The Hungry Storm (by Jason Nelson) brings us to the halfway point in the Jade Regent adventure path. We were promised a road trip of sorts in this adventure path, and this installment delivers on that.
The PCs travel across the “Crown of the World”, a mountainous arctic region separating major continents. The adventure assumes that the PCs keep their caravan along with them, and plays heavily on the “caravan rules” subsystem introduced in the earlier modules. Players who enjoy some amount of strategy and logistics will probably like this element a lot, players who want everything to be directly resolved via their characters’ superpowers without any metagame in between will probably hate it. Fortunately, the caravan stuff can be stripped out if the PCs have decided to go it on their own or if the players are likely to hate it – though in that case, the players will have to come up with some semi-believable arctic survival schemes for their characters. Since we’re talking about vast distances across arctic plains here, “we just walk and carry our stuff” may not be realistic. That said, D&D has never exactly relied on “realism” to begin with… and anyway, I’m not quite sure how a caravan (with wheeled wagons) would realistically fare on such wastes.
Plotwise it’s mostly good. There’s an initial encounter with an arctic tribe, with lots of opportunities for social roleplaying. Depending on how that bit goes, the PCs may get either some help or some major obstacles on their way. It’s assumed here that the PCs involve themselves with what’s going on in the village, if they don’t then the first portion of the adventure will be skipped – but that does give the GM ammo to make their trip very difficult later. Of course, forcing the PCs to do certain things, even if you do it in a roundabout way, may feel like railroading, so a light GM touch is needed here.
After the semi-freeform beginning, the PCs are strongly guided towards a mysterious tower, which is a bit disappointing: it’s essentially a dungeon crawl, with tons and tons of combat. To my taste, this is a bit boring compared to the much more interesting beginning setup for it. Oh well, combat can always be reduced or eliminated completely if needs be.
The end has them surviving the arduous trek across the wastes, with (likely) some unscheduled reroutes along the way. Overall, I mostly liked this adventure, it delivers on the “road trip” concept and I liked the logistical needs of the caravan subsystem (though I’m sure some others will strongly disagree). My only minus is the overly combat-oriented section in the middle, I would have preferred something more subtle and puzzle-oriented there.