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Pathfinder #14—Second Darkness Chapter 2: "Children of the Void" (OGL)
Paizo Publishing, LLC
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Print Edition:
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$19.99
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PDF:
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$13.99
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Chapter 2: "Children of the Void"
by Mike McArtor
The Sky is Falling!
A star has fallen and the rush is on! While the crimelords of Riddleport race to be the first to claim the mysterious meteorite, dark works are afoot at the crash site on Devil’s Elbow. Things not of this world claw their way forth from skymetal prisons, hungry for new prey and ready to spread their alien seed across an unsuspecting world. Can the PCs put an end to a terror that comes from beyond the night sky and the diabolical magic that summoned it forth?
This volume of Pathfinder includes:
- “Children of the Void,” an adventure for 4th-level characters, by Mike McArtor
- An extraterrestrial exploration of the worlds and strange creatures inhabiting Golarion’s solar system, by James L. Sutter
- Details on Cayden Cailean, the once-mortal god of bravery, freedom, and wine, by Sean K Reynolds
- Eando Kline learns a deadly lesson about survival in the wilds of the Darklands, an entry into the Pathfinder’s Journal, by Amber Scott
- Five new monsters by Ashavan Doyon, Mike McArtor, Rob McCreary, and Erik Mona
For characters of 4th to 6th level.
Pathfinder is Paizo Publishing's 96-page, perfect-bound, full-color softcover Adventure Path book printed on high-quality paper that releases in a monthly volume. Each volume is brought to you by the same staff which brought you Dragon and Dungeon magazines for over five years. It contains an in-depth Adventure Path scenario, stats for about a half-dozen new monsters, and several support articles meant to give Game Masters additional material to expand their campaign. Because Pathfinder uses the Open Game License, it is 100% compatible with the 3.5 edition of the world's most popular fantasy roleplaying game.
ISBN–13: 978-1-60125-127-5
Are there errors or omissions in this product information? Got corrections? Let us know at
webmaster@paizo.com.
PZO9014
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when does the df version become available
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julian kindred wrote:
when does the df version become available
PDFs generally go on sale about two weeks after subscriber shipments go out or around when the books show up in retail stores after they go through the distribution pipeline. I'd say around the middle of the month on this one, but the Paizo guys can probably give you a more precise date.
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Let me start off by saying I love love love the pathfinder adventure path. The quality of your products, particularly the adventure path's is second to none!
That being said, please Paizo get rid of the set piece adventure and please return to giving us 10 pages of material that is directly related to the storyline. I know we have the option of running this material in our campaign but I would rather have material that is directly related to the story and not have to come up with an idea of why my pc's would bother going on Captain Grudge's ship.
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eirip wrote:
Let me start off by saying I love love love the pathfinder adventure path. The quality of your products, particularly the adventure path's is second to none!
That being said, please Paizo get rid of the set piece adventure and please return to giving us 10 pages of material that is directly related to the storyline. I know we have the option of running this material in our campaign but I would rather have material that is directly related to the story and not have to come up with an idea of why my pc's would bother going on Captain Grudge's ship.
Agreed, I'd also much rather have the same length of adventure as the first 2 AP's were rather than the shorter ones of Second Darkness with the 'optional' extra
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While I like the story so far, the number of crunchy encounters seems a bit light. The set peice in PF14 seems more like a web enhancement.
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Due to some scheduling issues on my part, and some large amounts of "issues" on the part of the USPS, my copy of ISSUE #14 has been mistakingly returned.
As I have paid for the copy... once it arrives there, is there any way to have it reshipped?
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Lokie wrote:
Due to some scheduling issues on my part, and some large amounts of "issues" on the part of the USPS, my copy of ISSUE #14 has been mistakingly returned.
As I have paid for the copy... once it arrives there, is there any way to have it reshipped?
Hi! I've emailed you a response to this question.
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I liked the combats, the roleplaying, and I loved the plot overall.
But I'm not a fan of these set-piece adventures. It feels like they're just taking up space or killing time. This one certainly felt that way. Ship battles are nothing new, any ameuteur DM could create something identical. I kind of felt the same way about the set-piece in #14.
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So I'm a little curious... is there a better explanation as to why Greater Teleport doesn't permit travel between planets? As it stands the explanation presented under the 'Spells' category doesn't make much sense and seems like a weak attempt to restrict such travel only to those capable of casting ninth level spells. Mainly because the arguments provided are virtually all rendered null and void by the fact that teleportation takes the traveler through the astral plane. It doesn't require comprehending the distance or speed of the planet, nor does the magic go through actual space to get there (and thus cannot be diffused) so is it just to make sure that lower level travel between the planets is restricted to gates? Or is there, perhaps, a better explanation?
Don't get me wrong, I love the article, but the given explanation is weak from a flavor and mechanical explanation.
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I tend to agree that the argument against Greater Teleport being able to transport people to the other planets feels a bit weak. It does give DMs who don't want to take their campaign there an out, though. I think it would be more logical to assume that wizards don't teleport to the other planets because they aren't aware of them, or have no good reason to go, rather than put up a "rules wall" to prevent it.
Still, I too love the article, as a whole.
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If you want greater teleport to allow planetary travel in your game, go for it!
We decided to set it up the way we did to make interplanetary travel less easy to do with spells, so that travelers would need to seek out other types of travel (portals, spaceships, whatever) to get from planet to planet. That, and teleporting across such immense distances is a HUGE step up from going from continent to continent, and it just felt right to prevent such power from being something you could achieve at anything lower than very high level.
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James Jacobs wrote:
If you want greater teleport to allow planetary travel in your game, go for it!
We decided to set it up the way we did to make interplanetary travel less easy to do with spells, so that travelers would need to seek out other types of travel (portals, spaceships, whatever) to get from planet to planet. That, and teleporting across such immense distances is a HUGE step up from going from continent to continent, and it just felt right to prevent such power from being something you could achieve at anything lower than very high level.
I get where you're coming from on that sir. I was thinking that Greater Teleport allowed for interplanar travel, and based on that assumption I didn't think traveling to another planet was more powerful than traveling to another plane of reality. I seem to be confusing 3e's Greater Teleport with the old Teleport Without Error from 2e. That happens to old fogies like me sometimes. :)
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James Jacobs wrote:
If you want greater teleport to allow planetary travel in your game, go for it!
We decided to set it up the way we did to make interplanetary travel less easy to do with spells, so that travelers would need to seek out other types of travel (portals, spaceships, whatever) to get from planet to planet. That, and teleporting across such immense distances is a HUGE step up from going from continent to continent, and it just felt right to prevent such power from being something you could achieve at anything lower than very high level.
I understand. Were I to run a campaign involving the planets I might do the same or perhaps go the Forgotten Realms Underdark route wherein you cannot teleport there due to the radiation. Have that act as the little caveat in the spell description mentioning that magical and physical energy might hamper teleportation magics.
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the cover art on this book look awesome
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Who's the guy on the cover? He looks bad@$$.
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