The Hungry Storm (GM Reference)


Jade Regent

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Thank you, Jason!!


I know somebody already mentioned the difficulty of caravan combat, but I'm finding that even with the suggestions that have been given it's still ridiculous how difficult it is to survive.

My players just lost their caravan in 3 rounds after exactly 1 in-game day of travel into the outer rim. A random caravan encounter with frostfallen skeletons was rolled. It went horribly, essentially like this:

Round 1: Both sides hit. Skeletons lose about 1/4 of their total HP, caravan loses about 1/3 of theirs.

Round 2: Pretty much the same as round 1.

Round 3: Caravan attempts to flee, rolls a natural 1 (it would've taken 8 or higher to get away though, so it was still a 35% failure chance). Skeletons destroy them.

I'm considering rewinding back 1 in-game day at this point since they had no idea caravan encounters were going to go from being super-easy (As they were in the first two books) to essentially unwinnable. But if I did, I can't think of any advice to give them other than "Don't attempt to fight any caravan encounters, run away from everything or you'll die" which would probably just make things incredibly not-fun.

Not to mention some caravan encounters like the Yetis at the end of the book seem as though they'd probably be impossible to run from (assuming the caravan gets away, despite the fact that there's nowhere to get away to, then either the PCs go with them, abandoning their fight, or the PCs get mobbed by nearly 30 yetis).

And yes I was using the 1d6 x level of the caravan adjustment for damage. It really doesn't help that much.

Shadow Lodge

Have you tried giving the PCs separate actions from the caravan? There was a bunch of hashing out of different actions in the "Concerned About the Caravan" thread. I've only run a couple of caravan combats so far, but my PCs actually destroyed the bandits and raiders. The caravan never took a single point of damage.

I'm thinking it may be over-balanced, so I'm going to see how they do against some really tough encounters in the next couple of weeks. In the end, the problem wasn't damage but number of attacks. Once I have some more data I'll post a round-by-round breakdown of a caravan combat with PC actions mixed in.


One thing that really annoys me about that encounter (that I just realized) is that according to the AP they were facing a dozen Frostfallen skeletons. A CR8 encounter for the caravan, which destroyed them easily, but only a CR6 encounter for the PCs, who are 7th level, have essentially a large party because of an eidolon and lots of summons, and would have dealt with the monsters in 2 or 3 rounds with little effort.

I'm thinking that the best way to do this may be to handwave the caravan encounters as happening in the background (not rolling anything for the caravan combat) while the PCs fight their own enemmies, and then assume that the caravan's enemies break up when they see the PCs win their fight. So far I've heard back from one of my four players on this who thinks it's a good idea, saying that caravan combat was neat early on when it was a new thing, but that it's quickly gotten bland and uninteresting.

(Also, the bandits and raiders are easy encounters. My PCs got through all the caravan stuff in Brinewall Legacy/Night of Frozen Shadows without any damage or failed checks. It's in Hungry Storm where the difficulty suddenly spikes.)


Hi, I'm looking for the Interactive Maps that are in the First part of this adventure, the 4th books are easy enough to draw, so I'm not overly concerned there but the Dragon's cave just has me baflled. I'm sure that I can try to run the Necropolis without little confusion.

Which is why I'm here because I am completely confused about the Dragon's Lair. I assume that the cave drops into the Glacial Rift which means the PC's will be hanging on ropes, helpless as the dragon attacks them, that or she attacks in her lair area of the cave which is an enclosed space. Unless the PC's drive her outside but I just don't know how to run it and was seeking advice.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Sanity's Requiem wrote:

Hi, I'm looking for the Interactive Maps that are in the First part of this adventure, the 4th books are easy enough to draw, so I'm not overly concerned there but the Dragon's cave just has me baflled. I'm sure that I can try to run the Necropolis without little confusion.

Which is why I'm here because I am completely confused about the Dragon's Lair. I assume that the cave drops into the Glacial Rift which means the PC's will be hanging on ropes, helpless as the dragon attacks them, that or she attacks in her lair area of the cave which is an enclosed space. Unless the PC's drive her outside but I just don't know how to run it and was seeking advice.

You are correct; the dragon's lair is laid out vertically. PCs may be flying, levitating, climbing, hanging on ropes, or may climb down and land inside one of the horizontal caves opening off either side of the rift. By all means feel free to take advantage of that in the dragon's combat tactics! :)

I had actually originally written it with several younger dragons in the rift, Vegsundvaag's brood (and one more that would return home at a certain interval after the combat, in case PCs decided to get clever and rest in the "now it's perfectly safe" dragon lair with the dead dragons), but simplification ensued...


Anyone know Naquun's unpossesed statistics? My players threw up a communal protection from evil the moment he offered to help them, inadvertently driving out the demon inside him.

AP stat blocks like this one, that don't show an NPC or monster in their normal state are always tough for me to read (I can never tell if the fact that X NPC casts certain spells before combat is included in their stat block or not). I had to improvise on what his statistics were for the fight against Tunuak. Fortunately the PCs were pretty powerful and well-prepared, so Naquun's aid was mostly insignificant and Tunuak was torn apart after just a couple rounds.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I didn't include them because I figured if the demon were driven out, he wouldn't have much motivation to actually fight the PCs any more and combat would be over. I'm not sure if that intention was carried through in the final text.

However, as you suggest he could be recruited to fight FOR them, and I could've included an unpossessed stat block for him (the demon-possessed template from Advanced Bestiary is a somewhat complicated one, but it wouldn't have been too hard to include a base stats paragraph in his stat block).

Sorry for the omission.


No problem. I think the fact that he doesn't fight any more carried through just fine, but yes the difficulty was that he was recruited to fight alongside them, and that he was their guide to Vegsundvaag's lair later, and fought alongside them against several Frost Wights in one encounter, and a Polar Pudding in another (They went to the rift without the caravan, as was suggested, so I just had them fight a variant Black Pudding with its acidic abilities changed to cold-based ones as a normal encounter instead of a caravan combat).

In Tunuak's Bore he only managed to throw his spear at one of the undead as the battle was concluding, and against the pudding the group fell back and let summoned elementals do the dirty work, but against the wights he was a major part of combat and I had to improvise a lot. (He ended that fight with 6 negative levels that all turned permanent. Poor guy.)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

SIX? Ouch. Poor guy indeed. THISCLOSE to getting turned into a wight himself!


A thought I just had: Would a group able to use Sanctify Corpse (possibly even making it permanent, since they should be 9th level by the time they fight Katiyana) be able to stop, and essentially skip the entire chain of events of the Morozkos and Uqtaal Necropolis? Or should it be assumed that Katiyana's soul gets sucked into the storm sphere the instant she dies, too quickly to cast Sanctify Corpse?

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

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I'd say yeah, she gets sucked out on the instant of death. You could also make the argument that the Storm Sphere is essentially an artifact and that its binding up with Katiyana's mind/body/spirit would supersede and break through ordinary magic like Sanctify Corpse.

But... if you want to make the trip easier and void the entire rest of my beautiful happy lovely adventure... *sniff* *sob*... well you just go ahead... :( If you were trying to make a poor writer cry, well, MISSION ACCOMPLISHED! *single silent tear*


D: I'm sorryyyyyyyyyyy!

(My group's already killed her normally anyways, so they're gonna get chased down by her storm-ghost soon enough.)

Liberty's Edge

I'm about to start this part and I came across something I don't know how to handle.

How do I level the NPCs up?

This is my first time running an AP, mostly I've run mods or one-shots before, and my BBEG building was rather straigh-forward. I have never played anything but full casters, so I have no clue as to how to level up a ranger or a bard-rogue type effectively.

Are the higher-level stats for important NPCs around somewhere?


I think that technically the NPCs won't level up, unless a PC takes Leadership and one of the NPCs becomes their cohort. At that point, you can either level them yourself or let the player handle it; the NPC would always be 2 levels lower than the PC (roughly), etc.

If you want the NPCs to level up, maybe to keep pace with the players, but don't want to mess with leadership, then you have some options.

you could have each player be responsible for one named NPC (probably whichever one they have a connection to via their campaign trait); the player then handles leveling up the NPC when you deem it appropriate.

you can level them up yourself; the NPC creation section of the Core Rulebook is a great place to start; you can follow the guidelines in there and not worry about it too much. Personally I'd lean more towards survivability than combat effectiveness for two reasons: 1) that way they don't outshine the players and 2) they are more likely to live.

my two cp.


For anyone past this point already, I'm wondering how you handled the Yeti caves? My players started to get really bored by the end of that place since the whole place has about 5 different monsters, tops, and the majority of them are plain yetis, or yeti savages.

The "Yetis are attacking from the ground and from the walls on both side" move only impresses them once, the "Yeti snuck around behind you through a side-tunnel only catches them off guard once, and even the "Yetis fortify a huge defense at the back of the cave while the summoner spends 10 minutes reforming his dismissed eidolon" barely slowed them down. It got to the point where they were taking the time to find new and creative ways to kill the monsters just to entertain themselves. Which normally doesn't happen.

Even when Katiyana showed up it was just "Oh, her again, and she's brought even MORE yetis. What a surprise..." Followed by three or four rounds of effortlessly killing Katiyana because unlike in the Storm Tower she doesn't have the location massively on her side in here.

I tried coming up with creative tactics for the yetis as much as I could, but there's a LOT of them, and the caves are rather plain and don't provide much to work with. Eventually I ran out of ideas and there were still about five rooms' worth of yetis left.

The Exchange

Gluttony wrote:
For anyone past this point already, I'm wondering how you handled the Yeti caves?

Excision. I'm filling in S11 and S10b, so that the yetis only show up in the final encounter. Because I agree, they only have one chance to impress anybody, so it ought be in a gigantic battle royale. The PCs are free to travel into the yeti caves through the passage in the throne room, but there will be no resistance, and the exploration will be glossed through quickly--they've already fought the entire tribe!

In fact, I'm considering using the layout for S11 to S15 to expand Tunuak's bore, or possibly for a bonus dungeon somewhere else in the adventure. I have no interest at all in running more than one encounter with yetis, at least in the necropolis.

I'm mildly concerned about how this forces the party to go through the antilife shell in S10, but the final encounter seems to assume they do that anyways. I'll probably add some other ways to bypass it. Under consideration: an offering to Fumeiyoshi, destroying the stone tree, spending charges on the nine-fold spirit sword, and a piece of magic jewellery hidden in S5.


I also bypassed the Yeti caves, mainly by making them look unappealing ("It will take hours of work to get all of the Caravan wagons up over those multiple 20 foot high ledges," etc.)

Also made sure to lay down the notion that Yeti don't generally bother people who don't bother them and that their behavior in the final battle was very uncharacteristic. The party quickly came to the conclusion that the Yeti were duped innocents and spent the first few rounds of the battle desperately trying to injure the Yeti as little as possible, all the while being pummeled, until they could expel Katiyana and reveal her manipulation.

(Surprised your party found the final battle against Katiyana so easy - I am finding the heavily buffed incorporeal enemy very much living up to the CR 12. They're in the middle of the battle against her now, so perhaps it will turn quickly at some point, but so far they've been through a world of hurt and she's barely scratched.)

Assuming the party makes it through the fight, I expect they will see the Yeti caves afterwards as honored guests for a night.


Kyrademon wrote:

I also bypassed the Yeti caves, mainly by making them look unappealing ("It will take hours of work to get all of the Caravan wagons up over those multiple 20 foot high ledges," etc.)

(Surprised your party found the final battle against Katiyana so easy - I am finding the heavily buffed incorporeal enemy very much living up to the CR 12. They're in the middle of the battle against her now, so perhaps it will turn quickly at some point, but so far they've been through a world of hurt and she's barely scratched.)

They actually had the caravan stop and rest while they spent about 15 minutes exploring the yeti caves. They gave Koya a scroll of sending to use in case of trouble, and at this point in the adventure they can teleport. I rolled to see if anything went for the caravan while they were gone, and nothing did anyways.

My group's barbarian has the Ghost Rager rage power, and the Inquisitor has a Ghost Touch longspear. Incorporealness doesn't factor in as much as it might in other fights, so it was heavily buffed Katiyana against a heavily buffed flying barbarian. And he forced her into melee combat. Not an even match at all.


Gluttony wrote:
Kyrademon wrote:

I also bypassed the Yeti caves, mainly by making them look unappealing ("It will take hours of work to get all of the Caravan wagons up over those multiple 20 foot high ledges," etc.)

(Surprised your party found the final battle against Katiyana so easy - I am finding the heavily buffed incorporeal enemy very much living up to the CR 12. They're in the middle of the battle against her now, so perhaps it will turn quickly at some point, but so far they've been through a world of hurt and she's barely scratched.)

They actually had the caravan stop and rest while they spent about 15 minutes exploring the yeti caves. They gave Koya a scroll of sending to use in case of trouble, and at this point in the adventure they can teleport. I rolled to see if anything went for the caravan while they were gone, and nothing did anyways.

My group's barbarian has the Ghost Rager rage power, and the Inquisitor has a Ghost Touch longspear. Incorporealness doesn't factor in as much as it might in other fights, so it was heavily buffed Katiyana against a heavily buffed flying barbarian. And he forced her into melee combat. Not an even match at all.

My group had a similar experience the final fight lasted a grand total of 4 rounds.

1:Possessed Yeti appears, overly perceptive oracle discovers the possession.
2.Wizard Invokes Magic Jar to try and kick the possession (Succeeds due to a couple of house rules and a Nat 1 will save for the possessed)
3. Barbarian Uses the handy dandy 9-Ring Broadsword picked up earlier in the cave to Destroy undead, Fails.
4. Barbarian Tries again (Nat 1 will save for the ghost)..end of combat

The only other thing of interest is I allowed the group to converse with the yeti afterwords as he was still around and after inquiring about his stats at the end of the adventure they gave him the moniker King of all Yeti as he would have slaughtered the group had the above shenanigans not been used.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

I figured incorporeality would be tough for most parties, but the bigger problem was going to be dealing with the horribulous monster yeti first, then figuring out and negating the possession (during which interval any attacks on the yeti wouldn't be hurting Katiyana at all), then having to fight her all ghosty after all. Regardless, it's fun to see different tactics people have taken to deal with the final encounter. It ended up rather less harrowing than in the original turnover, just because I had been using some of the UM and APG spells that I think got axed in the final version. I'd have to look again, though.

In any case, glad you enjoyed!


I've been having a ton of fun with Katiyana. I've made her very evil indeed, and all the party members hate her.

The Yeti did a whole bunch of damage to the front liners in the first couple of rounds, as you predicted, and then they forced her out. But since then, the incorporeality has been the real nightmare for my gamers. As an incorporeal creature with flyby attack, she's able to pop out of the ground, take an action, and pop back it, so she slowly wore away at them with unholy blight followed by multiple negative channels until most of the party was down to hit points in the single digits or teens.

They finally managed to engage her in melee combat thanks to the Order of the Dragon Cavalier using the Strategy order ability to to let people move their speed as an immediate action, coupled with Freedom of Movement from the Staff of Journeys and Air Walk from Suishen, which let the melee fighters ready an action, move in past her gale aura, and attack. That may be what turns the combat around, but I'd say this has been the toughest fight for my group in the game thus far.


Gluttony wrote:

I know somebody already mentioned the difficulty of caravan combat, but I'm finding that even with the suggestions that have been given it's still ridiculous how difficult it is to survive.

My players just lost their caravan in 3 rounds after exactly 1 in-game day of travel into the outer rim. A random caravan encounter with frostfallen skeletons was rolled. It went horribly, essentially like this:

Round 1: Both sides hit. Skeletons lose about 1/4 of their total HP, caravan loses about 1/3 of theirs.

Round 2: Pretty much the same as round 1.

Round 3: Caravan attempts to flee, rolls a natural 1 (it would've taken 8 or higher to get away though, so it was still a 35% failure chance). Skeletons destroy them.

I'm considering rewinding back 1 in-game day at this point since they had no idea caravan encounters were going to go from being super-easy (As they were in the first two books) to essentially unwinnable. But if I did, I can't think of any advice to give them other than "Don't attempt to fight any caravan encounters, run away from everything or you'll die" which would probably just make things incredibly not-fun.

Not to mention some caravan encounters like the Yetis at the end of the book seem as though they'd probably be impossible to run from (assuming the caravan gets away, despite the fact that there's nowhere to get away to, then either the PCs go with them, abandoning their fight, or the PCs get mobbed by nearly 30 yetis).

And yes I was using the 1d6 x level of the caravan adjustment for damage. It really doesn't help that much.

What i do for my group. 1 pc is picked to run the caravan roles. He acts as the commander for the NPC's. other PCs are able to make attacks cast spells ect. but they only do half damage. this seems to help balance things out a bit. only one caravan wipe so far. :)


I ended up just switching caravan combats for regular combats against the same creatures. The players were sick of caravan combat by the time they reached Brinewall castle anyways, so we decided to only make it happen up to Kalsgard, and then no more.

RPG Superstar 2015 Top 16

Maps:
I'm not sure if I missed it, but is there a map of the area between: the northern border of the Linnorm Kingdoms, and where the map on page 18 starts (at the Rimethirst mountains)?

I know page 8 glosses over this area of the trip (from Kalsgard to the Rimethirst Mnts) as "...about 1,160 miles that takes at least 36 days...".

From the start of the adventure (Sandpoint) to the Stormspear Hills, I can fill in great detail using the Inner Sea World Guide. It would be a bit strange to have such a great gazetteer/detail for the first 1,000 miles, and so few details for the next 1,160 miles...

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Nope. The Hungry Storm adventure starts as you're coming down the north side of the mountains.

Everything that comes between Kalsgard and the top of the mountains is either handwaved or whatever you might wanna come up with.


In the Lands of the Linnorm Kings campaign setting book, it is revealed that there is indeed one final city of some significance on the path of Aganhei before you reach the crown. It's basically at the foot of the Stormspear Hills, and is a fortified town named Turvik. There is a bit more info about Turvik in LotLK, but I'm not sure if I'm allowed to copy the info from there or not?

Other than that it mentions there are several small villages supported by the trade of the Path of Aganhei, but none of them are named or detailed.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

There you go - at least a LITTLE something printed for use.

Liberty's Edge

We can't find a "Lesser Arrow of Slaying" anywhere rules-wise, but there was a Lesser Dragon Slaying Arrow in the hoard.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Coridan wrote:
We can't find a "Lesser Arrow of Slaying" anywhere rules-wise, but there was a Lesser Dragon Slaying Arrow in the hoard.

I would suspect that "lesser" was put in to differenciate it from the "greater" arrow of slaying. I took it for granted that they were refereing to an arrow of slaying (but not the greater version).

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Mistwalker wrote:
Coridan wrote:
We can't find a "Lesser Arrow of Slaying" anywhere rules-wise, but there was a Lesser Dragon Slaying Arrow in the hoard.

I would suspect that "lesser" was put in to differenciate it from the "greater" arrow of slaying. I took it for granted that they were refereing to an arrow of slaying (but not the greater version).

Correct. Technically it's just a regular arrow of slaying.

Dark Archive

My group is just about finished with the Night of Frozen Shadows and we will be taking a 4 week break. I will be preping The Hungry Storm during this time.

We have opted not to use the Caravan rules and play the journeys as pure roleplay sessions throwing in the odd combat encounter with the caraven used as a narrative back drop.

I have a lot of hopes and fears for this book of the AP because of the distance traveled. I know I can jump vast distances with a couple of scentences of description but I really want to capture the epicness of the journey.

Is anyone else running the AP without using the Caravan rules? If so any advice for this chapter?


Andrew Jackson 394 wrote:

My group is just about finished with the Night of Frozen Shadows and we will be taking a 4 week break. I will be preping The Hungry Storm during this time.

We have opted not to use the Caravan rules and play the journeys as pure roleplay sessions throwing in the odd combat encounter with the caraven used as a narrative back drop.

I have a lot of hopes and fears for this book of the AP because of the distance traveled. I know I can jump vast distances with a couple of scentences of description but I really want to capture the epicness of the journey.

Is anyone else running the AP without using the Caravan rules? If so any advice for this chapter?

have you checked out this thread?

a lot of suggestions for modifying the caravan rules and other such things. My personal suggestions are toward the 3rd page but the rest of the thread really highlights what others have been doing about these encounters.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

3 people marked this as a favorite.

I think a lot of the epic sweep you can convey in lines like "twelve grueling days later, having hunkered down to avoid one blizzard and taking the caravan wide around a bloodbath of wolf packs savaging an enormous herd of caribou, you see... "

Remind them of time often. Remind them of the landscape often. Play up the shift in the length of days and nights, the auroras and the white-outs that happen here and there. Be descriptive. I watched an episode of the HD nature series "Earth" about the Arctic one night, quite by accident, while I was writing this adventure. I took some inspiration for a bit of the naturalistic stuff in the adventure.

A little flavor text goes a long way.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I'd advise ditching the whole caravan rules package and RP'ing the encounters. Transforms the non-combat encounters from a short series of rolls to something more memorable and avoids the horribly non-functional combat system.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

As the author of the adventure, I don't have any particular objection to people ditching the caravan encounters if you don't like the way the system works. I would encourage people not to just skip the caravan encounters and events at the same time, however, as I think they add a lot of flavor and interest to an otherwise interminable slog across the pole. The creature encounters can, of course, just be played as regular combat encounters. As for events that give positives or negatives outside of combat (e.g., rotten food, mysterious auroras that aid divination, sudden equipment breakage, crevasses and other dangerous terrain, and on down the list), consider how large an effect you'd like such events to create and run with that.


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

I think RP'ing them without the caravan system works just fine. Maybe I'm wrong, I'll notice in some months when the two groups I'll be GM'ing this for will get there.

Dark Archive

I have been using the caravan sections to develop the characters personal stories. and using the suggested encounters as ideas and then running them using the standard rules or just roleplaying them out. It's been a lot of fun.

I remember the old school games a big part of the fun was the journey and exploring new places, seeing new wonders. I a hopeful that the hungry storm will bring a lot of that.

Thanks for the tips Jason I will certainly be using the narrative and flavour text for some of the journey.


Has anyone had Katiyna's Ghost try to use her malevolence ability on a PC? I ask this because the group I'm DMing is going up against her soon, and the only one who will be able to reach her up in the air is the samurai weilding Suishen. This is the same character that killed her in 1 turn (4 crits with Suishen and Whispering Shrike). I think that she's so upset about this that when he gets within arms length she would use it. He'll need to roll an 18 to resist.


It's a perfectly valid tactic Xan_Ning, by the time my group knocked out Bormurg the oracle had already cast protection from evil on everyone though so it didn't come up for me.

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

2 people marked this as a favorite.

As a free sneak peak for the faithful players of this most excellent adventure...

Legendary Games is winding up its line of Adventure Path plug-ins that support the Carrion C... I mean "Gothic Adventure Path"... and the next product line upcoming will be featuring support for this AP right here. In fact, it just so happens that I recently finished off an adventure supplementing The Hungry Storm, just on the off chance that after "killing" Katiyana at the Storm Tower you might want to explore that mysterious alien city glowing ominously in the distance. Who knows what lies within, or how it might affect the fate of the Destined Empress...

Coming soon, from Legendary Games!


Jason Nelson wrote:

As a free sneak peak for the faithful players of this most excellent adventure...

Legendary Games is winding up its line of Adventure Path plug-ins that support the Carrion C... I mean "Gothic Adventure Path"... and the next product line upcoming will be featuring support for this AP right here. In fact, it just so happens that I recently finished off an adventure supplementing The Hungry Storm, just on the off chance that after "killing" Katiyana at the Storm Tower you might want to explore that mysterious alien city glowing ominously in the distance. Who knows what lies within, or how it might affect the fate of the Destined Empress...

Coming soon, from Legendary Games!

A little too late for me, I'm afraid, as my players are going through the Storm Tower next friday. :-(


Jason Nelson wrote:

As a free sneak peak for the faithful players of this most excellent adventure...

Legendary Games is winding up its line of Adventure Path plug-ins that support the Carrion C... I mean "Gothic Adventure Path"... and the next product line upcoming will be featuring support for this AP right here. In fact, it just so happens that I recently finished off an adventure supplementing The Hungry Storm, just on the off chance that after "killing" Katiyana at the Storm Tower you might want to explore that mysterious alien city glowing ominously in the distance. Who knows what lies within, or how it might affect the fate of the Destined Empress...

Coming soon, from Legendary Games!

ZOMG! How soon?!


Aww man, that would have been really useful a few months back. My players went up there and I ended up having them run into a couple of Denizens of Leng (which managed to do quite some damage), and then sicked Vegsundvaag on em since she got away last time :p Will probably grab it anyway just do see what you have planned :)

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

gang wrote:
Jason Nelson wrote:

As a free sneak peak for the faithful players of this most excellent adventure...

Legendary Games is winding up its line of Adventure Path plug-ins that support the Carrion C... I mean "Gothic Adventure Path"... and the next product line upcoming will be featuring support for this AP right here. In fact, it just so happens that I recently finished off an adventure supplementing The Hungry Storm, just on the off chance that after "killing" Katiyana at the Storm Tower you might want to explore that mysterious alien city glowing ominously in the distance. Who knows what lies within, or how it might affect the fate of the Destined Empress...

Coming soon, from Legendary Games!

ZOMG! How soon?!

Assuming timely turnaround on art, this should be available in August!

Scarab Sages Contributor, RPG Superstar 2008 Top 4, Legendary Games

Fox1212 wrote:
Jason Nelson wrote:

As a free sneak peak for the faithful players of this most excellent adventure...

Legendary Games is winding up its line of Adventure Path plug-ins that support the Carrion C... I mean "Gothic Adventure Path"... and the next product line upcoming will be featuring support for this AP right here. In fact, it just so happens that I recently finished off an adventure supplementing The Hungry Storm, just on the off chance that after "killing" Katiyana at the Storm Tower you might want to explore that mysterious alien city glowing ominously in the distance. Who knows what lies within, or how it might affect the fate of the Destined Empress...

Coming soon, from Legendary Games!

A little too late for me, I'm afraid, as my players are going through the Storm Tower next friday. :-(

Given some of the early feedback on our adventures as AP plug-ins, future releases (possibly including this one, as there is still time for revisions) may very well include scaling notes for making these adventures more flexible and useful across a broader range of levels.


Jason Nelson wrote:
gang wrote:


ZOMG! How soon?!

Assuming timely turnaround on art, this should be available in August!

This will be in plenty of time for me! Huzzah!

We're 2 sessions into Night of Frozen Shadows now, and we are bouncing back and forth between JR and Skull & Shackles (being run by another member of the group). After NoFS, we'll be doing Raiders of the Fever Sea. Should give me lots of opportunity to work this bad boy into Hungry Storm. Can't wait!


Jason Nelson wrote:
gang wrote:
Jason Nelson wrote:

As a free sneak peak for the faithful players of this most excellent adventure...

Legendary Games is winding up its line of Adventure Path plug-ins that support the Carrion C... I mean "Gothic Adventure Path"... and the next product line upcoming will be featuring support for this AP right here. In fact, it just so happens that I recently finished off an adventure supplementing The Hungry Storm, just on the off chance that after "killing" Katiyana at the Storm Tower you might want to explore that mysterious alien city glowing ominously in the distance. Who knows what lies within, or how it might affect the fate of the Destined Empress...

Coming soon, from Legendary Games!

ZOMG! How soon?!
Assuming timely turnaround on art, this should be available in August!

That should be acceptable :p

We're due to start The Hungry Storm this weekend, and we don't move very quickly. I think my players would like to do more at the top of the world when they get there. Of course, I could come up with any number of reasons why they can't and railroad them off into the snows, but I'd like to have something on hand for when they do get there.

YAY! Can't wait.


A question about Katiyana's ghost.

Is there any way of driving the ghost from Bormurg's body? Protection from evil would block control for a time, but when it expires the possession continues. Short of killing Bormurg, I don't see any other way of ending a Magic Jar effect.


Fox1212 wrote:

A question about Katiyana's ghost.

Is there any way of driving the ghost from Bormurg's body? Protection from evil would block control for a time, but when it expires the possession continues. Short of killing Bormurg, I don't see any other way of ending a Magic Jar effect.

The only thing I've found is the 3rd level Inquisitor spell Cast Out. I did not know that Protection from Evil and Dispel Magic won't work until prepping for this encounter yesterday. Right now I don't see anyway for my group to force her out of Bormurg.

Edit: Just remembered that you do pick up the Nine-Ring Spirit Sword earlier in the necropolis. That gives you a way to kick her out.

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