Jade Regent Revealed


Jade Regent

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Lord Fyre wrote:
Possible. But you know when this adventure hits the table, some one (like me for instance) would suggest it, and hopefully the GM would have some logical, in universe means of keeping the PCs from trying it.

Have fun finding a ship captain willing to do it. Seriously, a trip like that is something that even a viking type captain would be hesitant to undertake, and a low level party isn't going to have enough resources to convince a captain or a crew to risk it. Also, it could be that the kingdom in question doesn't border the sea, making a sea trip rather pointless.

Paizo Employee Creative Director

There's two big reasons I can cite right now as to why the adventure's an overland journey to Tian-Xia.

1) The overland journey follows an established trade route.

2) The sea route is much longer. To the east, you'd sail south to the Arch of Aroden, then through the Inner Sea, then out around Casmaron and Vudra, but then you'd be faced with another ocean to cross and when you did that, you'd hit the west (aka the wrong) coast of Tian Xia, which has a huge mountain range running down it's coast, which limits the routes through. You'd have to land at one of those sites, then do an overland journey anyway, and most of that would be through a dozen or more Tian Xia nations before you got to Minkai... and that's not the flavor of the adventure we want to do. And on top of that, it'd end up taking a LOT longer than the over the Crown of the World route anyway.

Sailing around the southern side of Tian-Xia would be super long too, but worse, that'd send you through some of the most dangerous waters of Golarion; the oceans surrounding Sarusan. That would probably sink your ship.

Sailing west isn't much better; the frozen northern sea = no northern passage... or if there IS, that's a several-month process finding it. Which could be a cool AP, but not the one we want to present.

So you'd have to sail past Azlant, then south around Arcadia, which is a long trip, and once you round the southern edge of Arcadia, you'd have to sail back up along the coast and then strike out over an uncharted ocean that might be as big as the Pacific Ocean.

3) There's a few other reasons as well, but they're plot spoilers, so you'll have to wait.

The short version, though, is that the over the top of the world route IS the shortest route between Minkai and Varisia.

RPG Superstar 2011 Top 16

James Jacobs wrote:
3) There's a few other reasons as well, but they're plot spoilers, so you'll have to wait.

In the writeup blurb for section 3 (which is the one I'm most excited about, oddly - I guess I didn't get enough coldweather hiking in RotRL6) it says that you'll be making the trip during the offseason, and that's dangerous.

To me, that suggests that time is heavily constrained. If you can't "wait until summer" then something big must be up.

Paizo Employee Creative Director

Erik Freund wrote:
James Jacobs wrote:
3) There's a few other reasons as well, but they're plot spoilers, so you'll have to wait.

In the writeup blurb for section 3 (which is the one I'm most excited about, oddly - I guess I didn't get enough coldweather hiking in RotRL6) it says that you'll be making the trip during the offseason, and that's dangerous.

To me, that suggests that time is heavily constrained. If you can't "wait until summer" then something big must be up.

To a certain extent, yes, but not in the way you might think.

Jon Brazer Enterprises

couldn't they just hire someone that could cast greater teleport? They might have to goto korvosa, but that trip is going to be alot easier and costs less than 1000 gp.

Shadow Lodge Contributor, RPG Superstar 2010 Top 8

Dale McCoy Jr wrote:
couldn't they just hire someone that could cast greater teleport? They might have to goto korvosa, but that trip is going to be alot easier and costs less than 1000 gp.

Just over 1800 gp you mean. Remember, you have to pay for the spellcaster's return trip. :D

Not to mention the locals might be hostile. A canny mage would have you pay a retainer to cover the cost of any spells he might cast in self defense while in your service.

This is assuming you have a reliable description of the place you want to teleport to in the first place.

Paizo Employee Creative Director

Dale McCoy Jr wrote:
couldn't they just hire someone that could cast greater teleport? They might have to goto korvosa, but that trip is going to be alot easier and costs less than 1000 gp.

Nope.

Again... you'll have to wait to see the adventure to find out why.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
Dale McCoy Jr wrote:
couldn't they just hire someone that could cast greater teleport? They might have to goto korvosa, but that trip is going to be alot easier and costs less than 1000 gp.

Nope.

Again... you'll have to wait to see the adventure to find out why.

It's heartening to see that you thought of a reason why it is impossible. Buying a Greater Teleport would be about the first thing my players would think of doing.

Paizo Employee Creative Director

magnuskn wrote:
James Jacobs wrote:
Dale McCoy Jr wrote:
couldn't they just hire someone that could cast greater teleport? They might have to goto korvosa, but that trip is going to be alot easier and costs less than 1000 gp.

Nope.

Again... you'll have to wait to see the adventure to find out why.

It's heartening to see that you thought of a reason why it is impossible. Buying a Greater Teleport would be about the first thing my players would think of doing.

Well... "buying a greater teleport" assumes that

a) the PCs can afford it

and

b) that one's for sale.

Those are two fine reasons why this isn't an issue to begin with for lower levels, but it won't be the ONLY reason why teleporting isn't allowed.

(Of course, a good one is that if the PCs did this, they'd be essentially teleporting their 3rd or whatever level characters into an adventure written for 15th or so level characters. Not a good plan.)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
(Of course, a good one is that if the PCs did this, they'd be essentially teleporting their 3rd or whatever level characters into an adventure written for 15th or so level characters. Not a good plan.)

Never underestimate the innate desire of players to upstage their DM or unwittingly suicide their characters. :D

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magnuskn wrote:
James Jacobs wrote:
(Of course, a good one is that if the PCs did this, they'd be essentially teleporting their 3rd or whatever level characters into an adventure written for 15th or so level characters. Not a good plan.)
Never underestimate the innate desire of players to upstage their DM or unwittingly suicide their characters. :D

I don't.

Which is why Jade Regent will have an unfair and arbitrary limitation on teleporting the group from one side of the world to the other.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber
James Jacobs wrote:
magnuskn wrote:
James Jacobs wrote:
(Of course, a good one is that if the PCs did this, they'd be essentially teleporting their 3rd or whatever level characters into an adventure written for 15th or so level characters. Not a good plan.)
Never underestimate the innate desire of players to upstage their DM or unwittingly suicide their characters. :D

I don't.

Which is why Jade Regent will have an unfair and arbitrary limitation on teleporting the group from one side of the world to the other.

Sounds excellent and I am very much looking forward to the AP. Seriously, thank you for doing this one, I love far east settings. :)

Jon Brazer Enterprises

James Jacobs wrote:


I don't.

Which is why Jade Regent will have an unfair and arbitrary limitation on teleporting the group from one side of the world to the other.

*cringe* I can hear one of my players complaining already. :(


Dale McCoy Jr wrote:
James Jacobs wrote:


I don't.

Which is why Jade Regent will have an unfair and arbitrary limitation on teleporting the group from one side of the world to the other.

*cringe* I can hear one of my players complaining already. :(

Yeah in RotRL one of my player(s) was going question after question on why he couldn't teleport to the lost city.


I'm glad to see you've thought out the teleport thing. Golarion needs more ways to limit the teleport spell. I vote for inexplicable Far Realm creatures that live in the ether, intercept teleporters, and eat them!

Paizo Employee Creative Director

The "Epic Journey" adventure path is one we haven't tried yet... but one that has been proven to be popular (see Lord of the Rings), so I'm really eager to try it out.

It DOES mean that teleportation rears its ugly head, and if you have players who basically want to skip a third of this AP to jump ahead via teleportation, and they're not playing along with the story... you should let them do it, I guess, at which point they'll be woefully unprepared for the adventure unless you take huge steps to rebuild the encounters to be appropriate, which will be tough but not impossible.

The mechanic to prevent the PCs from doing this will be pretty compelling and, honestly, NOT disruptive. Racing through this adventure path is a BAD thing, and the AP will say that several times in several ways.

But you know your players better than I. If you know they'll be all into teleporting as a way to skip or "win" early, tell them that's not the point of this AP. If they're cool with that, that's good. If they're not, you should, honestly, play another AP.

Paizo Employee Creative Director

kenmckinney wrote:
I'm glad to see you've thought out the teleport thing. Golarion needs more ways to limit the teleport spell. I vote for inexplicable Far Realm creatures that live in the ether, intercept teleporters, and eat them!

I kinda disagree. Teleport is more useful for storylines than it hurts them.

The tricky part comes with teleport being avialable before 9th level, or greater teleport being available before 13th level. Usually via scrolls. That's easy enough to limit, since you as the GM can simply say none are available for purchase. If the PCs say "that's not realistic" you can counter by saying that those scrolls are among the most popular and thus if ANYthing's going to be sold out... it's them.

Jon Brazer Enterprises

James Jacobs wrote:

The mechanic to prevent the PCs from doing this will be pretty compelling and, honestly, NOT disruptive.

But you know your players better than I. If you know they'll be all into teleporting as a way to skip or "win" early, tell them that's not the point of this AP. If they're cool with that, that's good.

Good points. Noted for future reference.

Lantern Lodge

James Jacobs wrote:


That said, there'll be some stuff in the Player's Guide that'll talk about an option where the PCs actually PLAY characters like Ameiko and the other key NPCs who'll be appearing in the AP, like Shalelu and a few others with ties to Sandpoint. In this case, the assumption will either be that the PCs are playing 1st level versions of these characters that may or may not follow their current in-print incarnations. ALL of the primary NPCs in Jade Regent will have a fair amount of art depicting them, in any case, so that might further limit what steps GMs might want to take in rebuilding the characters\0x1F\0x2014the new art for Ameiko, for example, shows her wearing leather armor and carrying a rapier and a samishen, so if she's not a bard in your game, that might be weird.

This sounds like a lot of fun, and good to have more options for the players in the players guides... that mentioned... Iconics! they aren't in the AP anymore itself, so why not put them in the players guide! My group always likes to have one or more of the iconics around as an NPC/PC/Mascot, and the level one blurbs for the iconics aren't that much space.. esp when you aren't printing the players guides!

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Dale McCoy Jr wrote:
James Jacobs wrote:

The mechanic to prevent the PCs from doing this will be pretty compelling and, honestly, NOT disruptive.

But you know your players better than I. If you know they'll be all into teleporting as a way to skip or "win" early, tell them that's not the point of this AP. If they're cool with that, that's good.

Good points. Noted for future reference.

We're very likely to mention something in the adventure path's player's guide that it's going to involve a long overland journey where teleportation won't be an issue. That comes pretty close to being a spoiler, but if it helps to set the right expectations in the players it might be a necessary evil. What do folks think about that?

Paizo Employee Creative Director

sarokcat wrote:
James Jacobs wrote:


That said, there'll be some stuff in the Player's Guide that'll talk about an option where the PCs actually PLAY characters like Ameiko and the other key NPCs who'll be appearing in the AP, like Shalelu and a few others with ties to Sandpoint. In this case, the assumption will either be that the PCs are playing 1st level versions of these characters that may or may not follow their current in-print incarnations. ALL of the primary NPCs in Jade Regent will have a fair amount of art depicting them, in any case, so that might further limit what steps GMs might want to take in rebuilding the characters\0x1F\0x2014the new art for Ameiko, for example, shows her wearing leather armor and carrying a rapier and a samishen, so if she's not a bard in your game, that might be weird.

This sounds like a lot of fun, and good to have more options for the players in the players guides... that mentioned... Iconics! they aren't in the AP anymore itself, so why not put them in the players guide! My group always likes to have one or more of the iconics around as an NPC/PC/Mascot, and the level one blurbs for the iconics aren't that much space.. esp when you aren't printing the players guides!

An interesting idea, but for Jade Regent in particular, not a good one. This AP will have more long-term NPC/PC interaction than any other AP we've done, I suspect, and that means that cluttering the field with iconics would be no good.

Lantern Lodge

Ice_Deep wrote:
Dale McCoy Jr wrote:
James Jacobs wrote:


I don't.

Which is why Jade Regent will have an unfair and arbitrary limitation on teleporting the group from one side of the world to the other.

*cringe* I can hear one of my players complaining already. :(
Yeah in RotRL one of my player(s) was going question after question on why he couldn't teleport to the lost city.

Simplest answer. i always enforce the rule... you cannot teleport *SAFELY* to anyplace you or the one doing the teleport has not seen. Answers 99% of the problems right there... sure you can use pictures or descriptions... but those always have built in innaccuracies and incur risks most intelligent(ie high level) spellcasters aren't willing to take unless they have strong personal reasons to.

This brings in higher level scrying (and many important places like Xin Shalast would be hard/dangerous to scry, and may attract the notice of people in those places), studying the location, and THEN procuring the teleport... usually not just one spell. but several high level spells in conjunction, which not only begins to get expensive quickly, can still possibly be dangerous. Hell teleporting in front of one of the largest landmarks in the city... (say... castle korvosa)... will get you swarmed with gaurds faster then a pirana can strip a halfling most days. So remember! always use caution when bouncing around realities!


sarokcat wrote:
Ice_Deep wrote:
Dale McCoy Jr wrote:
James Jacobs wrote:


I don't.

Which is why Jade Regent will have an unfair and arbitrary limitation on teleporting the group from one side of the world to the other.

*cringe* I can hear one of my players complaining already. :(
Yeah in RotRL one of my player(s) was going question after question on why he couldn't teleport to the lost city.

Simplest answer. i always enforce the rule... you cannot teleport *SAFELY* to anyplace you or the one doing the teleport has not seen. Answers 99% of the problems right there... sure you can use pictures or descriptions... but those always have built in innaccuracies and incur risks most intelligent(ie high level) spellcasters aren't willing to take unless they have strong personal reasons to.

This brings in higher level scrying (and many important places like Xin Shalast would be hard/dangerous to scry, and may attract the notice of people in those places), studying the location, and THEN procuring the teleport... usually not just one spell. but several high level spells in conjunction, which not only begins to get expensive quickly, can still possibly be dangerous. Hell teleporting in front of one of the largest landmarks in the city... (say... castle korvosa)... will get you swarmed with gaurds faster then a pirana can strip a halfling most days. So remember! always use caution when bouncing around realities!

Yeah the issue was just one I didn't see coming, so I had to roll with it. In the end it worked out well as I used

RotRL:
the Mt Rushmore type head (can't remember, Mar something) as a hook for later return to the characters after the AP ended, and indicated that teleporting was not possible. This affirmed their thinking the teleport blocking wasn't to much out of line I felt.
.
Jon Brazer Enterprises

James Jacobs wrote:
We're very likely to mention something in the adventure path's player's guide that it's going to involve a long overland journey where teleportation won't be an issue. That comes pretty close to being a spoiler, but if it helps to set the right expectations in the players it might be a necessary evil. What do folks think about that?

Managing expectations early would be a big help. +1 Support.


James Jacobs wrote:
We're very likely to mention something in the adventure path's player's guide that it's going to involve a long overland journey where teleportation won't be an issue. That comes pretty close to being a spoiler, but if it helps to set the right expectations in the players it might be a necessary evil. What do folks think about that?

I think that those who would look to circumvent the journey by utilizing teleport will feel that it's a gimmick.

I think teleport and greater teleport do many stories more harm than good and the fact that an AP has to go to specific lengths to nerf it demonstrate that fact.

I can appreciate the teleport spells place in the game in the historical context of the game, but they are gained far, far too early, IMO. Scrolls only magnify the issue.

I think your approach is the only viable one available given that teleport and greater teleport have been preserved at their previous incarnation's levels. It just doesn't make the approach any more palatable for campaigns & players that opt to utilize RAW over campaign flavor...


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

Heh, I remember that after LOTR came out, I just houseruled out teleporting and flying spells completely for my next campaign. Unfortunately, I was dense enough to give all the characters flying mounts.

But, yeah, for an epic journey AP some spells really can ruin the mood, unless there are specific reasons why they cannot be used.

Scarab Sages

James Jacobs wrote:


Sailing west isn't much better; the frozen northern sea = no northern passage... or if there IS, that's a several-month process finding it. Which could be a cool AP, but not the one we want to present.

This actually sounds amazing. Now I really want to design a scenario that is essentially Dan Simmons' The Terror meets Lovecraft's At the Mountains of Madness, set in the Crown of the World.

The real question is, what is the Golarion equivalent of the British Expeditionary Force?


weirmonken wrote:
The real question is, what is the Golarion equivalent of the British Expeditionary Force?

The PCs.

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BPorter wrote:
weirmonken wrote:
The real question is, what is the Golarion equivalent of the British Expeditionary Force?

The PCs.

Heh. Yup. A less snarky response would be to say the Pathfinder Society would be the equivalent of the British Expeditionary Force.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

Or the Taldor Expeditionary Force, maybe?


James Jacobs wrote:


Heh... it's true that the name of the oni was originally inspired by "Big Trouble in Little China," but the group works very differently. It's a whole huge organization, actually, that doesn't have 5 specific specialists in it. It's only got one real leader, but a lot of various sub leaders of various power levels. The "Five Storms" in question actually corresponds to the five elements in Minkani culture.

This sounds awesome. I love the evil organization trope - the bigger, the better.

However, I have some reservations. One of my biggest problems with the Council of Thieves AP was the lack of information on the titular thieves' guild. As a GM, I would have really liked an article about the Council - its leaders, captains, ranks, numbers, a few of its strongholds/safe houses, etc. Anything to let a GM flesh it out and expand it more to his liking.

I see that the Whispering Way Cult is gettins an article in Carrion Crown, so I'm hoping the Five Storms gets similar love.

Paizo Employee Creative Director

Generic Villain wrote:

However, I have some reservations. One of my biggest problems with the Council of Thieves AP was the lack of information on the titular thieves' guild. As a GM, I would have really liked an article about the Council - its leaders, captains, ranks, numbers, a few of its strongholds/safe houses, etc. Anything to let a GM flesh it out and expand it more to his liking.

I see that the Whispering Way Cult is gettins an article in Carrion Crown, so I'm hoping the Five Storms gets similar love.

There'll be a big article about the oni in the very first Jade Regent adventure. It'll more or less function as the Five Storms article too, since the desires of the Five Storms and the desires of the oni as a whole are more or less identical.


James Jacobs wrote:

Those are two fine reasons why this isn't an issue to begin with for lower levels, but it won't be the ONLY reason why teleporting isn't allowed.

Okay, here's my wild guess. The PCs find a special 'thingy' in the first adventure. The 'thingy' is the only way to prove that Ameiko is the true heir of Minkai. However, it is also enchanted/cursed/fragile in such a way that it can't be teleported. Thus, the 'thingy' must be brought by hand to Minkai.

Grand Lodge

The AP #1 shows an elven woman (or possibly half elven) on the cover... my first thought was Ameiko, but she's human right? So, my brain is shuffling through who it might be... Any thoughts?

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Aeshuura wrote:
The AP #1 shows an elven woman (or possibly half elven) on the cover... my first thought was Ameiko, but she's human right? So, my brain is shuffling through who it might be... Any thoughts?

Placeholder art.

The background image is from "Conquest of Bloodsworn Vale." The elf is from "Ultimate Magic" (she's an illustration of a geisha from the bard archytype section in that book).

The actual cover images will be coming at a later date. They're in and complete, but Sarah hasn't had a chance yet to build the actual cover treatment for the AP so we're not yet ready to show the art off.

Grand Lodge

James Jacobs wrote:
Aeshuura wrote:
The AP #1 shows an elven woman (or possibly half elven) on the cover... my first thought was Ameiko, but she's human right? So, my brain is shuffling through who it might be... Any thoughts?

Placeholder art.

The background image is from "Conquest of Bloodsworn Vale." The elf is from "Ultimate Magic" (she's an illustration of a geisha from the bard archytype section in that book).

The actual cover images will be coming at a later date. They're in and complete, but Sarah hasn't had a chance yet to build the actual cover treatment for the AP so we're not yet ready to show the art off.

Oh, ok, it just looked so appropriate... Cool, nice to see the Geisha is a bard archetype! Thanks, Mr. Dinosaur!


Not to threaddump or anything (he said as he prepared to threaddump)...

I had concerns that the whole Asian flavor would be a killer for me and my group in this AP, and after reading the blurbs...yeah, it's a killer for me and my group in this AP. The journey there sounds interesting enough, but nothing in the last three or four books grabs me even remotely sufficiently to make me want to climb over the barrier thrown up by the Asian setting and spend money on them. It sounds fairly pedestrian and "been there, done that." So, I guess I'll unsubscribe after Carrion Crown and wait to see what comes next.

So, James...when are we gonna find out what comes next? :-D


James Jacobs wrote:
Kayos. wrote:
Do we know what sort of level this path will go up to?
We won't know for SURE until the sixth adventure is developed, because sometimes adventures come in with fewer encounters than we'd anticipated. My best guess is that by the end of the sixth adventure of Jade Regent, PCs will be somewhere between 15th and 17th level, though.

Somewhere between 15 and 17? 16 basically, that's what you're saying? ;-)

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MrVergee wrote:
Somewhere between 15 and 17? 16 basically, that's what you're saying? ;-)

When James talks, he tends to include his bounds. So 15 or 16 or 17.


Gregg Helmberger wrote:

So, James...when are we gonna find out what comes next? :-D

Clearly I'm not James, but I think in the past we usually found out about the next AP a few issues into the prior AP. So I'm guessing we'll know for sure by the first or second issue of Jade Reagent.

Jade Reagent was, itself, a special case, as it has been discussed at length for some time. Heck, people knew about JR before they knew about Carrion Crown.


James Jacobs wrote:
We're very likely to mention something in the adventure path's player's guide that it's going to involve a long overland journey where teleportation won't be an issue. That comes pretty close to being a spoiler, but if it helps to set the right expectations in the players it might be a necessary evil. What do folks think about that?

It's a question every single table will ask at some point of the adventure. Whether it's level 3 or level 10, they'll ask.

Being up front seems the best way to deal with the issue. Players who take issue with it, are going to take issue even if you don't mention it. So better they take issue before the game begins.

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Gregg Helmberger wrote:

Not to threaddump or anything (he said as he prepared to threaddump)...

I had concerns that the whole Asian flavor would be a killer for me and my group in this AP, and after reading the blurbs...yeah, it's a killer for me and my group in this AP. The journey there sounds interesting enough, but nothing in the last three or four books grabs me even remotely sufficiently to make me want to climb over the barrier thrown up by the Asian setting and spend money on them. It sounds fairly pedestrian and "been there, done that." So, I guess I'll unsubscribe after Carrion Crown and wait to see what comes next.

So, James...when are we gonna find out what comes next? :-D

Paizocon.

Paizo Employee Creative Director

MrVergee wrote:
James Jacobs wrote:
Kayos. wrote:
Do we know what sort of level this path will go up to?
We won't know for SURE until the sixth adventure is developed, because sometimes adventures come in with fewer encounters than we'd anticipated. My best guess is that by the end of the sixth adventure of Jade Regent, PCs will be somewhere between 15th and 17th level, though.
Somewhere between 15 and 17? 16 basically, that's what you're saying? ;-)

Nope. I'm saying that depending on how many encounters the authors can cram into the adventures, you might end up ending the AP at 15th level. Or maybe 16th. Or maybe 17th. OR maybe even 14th or 18th. There's no way to know for sure until we get there, but we can say with relative certainty that it'll be around 15th, 16th, or 17th, since that's how most of our APs end up.

Paizo Employee Creative Director

John Lynch 106 wrote:
James Jacobs wrote:
We're very likely to mention something in the adventure path's player's guide that it's going to involve a long overland journey where teleportation won't be an issue. That comes pretty close to being a spoiler, but if it helps to set the right expectations in the players it might be a necessary evil. What do folks think about that?

It's a question every single table will ask at some point of the adventure. Whether it's level 3 or level 10, they'll ask.

Being up front seems the best way to deal with the issue. Players who take issue with it, are going to take issue even if you don't mention it. So better they take issue before the game begins.

Well... in the campaign, they'll probably know why they can't teleport by the end of the first adventure.

But the Player's Guide WILL spell out that a long journey is part of the AP, so that PCs aren't stay at home types. And we'll probably mention something about not being able to skip 3 adventures with a teleport as well.

Grand Lodge

Question, how long after the start of Rise of the Runelords is this campaign intended to take place? I am already looking at the possibility of characters, but if my current players want to make characters related to their ROTRL characters, I can help guide them the right way.


Aeshuura wrote:
Question, how long after the start of Rise of the Runelords is this campaign intended to take place? I am already looking at the possibility of characters, but if my current players want to make characters related to their ROTRL characters, I can help guide them the right way.

It is up to the DM, but each AP is assumed to take place about a year apart and they happened in the order printed. I think Jade Regent is AP number 9.

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Aeshuura wrote:
Question, how long after the start of Rise of the Runelords is this campaign intended to take place? I am already looking at the possibility of characters, but if my current players want to make characters related to their ROTRL characters, I can help guide them the right way.

About 4 years have passed, in theory, between "Rise of the Runelords" and "Jade Regent," although the actual amount of time that passes is left somehwhat vague, since that amount of time can be different in every game. The Jade Regent Players Guide will have some advice for players on this topic, while the first adventure in Pathfinder #49 will have more for the GM.

Grand Lodge

James Jacobs wrote:
Aeshuura wrote:
Question, how long after the start of Rise of the Runelords is this campaign intended to take place? I am already looking at the possibility of characters, but if my current players want to make characters related to their ROTRL characters, I can help guide them the right way.
About 4 years have passed, in theory, between "Rise of the Runelords" and "Jade Regent," although the actual amount of time that passes is left somehwhat vague, since that amount of time can be different in every game. The Jade Regent Players Guide will have some advice for players on this topic, while the first adventure in Pathfinder #49 will have more for the GM.

Thanks! That helps a lot, actually... We are starting on our 3rd year in Runelords, and just about to embark on Fortress. So we are pretty close, I think.


If my group were to play it, we'd probably have to treat it as a parallel universe where the events of RotRL might have happened, but with different people than our PCs playing the key roles. If we played it as a sequel to our present RotRL game Ameiko would be married to my character (if he survives, anyway) -- they were friends before the AP began (part of his backstory), and became lovers after the events of Burnt Offerings. Since Kavren, at that point, should be somewhere in the neighborhood of 15th-16th level, having him in the picture would probably mess up the game balance for an AP intro adventure just a bit.

Incidentally, will Hayato be part of the iconic party for this AP? I know Paizo is no longer including stat cards for iconics with the AP modules, but they still show up in the artwork (as discussed recently in several threads here regarding Carrion Crown's all-female iconic team). Hayato's backstory seems to be tailor-made for Jade Regent: "He harbors a secret hope: that perhaps one day he might raise an army of champions and take it back over the Crown of the World, rooting out the corrupt politicians of his homeland and restoring the honor of himself, his adopted family, and the samurai code he was born to uphold."

The one thing even better than leading an army, of course, would be swearing himself to the rightful heir to the throne and bringing her home to purge the corruption of Minkai's rulers from the top down. If the government he defied was itself illegitimate, then perhaps Hayato's strike against one of its evil officials was not dishonorable after all, and as empress, Ameiko could restore his honor with a word.

Paizo Employee Creative Director

Kavren Stark wrote:
If my group were to play it, we'd probably have to treat it as a parallel universe where the events of RotRL might have happened, but with different people than our PCs playing the key roles. If we played it as a sequel to our present RotRL game Ameiko would be married to my character (if he survives, anyway) -- they were friends before the AP began (part of his backstory), and became lovers after the events of Burnt Offerings. Since Kavren, at that point, should be somewhere in the neighborhood of 15th-16th level, having him in the picture would probably mess up the game balance for an AP intro adventure just a bit.

That works pretty well, honestly. You could even set it many years in the future, if you wanted to get crazy experimental, and have Ameiko have passed away and have her child fill her role... that might be too weird though. In any case, there'll be guidelines as to what to do if, in your campaign, Ameiko ended up dead or gone or missing or married or whatever.

Kavren Stark wrote:
Incidentally, will Hayato be part of the iconic party for this AP? I know Paizo is no longer including stat cards for iconics with the AP modules, but they still show up in the artwork (as discussed recently in several threads here regarding Carrion Crown's all-female iconic team).

The Iconics we'll be using to illustrate Jade Regent will be the monk, the witch, the samurai, and the druid.

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