Party Composition & End Items


Jade Regent

Grand Lodge

Hello all, I’ve got my 2nd game of Jade Regent coming up (I’m Gming) and I’m looking for some advice from those who’ve played farther ahead. Currently, the group has just finished wiping out the Goblin Village and are pointed now at Tsutamu’s cave, but I’m concerned about the composition of the party when they get to Brinewall (and beyond).

The group is composed of:

1. Elven Gunslinger (no archetype)
2. Human (tien) Monk (Qigong archetype)
3. Human (ulfen) Fighter (Weapon Master archetype)
4. Human (tien/varisian) Ninja
5. Human (ulfen) Sorcerer (Dragon Bloodline)

My first, and obvious, concern is the lack of healing that the party has combined with the party size. If there were only 4, I’d be more willing to let them haul along an NPC to be the healbot, but with 5 I’m more reticent. So my question on this has anyone had any bad experiences in no-healer groups in Jade Regent or can anyone just offer some general insight (other than the 1st person dead gets to make a cleric)?

Second, Does anyone have any suggestions for the items at the end of Brinewall for this sorta party? I’ve got a couple (like a helmet for the fighter), but I’m coming up short on the others.

Thanks!


Harek Ivarson wrote:


Hello all, I’ve got my 2nd game of Jade Regent coming up (I’m Gming) and I’m looking for some advice from those who’ve played farther ahead. Currently, the group has just finished wiping out the Goblin Village and are pointed now at Tsutamu’s cave, but I’m concerned about the composition of the party when they get to Brinewall (and beyond).

The group is composed of:

1. Elven Gunslinger (no archetype)
2. Human (tien) Monk (Qigong archetype)
3. Human (ulfen) Fighter (Weapon Master archetype)
4. Human (tien/varisian) Ninja
5. Human (ulfen) Sorcerer (Dragon Bloodline)

My first, and obvious, concern is the lack of healing that the party has combined with the party size. If there were only 4, I’d be more willing to let them haul along an NPC to be the healbot, but with 5 I’m more reticent. So my question on this has anyone had any bad experiences in no-healer groups in Jade Regent or can anyone just offer some general insight (other than the 1st person dead gets to make a cleric)?

Second, Does anyone have any suggestions for the items at the end of Brinewall for this sorta party? I’ve got a couple (like a helmet for the fighter), but I’m coming up short on the others.

Thanks!

We played the last 2 chapters of Kingmaker without a cleric. The summoner had a wide collection of healing wands and staves and did a fine job keeping (almost) everyone alive. UMD with a staff of Heal and a crate of CLW wands goes a long way. This would be a bit harder to pull off at lower levels but the Sorc can still do after combat healing with the wands.


In a 3.5 campaign I ran, someone was always carting around a bunch of Wands of Lesser Vigor. (I hated that thing, but it did fill a needed role.) Thankfully, Pathfinder does away with that spell (and thus the Wand). Anyway...

To fill the "gap" in the party, I would just have one of the NPCs tell them that a shipment of Wands of Cure Light Wounds are available for purchase at the Feathered Serpent, or let them buy potions of cure light wounds from Koya at cost (she does have the Brew Potion feat). I wouldn't gratuitously throw in free loot to fill this gap, though. It's a challenge the players created through their choice of party composition. Let them deal with that challenge through the resources provided. They may surprise you with the solutions they come up with.

As for the final treasure cache at Brinewall, I'm in a similar conundrum. Our group also has a gunslinger (no archetype) and I'm trying to think of a way a treasure "that destiny seemed to make for him" would be found in the vault of an exiled Tian lord. I was thinking of a dragon-shaped, masterwork double-barreled pistol... but why would that be sitting in the vault? Where would they have gotten it from? As an alternative, the gunslinger is also doing something of a stealth build, so I might just give him some +1 leather armor with the lesser shadow property. So, I guess my only advice on that point is perhaps think of things other than the weapon. (If you haven't already, you could also throw in a box of finely crafted gears, tubes and other crafting alloys that could make his existing "broken" pistol into the repaired masterwork version.)

Doesn't really provide a specific suggestion for any of your people, but another option I was toying with was having the kami spirit that, uh, joined one of the NPCs move into a weapon. Once imbued with the kami's spirit, it starts as a simple +1 weapon but gradually grows into an intelligent weapon with some cool abilities.


There's also Koya and Spivey. The party gets Koya for "free" and the right amount of diplomacy can get Spivey to tag along. They could provide off-line healing at the caravan, maybe even brew healing potions or craft some healing wands, once they gain the appropriate level.

Although it'd drop the XP share one could even tag along. Unless they stayed out of everything and only healed, which would be rather awkward. "Don't mind the big butterfly, she's just there to keep the scarring down."


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

Actually, the party will have a super effective free healing item in the Amatatsu Seal. The problem here being that taken it out of its containment coffer nominally lets the Oni hone in on the party... although the second module makes no mention at all of that possibility.

I am kinda curious what the developers stance on that is, btw. Maybe James could help out with this? :)


SnowHeart wrote:


As for the final treasure cache at Brinewall, I'm in a similar conundrum. Our group also has a gunslinger (no archetype) and I'm trying to think of a way a treasure "that destiny seemed to make for him" would be found in the vault of an exiled Tian lord.

I believe the description of the vaults is that multiple people (not just the Tien family) kept treasure there, so what they find there doesn't necessarily have to be related to Minkai, just something someone important would want locked up in a vault.

EDIT:

:
This is the statement that lead me to that conclusion:
"The treasures within should be magical items, not monetary objects these magic items were stored in this secret vault by long-dead allies of Brinewall’s commander, just as Rokuro paid to store the Amatatsu Seal here." So, not all of the treasure is Rokuro's.


chrids wrote:
I believe the description of the vaults is that multiple people (not just the Tien family) kept treasure there, so what they find there doesn't necessarily have to be related to Minkai, just something someone important would want locked up in a vault.

Ah! You're right! Thank you! Quote in spoiler below.

Spoiler:
...these magic items were stored in this secret vault by long-dead allies of Brinewall’s commander, just as Rokuro paid to store the Amatatsu Seal here.


SnowHeart wrote:
chrids wrote:
I believe the description of the vaults is that multiple people (not just the Tien family) kept treasure there, so what they find there doesn't necessarily have to be related to Minkai, just something someone important would want locked up in a vault.

Ah! You're right! Thank you! Quote in spoiler below.

** spoiler omitted **

None of my party is Minkai focused, so I'm in the same boat for the treasure! I've been browsing D20pfsrd for some ideas. I'd like to include some wondrous items instead of just weapons. Definitely axing the +1 starknife from earlier :)

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