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

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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).

Other Resources: This product is also available on the following platforms:

Archives of Nethys

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

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Well-Designed Low Level Module

4/5

This one was low-level play done right. It starts as generically as is possible (goblins attack, yeah, yeah, we've seen this before). But it builds out of that in an intriguing way, and before long you're at the really cool megadungeon setpiece. The dungeon is done quite well, and my group had a lot of fun with it. There were varied encounters, and interesting NPCs. I also liked the schedule mechanics, where the monsters would change position based on the time of day, and the actions of the PCs.

Our group is doing fine with the much-maligned Caravan rules. We're also using the Ultimate Relationships ruleset, which is working quite well. We're leaning into the travel and NPC relationships portion, which is a novel addition to a campaign. It worked for us, but it might not for you.

One final thing I liked is that the travel allows a GM to really add a lot of stuff to the AP if they want to. There's a lot of cool locations you can take the caravan through, and it's great for adding on sidequest stuff.


An excellent start to an epic AP

5/5

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

5/5

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

4/5

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

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

Lowlights
- 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.




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Sovereign Court

Vic Wertz wrote:
Azure_Zero wrote:
Vic Wertz wrote:
Leonal wrote:
The Interactive maps don't extract well, but that's perhaps due to the nature of the interactiveness.
Yep. (That's actually why we created them as a separate file as opposed to adding the interactive elements to the main file.)
Hey Vic I love the interactive Map file, any chance of doing it for some of the previous APs like; King Maker, Carrion Crown, and Council of Thieves?
Probably. We want to make sure we've got all the bugs worked out before we do that, though.

It would be really great and perfect if we could just extract the different versions of the map from the pdf with just a right click and a copy/paste, like we can already do on the map from the regular pdfs.

Currently I'm editing the maps myself so I can erase all the secret passage, since there are no other way than this right now, exept in Jade Regent, where i could do a printscreen of the interactive map, but that would lessen the quality of the map quite a bit...

So yeah, I guess it will not be your priority, and I'm not even sure it's possible, but it would be a great upgrade to the interactive map if we could do such a thing

Silver Crusade

Pathfinder Adventure Path Subscriber
Vic Wertz wrote:
Azure_Zero wrote:
Vic Wertz wrote:
Leonal wrote:
The Interactive maps don't extract well, but that's perhaps due to the nature of the interactiveness.
Yep. (That's actually why we created them as a separate file as opposed to adding the interactive elements to the main file.)
Hey Vic I love the interactive Map file, any chance of doing it for some of the previous APs like; King Maker, Carrion Crown, and Council of Thieves?
Probably. We want to make sure we've got all the bugs worked out before we do that, though.

+1!

Please do! Chris did a wonderful job, and I would love to see previous AP PDFs done so.

The Exchange

Pathfinder Rulebook Subscriber

quick question: dancing wasp magic item , p60
"once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head a s a full round action... "

is it a standard ? or a full-round action?

purposefully not reading more about the adventure yet, we've not decided who's going to run it in our group. but i'm looking forward to playing or running it soon!


Does anyone know what Oni are featured in this Adventure Path's bestiary?


Berselius wrote:
Does anyone know what Oni are featured in this Adventure Path's bestiary?

Bestiary: Yamabushi Tengu

The Ecology article has more about the other ones, but no stats.


I just finished reading through the Brinewall Legacy and noticed that it lists Kinkonu's hit points at 1,600. I assume that is incorrect and was wondering what his hit point total was supposed to be? Is it the standard 57 listed in the back?


HI everyone, this is my first post here at Paizo. I just got my adventure path subscription and finsished reading and I would like to share an opinion with you all.

First of all, the adventure path looks great, great job for everyone at Paizo. Keep up the good work!

Second, I really love the idea of the interactive maps, but I think it´s badly implemented in this AP. I´ll explain myself:

As a GM I believe that player´s must make their own map of dungeons (sorry my dear players, but no automapping for you), buildings etc... Except they can find previously a map of the place of course. So when I observed that all the interactive maps were for this kind of places I found it a bit disapointing. I think it could have been a much better idea to do this for exterior or region maps.

For example, if Brinestump Marsh is supposed to be unmapped, why the only map of the area is completely marked with all locations? Or at Brinewall would be perfect a map without all the important locations marked (I really hate it when my players say that they don´t explore that area of the city because there is no markings on the buildings -.-U)

So I suggest you to keep going with the interactive maps idea but I think it would be better if used on other kind maps.

Thanks to everyone, and greetings from Spain!


Hi Maskado- Welcome to the boards! :)

I'm glad you like the book.

About the interactive maps, I don't know if you noticed, but you can turn off the map tags, and also click on the players' view so that secret doors/areas are hidden, too!

I like the interactive map idea too. One idea I think would be a cool improvement would be a "fog of war" type modification for the players' view, so that rooms the PCs haven't explored are hidden until they explore the room, and the GM can then click the room to reveal it to the players.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
Maskado wrote:

HI everyone, this is my first post here at Paizo. I just got my adventure path subscription and finsished reading and I would like to share an opinion with you all.

First of all, the adventure path looks great, great job for everyone at Paizo. Keep up the good work!

Second, I really love the idea of the interactive maps, but I think it´s badly implemented in this AP. I´ll explain myself:

As a GM I believe that player´s must make their own map of dungeons (sorry my dear players, but no automapping for you), buildings etc... Except they can find previously a map of the place of course. So when I observed that all the interactive maps were for this kind of places I found it a bit disapointing. I think it could have been a much better idea to do this for exterior or region maps.

For example, if Brinestump Marsh is supposed to be unmapped, why the only map of the area is completely marked with all locations? Or at Brinewall would be perfect a map without all the important locations marked (I really hate it when my players say that they don´t explore that area of the city because there is no markings on the buildings -.-U)

So I suggest you to keep going with the interactive maps idea but I think it would be better if used on other kind maps.

Thanks to everyone, and greetings from Spain!

Huh, I just noticed that the map of the Brinestump Marsh is not included with the interactive maps PDF. Shouldn't that be in there?


ericthecleric wrote:

Hi Maskado- Welcome to the boards! :)

I'm glad you like the book.

About the interactive maps, I don't know if you noticed, but you can turn off the map tags, and also click on the players' view so that secret doors/areas are hidden, too!

I like the interactive map idea too. One idea I think would be a cool improvement would be a "fog of war" type modification for the players' view, so that rooms the PCs haven't explored are hidden until they explore the room, and the GM can then click the room to reveal it to the players.

Yeah, I realized. But why I´m going to show to my players the whole map of, for example, the Brinewall fortress (even without secret doors and all the things the player view does) if they have no clue of what´s inside! :P

It´s a bit like when you played some maps at Neverwinter Nights or other computer RPG´s in which you know all the way around and guess where are the hidden spots! xD

Your idea for the fog of war is good, but very hard to implement without an specific computer program for that.


Maskado wrote:
ericthecleric wrote:

Hi Maskado- Welcome to the boards! :)

I'm glad you like the book.

About the interactive maps, I don't know if you noticed, but you can turn off the map tags, and also click on the players' view so that secret doors/areas are hidden, too!

I like the interactive map idea too. One idea I think would be a cool improvement would be a "fog of war" type modification for the players' view, so that rooms the PCs haven't explored are hidden until they explore the room, and the GM can then click the room to reveal it to the players.

Yeah, I realized. But why I´m going to show to my players the whole map of, for example, the Brinewall fortress (even without secret doors and all the things the player view does) if they have no clue of what´s inside! :P

It´s a bit like when you played some maps at Neverwinter Nights or other computer RPG´s in which you know all the way around and guess where are the hidden spots! xD

Your idea for the fog of war is good, but very hard to implement without an specific computer program for that.

Actually, it is not that hard of a program to write if you know how to access and use certain libaries/frameworks for the drawing aspect. The easy stuff is some photoshop to cut up the maps, or to create the blinders for the maps, and the the rest of the program.

Dark Archive

Pathfinder Roleplaying Game Superscriber

Personally i love the interactive maps. Mostly cause I like having the map handy as I run things so i don't have to flip to it during the game. But also cause my players have a tendency to take over places at least for the short term and use them. Things like castles, manors, monasteries etc, so this is a easy way for me to give me a blank map.

I know it is unlikely but I would love to see them go back and give such maps to all their previous products. Even if they would sell them as a add on.


Maskado wrote:

HI everyone, this is my first post here at Paizo. I just got my adventure path subscription and finsished reading and I would like to share an opinion with you all.

First of all, the adventure path looks great, great job for everyone at Paizo. Keep up the good work!

Second, I really love the idea of the interactive maps, but I think it´s badly implemented in this AP. I´ll explain myself:

As a GM I believe that player´s must make their own map of dungeons (sorry my dear players, but no automapping for you), buildings etc... Except they can find previously a map of the place of course. So when I observed that all the interactive maps were for this kind of places I found it a bit disapointing. I think it could have been a much better idea to do this for exterior or region maps.

For example, if Brinestump Marsh is supposed to be unmapped, why the only map of the area is completely marked with all locations? Or at Brinewall would be perfect a map without all the important locations marked (I really hate it when my players say that they don´t explore that area of the city because there is no markings on the buildings -.-U)

So I suggest you to keep going with the interactive maps idea but I think it would be better if used on other kind maps.

Thanks to everyone, and greetings from Spain!

Since the maps are a new feature, we haven't worked out all our possible options and bugs out of them. This is "testing the waters" so to speak. We didn't include all the maps because they all wouldn't have the same level of interactivity, and didn't realize that people would want it. By providing feedback like this, we can improve the maps in the future. I appreciate your input :)


Dark_Mistress wrote:

Personally i love the interactive maps. Mostly cause I like having the map handy as I run things so i don't have to flip to it during the game. But also cause my players have a tendency to take over places at least for the short term and use them. Things like castles, manors, monasteries etc, so this is a easy way for me to give me a blank map.

I know it is unlikely but I would love to see them go back and give such maps to all their previous products. Even if they would sell them as a add on.

This may very well happen once we have a standard format and approach established. Again, if anyone has any suggestions, feel free to post them or e-mail me (chris.lambertz@paizo.com).


This AP returns to Sandpoint? Plus it has already started? Is it to late to subscribe with this beginning issue?

Dark Archive

Pathfinder Roleplaying Game Superscriber
Robert Miller 55 wrote:
This AP returns to Sandpoint? Plus it has already started? Is it to late to subscribe with this beginning issue?

Nope currently the subscription page lists you can start with the first or second book in this AP. I imagine that will be true until Sep.

Shadow Lodge

A bit more Lovecraft love in this one as well, with the bestiary entry for the ratling...which is basically Brown Jenkin.
:)

Paizo Employee Chief Technical Officer

Darkorin wrote:
It would be really great and perfect if we could just extract the different versions of the map from the pdf with just a right click and a copy/paste, like we can already do on the map from the regular pdfs.

Sadly, it appears that interactivity and the ability to easily extract images are mutually exclusive. That's actually why we had to make the interactive maps a separate file—we had originally intended to just add the interactive elements to the main file, but when we realized that doing that crippled image extraction, we had to change plans.


Vic Wertz wrote:
Darkorin wrote:
It would be really great and perfect if we could just extract the different versions of the map from the pdf with just a right click and a copy/paste, like we can already do on the map from the regular pdfs.
Sadly, it appears that interactivity and the ability to easily extract images are mutually exclusive. That's actually why we had to make the interactive maps a separate file—we had originally intended to just add the interactive elements to the main file, but when we realized that doing that crippled image extraction, we had to change plans.

Would it still be possible to have the "S" that mark secret doors and the like on a separate layer within the AP? Most of the recent APs have had them on a separate layer, but I noticed the maps within Jade Regent does not.

Thanks!

/Virtual Tabletop GM

Paizo Employee Chief Technical Officer

Leonal wrote:
Would it still be possible to have the "S" that mark secret doors and the like on a separate layer within the AP? Most of the recent APs have had them on a separate layer, but I noticed the maps within Jade Regent does not.

Apaprently that's something that changed coming from the cartographer; we'll see about getting it changed back.


Vic Wertz wrote:
Leonal wrote:
Would it still be possible to have the "S" that mark secret doors and the like on a separate layer within the AP? Most of the recent APs have had them on a separate layer, but I noticed the maps within Jade Regent does not.
Apaprently that's something that changed coming from the cartographer; we'll see about getting it changed back.

Thanks! It saves quite a bit of work by having them layered.

Shadow Lodge

I haven't double checked this with the interactive map from this volume, but one annoying thing I've found on many RPG maps that come with both a player's version and a DM version is that oftentimes, while a player's version might remove the secret door symbol leading to a secret room, they often leave the actual secret room on the map. If you're going to make a player's version of a map, then don't have a room that they shouldn't know about on that map. Of course, I've also seen it even worse, where all the player's map did was remove room key numbers, and the secret door symbols were just left on the map.

Double checked your interactive maps: You guys did it right! :) Good job!

Sovereign Court

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

My first AP as part of my new subscription, and while I haven't gotten the physical product yet, looking at the pdf I can see the quality of the artwork and the interactive maps are top-notch. Not sure I'll have use for the Player View, but some DMs who run online or use a projector for battlemaps, etc. will love it. I like having the option.

I like that the adventure takes into account "what if character X died in this campaign? AND character y?" Very thorough. Since Burnt Offerings is pretty much unavailable, I would have liked more about Sandpoint, but I understand space limitations and the desire not to repeat material. Makes me all the more eager for the RotRL compilation!

Dark Archive

Pathfinder Roleplaying Game Superscriber
Ageron wrote:

My first AP as part of my new subscription, and while I haven't gotten the physical product yet, looking at the pdf I can see the quality of the artwork and the interactive maps are top-notch. Not sure I'll have use for the Player View, but some DMs who run online or use a projector for battlemaps, etc. will love it. I like having the option.

I like that the adventure takes into account "what if character X died in this campaign? AND character y?" Very thorough. Since Burnt Offerings is pretty much unavailable, I would have liked more about Sandpoint, but I understand space limitations and the desire not to repeat material. Makes me all the more eager for the RotRL compilation!

There is a couple of pages on sandpoint and a couple of pages on Varisa in the RotRL player guide, including full page color maps of the town and country. Which you can get a print copy for 2 bucks or a free PDF still. Just FYI in case you didn't know.

Paizo Employee Creative Director

Seraphimpunk wrote:

quick question: dancing wasp magic item , p60

"once per day as a standard action, the wielder of Dancing Wasp can whirl the weapon above his head a s a full round action... "

is it a standard ? or a full-round action?

purposefully not reading more about the adventure yet, we've not decided who's going to run it in our group. but i'm looking forward to playing or running it soon!

Standard action to activate, full-round to maintain.

Sovereign Court

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
Dark_Mistress wrote:
There is a couple of pages on sandpoint and a couple of pages on Varisa in the RotRL player guide, including full page color maps of the town and country. Which you can get a print copy for 2 bucks or a free PDF still. Just FYI in case you didn't know.

I didn't! Thanks much.

Dark Archive

Pathfinder Roleplaying Game Superscriber
Ageron wrote:
Dark_Mistress wrote:
There is a couple of pages on sandpoint and a couple of pages on Varisa in the RotRL player guide, including full page color maps of the town and country. Which you can get a print copy for 2 bucks or a free PDF still. Just FYI in case you didn't know.
I didn't! Thanks much.

No problem and you're welcome. :)


I just started DMing the Brinewall Legacy. In the first section, Fires over Brinestump, a map of Brinestump Marsh is included with letters for all important locations in the swamp. Every lettered location in the "In the Marsh" section is on the map, except for "L", the Brinestump Caverns. I don't see it on the Brinestump Marsh map or on the Sandpoint hinterlands map. The description just says that its along the cliff. Is this a misprint, or are the caverns not quite on either map?

Paizo Employee Creative Director

Vakil Smallen wrote:
I just started DMing the Brinewall Legacy. In the first section, Fires over Brinestump, a map of Brinestump Marsh is included with letters for all important locations in the swamp. Every lettered location in the "In the Marsh" section is on the map, except for "L", the Brinestump Caverns. I don't see it on the Brinestump Marsh map or on the Sandpoint hinterlands map. The description just says that its along the cliff. Is this a misprint, or are the caverns not quite on either map?

The "L" location is at the bottom edge of the map, just above the "K" in "D. Witch's Walk."


Vakil Smallen wrote:
I just started DMing the Brinewall Legacy. In the first section, Fires over Brinestump, a map of Brinestump Marsh is included with letters for all important locations in the swamp. Every lettered location in the "In the Marsh" section is on the map, except for "L", the Brinestump Caverns. I don't see it on the Brinestump Marsh map or on the Sandpoint hinterlands map. The description just says that its along the cliff. Is this a misprint, or are the caverns not quite on either map?

Location "L" is on the bottom of the Brinestump Marsh map (the left end of the red dotted path). I realize it's somehow not in the PDF, but we'll be rolling out an update to this AP this afternoon with updates to the interactive maps and minor tweaks. I apologize for the inconvenience.


Hello,

I haven't bought or read this AP yet, but I have one question for all you veterans:

I've started a campaign with RotRL AP, but since I don't have too much time on my hand, I'm more interested with AP's that are made directly to Pathfinder RPG. I know converting RotRL AP to PFRPG is quite easy, but still..

Keep in mind, I only have 3 players.

So my questions is: Since the starting setting is the same as are the NPC's, does it sound possible that I will finish the first part of RotRL and then move to Jade Reagent AP?

The 1st part of RotRL would be like an introduction to the game for my new players and I think it would not mess up the storyline too much, since it doesn't reveal too much about the AP, then we could just adapt and move on with the Jade Reagent.

The players would be a around 4 lvl at the end of RotRL, but I think that would not be a problem, since I can always harden things a bit with JR - and since I only have 3 players, they can be a bit higher lvl than average anyways.

What do you guys think?

Dark Archive

Pathfinder Roleplaying Game Superscriber
Darksmo wrote:

Hello,

I haven't bought or read this AP yet, but I have one question for all you veterans:

I've started a campaign with RotRL AP, but since I don't have too much time on my hand, I'm more interested with AP's that are made directly to Pathfinder RPG. I know converting RotRL AP to PFRPG is quite easy, but still..

Keep in mind, I only have 3 players.

So my questions is: Since the starting setting is the same as are the NPC's, does it sound possible that I will finish the first part of RotRL and then move to Jade Reagent AP?

The 1st part of RotRL would be like an introduction to the game for my new players and I think it would not mess up the storyline too much, since it doesn't reveal too much about the AP, then we could just adapt and move on with the Jade Reagent.

The players would be a around 4 lvl at the end of RotRL, but I think that would not be a problem, since I can always harden things a bit with JR - and since I only have 3 players, they can be a bit higher lvl than average anyways.

What do you guys think?

Yeah should work just find, it might be a bit easy for them though the first AP. But with only 3 players that might not be a bad thing if they stayed slightly ahead of the xp curve.

Though I think I might break them up a bit. Run the first part of RotRL and then the first part of JR, then the rest of RotRL and then the rest of JR. Since both second parts are harder than the first parts.


Prince Galen wrote:
I just finished reading through the Brinewall Legacy and noticed that it lists Kinkonu's hit points at 1,600. I assume that is incorrect and was wondering what his hit point total was supposed to be? Is it the standard 57 listed in the back?

Yup, Kikonu not only has 1,600 hit points [as noted on a few stat blocks] but the giant toe biter on page 35 has 400 hit points!

Can you say total party kill?

After letting my party see his stat block they all wanted to break out their high level characters...I gave him a bit more than 57 hit points, but not the listed 1,600.

I figured the experience points matched the hit points and probably snuck through error check like the ninjas we'll see in the next episode.

Dark Archive

Giant Toe-Biter p. 35:
800 HP?

Paizo Employee Creative Director

selunatic2397 wrote:

I figured the experience points matched the hit points and probably snuck through error check like the ninjas we'll see in the next episode.

This. It almost happened again in #50, but we caught it in time. I think.

The procedure that allowed this silly error to happen has, I believe, been CORRECTED.


This will probably be missed in the hordes of posts about the product, but I wanted to throw out the one beef I have.

When asking questions about this AP or that one, I've often heard that the team that puts the module together has limited space in which to fit everything in, and as a result tidbits here and there often get left on the cutting room floor.

I guess my beef when hearing this is: if page space is on such a high premium, how come when I purchase a module I'm buying 4 pages worth of advertisements?

I understand the purpose of it,and I get that as a company there's a need to advertise...within ones own product seems like a stretch, but I've seen it before and so I'll go with it.
Four pages seems pretty extensive though...especially when we're talking about this paragraph or that paragraph got left out simply because "we didn't have enough space."

Other than that, I love it...just something that irks me...

Paizo Employee Creative Director

PhineasGage wrote:

This will probably be missed in the hordes of posts about the product, but I wanted to throw out the one beef I have.

When asking questions about this AP or that one, I've often heard that the team that puts the module together has limited space in which to fit everything in, and as a result tidbits here and there often get left on the cutting room floor.

I guess my beef when hearing this is: if page space is on such a high premium, how come when I purchase a module I'm buying 4 pages worth of advertisements?

I understand the purpose of it,and I get that as a company there's a need to advertise...within ones own product seems like a stretch, but I've seen it before and so I'll go with it.
Four pages seems pretty extensive though...especially when we're talking about this paragraph or that paragraph got left out simply because "we didn't have enough space."

Other than that, I love it...just something that irks me...

Advertisements are a necessary evil. They help us stay in business. The Pathfinder AP is one of our most profitable lines, and I daresay that the fact that we've been putting advertisements for other books we're doing in there is a KEY reason why we've been so successful. Because a fair amount of folks find out about more stuff we offer via those ad pages.

More to the point... the size of the adventure in an Adventure Path installment is pretty much already at its maximum possible length. At the current adventure page count, we're pretty much right AT the limit of what we can develop and edit in a month's time—and since it's a monthly product, that's all the time we really have to devote to the project. The rest of each volume of Pathfinder—the new monsters, the support articles, the fiction—all of that stuff is developed and edited by DIFFERENT people than the person who works on the adventure itself, all at the same time.

So even if we DID cut those advertisements from the back pages of Pathfinder, the actual size of the adventures wouldn't change a bit. You'd probably end up with one or two more new monsters per volume, or maybe a slightly longer support article or a few more pages of fiction... but 50 pages for a single "entry" is more or less the ceiling of what we can produce on a monthly basis.

Silver Crusade

Pathfinder Adventure Path Subscriber
James Jacobs wrote:
PhineasGage wrote:

This will probably be missed in the hordes of posts about the product, but I wanted to throw out the one beef I have.

When asking questions about this AP or that one, I've often heard that the team that puts the module together has limited space in which to fit everything in, and as a result tidbits here and there often get left on the cutting room floor.

I guess my beef when hearing this is: if page space is on such a high premium, how come when I purchase a module I'm buying 4 pages worth of advertisements?

I understand the purpose of it,and I get that as a company there's a need to advertise...within ones own product seems like a stretch, but I've seen it before and so I'll go with it.
Four pages seems pretty extensive though...especially when we're talking about this paragraph or that paragraph got left out simply because "we didn't have enough space."

Other than that, I love it...just something that irks me...

Advertisements are a necessary evil. They help us stay in business. The Pathfinder AP is one of our most profitable lines, and I daresay that the fact that we've been putting advertisements for other books we're doing in there is a KEY reason why we've been so successful. Because a fair amount of folks find out about more stuff we offer via those ad pages.

More to the point... the size of the adventure in an Adventure Path installment is pretty much already at its maximum possible length. At the current adventure page count, we're pretty much right AT the limit of what we can develop and edit in a month's time—and since it's a monthly product, that's all the time we really have to devote to the project. The rest of each volume of Pathfinder—the new monsters, the support articles, the fiction—all of that stuff is developed and edited by DIFFERENT people than the person who works on the adventure itself, all at the same time.

So even if we DID cut those advertisements from the back pages of Pathfinder, the actual size of the adventures wouldn't...

Well, you might dump that fiction bit and give us more monsters and support articles, you know. ;-)

I know you won't drop the fiction, and you know I won't stop asking for that.


James Jacobs wrote:

So even if we DID cut those advertisements from the back pages of Pathfinder, the actual size of the adventures wouldn't change...

Ah, I see. Thank you Mr. Jacobs.

My understanding was that the 96 pages was the hard limit for publishing. I didn't realize there was a 50 page editorial limit for the adventure. And yes, I understand that just getting those 50 pages in a month can be tough enough! My gripe was more when I've read Developers posts on the messageboards about having this or that really great idea, but not being able to fit it into the adventure.

Also, I suppose I'm a touch baised regarding my view on advertisements in current Pathfinder product, seeing as I know fairly soon when a new product comes out from you guys...I'm on this site pretty much daily! :P

Paizo Employee Creative Director

1 person marked this as a favorite.
Gorbacz wrote:

Well, you might dump that fiction bit and give us more monsters and support articles, you know. ;-)

I know you won't drop the fiction, and you know I won't stop asking for that.

Frankly... requests to drastically change the content of one of Paizo's longest running and most successful product lines are, to me, the same as requests for us to make less money.

I've worked at companies that don't make money. It's a LOT more fun to work at companies that DO make money.

Paizo Employee Creative Director

PhineasGage wrote:
James Jacobs wrote:

So even if we DID cut those advertisements from the back pages of Pathfinder, the actual size of the adventures wouldn't change...

Ah, I see. Thank you Mr. Jacobs.

My understanding was that the 96 pages was the hard limit for publishing. I didn't realize there was a 50 page editorial limit for the adventure. And yes, I understand that just getting those 50 pages in a month can be tough enough! My gripe was more when I've read Developers posts on the messageboards about having this or that really great idea, but not being able to fit it into the adventure.

Also, I suppose I'm a touch baised regarding my view on advertisements in current Pathfinder product, seeing as I know fairly soon when a new product comes out from you guys...I'm on this site pretty much daily! :P

The 96 page format is merely an arbitrary limit—we could have done 64 pages or 128 pages or whatever (multiples of 16 or 32 being the key). We chose 96 pages because we felt we could hit the $20 price point for the book we really wanted to hit.

You'd still be hearing us bemoan the fact that we had to cut something neat from an adventure even if Pathfinder were 320 pages long. But I suspect you'd also hear us bemoaning the fact that we don't get to go home or sleep or eat since we have to work 48-hour days in order to keep that monster on a monthly schedule...


This is the first adventure path I have purchased. Up until now, I have only GM'ed and played PFS sanctioned scenarios (many of them) but this is the first glossy, delicious piece of gamer-porn I have purchased from Paizo. I just wanted to post that it's the little things like the summary on page 8- outlining the sections of plot and giving a guide for the GM about rate of advancement- that really make me happy with this. Good job, Paizo!


I posted up my review...let me know what you think.


Has anyone compiled a list of the NPCs and monsters in each of the Jade Regent books?
I'd like to have minis for everything but that will take some prep work ahead of time.


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It also supports the content of Trade Routes: Expanded Caravan Rules Sourcebook by Louis Porter Jr. Design.

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