grumbling about wasting money from peasants, to the active nickname of Ameiko as the wastrel Empress.

2. Nobinoru Sugimatu, LE, died Old Age, 110, “The Emperor of Eternal Peace” , Aristocrat.
Wants: The promise of every effort to destroy the Sugimatu seal, which may be done with a blessed weapon of the family and the blessing of a family member. (If the PCs have sold the Thundering Blade of Sugimatu from adventure 4, perhaps he'll bless a simple dagger for them).
Offers: Permanent, undispellable Death Ward on the individual that promises to do so. Subject takes 4 negative levels, irremovable if the bargain is broken.
Consequences: Every effort must be made to gain the seal. The PC is compelled to enter the Treasury at the palace and must fight Teikono the dragon for possession of the seals. When the Sugimatu seal is destroyed, there are now only 4 royal families, making future efforts by the oni potentially easier.

Higashiyama
1. Shigure Higashiyama, murdered by Jade Regent, LN, 24, Aristocrat.
Wants: Calm him, retrieve his body.
Offers: Blessing only

2. Cho Higashiyama, CN, died suicide, 49. “The Mad Empress”.
Wants: Completely insane, she can be restored to sanity by a Heal spell or the like, long enough to offer up her blessing. Otherwise, too crazy to deal with.
Offers: Blessing only.
Consequences: None.

Amatatsu
1. Onoko Amatatsu, died of old age, LG, 70, Paladin of Shelyn, "Handmaiden to the Goddess".
Wants: A tale of love, a suitable Perform or Diplomacy check, and evidence of an act of love (automatically succeeds if someone sacrifices a memory to Maymae). PCs must have Maymae's agreement before Onoko is strong enough to offer her blessing.
Offers: Blessing only.
2. Maymae Amatatsu, LE, died taken by devils, 251. “The Barren Empress”.
Wants: A woman of grace and beauty sent to her for one night and one day each year of Ameiko's reign, willing or no, for her delight.
Offers: Blessing, ‘the wisdom to rule’ +2 Int, +2 Wis to Ameiko. As a lesser option, she will take a memory of passion (removing one PC's memories of someone they have been significantly intimate with). Offers to allow Onoko’s blessing only at the lesser option.
Consequences: A dark influence among the geisha as Maymae whispers in the ears of her lovers. Lesser: If any PC has the Childhood Crush trait, Hero Worship trait, or other similar thing, they lose it's benefit.

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