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Pathfinder Adventure Path #51: The Hungry Storm (Jade Regent 3 of 6) (PFRPG)

***( )( ) (based on 10 ratings)
Pathfinder Adventure Path #51: The Hungry Storm (Jade Regent 3 of 6) (PFRPG)
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Through Ice and Fire

Chapter 3: "The Hungry Storm"
by Jason Nelson

Though few would call the Crown of the World hospitable, the PCs have no choice but to brave this icy frontier if they are to get Ameiko to Minkai. As they battle their way past the fell beasts that inhabit the arctic wasteland, the heroes must unravel the mystery of the supernatural blizzards that have been plaguing the polar icecap, ultimately confronting the dark and otherworldly force behind the treacherous gales. Will the adventurers survive the terrors of the Crown of the World long enough to remedy the curse that haunts it? Or will they succumb to the icy wastes, as have so many before them?

This volume of Pathfinder Adventure Path includes:

  • "The Hungry Storm," a Pathfinder RPG adventure for 7th-level characters, by Jason Nelson.
  • A look at the perils and hazards of the treacherous Crown of the World, by Jason Nelson.
  • An exploration of Oda’s seedier side in the Pathfinder’s Journal, by Dave Gross.
  • Four new monsters, by Jesse Benner, Jason Nelson, Patrick Renie, and Tork Shaw.

Each monthly full-color softcover 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 world’s oldest fantasy RPG.

ISBN–13: 978-1-60125-374-3

The Hungry Storm 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).

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

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Non-Mint: Ships from our warehouse in 1 to 7 business days. This product is non-mint. Refunds are not available for non-mint products. The standard version of this product can be found here.

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Product Reviews (10)
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Very atmospheric arctic sandbox adventure!

****( )

A great article on the arctic region of Golarion with cool maps.
Very memorable locations like a strange tower near the North Pole or a seemingly empty village in the wilderness.
Great boss fights.

Don´t use the Caravan rules - it will get destroyed.

UGLY: You have to choose between 2 options of where to go occassionally and will never see the other location.

This is a great adventure if you like arctic settings like "30 days of night" or "John Carpenter´s The Thing". It requires a GM that can work with the deadly sub-zero atmosphere and invoke a mood of lonlyness and "something is out there in the snowstorm".

Has its problems, but also has its moments

***( )( )

So after running this module I agreed with many of the complaints on it I had seen before. However, after some time to reflect on The Hungry Storm, I find myself recalling it more fondly than I had expected. There are some very good moments in this book, though there are also some not insignificant problems.

First off, everything you've read about the caravan rules not working in this book are true. They just flat out do not, and the caravan will get rocked if you try to run as written. Thankfully, there are a lot of variant rules on the forums, and working with those I found it to be not so bad. Still, minus points on this since the caravan is a huge part of this book. A huge part should work, but alas.

Despite the caravan problems, there are many cool and unique encounters in this book. The boss fights are very challenging and memorable, and the book really packs on the atmosphere if you let it. One complaint I've read is that this book doesn't tie in with the main story, and I think that's just fine. The main enemies of Jade Regent are a large organization, but not so large as to have minions stationed on 3 continents. It makes sense that they'd leave the desolate arctic wasteland alone.

The article about the Crown is very well done, worth it if you want to run an arctic adventure. Lots of useful gear lists and adventure hooks.

Overall, I'd give this 3 and a half stars, but since I cannot I will go with just a 3. If the caravan worked as intended I would make it a 4. The GM is going to have to do some legwork, but one can make a pretty solid adventure out of the framework here. I would recommend including Under Frozen Stars and The Baleful Coven as add-ons (they're from Legendary Games), as both enhance the book in their own ways.

Good but needs tweaking

***( )( )

First the Good:

1. A detailed overview of the arctic regions, compelling encounters (both combat and rp).

2. An interesting villain and arc to the journey.

3. Makes good use of the arctic setting


1. I do not recommend running this is as. I made many adjustments as I went along to fit the party and garner player interest.
2. The villain is unrelated to the bigger plot. I made her one of the Amatatsu who died on the journey and is now an angry spirit being used by Sithud.
2. Handwave the length of the journey (give a description of the hardships but wouldn't recommend grinding this journey out any further)
3. A lot should be cut out (as long as your handwaving xp points) so as not to drag.

Overall, my group enjoyed this trek. I would recommend cribbing from Under Frozen Stars if you want to add a dosage of SF to the adventure.

A pleasant distraction.

***( )( )

Going in, this was the portion of the adventure path I was least looking forward to the most. This is my first time GMing and choose not to use caravan encounters in my game made me dread this a bit. That being said, my players thought this was one of the more interesting, and enjoyable adventures so far. At first glance, this is a difficult adventure to run, and for the most part that holds true, but what is presented here is well thought out, and enjoyable. It just seems like it has very little to do with the ultimate goal of this adventure; confronting the Jade Regent. Overall, it was enjoyable, but anyone looking to run this adventure path will need to do a lot of prep work for this installment to make things make sense in your game.

It's on the GM

****( )

The caravan is traveling across thousands of miles of incredibly hostile environment. This is compounded by the fact that something powerful is exerting control over northern storms. If the players are invested in the caravan NPCs and the importance of their task (to restore Ameiko to the throne) then they will have reason to carefully manage the caravan, but only if the GM is several steps ahead of them.

If you are a GM who isn't interested in the mechanics of caravan organization and combat then scrap the system at this point, if you haven't already, because the enjoyment of your players will suffer without attentive preparation and analysis on your part. The caravan rules come unglued and you must be able to step in and make adjustments to the caravan's power, the foes it faces, or both. Also, give your PCs the opportunity to make an impact during caravan combat. Describe the scene, if they do something useful apply a bonus where appropriate. Roleplay where there would otherwise only be dice rolling. Lastly, let the caravan NPCs fight a weak opponent while the PCs simultaneously confront the more powerful foes of the enemy. Anything you can do to creatively breakup the monotony will make an incalculable difference.

The story itself, while largely detached from the entire narrative, is that way for good reason. If it truly bothers you then find ways of injecting the story that you, and/or your players, want. But if read carefully this installment of the adventure path illuminates a dark and deadly world. A great opportunity to test your players with its savagery and allow them to prove their readiness to meet the challenges ahead.

GMs, it is on you.

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