I continue to preface this review by stating that I have only read the Jade Regent adventure path as research for my China RPG endeavor. I have NOT played through the adventure path as a DM or as a player. If you’re interested in playing Jade Regent yourself, I will probably be giving some spoilers for the modules but nothing extreme. I’d say its fine to read this and still play through the adventures.

Part 2: Night of Frozen Shadows

Night of Frozen Shadows details the party’s plans for getting to Tian Xia before the trip actually begins. Jade Regent has the party traveling in a caravan owned by one of their NPC friends. The caravan provides a disguise for the party so that they can sneak into Minkai without raising the suspicions of the evil oni that have taken over the Empire. These oni would kill Ameiko if they got the chance. The land route for trade from fantasy Europe to fantasy Japan leads through fantasy Scandanavia, over the arctic circle, through fantasy Mongolia, and finally into fantasy Japan. Traveling over the arctic circle is obviously difficult so the caravan needs to supply, gear up, and find a guide.

Finding a guide for the arctic circle is the most difficult part. To prevent the return of the rightful heir to Minkai, the oni have bribed all the guides to only work for those they approve. The one guide who refused was kidnapped by the oni. So the PCs must figure out who this guide is and rescue him from the vikings, ninja, and oni that are holding him captive.

The adventure seems to be set up as a mystery that the players are trying to solve while the evil oni and their minions get closer to discovering who Ameiko is and attempting to assassinate her. The players are meant to get an impression that there are lots of options open to them and they can go in any direction to find leads to the oni’s secret fortress. Unfortunately, that’s just a facsimile of what’s happening behind the screen. In fact the adventure is extremely linear and has a lot of supposedly time-sensitive components that are stretched to make sense. For example, the players are meant to raid the vikings’ home where the vikings are having a drinking party before a funeral the next day. If the players don’t go to the funeral the next day, bad weather delays the viking funeral until the players finally do decide to go to the funeral. What clues do they discover at the funeral? Nothing, its a forced red herring filler until the one NPC who knows where the guide is tells the PCs.

Night of Frozen Shadows is also the first adventure where the caravan plays a major role. The caravan is an interesting system within the game, but ultimately a bad one. There are extensive rules for equipping it, upgrading it, and staffing it. All of that entails a ton of bookkeeping. If none of your players enjoy that bookkeeping, then its just a chore. The rules for trade are absolutely terrible. It’s difficult for caravans to turn a profit, even if they aren’t attacked. With all the monsters and bandits that exist within D&D, it must be impossible for trade to exist in any appreciable fashion if Jade Regent is any indication of the larger world. Finally, caravan combat and skill challenges remove player agency. As written, the players are unable to meaningfully participate in either conflict. The PCs provide small bonuses to what the caravan is doing as a whole, but on d20 rolls, small bonuses usually don’t feel consequential. The result is a sloppy system that many people who run the Jade Regent adventure path have chosen to ignore or heavily modify.

One response to “Jade Regent PF1E Adventure Path Review Part 2”

Leave a Reply

I’m Isaac

Welcome to the GoCorral website! I’m Isaac Shaker and this is a place for me to write about D&D and occasionally other topics. I host a podcast called Setting the Stage that interviews different DMs about their campaigns. I’m currently focused on completing the Cimmeria campaign setting and turning it into a book.

Setting the Stage Podcast

91 – Turning Your Novel Into An RPG? (Susannah and Thornvale) – Setting the Stage, Campaigns for D&D and Other RPGs

Susannah tells us about her world, the Dragon Knight Universe! She's written books and published two podcasts set in the universe. It's an alternate history of Earth where magic and monsters are real, but hidden from most people behind a veil of secrecy. To fight the monsters, witches created the Dragon Knights, a group of people with magical powers similar to those of dragons. The Dragon Knights succeeded and the world is mostly safe now, but new threats are always lurking around the edges of reality.The Thornvale and Felhaven podcasts are available on all your favorite podcasts. You can learn more about them on the Thornvale Podcast website.And the book published for the Dragon Knight Universe, Deep Hollow, is available on Amazon.The Actual Playce Discord Server is a great place to discuss actual plays as a fan and as a creator.Check out the Setting the Stage website!Want to be on the show? Fill out this survey.Join our Discord!Support Setting the Stage on Patreon! Hosted on Acast. See acast.com/privacy for more information.
  1. 91 – Turning Your Novel Into An RPG? (Susannah and Thornvale)
  2. 90 – Zombies in Iceland (Hem and VARÚÐ! Dead Island)
  3. 89 – Bunnies vs. the Borg D&D (Avery and Traumwald)
  4. 88 – DM & Roleplaying Tips with Balance of Aksio (Jay + Sandra! and 3RPG)
  5. 87 – Adapted Azeroth D&D (Flare and Akridon)