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

3.10/5 (based on 10 ratings)
Pathfinder Adventure Path #51: The Hungry Storm (Jade Regent 3 of 6) (PFRPG)

Add Print Edition $19.99 $10.00

Add PDF $13.99

Facebook Twitter Email

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).

Other Resources: This product is also available on the following platforms:

Archives of Nethys

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

Product Availability

Print Edition:

Available now

Ships from our warehouse in 11 to 20 business days.

PDF:

Fulfilled immediately.

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

PZO9051


See Also:

6 to 10 of 10 << first < prev | 1 | 2 | next > last >>

Average product rating:

3.10/5 (based on 10 ratings)

Sign in to create or edit a product review.

It's on the GM

4/5

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

2/5

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.


Road Trippin'

5/5

So far my groups favorite installment. They had a blast improving their caravan - interacting with locals - the RP opportunities are extensive in this campaign and if not fully utilized can detract from this installment.

About half way through the PCs will incur the wrath of an unorthodox enemy that stalks and hunts them - eventually forcing them into catacombs where they must fight to survive. Groups more focused on hack and slash will probably not like this installment - that is okay because the DM can throw more random encounters in - or cut out some of the caravan sections. For those groups who like more RP - they will (as I said above) eat this adventure up.

This adventure requires a substantial amount of DM prep - but your group will thank you for it, and my thanks goes to Paizo for delivering on an adventure that my players have fallen in love with.


An aleatory sequence of encounters

1/5

I think that the title of this review describes fairly well this part of the campaign.
The first part consists in a long trip scattered with encounters that have nothing to do each with other.
The second part is a little adventure with some investigation. After that comes another not so long trip through the North Pole with more encounters with no connection with the story (nor each with other). The part ends with an absurd tower where the point is throwing d20s decently to travel from one floor to another. There is an unavoidable combat in each floor. Very interesting...
The third and last part I have not played yet, but it seems to be somewhat better...

By the way. I had to skip the whole first part because in the beginning I decided not to use caravan rules (rules that have the power of converting a tactical combat with spells, feats and careful movements into a boring sequence of dice results).

Probably the worst thing that Paizo has published so far.

Sorry about my English.


Road Movie, finally!

5/5

I guess I am of a completely different opinion than the reviewer before me. For me, this is where Jade Regent really kicks it off!

The PCs and their caravan travel into the wide open, and it immediately becomes clear that the wide open is dangerous, cold and *hungry*. The gloves are off, the players are in charge of a risky operation in hostile territory!

Caravan rules come to the fore and the players' skills at managing travel, resources and hazards are put to test. Danger, deadly denizens of frozen wastes and ever-present cold beset them on all sides.

I really like how the AP is going forth. Bonus points for rules for surviving in hostile environments (if you can access the excellent 3.5 supplement Frostburn, it's a great opportunity to use it) and the usual excellent support articles. Two thumbs up.


6 to 10 of 10 << first < prev | 1 | 2 | next > last >>
101 to 129 of 129 << first < prev | 1 | 2 | 3 | next > last >>

Ashanderai wrote:
Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.

Same here, I already had the "It's updated!" mail in my in-box, too.

As for the module:
The artwork is once again of very high quality at first glance. The adventure itself seems quite well done. There seem to be a ton of combat encounters, but enough roleplaying opportunities with the people the group meets on the journey. The bestiary and rules for travel in the icy climate seem to be extensive. I'll only really read them when I get my dead trees version, though, it's only my first glance.

However, once again the important NPC's are only very little in the adventure. I've resigned myself to coming up with my own stuff for them, but I think the bare minimum of telling GM's "What are those guys up to when the PC's go adventuring?" should still be in the module, so that we don't have to make ridiculous excuses everytime. I guess "They protect the caravan" makes for an all-around good explanation this time around, since there seems to be a huge potential for hostile encounters.

But at the very least Brinewall Legacy gave the NPC's a good reason to not accompany the PC's, Night of Frozen Shadows failed on that account, while this module does give no explanations but its inherently easier to give a good motivation for the NPC's inaction ( and, hey, one can always have the PC's return to a caravan surrounded by monster corpses ).

At least Ameiko doesn't get kidnapped in this module again... although it is written in as a story possibility. :p


All in all, a very good module at first glance. More detailed thoughts will have to wait until my hardcopy arrives.


Ashanderai wrote:
Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.

We just poked stuff on our end a bit. If you try to download, it should be remedied. My apologies for the inconvenience.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Chris Lambertz wrote:
Ashanderai wrote:
Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.
We just poked stuff on our end a bit. If you try to download, it should be remedied. My apologies for the inconvenience.

Okay, it works now.


I just skimmed the adventure and it seems to be everything that I was hoping for. Lots of outdoor encounters, interesting locations, some dungeons (but not too many), and very fine roleplaying opportunities. I think it captures the feel of an epic journey and incorporates the caravan rules better than the - excellent! - first two installments.

Silver Crusade

Pathfinder Adventure Path Subscriber

I like this.

I like this very much. In fact, the previous adventure was a letdown - not because it was a poor module (G.A.V. knows his craft), but it didn't gel at all with the "road movie" vibe I was supposed to feel from the AP.

This one hits it on the head. I'm feeling good as I read it and I can close my eyes and imagine how the adventure rolls, a sign of solid work done. Good job, Mr. Nelson!

RPG Superstar 2008 Top 32

I added a spoiler tag.


Gorbacz wrote:

I like this.

I like this very much. In fact, the previous adventure was a letdown - not because it was a poor module (G.A.V. knows his craft), but it didn't gel at all with the "road movie" vibe I was supposed to feel from the AP.

This one hits it on the head. I'm feeling good as I read it and I can close my eyes and imagine how the adventure rolls, a sign of solid work done. Good job, Mr. Nelson!

Yeah, it's very good that the actual journey part is emphasized at last.

Contributor, RPG Superstar 2009, RPG Superstar Judgernaut

magnuskn wrote:
Yeah, it's very good that the actual journey part is emphasized at last.

Keep in mind, from a storytelling standpoint, this is the part of the campaign where you really want to emphasize the journey aspects of the caravan. Up until this point, the PCs have been traveling through known parts of Avistan (i.e., Varisia and the Lands of the Linnorm Kings). While, they might not have spent any amount of time among the viking-inspired cultures of the northlands, it's likely their heroes have at least heard about it. But, once they get out on the ice and start that journey across the Crown of the World, it...gets...real. There's no lifeline after that. The caravan is (and should become) their life. It's the only friendly people they're going to find for a long, long time. So, it's the right moment (in the overarching plot) to play up the relationship building with the NPCs, the hardships of such a trip, and the episodic encounters along the way. I really like how this one turned out. Jason did a great job (as always).


Gorbacz wrote:
F5, F5, F5, F5, FHEY, IT WORKED!

Sadly, My F5 key does not work as well as yours. I remain Hungry for this paticular Storm.

Hopefully soon. ;)


Dark_Mistress wrote:
Jason Nelson wrote:

Oh, and by the way, page 27 just might make you [bleep] your pants - it is that scary if you are one of the hapless PCs in the picture. :)

Good times!

I guess with all the blood in the picture that Lem WAS in the picture. :)

Slander and shenanigans!


I'm very happy to see the qallupilluk made it in. This is my favoite Inuit monster, and one I remember from my childhood. For those of you who want more on this fantastic monster, check out "A Promise is a Promise" by Robert Munsch, a Canadian children's author. This is a cautionary tale warning children to stay off thin ice, as the monster lures them to their deaths. The qallupilluk is a female with fishbones in her hair, as I recall, and I prefer the artwork to a fishheaded version. When you are done, read "Something Good", because "A Promise is a Promise" is actually a horror story for children. "Something Good" is a lot lighter and quite funny.

For those of you who would like to hear the Inuit language, Inuktitut, Susan Algukark is a well-known Canadian Inuit artist who has produced many albums. For a different take on something many of you know, she sings "Amazing Grace" in this language. Also, the film "Atanarjuat" or "The Fast Runner" is in Inuktitut and subtitled in English. It may be a little difficult to find, as it would be considered a foreign film. This film does have nudity and mature themes, so consider yourselves warned.

Be careful on the rotten ice, lest the qallupilluk drag you under!

Scarab Sages

Paizo Charter Superscriber; Pathfinder Companion, PF Special Edition Subscriber; Starfinder Superscriber
Chris Lambertz wrote:
Ashanderai wrote:
Umm... nope. I just re-downloaded it and I still get two yetis and two dragons.
We just poked stuff on our end a bit. If you try to download, it should be remedied. My apologies for the inconvenience.

I re-downloaded, and noticed an error on the interactive maps. This should be vague enough not to need a spoiler: It seems someone misread the fancy lettering in the map and came up with "UQTAAT" in the red interactive heading.


logic_poet wrote:
I re-downloaded, and noticed an error on the interactive maps. This should be vague enough not to need a spoiler: It seems someone misread the fancy lettering in the map and came up with "UQTAAT" in the red interactive heading.

I'll take a look at it. The single file PDFs also need to be checked out. There will be an e-mail sent out when these problems are fixed :)


I am only about halfway through this adventure, and i really don't like how intensive it is with the caravan rules from the players guide. Most of the people i have ever played with would not agree with the use of the caravan rules as is. It seems to take away from the PC's abilities and puts the caravan up as an entity in and of itself. If a PC is observant and able to detect something,such as an avalanche, why should it be necessary to make some kind of caravan security roll? Even if i did like the caravan rules, I really don't like the adventure using them so heavy when the caravan rules are not even presented in the adventure path. To even understand what the adventure is referring to you have to get a PDF, which i dislike. Personally i wish Paizo would go back to publishing the players guides in print form so i would not need to deal with annoying PDF's.

Dataphiles

Just wanted to chime in and say that having lived in the real-world equivalent of the Crown of the World's Outer Rim for much of my life, the warm soul-glow from dreams of being able to subject poor unsuspecting players to harsh Arctic perils may be the best thing to stave off the cold this winter.

Kudos on the sharp, sharp work translating both the culture of my Inuit neighbours, and the stark beauty found in adventuring across my home into Golarion!


I'm disappointed that the Snowcaster elves weren't talked about at all. Looking for information on them, I would look in two places: here and in the Inner Sea World Guide. I would find the briefest mention in both places.


I just have a short question regarding the Yetis in the Uqtaal Necropolis in this adventure.
Am I missing something or are the yetis trapped in the necropolis by the two permanent antilife shells in areas S2 and S10 a? How did they get into area s16 from the yeti caves? Better, how did the get into the caves in the first place?

Sovereign Court

RFGumby wrote:

I just have a short question regarding the Yetis in the Uqtaal Necropolis in this adventure.

Am I missing something or are the yetis trapped in the necropolis by the two permanent antilife shells in areas S2 and S10 a? How did they get into area s16 from the yeti caves? Better, how did the get into the caves in the first place?

It's in the description for area S2:

Spoiler:
"The yetis normally avoid this area, but when needed, they climb the walls of the crevasse and along the walls of the cavern to bypass the bridge..."

They bypass the antilife shell at area S10a by going through their caves into area S16, or into the catacombs through the tunnel at area S10b.


It's in the description for area S2:
** spoiler omitted **

Thank you! That part I have overlooked.

But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?


For Paizo's future reference-- I did not buy JE 1 or 2, but I went out of my way to purchase JE 3. The gazeteer was great and I love how you are adding 2 pages of extra content now that the Sample Characters are gone from the back of the books. The inclusion of the gazeteer is why I purchased this edition of the series--it's high quality with a lot of ideas like the Iobarian gazeteer in Kingmaker #3.

Sovereign Court

RFGumby wrote:


Thank you! That part I have overlooked.

But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?

Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.


Rob McCreary wrote:


Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.

Thank You, then everything is clear!

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

Rob McCreary wrote:
RFGumby wrote:


Thank you! That part I have overlooked.

But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?

Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.

I don't have the book in front of me at the moment, but there was at least one spot marked on my turnover map as being essentially a "chimney" that led up out of the caves into the mountains, so the yeti could come and go in that direction and not worry about the rest of the dungeon, to answer the "how did they get there" question.


Pathfinder Companion, Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Jason Nelson wrote:
Rob McCreary wrote:
RFGumby wrote:


Thank you! That part I have overlooked.

But, I see no direct connection between S16 and the yeti caves, or are these two small alcoves/recesses behind the crevasse in the north of S16 openings to the caves?

Yes, those are cave entrances from S16 into areas S12 and S15. Imagine the "alcoves" as cave mouths — unfortunately, the way they were drawn on the map is not as clear as it could be.
I don't have the book in front of me at the moment, but there was at least one spot marked on my turnover map as being essentially a "chimney" that led up out of the caves into the mountains, so the yeti could come and go in that direction and not worry about the rest of the dungeon, to answer the "how did they get there" question.

You know... between these posts about Chimnies and cities and elves at the Crown of the World, I am starting to wonder if the snow elves might have a special relationship with a large merchant in a red suit who runs a caravan a sleighs through the pass up there...

A certain someone in the adventure wouldn't happen to have a sister that really likes the heat, would she? ;)


I really really love these books, keep them coming! The pictures are beautiful and I love how you sometimes throw in some Tome of Horror creatures and always give them an awesome picture, like the Stegocentipede and Sand Kraken pictures i've seen. Keep on doing that, while D&D mostly uses the same creatures in their adventures over and OVER again you guys always seem to randomize the encouters very differently!

Keep on the good work, and if I can make a wish, I wish for a quest (for a future water based adventure) that involves the Charybdis, because the Charybdis needs some love, you made such a good artwork for the creature in Bestiary 2 but now it needs an even cooler story/quest in one of these adventure books of course with cool battle-picture of the charybdis in it!

I can always dream can I? ;)

And i'm talking about all adventure books, not only about Jade Regent! (which is awesome aswel! Really enjoyed them, especially the one with the Selkie in it!


Pathfinder Card Game, Companion Subscriber; Pathfinder Roleplaying Game Charter Superscriber

Cool adventure, in an interesting and new locale. I'm not sure I get the two ultra-negative reviews as the AP is billed as a road-trip, so I'm not sure how you can pan it for being what it is.

btw, who did the art in the Crown of the World article? Whomever that is, throw money at them and keep using them, because those pieces are AMAZING!!!

Scarab Sages

My pc's HATE the caravan stuff. Its boring. One person gets to roll attacks and security for the caravan and everyone else sits around bored. I nixed it because people loved the NPC's ( a lot of liberties were taken with their personalities because they got shunted aside developmentwise in this book) and the rp/battles but the travel sequence was awful.

Dark Archive

Elorebaen wrote:
btw, who did the art in the Crown of the World article? Whomever that is, throw money at them and keep using them, because those pieces are AMAZING!!!

Agreed on the quality of the artwork. I'm fairly certain Tyler Jacobson did the artwork but not 100%.


So, I'm a diplomacy based Ronin samurai in this adventure, and my first edict is that I must try Diplomacy first at all times.

We reached a part where we've encountered a particular group of enemies in a particular cave system that we interrogated, and got to take us to their leader to have a conversation.

There's no way, in the way the map is laid out, for them to get to their leader without taking down all of their defenses.

what do?

101 to 129 of 129 << first < prev | 1 | 2 | 3 | next > last >>
Community / Forums / Paizo / Product Discussion / Pathfinder Adventure Path #51: The Hungry Storm (Jade Regent 3 of 6) (PFRPG) All Messageboards

Want to post a reply? Sign in.