Pathfinder Adventure Path #100: A Song of Silver (Hell's Rebels 4 of 6) (PFRPG)

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Pathfinder Adventure Path #100: A Song of Silver (Hell's Rebels 4 of 6) (PFRPG)
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Down with Thrune!

It's the one hundredth volume of the Pathfinder Adventure Path! Too long has the diabolic Lord-Mayor Barzillai Thrune inflicted cruelties and increasingly oppressive laws on his citizens. The heroes of the beleaguered city of Kintargo finally strike back at the sources of corruption, as their rebellion mobilizes in the streets. Rescuing old heroes from forgotten prison cells, reclaiming control of key locations, and performing an ancient song that was used years ago to protect the city from Hell's agents are but the preamble for the decisive battle—an assault on the enormous Temple of Asmodeus!

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

  • "A Song of Silver," a Pathfinder adventure for 10th-level characters, by James Jacobs.
  • A study of the former faith of the dead god Aroden, by Erik Mona.
  • A retrospective collection of NPCs for each of the previous Adventure Paths, by various authors.
  • A descent into evil in the Pathfinder's Journal, by Stephanie Lorée.
  • Four exciting new monsters, by Adam Daigle and James Jacobs.
  • A poster map depicting a key battlefield within the adventure.

ISBN: 978-1-60125-795-6

Note: Pathfinder Adventure Path #100: A Song of Silver is an extra-large volume, totalling 128-pages rather than the standard 96-page format.

Bring your campaign to life!
The A Song of Silver SoundPack from Syrinscape is a complete audio solution when playing through the fourth chapter of the Hell's Rebels Adventure Path.

"A Song of Silver" 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).

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

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An epic fourth leg to an urban sandbox AP


(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.)

We haven't finished A Song of Silver yet, so this review is largely based on my impressions from reading through the adventure. So far this has been a lot of fun, and I expect it to be among the best legs to date, second only to The Dance of the Damned. It wraps up some loose ends, allows the party to finally let loose on the authorities, and has a number of opportunities for a "special-ops"-style party to shine. There aren't quite as many role-playing opportunities in this leg of the AP as there were in the previous three legs. But the Temple of Asmodeus looks to have some pretty epic encounters, ones I expect my players will remember for a long time.

Some of the things the players enjoyed, and some expected highlights:

  • --Repelling the Thrunish Counterstrike on the player's base
  • --Infiltrating Kintargo Keep
  • --The epic battle in the main hall of the Temple of Asmodeus
  • --The frighteningly difficult task of Exorcising the Devil's Bells

Some tweaks we used/are planning to use to strengthen the narrative:

  • --Each of the missions in the first half of this AP are tied to the liberation of a part of the city. But in some cases there isn't much, narratively-speaking, to tie the missions and liberations together. A few tweaks to make the connection a bit tighter:
  • --Adding a written contract between Natsiel and Barzillai to Natsiel's possessions, and having the public release of these documents (demonstrating Barzillai's willingness to let Natsiel prey on the people of Jarvis End) lead the people of Jarvis End to rise up and ally with Silver Ravens.
  • --Having Tiarise and her inquisitor troops be in explicit control of The Greens (employing martial law to keep the population of The Greens compliant), so that once they're defeated, the populace will gladly join the Silver Ravens.
  • --Adding a written contract between Hei-Fen and Barzillai to Hei-Fen's possessions, and having the public release of these documents (demonstrating Barzillai's willingness to let the skinsaw cultists prey on the people of Villegre) lead the people of Villegre to rise up and ally with Silver Ravens.

Overall assessment: Another great leg of this AP, up there with the very best AP 4th legs (like The End of Eternity and The Wake of the Watcher). 5 stars.

One of the best AP modules, with extra bonus material


Short disclaimer: I have not run this module. That being said, the bonus material alone is fantastic. One new NPC for each previous adventure path, plus some killer critters in the bestiary. Flipping through the module section, I see lots of interesting encounters that would be very challenging, indeed, to a party of 10+ level adventurers.

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Jon Brazer Enterprises

2 people marked this as a favorite.

This issue of the AP is my favorite for quite some time. A James Jacobs adventure. An article on a piece of the campaign setting I've been waiting to read about for 100 issues written by Erik Mona. Monsters by Adam Daigle.

You guys have been doing killer work for quite a while, but #100 is a jewel.

Paizo Employee Developer

1 person marked this as a favorite.

Thanks, Dale! This volume was a lot of fun to work on.

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