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:
I will open by concurring with the prior review- this is 4.5 stars, rounded up- while rock-solid in most respects, the sandboxy parts can be a challenge for a GM less into that sort of thing.
But what a sandbox this is!
The rescue mission is a delight, and a lot of the social encounters have a great deal to offer.
(Preliminary note: Hell's Rebels is a series of urban sandbox adventures. Like most sandbox adventures, these adventures especially benefit from a DM who is willing (i) to tailor the adventure to the motivations and goals of the particular party, (ii) to allow players to be proactive, and to shape the adventure around their decisions, and (iii) to allow the party to try (and succeed at) dealing with problems in unexpected ways. So while these adventures run fine "out of the box", they work best with experienced and flexible DMs who are willing to put in a little extra work.)
As with the last leg, we had a lot of fun with this adventure. A good well-rounded mix of role-playing, skill-use and combat, though the last third of the adventure becomes a bit more combat-heavy than I would have liked. Still, there were several opportunities to reward clever players willing to think their way around obstacles.
As a side note, the feat bonuses that come with Rebellion advancement were an especially nice touch, as they're often prerequisites to getting other face and/or stealth-oriented feats. For example, the free Deceitful feat allowed the party's spellcasters to skip the feat tax on the Cunning Caster feat, which seems essential for a stealth-oriented party. (And since a stealth-oriented party will be aiming to get everyone the Stealth Synergy feat ASAP, feats are a scarce resource!)
Some of the things the players enjoyed most during this leg of the AP:
--Playing games at the Tooth and Nail
--Infiltrating the Holding House to rescue the armingers
--Playing guessing games with the ghost of Lorelu
--Working out clever ways to fortify the Lucky Bones, after the party claimed it as the rebellion's stronghold
Some tweaks we used to strengthen the narrative:
--If the party decides to focus on keeping the rebellion a secret, and their identities and whereabouts unknown, some of the default lead-ins to missions will feel a bit strained. (E.g., assuming that Lieutenant Elia Nones can just find out who the rebellion leaders are, and where they're hanging out, so that she can approach them with an invitation.) But this was easy to fix with a little tweaking, by (for example) having the party's contacts inform them that Captain Sargaeta is interested in a meeting, or (if the party has done a good job of keeping the very existence of a rebellion a secret) that Captain Sargeata is stuck in a frustrating position, and would be a valuable ally if they could recruit him to the rebellion by offering him aid.
--In a similar vein, the final encounter in which Barzillai presents the players with the key to the city will feel strained if the party has been doing a good job of keeping the rebellion and their identities a secret. But this is explicitly an optional encounter, and is easy to just skip.
Overall assessment: Like the last leg, Turn of the Torrent was a lot of fun. It wasn't quite as enthralling as the very best AP 2nd legs (like Seven Days to the Grave or Curse of the Lady's Light), but still a very good entry. 4.5 stars, rounded up to 5 stars.
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.