Pathfinder Module: Ire of the Storm (PFRPG)

***** (based on 6 ratings)
Pathfinder Module: Ire of the Storm (PFRPG)
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Tempest of Doom!

Pridon's Hearth is Sargava's newest colony, pushing the country's borders further south than ever before and attracting treasure-hunters, fortune-seekers, and troubled souls hoping for a fresh start. But unnaturally powerful storms rock the tiny settlement just as the local lizardfolk tribe declares war on the colonists within. Are these threats somehow related? What became of the heretical cult of Gozreh that journeyed to the region a century ago, and do its corrupt teachings hold the key to calming the growing hurricane? Can the heroes protect the growing community from raging tempests and hostile monsters alike? And what role does the shadowy Aspis Consortium play in these recent dangers? These challenges and more await heroes willing to face down the Ire of the Storm!

Designed for use with Pathfinder Roleplaying Game, this adventure is packed with excitement and unique personalities! Written by rising star Thurston Hillman, Ire of the Storm is a deluxe adventure for 1st-level characters, and includes 64 action-packed pages of tropical dangers, jungle ruins, and two new monstrous foes, plus a gorgeous double-sided poster map featuring the Sargavan colony of Pridon's Hearth and an exploration map providing an overview of the entire surrounding region.

Players can expect to reach 6th level upon completion of this adventure—or wind up food for all manner of scaly menaces!

ISBN-13: 978-1-60125-830-4

Pathfinder Society Roleplaying Guild Sanctioned Content
Ire of the Storm is sanctioned for use in Pathfinder Society Roleplaying Guild.

Download the rules and Chronicle sheets — (365 kb zip/PDF)

Note: This product is part of the Pathfinder Modules Subscription.

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Product Reviews (6)
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***** (based on 6 ratings)

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Ire of the Storm - Fantastic!


This is one of the best modules / adventures I've played.
Intriguing plot with mystery
Variety of play in each chapter, including combination of quests, sandbox & crawl
Fantastic NPCs & town

Highly recommended

The long haul!


I got the chance to play this module as part of a 24 hour fundraiser, so we played the entire thing straight through. As such, details are hard to come by.

We had a full party most of the night (6 people) and still faced challenges and had fun the entire time.

The NPCs made an impression throughout the entire adventure, spinning off multiple recurring jokes and helping to develop our own (brand new) characters.

The setting was also great to play in - an area that hasn't been explored nearly as much as it could be.

Great flavor, some questionable filler


Update: I was able to play the module recently, albeit modified to fit into a more reasonable day. I think we completed it in about 11 hours, but we also had cut a number of the encounters. Exploration remains very long. I was glad that we cut out several sections for time.

Original review:
I had a much more in-depth post, but the website ate it. I ran this module as part of a 24 hour fundraiser event.

Fort Breakthrough: Solid first level adventure, very engaging to the party. Est run time: 4.5 hours.

Storm: Perfection. Very quick, but the players really engaged with the town in a way no other adventure ever has. The players absolutely loved Oyin and I loved how much a mundane cat added to the personality of the adventure. The subsystem was basically run over by the party of 6, who would have had enough successes for the best result even if they skipped everything after the skill check section. Est run time: 1.5 hours.

Out of town: LONG! Probably two sessions of content. Some excessive filler, IMO, that didn't particularly advance the story (esp. the coral capuchin thing). Travel to set pieces means you have to spend a lot of time re-establishing what the players are doing. Weather was interesting for a while, but really frustrated the archer in the group. Est run time: 9 hours.

Sky Tempest Temple: We were exhausted by this point, so I'm unable to be completely fair to the content here. The only thing that truly mattered to me was the MIREBORN LIZARDFOLK CHAMPIONSHIP! It was a hit with the PCs and it woke me up quite a bit after being about 18 hours into the module at this point, including our breaks.

Daruthek's lair: I really can't be fair to this - we rolled up on this at about 19 hours in and the players could have bodied every encounter in here without much issue. Daruthek is really cool as a villain, but I felt like the encounter lacked a bit of oomph. That may have just been the tired talking at that point, though.

Great module. Don't do it in one sitting like me.

Not Enough Batman, But Still Super Fun


I was going to give this Module 4 stars due to the lack of Batman in the Module, instead of basing the review on the Lack of Batman. I will give it 5 Stars based on the writing and development of the Module.

I ran this for my players as we took a break from Rise of the Runelords, It was a exciting to watch the players embrace the side quests and get attached to the NPCs.

I wish I got a chance to play this before I ran it. It was a great adventure from beginning to providing a challenging but fun encounters.

Great Job.


Played this with a good GM who took time to let us get to know the NPCs and context. Really great game! Some of the encounters are no joke though.

This is my 1st review, posting here as saw it a pity, such a great product only 1 review so far. Two thumbs up!

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