This is a series of posts wherein I read and comment on Paizo’s Hell’s Rebels Adventure Path for the Pathfinder system. I like the Pathfinder setting, but its rules aren’t exactly my favorite, which means I’ll provide GURPS conversion notes along with the comments. As I read, I’ll try to imagine how a hypotetical party of Dungeon Fantasy delvers would fare on each scene.

This is an ongoing project. These are the posts that comprise it:

  • Let’s Read Hell’s Rebels: An introduction that goes into a little more detail about my motivation and methods.

  • The Player’s Guide: Where I go through all of the free Player’s Guide for this adventure path and pick a party of delvers.

  • In Hell’s Bright Shadow: The absurdly named first adventure, covered in several posts.

  • Turn of the Torrent: The second adventure.

    • Part 1: A Cousin’s Plea: In which the PCs set out to find a potentially useful ally. Not much meat here, but you have to start somewhere.
    • Part 2: Trouble in Old Kintargo has some layout issues, but presents three interesting missions that further the cause of the Silver Ravens.

    • Part 3: The Lucky Bones is about this huge dungeon, and I had to resort to multiple posts to cover it.
    • Part 4: Conclusion covers the final “cutscene” and the main ways in which it can go off the rails due to unforeseen PC badassitude.
  • Dance of the Damned: The third adventure.

  • A Song of Silver: The fourth adventure, in which the final battle for the city takes place.

    • Part 1: Taking the city a district at a time, Assassin’s Creed style.
    • Part 2: This volume’s big dungeon, the Temple of Asmodeus.
    • Part 3: The finale!