Pathfinder #14—Second Darkness Chapter 2: "Children of the Void" (OGL)

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Pathfinder #14—Second Darkness Chapter 2:
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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

Other Resources: This product is also available on the following platforms:

Archives of Nethys

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

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Average product rating:

4.60/5 (based on 7 ratings)

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3/5

I've reviewed this book over on RPGGeek.com.


Jurassic Park meets The Walking Dead

5/5

This book is how adventures should be done. It has everything: Climatic fight scenes, old enemies, old friends, surprises, lots of roleplay, lots of sandbox decisions to be made, epic fights, mysteries, and memorable moments.

I even enjoyed the other parts of the product, namely:
1) An overview of the Golarion solar system (and alien metals).
2) A bestiary where I actually liked and would use every creature again.
3) A fantastic article on Cayden Cailean (who I didn’t really like before). Now I understand.
4) A great new prestige class that’s similar to a Paladin, but is Cailean inspired.

Book #2 will work with either book #1 or books #3-6.

The only negative aspects of this book are:
1) The Pathfinder Journal (if I want to read fiction, I buy fiction).
2) A pirate mini-encounter, which I found to be a waste because I didn’t find it very original or interesting. As a combat encounter, it’s something that I could put together fairly easily with a ship flip map. I also wasn’t a fan of the NPC builds.

Spoiler:

Experience: Reading only.
Entertainment: Had every element I want in an adventure. Void was unique. (10/10)
Story: Enjoyable story that should be possible for the PCs to learn and discover. (9/10)
Roleplay: Several good roleplaying moments. (8/10)
Combat/Challenges: Very unique, but they’ll have to upgraded to PFS standards. (8/10)
Maps: Good for what it is. (8/10)
Uniqueness: Very unique and memorable. (9/10)

Overall: A great adventure written for an underrated AP. (9/10)


Portuguese - Br

4/5

Para mim é a grande jóia de Second Darkness. A aventura é muito boa. Os artigos são ótimos e falam sobre facetas do cenário que não aparecem em nenhum outro lugar. O artigo sobre o deus é sobre um dos meus deuses favorito do cenário. Até o conto serve para ilustrar bem o mundo subterrâneo de Golarion. Realmente vale a pena para qualquer fã comprar, mesmo que jogue apenas Pathfinder RPG como uma dás mais clássicas das edições. E aqueles que não gostam de elementos de ficção cientifica na fantasia, dêem uma chance, esses elementos fizeram tanto sucesso que ganharão um livro próprio em 2012 chamado Distant Worlds e muitos fãs querem até um cenário próprio.


Mixing the Drow, Lovecraft, and the Gold Rush...Purely Awesome.

5/5

The second in the Second Darkness Adventure Path, this may be the first time your players actually come face to face with the Drow of Golarion. Check out my full review Children of the Void


Pure Godlike Awsomnes

5/5

What can i say?

I absolutely Love blue tentacled aliens especially these ones cause i cant think of any others!
Yet again a very good Adventure i cant realy think of any faults with it the only thing i can think of is that my pc's wanted to go straight away to the island they even sabotaged all the other ships but it still worked out fine... so absolutely awesome for people who like aliens zombies Jurassic park and Indiana Jones IE EVERYONE!


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when does the df version become available

Paizo Employee Director of Brand Strategy

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.


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.


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

Liberty's Edge

Adventure Path Charter Subscriber; Pathfinder Adventure Subscriber

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.


Pathfinder PF Special Edition Subscriber

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?


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.


I liked the combats, the roleplaying, and I loved the plot overall.

Spoiler:
although I typically find alien baddies in D&D notoriously cheesy. That being said, this was the best attempt to add them into an adventure I've seen so far.

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.


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

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.

Scarab Sages

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.

Paizo Employee Creative Director

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.

Scarab Sages

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. :)


Pathfinder Adventure, Adventure Path, Lost Omens, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
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.

Grand Lodge

the cover art on this book look awesome


Who's the guy on the cover? He looks bad@$$.


Is this in 3.5 rules or has it been since updated to Pathfinder Core Rules?

RPG Superstar 2008 Top 32

Berselius wrote:
Is this in 3.5 rules or has it been since updated to Pathfinder Core Rules?

It's a 3.5 product.

Dark Archive

I don't understand Paizo's politics of not selling this to distributors.

I had to go to amazon.de (germany) to get the Second Darkness AP books, as my flagstore (germany's biggest) CAN'T order it from ANY distributor.

I paid between €20 and €30 per issue.
Now the only AP book of 106 so far that i don't own is AP #14, which i ordered 3 months ago for €20 from amazon.de.

They havn't delivered it so far and have problems getting it.

I would cancel my order and buy it from another seller, but the lowest price has now risen to €54!

As i understand it, there have been over 1000 pieces of this issue in your warehouse in november 2015 and you are offering them for $10 since a few month ago.
I don't have a credit card at the moment and have no intentions of putting up with customs.

So why not make these available to everyone?
Why limit it to one issue per customer?

No wonder this hasn't sold out.
Please consider a european outlet or at least make them available to anyone or in a higher number.

I may order this directly from Paizo in the future, although i have made bad experiences with customs in the past, just to get a complete collection and see how this works...

Silver Crusade

Pathfinder Adventure Path Subscriber

If you're living in the EU and ordering ONLY books from the US, you shouldn't be hit by customs at all, as books from 'Murica are exempt from customs. You theoretically might get hit by VAT, but it has never happened to me in my 8 years of buying things from Paizo.

Just make sure the order doesn't include anything that is not a book. I'll never forget that one time I've added a pack of cards to a 300 USD order and went through hell to get my hands on it :)

Sovereign Court

Marco Massoudi wrote:


I don't have a credit card at the moment and have no intentions of putting up with customs.

It depends on the bank, but I can buy with my debit account from Paizo and just get a small charge for an overseas transaction (£1).

Subscribe too and you'll get the Pathfinder Advantage.

I have never had a customs block for books, and I have been getting them from Paizo at least once a month for more than five years.

Even with postage, you're going to save a lot over that 20-30 Euro amount.

Dark Archive

Thanks for the infos, Gorbacz and GeraintElberion!

I'll give amazon 3 more weeks then i'll try it. ;-)


Neil Mansell wrote:

I liked the combats, the roleplaying, and I loved the plot overall.

** spoiler omitted **
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.

I like to use the set-pieces to personalize the adventure by tweaking it to revolve around some of the PC's backgrounds.

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