Pathfinder #13—Second Darkness Chapter 1: "Shadow in the Sky" (OGL) (based on
11
reviews)
Paizo Publishing, LLC
Add
Print Edition:
$19.99
Add
PDF:
$13.99
Chapter 1: "Shadow in the Sky"
by Greg A. Vaughan
The elves of the Mierani Forest have been hiding something from outside eyes for hundreds of years, but now, this sinister secret has escaped. What at first seems to be a sudden uprising in unsanctioned banditry in the Riddleport hinterlands is in fact something altogether more menacing—the dark elves have come to Varisia. Yet the threat presented by the drow from below may be nothing compared to a new threat from the skies above. Can a new group of heroes save the world from the Second Darkness?
This volume of Pathfinder kicks off the third Pathfinder Adventure Path campaign—Second Darkness—and presents a detailed gazetteer of the intrigue-filled streets of Riddleport, details the Gold Goblin Gaming Hall and several of Riddleport's most popular games of chance, and presents a half dozen new monsters native to the Riddleport region. It also contains a bonus adventure that presents a typical Riddleport thieves' guild.
For characters of 1st to 3rd 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 world's most popular fantasy roleplaying game.
Devo admitir que eu esperava menos de Shadow in the Sky, a aventura e seus artigos relacionados são muitos bons e tem ótimas ideias. Apenas faltou um pouco mais de edição para faze-los funcionar melhor juntos, o que acaba tornando-a uma aventura inicial mais fraca que suas antecessoras. Contudo, bons mestres que não tenham problemas em alterar ou criar material original podem torna-la uma aventura excepcional pois seu nível de intriga e dramaticidade é muito alto. O que é uma pena, porque até agora essa é a aventura mais adequada a anti-heróis ou heróis pouco ortodoxos (até que Skull and Shackles seja lançada no começo de 2012).
This opening chapter really hit the mark on establishing the plot hook for a storyline that really has kept the PCs focused through the subsequent chapters. It couldn't have had a better climax.
The background for Riddleport was terrific for allowing the PC's to feel engaged during the sandbox aspects of the AP. And the Gold Goblin made for a great home base.
All and all, this really set the tone for what has been a blast of a campaign.
In this epic story arc, the Dark Elves make their stamp upon the land of Golarion: With a Meteor. Get in at Ground Zero...Check out my full review of what may be my favorite Adventure Path Shadow in the Sky
This is great- something in it for every group, well- organized for a GM's convenience, and deep, interesting NPCs and story.
I had a few minor issues with the book- first, I got it for pathfinder, and it contains none of the pathfinder rules that set it apart- NPC statistics contain spot and listen checks, move silently and hide checks, and there is no CMB or CMD in the statistics block. Changes based on the classes like the wizard's specialist abilities is not included, and rogues have no talents. Still compatible, of course, but very frustrating.
Also, the "handouts" are often in the middle of the page and very annoying to actually hand out... would be much more satisfied with a table I could photocopy.
As I said, very minor issues. Very thrilled- would recommend.
My 5-Star review extends to all of the modules in this AP. The monsters at the back are very cool and perfect for any campaign run in the Darklands. The story itself has a lot of twists that are keeping my players guessing. The Pathfinder's diary has taken an interesting turn and I eagerly await the newt installment.
All in all, I would greatly recommend this to anyone who likes drow and seek to prevent the Second Darkness!
I ran Rise of the Rune Lords (RotRL), and felt honored to participate in the bold new world of AP's of a rival of WotC. I recall orchestrating the RotRL AP well enough, but it was filled with growth spurs that could dissuade lesser DM's from taking the reigns (although it boasts a breathtaking first chapter, the Skinsaw Murderes, and the nefarious Hook Mountain Massacre).
Not so with this first chapter of Second Darkness. It starts strong and easy for even a novice DM to run a smashing game. Just let "everyone have a blast" be the motto, and I think you'll be hard pressed to be bored or frustrated. Much of the kinks are worked out, and Paizo has mastered their field.
Getting ready to run Second Darkness with my weekly game group. So far i like what i have read, but i am in the early prep part of things so i'll confine my comments and suggestions to presentation rather than content. I downloaded the PDF for the purpose of printing out maps and handouts etc.
It would be easier if maps and handouts were available as jpg's then i could gang them on a page as i saw fit and print them with less paper waste. I understand why there might be reluctance to do that.
Printing them out of the PDF is an acceptable solution once you figure out how to "fudge" the page numbers to facilitate printing. Here's what i mean. Second Darkness starts with: Front Cover, Front Inside, Title Page, Credits, Table of Contents and then Page 4. To my PDF reader (Preview - Apple OSX), Page 4 is actually Page 6. So every time i need to print a page i need to add 2 to the page number i'm viewing. Simple enough, but annoying and easy to fix.
Just posting this as a suggestion and a way to make a great product even better. Keep the good stuff coming!!!
Riddleport is a large port city brimming with life, magic and adventure. Exotic wares and bizarre merchandise are brought from across the world to the open market here, which serves as an idle crime-planthouse.
Recruited as bouncers, bodyguards and special agents of a casino manager, the PCs are going to face a ride they did not sign up to. Gangster wars, scams, and arcane phenomena make the every day life of the typical Riddleport citizen an interesting one, but when a cloud as black as ink appears in the sky (supposedly connected to the famous cipher gate), an evil much, much more sinister than any city scum could ever be accompanies it. Could your PCs survive the revelation of a ten thousand years old elven conspiracy?
Packed full with cinematic moments, creative ideas and setting, and deep and complicated NPCs, SitS is a blast of a way to expose newbies to D&D, as well as a way to surprise and intrigue older players in the game. Its just that good.
First AP for me so didn't know what to expect
Dennis Baker
(RPG Superstar 2010 Top 16, Contributor)
—
I've never DMed an adventure path before, I did run Red Hand of Doom which is close but not quite it. I found that for the money this is a very rich source book. I would give it 5 stars but as someone pointed out I'm not sure the storyline is compelling enough to engage my players directly. The good news is that the individual pieces look like a blast, it's just the main storyline I'm not entirely certain about. My plan is to see how they react. If they don't play by the plan them I think there is enough source material here I can use the parts and play the adventure piecemeal and still have a great time.
I don't particularly care for the set piece but it might grow on me. I'm more likely to use it if the players fail to take the main hook in the adventure.
Other notable "really cool" stuff. The Player's Guide is great (you only get this with the subscription though), my players love it and it's a great way to get them engaged in the gameplay. The beastiary is filled with some great critters and very well presented. The magic items in the players guide and in the main adventure are also very nice.
Hi, there will be NO SPOILERS in this review. And before you flame me, I LOVE Paizo and want to marry them and have a million of their babies. But I was dissapointed by this highly anticipated first chaper of Adventure Path three.
Review:
Adventure Path Part one: 2.5 stars
Fluff, Set Piece Adventure, art: 3.5 stars
I didn't feel like the first part of the adventure was written well enough to really hook the players. A key NPC is not fleshed out enough to be truly compelling. It's also a very specific 'genre' of game -- a small-time mafia story -- and your PCs might not go for it unless you prepare them to play in that genre.
Even with such prep and even with characters made for the setting, I can see the players easily ignoring the main hook and leaving the adventure plot far behind, which I don't feel should be a risk in the very first adventure of a campaign.
The first 'Set Piece' adventure I thought was a better intro to the city of Riddleport, but it is too linear. I preferred teh writing in LB1: The Last Baron or any of the Darkmoon Vale adventures.
The story arc for this path is a different matter: it's a bit Hollywood and maybe a tad cheesy, but will work well for a 'big' campaign ... if the plotwriting gets better.