Pathfinder #13—Second Darkness Chapter 1: "Shadow in the Sky" (OGL)

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Pathfinder #13—Second Darkness Chapter 1:
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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.

ISBN–13: 978-1-60125-115-2

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

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5/5


4/5

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


Disappointing AP start

1/5

Just finished running this module for my group, and was very disappointed in it. I've ran Curse of Crimson Throne and Carrion Crown AP and this is by far the weakest first adventure of an AP. The adventure felt like just a huge sidetrack for the AP. Will be starting the 2nd adventure in this AP since I've already purchased it and hope it improves.


Disjointed and Illogical

1/5

This book is probably the worst book #1 of any AP I’ve read. As a solo adventure, Shadow is OK. Unfortunately, Shadow is book #1 of an adventure path (AP). The job of book #1 of an AP is to "set the stage" for the rest of the AP, and Shadow fails at this job miserably.

The main problem with Shadow (and the player’s guide) is that it’s disjointed from the rest of the AP. Running Shadow is like running “The Sopranos” on Golarion. Can mob campaigns be fun? Definitely! Will Riddleport, the NPCs you meet, and your base of operation (that you’ve been building) be completely irrelevant in books 2-6? Absolutely! And that’s one of the main problems.

The other problem is that the players are encouraged to start the campaign with non-good PCs and then the rest of the AP relies on the fact that the PCs are heroes that will sacrifice everything to save the world. This book basically just sets the rest of the AP up for failure.

On its own, Shadow is “OK”, but I find the encounters are rather mundane compared to other products (like Pathfinder Society Organized Play). Also, if you’re a thinking person, the storyline could be better.

”Storyline”:

When the PCs stop some thugs from robbing the casino, they’re made partners in the business, which I find very silly. If people were that gullible in Riddleport, I would hire some thugs just to become a partner in someone's successful business.

It’s even more ridiculous that five (weak) level 1 thugs would even try to rob the casino with 100+ patrons in it, all of them which are at least as tough as them. It’s insanity. In a pirate town, I’m guessing the offense for something like that would be death. I don't think most common thugs would do this.

I also thought it made no sense why the PCs boss would want to kill them. Because they're "becoming too powerful" and could take him out? The only way this would make sense would be if the PCs were evil, in which case they don't work with the rest of the AP. How about just firing them?

At one point, one of the major crime families loses six level 1 thugs to the PCs and has to spend time to replenish their "army". In a pirate town, this is unrealistic, either that or Riddleport is pathetic.

Also, I find it farfetched that Depora (a fighter) could conduct business in Riddleport. She has:
- Dark purple skin, white hair, and white eyes. She stands out, she’s a Drow.
- No Stealth skills, so that she could enter Riddleport unnoticed.
- No Disguise skill that would allow her to watch Saul. No Sense Motive skill to determine that he’d be a good candidate to manage the casino and give her all of the profits (in modern society, it's almost an impossible task to hire a good manager, let alone hiring on in a pirate town and being Drow!). No Diplomacy skill to allow her to approach the subject tactfully. Somehow she was successful at all of these things, and picked the perfect trustworthy candidate.
- No magic items that would have helped conceal her (Hat of Disguise?)
- The ability to arrange shipments to Devil’s Elbow, no questions asked (which again would be tough to manage, even if human).

I find the likelihood of Depora being successful highly unlikely. Interacting with the locals is perhaps the biggest threat to the Drow succeeding, and if it has to happen, the Drow wouldn't send a fighter.

The supporting article on Riddleport was good. The bestiary was not. The side quest was OK. With the exception of Ghoulette (which is awesome), the gambling games are forgettable.

Maybe the worst thing that can happen is that your players love Riddleport, because the PCs won’t see Riddleport, their casino, or gambling after book #1.

Don’t get me wrong, I think this is a great AP, I just think that if you’re going to run this AP, I would ignore most of Shadows in the Sky, read the support articles, and run something else in Riddleport (adventures in Riddleport while investigating "the blot"), and then run books 2-6. You could also run a mini-campaign with books #1-3. Second Darkness is a good AP as long as you don't mix book #1 with #3-6.


Portuguese - Br

4/5

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).


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Zowie! Two Pathfinders in one month. This, I do like (except for the hit my Visa is going to take...).


Pathfinder Starfinder Society Subscriber

No Player's Guide for Second Darkness? I'm bummed : (

Liberty's Edge

tdewitt274 wrote:
No Player's Guide for Second Darkness? I'm bummed : (

It's pathfinder companion #1, which is free to Pathfinder subscribers (and twice as long as the earlier ones).


Pathfinder Starfinder Society Subscriber
Insert Neat Username Here wrote:
tdewitt274 wrote:
No Player's Guide for Second Darkness? I'm bummed : (
It's pathfinder companion #1, which is free to Pathfinder subscribers (and twice as long as the earlier ones).

Just saw that. Too many subscriptions ; )

Shadow Lodge

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

Can't wait to read the pdf. Just finished the Companion, and it was awesome.

Sovereign Court

Hilarious joke in the Foreward. I feel like an idiot for not catching on right away, but when I did... man.

Spoiler:
Rhymes with Bow... You guys kill me.

Liberty's Edge

Yep I saw that too :) Hee.


Just wanted to drop a line and say wow! I get on to see what's new and end up downloading not only issue 12 but the Second Darkness PG and issue 13 too!! Keep up the good work guys; haven't completely digested everything yet but what i have read so far is certainly not disappointing :)


Lazaro wrote:
Can't wait to read the pdf. Just finished the Companion, and it was awesome.

AIGH! I'm DYING to read the companion! I just subscribed to the AP and I still haven't received my ship notice nor seen it in My Downloads. :(


Do each Pathfinder Adventure Path start the PC's at 1st level and work the PC's up to 20th, as the Adventure Paths in Dungeon did?

Dark Archive

Uranium Dragon wrote:
Do each Pathfinder Adventure Path start the PC's at 1st level and work the PC's up to 20th, as the Adventure Paths in Dungeon did?

Yup...

Oh and can I just say...I needed an extra cup. Second Darkness is AMAZING!!! I love what Paizo has done with the Drow. It's more than I could have asked for!!

Dark Archive

Uranium Dragon wrote:
Do each Pathfinder Adventure Path start the PC's at 1st level and work the PC's up to 20th, as the Adventure Paths in Dungeon did?

No, they generally go from 1st to 15th or 16th.


OK listen, I'm not a regular forum poster and can't work out these BBCodes for spoiler alerts so I will be as vague as possible. No idea where the brackets and /spoiler line should go to affect the text...sue me, I'm an old man.

Asking for some errata:

The PCs can find the deed to a piece of property and it mentions that a discussion of the ramifications of this for the party will be discussed in the Concluding the Adventure section. The deed is not mentioned. Could you perhaps fill us in online?

Paizo Employee Creative Director

Michael Robbins wrote:

OK listen, I'm not a regular forum poster and can't work out these BBCodes for spoiler alerts so I will be as vague as possible. No idea where the brackets and /spoiler line should go to affect the text...sue me, I'm an old man.

Asking for some errata:

The PCs can find the deed to a piece of property and it mentions that a discussion of the ramifications of this for the party will be discussed in the Concluding the Adventure section. The deed is not mentioned. Could you perhaps fill us in online?

Ah! Yeah; we ran out of room with saying much more about the deed at the end of "Shadow in the Sky," but never fear! There's a pretty large section in the next adventure (about a page, so too much to copy/paste here), "Children of the Void," that talks about what the PCs can do with that property, including selling it off or keeping it to become business owners.


I'm confused... Is the cover really by WayneR?


Hugo Solis wrote:
I'm confused... Is the cover really by WayneR?

No, it's Steve Prescott


Rauol_Duke wrote:
Hugo Solis wrote:
I'm confused... Is the cover really by WayneR?
No, it's Steve Prescott

I knew it!... Errata: the credits list WAR as cover artist. FYI. Steve rocks as well anyway!


I'm waiting for my copy to come in a little while, I'm personaly hoping for a new member of the Vancaskerkin family to show it's head.

Sovereign Court

Just got this today, It is the first pathfinder product that I have purchased. I'm very impressed with the quality, and the information contained inside. Well done Paizo

Paizo Employee Chief Technical Officer

Vespasian 14 wrote:
Just got this today, It is the first pathfinder product that I have purchased. I'm very impressed with the quality, and the information contained inside. Well done Paizo

Welcome! Glad you're liking it!


More needs to be written on the key NPC, I don't see enough there too hook them without just railroading them into accepting the premise of the events of the first adventure.


I just received my delivery and had to leave a post after looking over the mags.

These are top quality, everything from layout, graphics, content, development. Nothing has been spared.

It is well worth the price and finding the companion included was as sweet as a confirmed critical sneak attack. Yeah baby!!!

Thanks again Paizo, you have my continued subscription.


So, whenever you see this episode title, does anyone else start hearing in their head that INXS song 'Guns in the Sky?'

Paizo Employee Director of Brand Strategy

Most High D'Lynn wrote:
So, whenever you see this episode title, does anyone else start hearing in their head that INXS song 'Guns in the Sky?'

If anything I think of the song by Norman Greenbaum called "Spirit in the Sky." I don't know if I've ever even heard the INXS song.


Hi, this is my first post....so be gentle!
This is really a question for Paizo and while it is not really a spoiler I suppose the answer could just about be construed as one, so here goes:
I notice that in the sample characters given for Second Darkness there is no arcane spellcaster and no one with any rogue pick lock/disable trap type abilities. Does this mean that it can be reasonably expected that a party will be able to get all the way through all 6 modules without either of these abilities and it won't cause insurmountable problems for them later on or not. Having partly played through Rise of the Runelords I have been inspired to get Second Darkness to run & was wondering if it was worth prodding the players towards including an arcane and/or trap disabler among themselves or if it won't really matter if they don't.


ABUSE THE NEWBIE!!! j/k! Welcome onboard, Plop Goldfish!

Shadow Lodge

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

Welcome to the boards Plop Goldfish.

Seltyiel, will be the "iconic" multi-class fighter/wizard.

As for the task of disabling traps and opening locks. You don't really need a rogue for that job. Any character can use those skills, the rogue is the only one who can disable/search a magic trap though.


Lazaro wrote:

Welcome to the boards Plop Goldfish.

Seltyiel, will be the "iconic" multi-class fighter/wizard.

As for the task of disabling traps and opening locks. You don't really need a rogue for that job. Any character can use those skills, the rogue is the only one who can disable/search a magic trap though.

OK, thanks for that - and thanks for the welcome Sharoth :-)

Looking forward to contributing more to the posts in future, but for now I am gonna have to go as (assuming you are on US time) I am about 5 hours ahead of you over here in the UK.


Adam Mitchell wrote:
Lazaro wrote:

Welcome to the boards Plop Goldfish.

Seltyiel, will be the "iconic" multi-class fighter/wizard.

As for the task of disabling traps and opening locks. You don't really need a rogue for that job. Any character can use those skills, the rogue is the only one who can disable/search a magic trap though.

OK, thanks for that - and thanks for the welcome Sharoth :-)

Looking forward to contributing more to the posts in future, but for now I am gonna have to go as (assuming you are on US time) I am about 5 hours ahead of you over here in the UK.

Just remember to tell the player who is having his PC search for traps to have a few spare characters rolled up. Just in case! ~EVIL GRIN~


Hello! I just bought my first PF Adventure Path book (PF 13/"Shadow in the Sky") and PF Companion book (Second Darkness). They both look interesting, and I'm psyched up for PF 14 and all the Void-related stuff which it's supposed to contain.

But I have some questions ...

Will all the extra goodies that have appeared in the PF adventure paths and the companions, such as new monsters, prestige classes, spells, and faith descriptions, re-appear later in other source books?

For example, if I want in-depth write-ups of certain faiths, must I track down all the adventure paths, etc. in which they appear, or can I just wait for PF Chronicles/Gods and Magic?

If I want a stat-block for the goblin snake and reefclaw, must I track down and buy PF Adventure Path numbers 1 and 7, or will a collected bestiary be published at a later point?

Will a Cyphermage prestige class ever be printed?

Paizo Employee Creative Director

Plop Goldfish wrote:

Hi, this is my first post....so be gentle!

This is really a question for Paizo and while it is not really a spoiler I suppose the answer could just about be construed as one, so here goes:
I notice that in the sample characters given for Second Darkness there is no arcane spellcaster and no one with any rogue pick lock/disable trap type abilities. Does this mean that it can be reasonably expected that a party will be able to get all the way through all 6 modules without either of these abilities and it won't cause insurmountable problems for them later on or not. Having partly played through Rise of the Runelords I have been inspired to get Second Darkness to run & was wondering if it was worth prodding the players towards including an arcane and/or trap disabler among themselves or if it won't really matter if they don't.

For the first three adventure paths... we were making up the iconics as we went. As a result, they don't necessarily break down perfectly into the classic "Figher/Cleric/Wizard/Rogue" categories. Going forward, we'll have all 12 iconics to choose from and we should be able to pick the four best suited to the adventure path...

That said! One of the goals for an adventure path is to INCLUDE every class, and to avoid situations where you can't proceed along the adventure if you don't have a particular class or skill in your group. We generally try to include multiple solutions to situations (a lock can be unlocked with Open Lock, bashed by damage, or you can steal/take the key to the lock from an NPC elsewhere in the area, for example), which helps to encourage players and reward them for choosing characters THEY want to play, not what the game expects. Sure, there are points where an arcane spellcaster or a lockpicker can help in any Adventure Path... but if there's an encounter that can't be solved without a specific class or skill... that's a failing of adventure design and one we're trying to avoid.

Paizo Employee Creative Director

Bellona wrote:
Will all the extra goodies that have appeared in the PF adventure paths and the companions, such as new monsters, prestige classes, spells, and faith descriptions, re-appear later in other source books?

Some of them, perhaps. This is a practice that's about as old as the game, in fact. New monsters and spells that first appeared in adventures were quite often reprinted and collected in books like Unearthed Arcana or the Monster Manual II. I'm relatively certain that we'll be following that pattern eventually. BUT: See my closing comment at the end of this post.

Bellona wrote:
For example, if I want in-depth write-ups of certain faiths, must I track down all the adventure paths, etc. in which they appear, or can I just wait for PF Chronicles/Gods and Magic?

The information we're presenting on the gods is being done in 3 tiers. The hardcover Campaign Setting gives the basics, listing about 450 words of information for each deity. Gods and Magic increases that information from 450 words to about 1,400 words, while the individual god writeups in Pathfinder increase that to about 6,000 words. We're also trying to avoid TOO much repetition between the three; there'll be some, but hopefully a customer who buys all three won't have too much re-run text to deal with.

Eventually, once we have large Pathfinder-style writeups for all 20 core deities, we might consider compiling them all into a big book, but that book's still several years away at the least.

Bellona wrote:
If I want a stat-block for the goblin snake and reefclaw, must I track down and buy PF Adventure Path numbers 1 and 7, or will a collected bestiary be published at a later point?

At this point, yes. That said, whenever we use a monster from Pathfinder in an adventure, we'll be sure to include the full stat block. If we were to put a goblin snake into adventure #19, for example, the goblin snake'll have a full stat block in that adventure. But if you want to add these monsters to other adventures... yeah, for now, you'll need to track them down in Pathfinder. Again: Eventually these monsters will be compiled into larger monster books here and there. But that's still a bit away. (See closing comment.)

Bellona wrote:
Will a Cyphermage prestige class ever be printed?

We don't have plans to do so yet, but eventually it seems like a pretty good idea. It's certainly a possibility.

CLOSING COMMENT: We've been hesitant about doing TOO much in the way of extra stuff like new spells, new prestige classes, and new crunch (with the exception of monsters), since we're switching to the Pathfinder RPG next August. Each month that goes by between now and then, we're closer and closer to seeing how these rules will look, and as a result it's easier for us to include crunch in our products that will be cross-compatible between 3.5 and PF RPG as a result. Once we switch over to the PF RPG, my suspicion is that we'll be doing a bit more crunch in our products, including the possibility of compilations that pick up some of the more popular things from older books. Particularly as older books go out of print or become obscure, we'll certainly want to keep the more successful parts of the older products readily available. Not EVERYTHING will be reprinted. Players who remember the 1st edition days and how some things "graduated" from modules or Dragon magazine into new hardcovers should find this process familiar.


Thank you, James, for your informative reply.

That said, it's a bit of a disappointment that the longest deity write-ups will be those in the Pathfinder adventure paths. I _had_ hoped that PF Chronicles/Gods and Magic would be bigger, but I also understand that page-counts limit things to a certain extent. Anyway, I'll just have to possess my soul of patience until the "big book" comes out in a few years' time!

The main reason why I asked about the goblin snake and reefclaw in particular is that they appear on the Riddleport Random Encounters table (PF 13, p. 79), along with the notation that their stats can be found in PF 1 and 7, respectively. That seemed like an odd way of doing things.

As for the Cyphermage, I might mimic something like that with a Geometer from the Complete Arcane sourcebook.

Cheers,
Bellona


Lets not forget PDF never goes out of print ; as long as Paizo are selling them you can still get electronic back issues...

Not as nice as dead tree admittedly, but a godsend to those who missed out
(fortunately I have all the pathfinders in print edition, but I missed out on another publishers stuff thats now all out in pdf)


Spoiler:
(I hope my review of this product remains, and doesn't get deleted)

There's commentary about "gray" and about "torture porn" out there with a vocal outcry desperately clinging to "black-and-white" D&D values of censored heroism, where magic is almost scant, and encumbrance rules rule the day.

I feel shame that my only and primary hesitation for not snatching Paizo's very first AP after the fall of Dungeon and Dragon magz was my petty cling to my love of psionics and Paizo's lack of love for it.

To date, as vocal as I am to indoctrinate psionics into AP's, I still revel them despite their love for psionics, and this first chapter of the 2D reminds me of just how deep my initial shame feels for this begins in a dramatic, mature, and exciting beginning to an AP that delivers on its promise of creating fun for those that don't have time for home brew.

This isn't for kiddies, but it can be modified for them. I was inspired to craft a Golden Goblin battle map, and I plan on putting my player through hell in Riddleport. Simpletons beware, for they will be eaten with mustard and ketchup.


I am mostly impressed by 'Shadow in the Sky' but have noticed a few issues which are somewhat irritating.

Spoiler:
During the ambush of the PC's in the swamp, a swarm is supposed to appear to aid the attackers. Though the text claims that the swarm begins 'in the area indicated on the map' the map itself does not show the presence of swarms at all. This isn't a major problem of course, but one I wanted to mention nevertheless.
Secondly, the main map of Riddleport on page 11 is meant to show the location of the Golden Goblin (location 10). No building is marked with the number 10 at all. I can't find the main location of the adventure on the town map! This one is the most frustrating.
Although not an issue at all really, alignments are a bit scewed as well. Saul himself is alignment CN (on page 52), but not on page 21! Meanwhile, Lavender Lil (p. 53) has the alignment NE, while she's CN in The Pathfinder Companion.

Okay okay, I admit I'm whinging a lot here, the problems are very easily fixed and certainly nothing to worry about. Otherwise, the adventure itself is well written and thought out. To be honest, this is easily one of the best written adventures I've read in a while (and easily beats a lot of the WoTC products).

Just my 2 cents.

Frog God Games

Neil Mansell wrote:

I am mostly impressed by 'Shadow in the Sky' but have noticed a few issues which are somewhat irritating.

** spoiler omitted **

Okay okay, I admit I'm whinging a lot here, the problems are very easily fixed and certainly nothing to worry about. Otherwise, the adventure itself is well written and thought out. To be honest, this is easily one of the best written adventures I've read in a while (and easily beats a lot of the WoTC products).

Just my 2 cents.

Hi Neil. Shadow in the Sky had a fair amount of rushing due to the frenzied pace of getting stuff out for Gen Con last summer, and unfortunately it had several of these types of bugs creep in. There are others as well. To address them, I created a "Shadow in the Sky Errata" thread down below in the Second Darkness portion of the message boards. It tackles all of the things you have mentioned and more including some map issues with the Gold Goblin and tunnels beneath.

Unfortunately, I can't seem to locate that thread and can only view 101 of the 198 threads that it says exists, so I don't know if my computer is messing up or its some kind of boards snafu. Maybe Gary or Vic or someone can retrieve that thread if it's not currently viewable in order to help you (and others who are just now getting to Second Darkness) out.

Paizo Employee Chief Technical Officer

Greg A. Vaughan wrote:

Hi Neil. Shadow in the Sky had a fair amount of rushing due to the frenzied pace of getting stuff out for Gen Con last summer, and unfortunately it had several of these types of bugs creep in. There are others as well. To address them, I created a "Shadow in the Sky Errata" thread down below in the Second Darkness portion of the message boards. It tackles all of the things you have mentioned and more including some map issues with the Gold Goblin and tunnels beneath.

Unfortunately, I can't seem to locate that thread and can only view 101 of the 198 threads that it says exists, so I don't know if my computer is messing up or its some kind of boards snafu. Maybe Gary or Vic or someone can retrieve that thread if it's not currently viewable in order to help you (and others who are just now getting to Second Darkness) out.

Greg, to get to the older threads, you need to hit the Archive link at the top.

The thread you're talking about is here.

Frog God Games

Awesome. Thanks, Vic!

Neil, those should help you some on your questions.

Frog God Games

I just rooted through the archives a bit and found a couple other threads that address errata questions. I went ahead and bumped them for easy access.


Thanks for the diligence Mr. Vaughan; no rest for the wicked. ; )

The message board community would do well to link the errata threads for SD, like we have been doing for the earlier APs.

Frog God Games

Le Cacahuète Galerie wrote:
no rest for the wicked.

Heh, heh. I like that. I should use it as a sig line.


Greg A. Vaughan wrote:
Le Cacahuète Galerie wrote:
no rest for the wicked.
Heh, heh. I like that. I should use it as a sig line.

As you plaufuly twirl your mustache.

Frog God Games

Le Cacahuète Galerie wrote:
Greg A. Vaughan wrote:
Le Cacahuète Galerie wrote:
no rest for the wicked.
Heh, heh. I like that. I should use it as a sig line.
As you plaufuly twirl your mustache.

But of course. (twirl, twirl)


Ah, thanks for the link. I'll be sure to keep my eye on the thread.
Cheers.


Wanted to do an Eberron Conversion discussion on the forums for this adventure path, but was wondering if that would be against forum rules, especially the copyright ones. Please advise.

-Nicole


Just finishing reading through this one. Not bad for a first chapter, but the hook could have been a bit bigger. The set piece would make for a good side trek or two in Riddleport. The info on the Darklands is solid!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

Any one know if there is some conversion to PFRPG out there for this or is there no conversion needed? thanks!


MRblahface wrote:
Any one know if there is some conversion to PFRPG out there for this or is there no conversion needed? thanks!

There are stat block conversions in this thread.

Scarab Sages

1 person marked this as a favorite.

When can we expect to see this being updated into a single volume? Like that of rise of the runelords and crimson throne. I personally find having everything in a larger book a lot easier to manage.

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