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

***( )( ) (based on 9 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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PDF: Fulfilled immediately Will be added to immediately upon purchase of PDF.

Non-Mint: Ships in 2 to 6 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.

Are there errors or omissions in this product information? Got corrections? Let us know at webmaster@paizo.com.

PZO9051


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Product Reviews (9)
1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

Average product rating:

***( )( ) (based on 9 ratings)

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Its on the GM but it really shouldn't be.

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So here's the problem, everything that the other reviews have said is bad about this module is true and more so.

This Module has little to do with the central story of the Jade Regent AP, its really just filler material between the awesomeness that is the Land of the Linnorm Kings and the first part of Tian Xia. The main villain is interesting but she isnt related to the story and I got the distinct feeling my players just thought she was just another evil villain type.

The Caravan rules really started to show its true colours in this module for our group... horrible annoying colours. Not only do the Caravan over rule the PCs abilities but the combats are way to overpowered, often my pcs faced Caravan fights that could easily destroy their Caravan in 3-5 rounds and even tweaking the encounters and rules to lessen this problem was not quite enough. We have decided to completely discard the Caravan rules.

The encounters are really just a series of random encounters strung together in the loosest way that again had nothing to do with the central story except that they are in way! Most of the encounters feature cold immune creatures that are vulnerable to fire but this isn't a bad thing both because it is thematically appropriate and because once my players figured that out they just used fire to blast them to pieces and pick up the pace. A few Ninja based encounters or other minions of the Five Storms might have been good.

Most of the role playing encounters during this module come in the form of the few towns found along the way and quite frankly it isnt that much. As usual the actual personalities of the NPCs are left undescribed and for some of the towns all you get is the names and classes of the more prominent NPCs, leaving you completely blind.

Now you might be thinking as GM its my job to fill in those details but I would respond by saying 'Then why do I need to buy these Modules if only half the work is done for me? I could make the rest of the adventure myself and it wouldnt cost me a cent.'

In my mind the primary reason to spend good money on these products is to take the weight of the work off the GMs shoulders, not to put it right back there! The game designers should be trying to make it as easy as possible for the GM to run a good game, that means thinking about what the GM will need! Not just dungeons and monsters but personalities and motivations.

In conclusion this is a poor adventure. I highly recommend saving your money and building a story of your own to cover the journey from one side of the Crown of the world to the other.


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

Constructives:

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.


Not terrible, but weak

**( )( )( )

You can read my full-length review on my blog.

In every adventure path, there always seems to be at least one volume that doesn’t live up to the quality of the others. For Jade Regent, that volume is The Hungry Storm. It’s a shame because this was one I was particularly looking forward to (I’ve always liked adventures set in the far north and I was particularly eager to see its treatment of the Erutaki, Golarion’s version of the Inuit). There are a lot of good ideas in it, and it’s the first one so far to make heavy use of the caravan, around which the adventure path is supposed to centre. However, those ideas are either not given enough depth or they just don’t string together well. The Hungry Storm is not a bad adventure—I’ve certainly seen far worse ones out there—but it’s not particularly great either. It’s somewhat mediocre overall, and when compared with the two excellent opening volumes, mediocre really stands out. That said, I do believe that in the hands of a competent GM, this adventure can still be a lot of fun for the players, who may not even notice its shortcomings.


1 to 5 of 9 << first < prev | 1 | 2 | next > last >>

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