I finished--just a few minutes ago--the final pages of the Second Darkness adventure path, including even reading the Player's Guide before starting, which I'm now doing. (Why not? The pdfs are free, after all.) It's the third adventure path published after Paizo stopped doing Dungeon Magazine, the 6th adventure path in all, and the penultimate 3.5 adventure path. Next, although I'll read something else first, I'm sure, is Legacy of Fire, the last 3.5 adventure path.
While Second Darkness seemed to have elicited some excitement when it was new, because it brings the drow to Golarion, and still is the only major publication to feature them, I believe, it is also not seen as one of the better APs in retrospect, and when I asked ChatGPT to rank the APs, it put Second Darkness in the lowest, C-tier ("heavily flawed") with a summary of jarring mid-campaign tonal shift. That's fair. How about my quick summary of the six parts and the campaign as a whole?
Parts of the adventure path were actually really good. I doubt that any of the adventure paths are perfect; in fact, it seems to be a meme among fans that the 4th or 5th chapter is kind of an odd-ball that doesn't fit very well. Lower level plays out pretty classic, but as you get to higher level (5th and 6th chapters in particular) the characters are in the teens, usually ending at 15-16th level, so they're completely superheroes, and the game doesn't feel like classic fantasy anymore, it feels weird. The Avengers. Luckily Golarion isn't (yet) also the Muppets like 5e is, but it eventually gets there.
Anyway, here's the six parts, and my opinion (briefly) on each.
Shadow in the Sky: This is mostly an adventure of urban scum and villainy, hucksters, gangsters, pirates, were-rats, and the like. The vibe is very similar to Freeport, actually. While I don't really care for the casino employees gig that makes up a big part of it, it's certainly a serviceable urban adventure, and nothing at all is wrong with it. It ends with the reveal of the drow, which is supposed to be a big deal because they hadn't been revealed or described at all in Golarion up to this point. (Ironically, this adventure path was explicitly made "non-canon", I think it an effort to over-protect themselves in the wake of the OGL debacle, where they deliberately took OGL D&D concepts and made them either more generic or more specific to themselves... but no longer part of D&D. Now, it's not even clear that drow canonically exist in Golarion at all.)
Children of the Void: This is my favorite of the adventures; a treasure hunt that turns into a horror adventure of sorts, heavily based on Predator, Aliens, or any other adventure where you're trapped in a constrained space (a small island here) and under constant attack by alien monsters who are trying to turn you into a zombie. In fact, I'm going to explicitly adapt this into one of my two sailing campaigns; either Terror in Timischburg or Curse of the Corsair Coast.
The Armageddon Echo: Now, you're in the elf forest, and as agents of the elf queen, you are going to war against the invading drow in the elf forest. Quite the change from the piratey or criminal start to the campaign in a seedy, dumpy little town, but not a bad adventure, and one of the better "war-themed" adventures that I've read in a long time. Little bit hoaky finale, though. I'm not a fan of demiplanes.
Endless Night: I did not like this one. Here, you go undercover disguised as a drow into one of the drow households in the Underdark (er... Darklands) drow capitol city. The adventure is incredibly railroady, and the PCs have very little agency by design. Even when they're not being overtly railroaded, they're being deliberately hamstrung and put in a position where they can't do very much except be a spectator to the unfolding plot. I don't think I'd enjoy this one at all, and that's a much more significant flaw than any "tone shift". Getting jerked around by one girlboss NPC after another isn't anyone's idea of fun.
A Memory of Darkness: Another one that I did not like. You're back up on the surface now, going to a hold-out fortress in a demon-haunted section of the elf forest, but it's less of a raid and more of a visit where you're expected to go and talk to a bunch of people. It's also very railroady, and it feels more like you're a spectator rather than a "mover and shaker" in the story. Not only that, the adventure background gives the module very unlikeable context; the PCs are essentially manipulated by the girlboss elf queen, and there's an extremely transparent allegory of her being the feminist progressive "hero" and the whole point of the module is to go either convert or kill the traditionalist conservative elves who are the "villains". The module is all set up for the big reveal that elves who become "too Republican" turn into drow, which again, is supposed to be a big shocking reveal, and the module is set up as if it is, which isn't really a very appropriate way to structure a module, I don't think. I can't imagine running this one, ever.
Descent Into Midnight: Finally, you go back to a weird section of the Underdark, fight lots of demons and drow at relatively high level, end the campaign. This is serviceable, but not particularly inspiring. The Land of Black Blood should be cooler than it actually ends up being in practice, I found. It's a good idea that they do too little with.
Anyway, I didn't necessarily expect this to be one of my favorite campaigns. I knew ahead of time that it wasn't one of the more popular ones, and my AI ranking had it at the lowest tier at which it grouped 1e adventure paths. That said, I was pleasantly surprised by the first two chapters, the second one in particular.
Before I start Legacy of Fire I'm probably going to read Out of the Abyss, the 5e campaign that also focuses on the Underdark, drow and demons. It'll be interesting to see the same themes explored differently.
I also ran another AI query of Google, asking it to rank the adventure paths, but I asked it to rank both 1e and 2e adventure paths. Thought I'd include that here for the heckuvit. Once again, I don't pretend to expect that my own rankings would match these.
S-Tier: The Gold Standards
Universally praised masterpieces with exceptional writing, cohesive themes, and minimal required GM intervention.
- Curse of the Crimson Throne (1e): The ultimate urban campaign.
- Kingmaker (1e / 2e): The definitive hex-exploration and kingdom-building sandbox.
- Rise of the Runelords (1e): The quintessential high-fantasy Varisian epic.
- Season of Ghosts (2e): A masterclass in localized, atmospheric mystery and emotional storytelling.
- Strength of Thousands (2e): The premier roleplay-forward magical academy and diplomatic campaign.
Incredible campaigns that fully deliver on their premises, holding minor flaws or requiring light GM pacing tweaks.
- Tyrant’s Grasp (1e): A grim, high-stakes military survival campaign against the undead apocalypse.
- War for the Crown (1e): A brilliant, courtly intrigue and political espionage campaign.
- Abomination Vaults (2e): The gold standard for modern, multi-level dungeon crawls.
- Hell’s Rebels (1e): An engaging underground urban resistance and rebellion campaign.
- Wrath of the Righteous (1e): An epic mythic crusade against demon hordes (held back only by late-game 1e mythic rules bloat).
- Fists of the Ruby Phoenix (2e): A high-octane, cinematic martial arts tournament arc.
- Iron Gods (1e): Splicing sci-fi technology and crashed starships into traditional fantasy.
- Strange Aeons (1e): The definitive cosmic horror and amnesia-driven campaign.
Fun, deeply thematic adventures that stumble slightly due to subsystem weight, repetitive encounters, or disconnected acts.
- Blood Lords (2e): Climbing the ranks of an undead-run magocracy; suffers slightly from enemy damage-type repetition.
- Skull & Shackles (1e): A phenomenal pirate simulator hampered by tedious ship combat mechanics.
- Stolen Fate (2e): A sprawling, globe-trotting scavenger hunt using the Deck of Many Things.
- Carrion Crown (1e): Classic gothic horror monster-of-the-week, though books feel narratively disjointed.
- Quest for the Frozen Flame (2e): Immersive prehistoric nomadic survival; wraps up its final act too quickly.
- Legacy of Fire (1e): Genies, desert exploration, and Arabian Nights tropes.
- Reign of Winter (1e): A wild reality-hopping portal-fantasy (including WWI Earth) with polarizing tone shifts.
- Return of the Runelords (1e): High-level fan service tying together decades of lore; best reserved for veterans.
- Hell’s Vengeance (1e): The rare "play as the evil empire agents" campaign; requires a specific table dynamic.
- Ironfang Invasion (1e): Gritty guerrilla warfare against an invading hobgoblin army.
- Recent 2e Additions (Wardens of Wildwood, Curtain Call, Triumph of the Tusk, Seven Dooms for Sandpoint): Solid, well-received modern adventures that generally provide targeted, fun genre experiences.
Fascinating core concepts dragged down by pacing issues, lethal early-edition math spikes, or structural disconnects.
- Age of Ashes (2e): Plagued by early-2e difficulty spikes and a disjointed "world tour" plot.
- Agents of Edgewatch (2e): Great urban encounters marred by tonal whiplash and punishing tactical lethality.
- Mummy’s Mask (1e): Incredible Egyptian tomb exploration, but suffers from massive dungeon burnout by Book 4.
- Outlaws of Alkenstar (2e): Incredible steampunk bank-heist opening that derails into an uninspired wilderness trek in Book 2.
- Shattered Star (1e): A straightforward, nostalgia-driven dungeon-delving fetch quest.
- Giantslayer (1e): A long, combat-heavy martial slog fighting giant variants.
- Ruins of Azlant (1e): Island colonization hampered by clunky underwater combat rules.
- Jade Regent (1e): A legendary caravan trek across the north, ruined by terrible caravan subsystems and NPC spotlight-stealing.
- Gatewalkers (2e) & Sky King's Tomb (2e): Compelling paranormal/dwarven hooks that suffer from disjointed chapter pacing and missing maps.
The weakest links structurally. Playing these successfully requires the GM to fundamentally rewrite portions of the plot or mechanics.
- Extinction Curse (2e): Famous for introducing a circus theme and then entirely abandoning it after Book 1 for a standard subterranean lizardfolk crawl.
- Second Darkness (1e): Starts as a clever casino/crime syndicate intrigue before abruptly shifting into a generic Underdark drow war.
- Serpent’s Skull (1e): Features an iconic Chapter 1 shipwreck survival sandbox, followed by five books of tedious jungle slogging and an empty faction mega-dungeon.
- Council of Thieves (1e): Lacks focus outside of one famously brilliant, interactive theatrical play in Book 2.



















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