The rebel group known as the Silver Ravens once fought for independence in the city of Kintargo, but after the Chelish Civil War came to an end, they disbanded—until today! Now, new heroes have reestablished the organization to stand against the inquisitor Barzillai Thrune and his oppressive diabolic regime. But before the Silver Ravens can rise up, they need allies—friends among powerful groups like the Order of the Torrent Hellknights, a hidden cult of Milani, and disenfranchised agents of the government itself. But until the heroes find the ideal hideout for their rebellion—a place secret enough and strong enough to withstand the battles to come—they'll be forced to stay in the shadows. When a perfect site for their headquarters comes along, will the heroes survive long enough to claim it as their own?
"Turn of the Torrent," a Pathfinder adventure for 4th-level characters, by Mike Shel.
A look into the ecology and society of the sinister aquatic humanoids known as skum, by Thurston Hillman.
Danger in a den of thieves in the Pathfinder's Journal, by Stephanie Lorée.
A collection of devious and dangerous monsters by Tim Nightengale, Mike Shel, and Todd Stewart.
ISBN-13: 978-1-60125-784-0
Bring your campaign to life! The Turn of the Torrent SoundPack from Syrinscape is a complete audio solution when playing through the second chapter of the Hell's Rebels Adventure Path.
"Turn of the Torrent" 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 (723 kb zip/PDF).
Other Resources: This product is also available on the following platforms:
The adventure path continues going strong with a good second book. The adventure path has now settled into a formula of combining a major dungeon with smaller single session sized side missions. The side missions in this book are decent (but don't really feel like they have anything to do with a rebellion and could have been part of any city based adventure path), but the dungeon was a work of art that managed to be different and interesting, but also still be thematically consistent. It also manages to do something that I have wanted to see in an adventure path for a while, but never have (see spoiler). My only complaint is that this book is right where the rebellion rules (as detailed in the player's guide) really start to require the GM to keep track on the date "in game" and this will quickly become a major annoyance for the GM.
Spoiler:
A prison brake. The adventure gives you a flushed out prison and lets you be open ended about figuring out a way to break out some of the prisoners.
*DISCLAIMER*: This is a single review for all adventures in this AP.
Hell’s Rebels is the best Paizo Adventure Path. Of all the AP, it is the one that’s most coherent, approachable and GM-friendly. This review applies to all 6 books because their quality and style are so consistent that you don’t even notice the fact that they were written by 6 different authors.
Let me quickly list some of the most important things which Hell’s Rebels gets right:
1. It has a clear, believable and complex plot which goes from point A to point B to point C while at the same time allowing for multitude of side treks, optional quests and player-driven initiatives.
2. It goes full on Golarion. It touches upon core themes of the setting and is heavily nested in its history. It provides the much-anticipated opportunity to punch one of the biggest evils of the setting in the face. One warning: you can’t just lift HR and drop it into other settings without massive amounts of work.
3. The BBEG is front and center, introduced in adventure 1, encountered and fought against several times across the campaign. He’s evil, callous, quirky, nasty, brutal, amoral and good at being bad. He’s right up there with Ileosa from CotCT.
4. The campaign starts in one city and mostly stays there, with some small side-treks and one bigger detour which, fortunately, is also urban.
5. There is a cadre of sympathetic, recurring allied NPCs to play second fiddles to the PCs. There are also enemies whom you can interact in ways other than roll for initiative. The RP opportunities are plenty.
6. The cast of both allies and opponents is diverse in every sense of that word.
7. The players get opportunity to discover some of the setting’s secrets and, to a limited yet satisfying degree, reshape it without causing a Realm-Shattering Event.
8. The ending is epic to the core and fitting for a campaign of this scale and magnitude.
9. Episode 4 is a special issue with extra page count, longer adventure, more support material, an excellent article on Aroden and much, much more!
10. I love the blue colour theme for this AP AND Wayne Reynolds did the cover art. Double victory!
Edit Review
Hell's Rebels is my favorite entry in the Adventure Path line so far and Turn of the Torrent just continues the greatness that was In Hell's Bright Shadow.
Now in Old Kintargo the Silver Ravens are opened up to a whole new host of interesting NPC's and mysteries. The writing is top notch and as before the art is excellent.
I especially enjoyed the inclusion of a snap shot of the long ago raid on the Lucky Bones (which inspired me to write a pre-game narrative about the event) and the continuing highlight of my favorite Iconic couple of Merisiel and Kyra in the art.
The only small problems I had were with small hiccups in the flow of the narrative like the assumption that the Silver Ravens identities are well known by the end of the volume and lack of mention of the curfew rules or new consequences for breaking them.
Reading through Turn of the Torrent, it was my second favorite book of the AP, and the NPCs were my favorite of the AP. I mean, who doesn't want to see a good-aligned Hellknight, a ridiculously good-looking naval captain, and a Tien investigator with goggles?
Turn of the Torrent didn't run quite as smoothly as I anticipated, but not enough to take off a star. There was one part the players were supposed to get through without combat, but when I ran it as written, the players saw no choice but combat. A couple of parts ran better than I anticipated, though. I was concerned about the large underwater dungeon being frustrating, but my players managed it fine. My newest player said she enjoyed it quite a bit. I was also concerned that the party would not have enough time to get the rebellion to a higher level, but the events stretched through more weeks than I anticipated. My players were rebellion rank 9 by the end.
All in all, this second installment of the AP has made the players more interested and invested in their characters in the story. I cannot recommend this AP highly enough.
I'm somewhat certain that the Silver Ravens are unique to the Hell's Rebels adventure path, and as such there's not much info to be about them until the first installment is released.
The Pathfinder wiki has nothing, and a search in Cheliax: Empire of Devils didn't yield any results either.
There's minimal info re: the Order of the Torrent in currently available publications. For instance, they're historically centered in Kintargo and have dwindled to a rather small sect in more recent years. Turn of the Torrent fleshes them out a bit more.
Also: you'll become acquainted with the Silver Ravens over the course of the Hell's Rebels AP. Intimately acquainted.
Very SLIGHT spoilers ahead... nothing TOO major, but still...
Spoiler:
The Silver Ravens were a group of rebels active in Kintargo during the Chelish Civil War, and who were disbanded not long after that war ended. The PCs' attempt to rebuild the rebels is a huge part of this Adventure Path.
In any event, the Silver Ravens are a brand new group about which nothing has yet been said. You'll need to play Hell's Rebels (or at least read it) to find out more.
And as Mike said, the Order of the Torrent is an obscure one that's been a part of Kintargo for years. They're mostly focused on rescuing abductee victims, but also have a minor role in protecting river travel and coastal sea travel. They are, perhaps, the most classically lawful good of all the Hellknight orders.
Sounds wondrous! I hope we can get a new hellknight discipline/signifer's assiduous gaze; a PC looking to enter into the Order would be an interesting plot hook!
There's going to be a new discipline for the Hellknights of the Torrent. No new assiduous gaze though; those aren't tied to specific orders, and thus you don't require a new one just for the Torrent, like you do with the disciplines.
I have to say, I really love that Hellknight's armour. Wayne Reynolds has really gone above and beyond for that one, it alone makes me want to play a hellknight just because of how badass that one looks.
Umm... is this installment shorter than most or are the articles larger? It seems we usually have 5 parts to an adventure path, barring any larger than normal articles of course. Just curious.
Umm... is this installment shorter than most or are the articles larger? It seems we usually have 5 parts to an adventure path, barring any larger than normal articles of course. Just curious.
They've all been 6 parts. Every single AP since Rune Lords.
The only Paizo-published AP that wasn't 6 or 12 volumes was the 3.5 D&D Shackled City that was 11 volumes, but they added an extra volume's worth to the compilation of Shackled City.
The first PDFs could go into "shipped" status at any time now, but I would not hold my breath since they extended the shipping period by a week. (Also, I ordered a bunch of stuff at the summer sale, so I suspect that I will be one of the last people to get the shipping notice.)
I'm pretty sure they're talking about the break down of the different parts of this particular book.
The adventure in this book ran a bit long, so we essentially have an additional 6 or so pages of adventure content and only one support article. It's not something we do often, but in this case, the adventure simply needed that extra space to do what it needed to do.
The adventure in this book ran a bit long, so we essentially have an additional 6 or so pages of adventure content and only one support article. It's not something we do often, but in this case, the adventure simply needed that extra space to do what it needed to do.
Speaking for myself, I honestly don't mind more content at the expense of additional support articles. The support articles are usually great, of course, but I'm just as happy to have additional adventure content.
I'm pretty sure they're talking about the break down of the different parts of this particular book.
The adventure in this book ran a bit long, so we essentially have an additional 6 or so pages of adventure content and only one support article. It's not something we do often, but in this case, the adventure simply needed that extra space to do what it needed to do.
It sounds great that's for sure, can't wait to see what Mike cooked up for the adventure, and to see what you guys let Thursty do to Skum, whatever it is it can't be good, for my PCs :-D
The adventure in this book ran a bit long, so we essentially have an additional 6 or so pages of adventure content and only one support article. It's not something we do often, but in this case, the adventure simply needed that extra space to do what it needed to do.
Speaking for myself, I honestly don't mind more content at the expense of additional support articles. The support articles are usually great, of course, but I'm just as happy to have additional adventure content.
Same here... but the amount of extra time it took me to develop the adventure is part of the reason WHY we rarely do this, frankly. If we did this for every volume, then the AP would quickly turn into a once every other month product instead of a monthly product.
I should also mention the Cordulegaster also has an elder form that's CR 7, as well as an awesome picture at the front fighting Seelah and Imrijka on the banks of the River Styx.