Pathfinder Adventure Path #98: Turn of the Torrent (Hell's Rebels 2 of 6) (PFRPG)

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Pathfinder Adventure Path #98: Turn of the Torrent (Hell's Rebels 2 of 6) (PFRPG)
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Return of the Silver Ravens!

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?

This volume of Pathfinder Adventure Path continues the Hell's Rebels Adventure Path and includes:

  • "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:

Hero Lab Online
Fantasy Grounds Virtual Tabletop
SoundSet on Syrinscape
Archives of Nethys

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

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Continues going strong

5/5

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.


The best Paizo AP?

5/5

*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


That's a Hellknight of a Different Color

5/5

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.

Once again, a great entry in the path.

Enjoy!


A Great Sequel

5/5

This installment is stronger than the first adventure and really shines.

Pros:
The underwater adventure went much better than I expected.
The adventure as a whole.

Cons:
The hook for the meeting the captain, the party is to high level to be delivering messages at this point, the rest of the mission is fine.

Varl Wex: yes he is high level, but with the pathfinder action economy even an under-leveled group will mop the floor with him easily.

The cons were not enough to remove a star.


Continuation of a Great AP

5/5

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.


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Community & Digital Content Manager

Announced! Product image and description are not final and may change before release.


Hellknights of the Torrent? Color me interested. I'm thinking they're the naval order?

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Rebellious hellknights and Skum?! Is there a veiled master behind all this? The plot thickens!

OmegaZ wrote:
Hellknights of the Torrent? Color me interested. I'm thinking they're the naval order?

Not sure - the little blurb I found references the order as "nomadic man-hunters". So glorified bounty hunters, maybe?

Silver Crusade

2 people marked this as a favorite.
Pathfinder Adventure Path, Starfinder Adventure Path Subscriber
DeciusNero wrote:

Rebellious hellknights and Skum?! Is there a veiled master behind all this? The plot thickens!

OmegaZ wrote:
Hellknights of the Torrent? Color me interested. I'm thinking they're the naval order?
Not sure - the little blurb I found references the order as "nomadic man-hunters". So glorified bounty hunters, maybe?

That or professional hen's night party throwers.

Dark Archive

3 people marked this as a favorite.
Pathfinder Adventure Path Subscriber
DM_aka_Dudemeister wrote:
DeciusNero wrote:

Rebellious hellknights and Skum?! Is there a veiled master behind all this? The plot thickens!

OmegaZ wrote:
Hellknights of the Torrent? Color me interested. I'm thinking they're the naval order?
Not sure - the little blurb I found references the order as "nomadic man-hunters". So glorified bounty hunters, maybe?
That or professional hen's night party throwers.

Ah, so they make a rain torrent of men?


Where does one find info on this group called the Silver Ravens ?


1 person marked this as a favorite.

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.

Contributor

2 people marked this as a favorite.

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.


3 people marked this as a favorite.

Finally, some Rebel Skum...

-Doomn

Paizo Employee Creative Director

2 people marked this as a favorite.

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.

Dark Archive

Pathfinder Adventure Path Subscriber

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!

Paizo Employee Creative Director

1 person marked this as a favorite.

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.

Contributor

Looking at the placeholder art, it looks like the invading Hellknights belong to the Order of the Mirelurk.


Don't get me started on Mirelurks!

Dark Archive

Pathfinder Adventure Path Subscriber

Mirelurks are serious business.

Silver Crusade

Pathfinder Adventure Path Subscriber

They're like R-rated murlocs.

Community & Digital Content Director

Updated with final product description and image!

Dark Archive

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

Ah, lovely hellknight armor.

Dark Archive Vendor - Fantasiapelit Tampere

That's one of the best IF NOT THE BEST Hellknight armor I have ever seen. Awesome design, I would love to have that miniature.

Silver Crusade Contributor

That Hellknight armor is truly amazing.


1 person marked this as a favorite.
Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber

Yay, Todd has a monster in this one! New Daemon, New Daemon, New Daemon, New Daemon!

Paizo Employee Contributor—Canadian Maplecakes

1 person marked this as a favorite.

... SKUM! :)

I'm not sure if Adam was telling me something by assigning this particular article to me.

Also, that armor is GORGEOUS. WAR did a freakin' fantastic job on that.

Paizo Employee Developer

3 people marked this as a favorite.
FallenDabus wrote:
Yay, Todd has a monster in this one! New Daemon, New Daemon, New Daemon, New Daemon!

Not necessarily...

Paizo Employee Developer

1 person marked this as a favorite.
Thurston Hillman wrote:

... SKUM! :)

I'm not sure if Adam was telling me something by assigning this particular article to me.

It was the webbed toes.


Ecology of skum, that will be interesting. If you think about it, what I just said would be weird if you didn't know I was talking about a creature.


The armor is a little "fishy"...but still I love almost anything Wayne does...


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.

The Exchange

Such great cover art! Creepy fish horror and Hellknights!


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.

Dark Archive

Pathfinder Roleplaying Game Charter Superscriber
Valantrix1 wrote:
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.


I'm pretty sure they're talking about the break down of the different parts of this particular book.

Dark Archive

So anyone got the book and willing to give details yet?


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.)

Paizo Employee Creative Director

captain yesterday wrote:
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.

Liberty's Edge

2 people marked this as a favorite.
James Jacobs wrote:
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.


Downloading while typing.
Strange thing is it's not grouped in the same download folder as #1...

Ruyan.


James Jacobs wrote:
captain yesterday wrote:
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

Paizo Employee Creative Director

DrSwordopolis wrote:
James Jacobs wrote:
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.


So what arw the monsters in this one?


3 people marked this as a favorite.

Cordulegaster (CR6), a weird insect slug thingy that inhabits the waterways of the River Styx.

Apocrisiarius Kyton (CR7), literally has +1 Keen Lancets (acts like punching daggers) sticking out of her body everywhere.

Azuretzi Proteans (CR5), long, blue and dragony, also known as Mockery Wyrms, great at f~&%ing with spell casters.

Shell Sentinel (CR5), some sort of weird construct made out of sea shells and seaweed.

Wretchghost (CR5), it's a ghost and a cautionary tale, evidently what happens to drug addicts when they turn into ghosts, or something.


1 person marked this as a favorite.

Cordulegaster shoulds like true fun and I love styx monsters!

I'm very careful with liking Kytons too soon, it sounds like fun, but most Kytons don't strike me when I see the end result.

More proteans is always fun.

Shell Sentinel? Really? No Shellycoat? Bestiary 5 better has Shellycoat so it can use Shell Sentinels as bodyguards! :-p

Wretchghost, another humanoid ghost, not really doing it for me.

Overal seems like a fun bestiary especially the shell and slug monsters, can't wait.

And thanks for your reaction!

Dark Archive

Pathfinder Adventure Path Subscriber

I'm all for the kyton and protean! :D


The Kyton is pretty cool for sure, they torture to seek truth (waterboarding is amateur hour for them)

I normally don't care for Kyton but they nailed this one :-)


1 person marked this as a favorite.

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.

Contributor

4 people marked this as a favorite.
captain yesterday wrote:


Azuretzi Proteans (CR5), long, blue and dragony, also known as Mockery Wyrms, great at f@#@ing with spell casters.

:D

I apologize in advance for anyone whose GM unleashes these critters on your PCs, doubly so for PC spell casters.


Todd Stewart wrote:
captain yesterday wrote:


Azuretzi Proteans (CR5), long, blue and dragony, also known as Mockery Wyrms, great at f@#@ing with spell casters.

:D

I apologize in advance for anyone whose GM unleashes these critters on your PCs, doubly so for PC spell casters.

The best part is you can stick two or four of them together to really f!+~ with them :-)

Also Shatter as an At Will SLA is beyond awesomeness, I can't wait to shatter everything:-)


Ah they are like the Mokoi (Australian myth) of the Proteans, they feast on magic-users :p

Paizo Employee Contributor—Canadian Maplecakes

2 people marked this as a favorite.
captain yesterday wrote:
..and to see what you guys let Thursty do to Skum, whatever it is it can't be good, for my PCs :-D

I like to think, I've given GMs more information to make their job easier.

PCs on the other hand... >.>


LoL at Clem being up to his neck in water(to Valero's right)Time for some stilts.

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