A strange light in the sky holds a danger unknown for ten thousand years! Deep beneath Golarion's surface, the greatest shame of the elves is stirring once more. Seething with hatred, the drow have come up with a plan to wipe out their ancient enemies and bring a second Age of Darkness. And this time, there's only the heroes to stop them...
In the Second Darkness Adventure Path, the heroes venture from the Varisian pirate haven of Riddleport to an island overrun by extraterrestrial terrors, a fallen forest capital of the elves, the subterranean realm of the drow (where they are disguised as drow themselves), intrigue-laden elven courts, and a mysterious realm forgotten by time itself, known as the Land of Black Blood.
Pathfinder Adventure Path is the premiere monthly resource for your fantasy roleplaying campaign. Every month, the Pathfinder Adventure Path brings you a new installment of a 6-part series of interconnected quests that together create a fully developed plot of sweeping scale and epic challenges. In each volume of the Pathfinder Adventure Path, you'll meet nuanced characters, visit fantastical locations, face deadly foes, and learn ever more about nefarious plots and an incredible world forged by some of the most popular authors and artists in fantasy gaming. What's more, each Adventure Path also comes complete with new monsters, detailed supplementary chapters on important topics and locations, and fiction in the Pathfinder's Journal—everything you need to make your campaign rich, detailed, and engaging.
Shadow in the Sky (1 of 6): Strange portents loom over the city of Riddleport, and only the heroes can figure out what new menace has arisen in Varisia's freewheeling pirate cove of Riddleport. Also includes an overview of Riddleport, new gambling games at the famous Gold Goblin gaming hall, and Eando Kline's rust-monster-plagued excursion into the Darklands.
Children of the Void (2 of 6): The fall of a star sends crime lords and heroes rushing to claim the meteorite's valuable skymetal, only to be confronted by strange and alien creatures ready to spread their bizarre seed across an unsuspecting world. Includes an overview of the fantastical worlds of Golarion's solar system and the rowdy faith of Cayden Cailean, god of adventurers, as well as a lesson about subterranean survival in the Pathfinder's Journal.
The Armageddon Echo (3 of 6): After centuries of silence, the elven forest city of Celwynvian has brought in adventurers to help quell a secret shame which has risen up from the depths—and in process has revealed the truth of the cataclysm known as Earthfall. Also includes overviews of the drow of Golarion and the fallen elven capital of Celwynvian, as well as a showdown with an old enemy in the Pathfinder's Journal.
Endless Night (4 of 6): The heroes magically disguise themselves as drow in order to infiltrate the dark elf city of Zirnakaynin and put an end to the drow's world-shattering plot. Also includes an overview of sunless Zirnakaynin, the secrets of the drow art of fleshwarping, and the awakening of an evil that could jeopardize all of Golarion in the Pathfinder's Journal.
A Memory of Darkness (5 of 6): The end of the world looms draw near, yet still there are those who would place their petty conspiracies over the survival of Golarion. In the high elven courts of Kyonin, the PCs must root out corruption at the highest level and dare the demon-haunted forest whose secret now threatens an entire world. Also includes a gazetteer of the elven nation of Kyonin and the seductive faith of Calistria, goddess of trickery and revenge, as well as a desperate race to Absalom in the Pathfinder's Journal.
Descent into Midnight (6 of 6): As the drow recite the final incantations designed to bring about the end of the world, the heroes have only one desperate chance: to descend into the primeval Land of Black Blood and shatter the drow's conspiracy once and for all. Also includes overviews of the Land of Black Blood and the demon lords of the Abyss, as well as the final chapter in the Eando Kline saga, in which the Pathfinder must ultimately choose between his duty and his conscience.