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Pathfinder #17—Second Darkness Chapter 5: "A Memory of Darkness" (OGL)

**( )( )( ) (based on 5 ratings)
Pathfinder #17—Second Darkness Chapter 5:
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Chapter 5: "A Memory of Darkness"
by J.D. Wiker

Armed with the knowledge that an elven traitor supplied the drow with the magical means to call down the stars and devastate Golarion, the PCs arrive at the elven nation of Kyonin to find their claims falling on deaf ears. Courtly intrigue leads to a confrontation with a mysterious elven order called the Winter Council, deep in the demon-haunted shadows of the legendary forest known as the Tanglebriar. Yet one final tragic and horrific secret awaits them as they discover the true source of the dark elves' curse.

This volume of Pathfinder also features an exploration of the faith of Calistria (goddess of lust, revenge, and trickery), a gazetteer of the elven nation of Kyonin and demon-haunted Tanglebriar, a bonus adventure detailing the lair of a powerful demon, and several new monsters that lurk in this dangerous realm.

For characters of 12th to 14th 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: 978-1-60125-130-5

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

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Product Reviews (5)

Average product rating:

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Wasn't impressed...

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This installment of the AP is just a distraction from the main events and really quite an annoying one. It essential has the characters being taken prisoner by the elves they have been helping, then escaping and going off to an interesting area that is virtually ignored to deal with a shadow government.

Why didn't they do more with the Tanglebrair and Treerazor? Such a fun place. The Thorn's End map and the development of the rooms take up a ton of space and are largely irrelevant as this isn't a dungeon grind. That space could have been used is so many better ways.

Also the maps... this AP just has the blandest maps. No detail, same color palet for most. Just blah.

There are few combats in this AP and those that are here can mostly be bypassed with good diplo skills. That too is annoying as you can level without doing much fighting to earn it.

All around just a disappointment.

Portuguese - Br

***( )( )

Infelizmente a aventura é muito ruim. A trama é muito ligada ao resto de Second Darkness, mas ao mesmo tempo não funciona com o resto de Second Darkness alem de ser politica demais (de uma maneira ruim). Uma oportunidade perdida para mostrar que sistemas da família do D&D podem ter excelentes tramas de intriga politica, mas aqui falha tragicamente. Mesmo assim, mestres com tempo livre podem querer aproveitar as idéias ou reconstruir a aventura para concluir a adventure path. Felizmente os artigos da edição são muito bons e aliviam um pouco o sofrimento que é ler a aventura. Boa sorte.

Drow Perfected Intrigue; The Didn't Invent It.

****( )

One of the greatest challenges for most DMs is how to get out of Dungeon Crawl mode, and play intrigue. This module lays it out, complete with threads to help get those pesky players back on track. Check out my full review A Memory of Darkness

Below average

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I really like the Second Darkness adventure path, but this chapter is just awful. I read it two times now, but I still don't get what the succubus and the elven queen expect from the PCs. Maybe it's me, but I think that the intrigue in this story doesn't work at all.

Needs work, sadly.

*( )( )( )( )

I usually sing high praise of Paizo's products, but this is apparently the biggest miss in whole Pathfinder range so far.

This module is basically a giant railroad set, kicking off with the players being betrayed by their apparently only ally and forced into some choo choo train of an intrigue which they can't really break off from and have to play along. Sure, it's all explained and makes sense, but betrayal and deception is a very risk plot tool, as few things irk players more than becoming pawns of all-mighty NPCs who can just sneeze them off the Prime Material.

Coming up next are a few random "tour the Golarion" encounters with little cohesion ...

And then PCs meet the Winter Council, who are basically a bunch of douchebags who sit around and pick their noses. And whoever ordered the art for Hialin ... how am I supposed to show him to players ? He should have a "I'm a very bad person !" t-shirt, because it's not really obvious from the artwork. (SARCASM MODE OFF)

And on the top of that, in the end you get a massive highish level combat with dozens of stat blocks that have to be handled by the GM, some of them casters. Ever tried that ? I did, and it's no fun !

What I love about Paizo stuff it that it requires very little DM work, because most bases are covered and there are almost no glaring logical errors or possible exploits. The MoD is so underwhelming that I will likely have to scrap it and rewrite, something I loathe to do as it drains my already limited time.

The saving grace for this book are the backup material (Calistra article is great, but where did the prestige class go ?). They bump the score by one star. Gift Certificates
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