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Jade Regent Adventure Path
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<blockquote data-quote="Zil" data-source="post: 6448556" data-attributes="member: 20004"><p><strong>4 out of 5 rating for Jade Regent Adventure Path</strong></p><p></p><p>I've enjoyed running this adventure path which is a mufti-continent spanning affair beginning in western flavoured Varisia and ending in eastern flavoured Minkai (a Japan analog). I especially enjoyed the first three adventures which is the discovery phase and long journey over the Crown of the World. For the Crown of the World segment I included a slightly modified and expanded version of Legedary Games "Under Frozen Stars" plugin adventure was well received by the group. The first part of the 4th adventure. "Forest of Spirits", when the players finally cross over in the Dragon Kingdoms was also another highlight although the latter part of that adventure was a bit of a grind. We're currently mid-way through the 5th adventure and that is going well. My main quibble with this adventure path has been the caravan rules. The rules simply break after the first adventure because caravans cannot survive "caravan combat" due to the opponents being too strong. I ended up having the players add an additional d6 damage per level of the caravan just to give them a chance. I also allowed various situational modifiers to give their caravan bonus dice or flat bonuses to hit depending on the encounter and the spell or ability that was being used (e.g. channel energy during an undead encounter). I used LPJ Design's caravan rules enhancement which made the ongoing building and maintenance of the caravan a bit more interesting, but those rules didn't address the serious flaw in caravan combat. In the end, I reworked some of the caravan encounters into normal rules encounters. Overall I like this adventure path, but be forewarned that the caravan rules as written do not scale properly as the AP advances. The GM should either hand-wave away the caravan rules or be prepared to modify them.</p></blockquote><p></p>
[QUOTE="Zil, post: 6448556, member: 20004"] [b]4 out of 5 rating for Jade Regent Adventure Path[/b] I've enjoyed running this adventure path which is a mufti-continent spanning affair beginning in western flavoured Varisia and ending in eastern flavoured Minkai (a Japan analog). I especially enjoyed the first three adventures which is the discovery phase and long journey over the Crown of the World. For the Crown of the World segment I included a slightly modified and expanded version of Legedary Games "Under Frozen Stars" plugin adventure was well received by the group. The first part of the 4th adventure. "Forest of Spirits", when the players finally cross over in the Dragon Kingdoms was also another highlight although the latter part of that adventure was a bit of a grind. We're currently mid-way through the 5th adventure and that is going well. My main quibble with this adventure path has been the caravan rules. The rules simply break after the first adventure because caravans cannot survive "caravan combat" due to the opponents being too strong. I ended up having the players add an additional d6 damage per level of the caravan just to give them a chance. I also allowed various situational modifiers to give their caravan bonus dice or flat bonuses to hit depending on the encounter and the spell or ability that was being used (e.g. channel energy during an undead encounter). I used LPJ Design's caravan rules enhancement which made the ongoing building and maintenance of the caravan a bit more interesting, but those rules didn't address the serious flaw in caravan combat. In the end, I reworked some of the caravan encounters into normal rules encounters. Overall I like this adventure path, but be forewarned that the caravan rules as written do not scale properly as the AP advances. The GM should either hand-wave away the caravan rules or be prepared to modify them. [/QUOTE]
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