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.
The
biggest difficulty The
Hungry Storm
has to deal with is the fact that it is a
journey-from-point-A-to-point-B adventure. I both love and loathe
these kinds of adventures. I love them because I like seeing the
characters outside their home turf and how they react to situations
there (and this, when it comes down to it, is the basis of the entire
Jade Regent
Adventure Path). I loathe them because it’s very difficult to
string a coherent narrative across them since the PCs can easily
wander quite far afield. Indeed, sometimes it’s better to not
bother with a narrative at all and just let the PCs explore. However,
to do that in a published adventure just results in a clone of The
Isle of Dread
transplanted to a different climate. That sort of thing has been done
a hundred times before and doesn’t really need to be done again. So
The Hungry
Storm tries
to include a central narrative. As a whole, Jade
Regent
has been doing quite well stringing out a coherent narrative over
what is essentially a journey-from-point-A-to-point-B campaign.
Unfortunately, The
Hungry Storm
on its own doesn’t manage this nearly as well.
SPOILERS
FOLLOW
My principal problem with the plot of the adventure comes from its
complete change part way through. The main villain, the half-fiend
sylph Katiyana, is required to die and then come back as a ghost,
after which she seeks revenge on the party. Admittedly, her death is
a pretty likely outcome. Few parties are likely to leave her alive,
and even if they do, the destruction of the storm sphere (necessary
to stop the morozkos, the hungry storms of the title) also kills her.
Of course, some crafty parties might find a way of keeping her alive,
or slightly more likely, preventing her return as a ghost and thus
derailing the remainder of the adventure entirely, but that’s not
really a big issue. Any
adventure can be derailed by a crafty enough party, and a good GM
will go along with it. The real problem is that the remainder of the
adventure after Katiyana’s death is just not as interesting as the
beginning, and manages to turn a wilderness trek into yet another
dungeon crawl that has nothing unique about it. It could take place just about anywhere.
The
first part of the adventure, centring around the Erutaki town of
Iqaliat and Katiyana and Tunuak’s plans involving the dragon
Vegsundvaag, is far more interesting. It provides the GM and players
with a brief and, alas, too small insight into the Erutaki and life
at the Crown of the World. For an adventure path centred around
travelling through many different lands, I can’t help but feel this
adventure missed out on a major opportunity to properly explore
Erutaki culture, and the implications of the PCs (as outsiders)
trying to operate within this culture. Instead, the adventure quickly
abandons Iqaliat and becomes about killing yeti.
Even
more disappointing, the background article on the Crown of the World
barely mentions the Erutaki. It gives a decent geographic overview of
the region, but when it comes to detailing the inhabitants, it only
provides about a paragraph or so for each of a few settlements. The
article doesn’t mention culture or lifestyle at all, so GMs are
reliant on a few glossed-over references in the main adventure text.
Unless the GM is an Inuit or does her own background research into
real-world Inuit culture, she is left with presenting a
two-dimensional, and likely stereotyped, culture to the players.
Golarion products are usually better at presenting diverse cultures,
so that adds a bit to the disappointment here.
On
the plus side, this volume’s Bestiary presents several monsters
taken directly from Inuit myths, and so somewhat oddly, the best look
at Erutaki culture comes in the Bestiary. My personal favourite is
the qallupilluk (based on the qallupilluit from Inuit myth), aquatic
creatures that steal children, both to reduce their own loneliness
and to lash out at surface-dwelling people. I am also happy to see
that whenever The
Hungry Storm
refers to its real-world influences, it uses the term Inuit
rather than eskimo.
The latter is generally considered a pejorative term by most Inuit,
and it shocks me how widespread its use still is despite this. I’m
happy that Paizo has not fallen into this trap.
Overall,
The Hungry
Storm
isn’t a bad adventure. It starts out well enough. I just feel it
missed a great opportunity by turning the second half into a generic
kill-the-monsters adventure instead of spending more time exploring
the peoples and cultures of the land in which it’s set.
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