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Pathfinder #15—Second Darkness Chapter 3: "The Armageddon Echo" (OGL)

****½ (based on 7 ratings)
Pathfinder #15—Second Darkness Chapter 3:
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Chapter 3: "The Armageddon Echo"
by Jason Bulmahn

The End is Nigh!

The city of Celwynvian hides a terrible sin. For countless centuries the elves of the Mierani Forest have barred outsiders from the fabled City of Emerald Rains, in a desperate attempt to contain an ancient shame. But as a new power rises in the depths, the elves’ secret threatens not only to escape, but to rain down devastation upon the entire world. In desperation, elven eyes fall to a band of outsiders for aid. Tread the forsaken ground of Celwynvian, once one of the greatest capitals of elven culture, now a graveyard haunted by the spirits of the past, foul dragons, demons, and worse. Discover the darkest secret of the Mierani Forest and the truth of the cataclysm known as Earthfall. And dare to shed the bonds of eternity and pay witness to an apocalypse that has borne out a thousand times and threatens to devastate Golarion once more!

    This volume of Pathfinder includes:
  • "The Armageddon Echo," an adventure for 7th-level characters, by Jason Bulmahn
  • The drow of Golarion exposed! Revelations on the most fabled and feared race to haunt the Darklands’ abyssal depths, by Jeff Grubb
  • An exploration of Celwynvian, the abandoned City of Emerald Rains, a vast elven ruin that refuses to sleep peacefully, by Amber Scott
  • Eando Kline discovers that even familiar faces are not always welcome in the Darklands—an entry into the Pathfinder’s Journal by Greg A. Vaughan
  • Four new monsters by Jason Bulmahn, Hal Maclean, and Rob McCreary

For characters of 7th to 9th 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: 978-1-60125-128-2

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

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Product Reviews (7)
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Average product rating:

****½ (based on 7 ratings)

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Immerse yourself in Golarion Lore


This is a great module. I ran it online with a group of 6.

The Good:
-Tons of great lore to experience. If your players really dig the backstory of Golarion they'll really be into this run.

-Plenty of room for a GM to create. Its a very open story so if you like inserting extra stuff, then your going to have the room to do it here. If you prefer running as written you'll also be fine.

-Some good RP options are available here with complex NPCs.

The Bad
-The combats are not that impressive. So much more can be done with the dragon fight than is actually presented.

All said and done, this has been my favorite installment so far. Really has me and my friends looking forward to book 4.

****( )

I've reviewed this book over on

Portuguese - Br

****( )

É uma edição clássica e repleta de várias estreias de peso no Pathfinder. A grande aparição dos drows, primeira aventura com foco voltado para sandbox, primeira aventura que realmente desenvolve os elfos de Golarion, tudo isso torna uma edição importante para os fãs desses elementos e junto com Children of the Void formam o ponto alto de Second Darkness. Contudo não é possivel deixar de notar os defeitos que permearam o conturbado semestre que a campanha foi lançada e novamente lamentar que Second Darkness não receba uma versão remasterizada como Rise of the Runelords vai receber em 2012 para aparar todas essas pontas soltas que diminuem essa campanha épica.

Battle with Darkness

****( )

There are a lot of fun skirmishes but it can quickly turn deadly if the GM utilizes the full potential of the Drows' darkness ability, at least if it is a party of character without darkvision. I would suggest using alternative light and darkness rules, not just for this but in general.
The problem with this adventure path is the lack of motivation player characters are handed. There seems to be no good reason for them to keep fighting a fight that they are not wanted in, nor seem to have much stake in. A little GM tinkering could probably solve this though.



Interesting battles, fun new enemies and allies, and a chance to investigate the mysterious Armageddon Echo. All and all a fun and entertaining adventure that does a wonderful job of advancing the plot.

The only drawback I've noticed is that there is a lot of information given for an area, but with little concrete details of what would be found within. While this may be a problem for some GM's, those who wish to expand these into full-blown side areas can do so with little effort.

In short, TOP NOTCH!

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