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Pathfinder Society Scenario #2-06: The Heresy of Man—Part I: The First Heresy (PFRPG) PDF

**½( )( ) (based on 8 ratings)

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A Pathfinder Society Scenario designed for 5th to 9th level characters (Tiers: 5–6 and 8–9).

For more than 2 millennia, the nation of Rahadoum has lived under the Laws of Man that decreed "let no man be beholden to a god." While this has led to relative peace without religious strife, it has left the nation devoid of divine healing and magical methods to provide succor to those ravaged by disease or injury. When a new and mysterious plague begins ravaging the coastal villages of Rahadoum, you are sent by the Pathfinder Society to escort a cleric of Sarenrae into the heart of the plague in order to protect a secret Pathfinder research project. Getting there means smuggling the cleric in as contraband and when the Pure Legion, Rahadoum's defense against religion, get wind of your arrival, you must fight not only to protect the cleric, but to keep yourselves from being executed for violating the First Heresy.

The First Heresy is the first scenario in the The Heresy of Man campaign arc. Pathfinder Society Scenario #2-07: The Heresy of Man—Part II: Where Dark Things Sleep is the sequel.

Written by Greg A. Vaughan and Kevin Wright

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (8)
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Average product rating:

**½( )( ) (based on 8 ratings)

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Still don't know which heresy I committed.

**( )( )( )

(I played this under Magabeus, below.)

First off, I'm not very fond of asking for Profession checks in order to progress, I find people rarely have them so this is just a case of unnecessarily putting people in danger. However, at this tier, most people should have something to remedy this, so it's fine. I'm not docking points, especially since it lead to some fun roleplay, but I am noting it as a complaint.

Now that's out of the way, the scenario is pretty much okay. Not terribly exciting, and in fact most of it is pretty boring. There's a lot of combat in narrow walkways, which makes combat really boring for the people not being able to interact with the enemies, which is most of the party.

As for story, this trilogy is called "Heresy of Man," but I've experienced barely any lore pertaining to Rahadoum or the supposed heresy. Which is a bit of a disappointment. The twist of <spoiler>'s betrayal is interesting, but sadly fails to pay off.

In conclusion: combats are disappointing and the story is barely present. Regardless, it's not absolutely terrible, but there's definitely room for improvement.


Starts promising, but ends poorly

**( )( )( )

As one of the players at Magabeus’ table (read the review below) I echo his sentiments. The first part was amazing. It was easily the highlight of the session. From a mechanical perspective it is simple in design, yet rather effective. Not only that, but it also did a great job at setting the mood. The fact that our actions ended up making the whole ordeal hilarious, was a nice extra bonus.

Sadly the rest of the scenario didn’t age as well as the first part did. Like mentioned below, long five-foot-wide corridors don’t exactly make for riveting combat. Put the tankiest person in front and just shoot from a distance or just wait until combat is over. It’s not a lot of fun, even though the encounters are unique and require different tactics.

The biggest downside, to me, was the final encounter. I can understand it is the final encounter, but it didn’t feel like a proper end. I know this is only the first part of a series, but it still made me wonder if this really was it, or if we had missed something. The end sadly didn’t leave me satisfied. Still, it was enjoyable enough to make me want to see the other two parts.


5 Foot hell that did not age well

**( )( )( )

I GMed this in the standard campaign at low tier for a six person party.

Starting with a 3 score I adjust that for

+1: First act
I liked the first act. Making landfall at night in unknown surroundings should be tricky and it is. The party put 'the world's greatest archer' (an overconfident bard) at the helm of the boat and things started to go from bad to worse in a hilarious way. There was so much mocking going about that at one point the player asked to tone it down a bit.

-1: Five foot hell
I understand that it makes sense that hidden smuggler tunnels are not palace hallways and that 5 foot wide is already exaggerating the actual width these corridors would have. However this is a game and encounters in long straight corridors just aren't fun in my opinion.

-1: Encounter strength and aging
We are in a completely different point with PFS than were we were in season 2. This scenario was build for a 4 player team, without having access to all the options that appeared after that. Since the main actions are about combat it just did not age well. Do I hold that against the writer: not at all. However it is a thing to consider when one decides to run it in this season of PFS.


***( )( )


Meh

**( )( )( )

The introduction to the mission was nice, but I felt like there wasn't much plot beyond insertion. Also, the encounters were outright pathetic. The final encounter took about 15 minutes real time, 2 rounds in-game. We actually didn't realize it was the final encounter until the GM started filling out Chronicle sheets, as we had only been playing for about 90 minutes, and hadn't been rushing either. A real cakewalk, this one.


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