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Pathfinder Society Scenario #2-07: The Heresy of Man—Part II: Where Dark Things Sleep (PFRPG) PDF

***( )( ) (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).

When a Pathfinder team in the godless nation of Rahadoum disappears, the Pathfinder Society sends the PCs to investigate. Deep beneath the sands of the small village of Wadi al-Hesr, a long imprisoned evil—responsible in part for the destruction of an ancient empire—now stirs and threatens the entire region with a deadly plague. Can the Pathfinders survive a sinister game of cat-and-mouse and escape with their lives?

Where Dark Things Sleep is the second scenario in the The Heresy of Man campaign arc. It is the sequel to Pathfinder Society Scenario #2-06: The Heresy of Man—Part I: The First Heresy and is followed by Pathfinder Society Scenario #2-09: The Heresy of Man—Part III: Beneath Forgotten Sands.

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)
1 to 5 of 8 << first < prev | 1 | 2 | next > last >>

Average product rating:

***( )( ) (based on 8 ratings)

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About Right

***( )( )

Tomb Raiders with a mission

****( )

GMed Low Tier

The adventure is scenic and quite atmospheric so the GM has an opportunity to freak out the PCs with a really well thought out dungeon.
The boss fight, if GMed properly and if PCs do not take care to prep well, can be really dangerous.

A few glitches:
GM has to fill in at the beginning of the story. My players went to ask around the nearby village that's not fleshed out.
Also, backstory is not very apparent so it will also need to be brought out by the GM.

Fun, but needs a very creative GM

***( )( )

***Note that I do not offer a review of Heresy of Man Part I as I merely played in it and have neither read nor run it. As such I don’t feel qualified to review it. That being said, we had A LOT of fun playing it. ***

Heresy of Man Part II for the player is a rather straight-forward smash and grab dungeon crawl. It does have some great encounters, interesting descriptions, and fun puzzles. As part of the series, it is a fun, and integral episode, but it suffers from the curse of the “bridge” installment.
The major downside is that the Background to the adventure is a tad confusing with all of the names, historic events and the like. Further, if you are searching for more about the background in the Inner Sea Guide, don’t look in the Rahadoum entry (where the adventure is set) look into Thuvia—there you’ll find it, and it will make things a bit more clear.

Thus, the adventure suffers from something that other Society mods suffer from—the lack of player/character knowledge into the Background of the adventure. Without that, the adventure loses some of the intrigue and detail and would make this much less of a dungeon crawl. As a player, I would think this mod was simply a series of random encounters occurring during a rescue mission. The “goal” of the mod is the key to Part III; however, the characters don’t know this, and therefore might leave at the end with a sort of empty feeling.

I would recommend it, but only to the GM with the time and energy to add in some more background for the players to discover and a compelling reason for them to continue beyond room two.

Mostly disappointing

**( )( )( )

First the disclaimer, this adventure was my first ever PFS character death and (near) TPK so that certainly colors my opinion.

The railroad tracks on dungeon crawl are obvious and clichéd. The introduction makes it sound like this is a problem solving/ mystery type adventure but then once you solve one fairly mundane puzzle or make a skill check all the discovery is over. For the rest of the adventure there is no question what you were doing next because there was only one way to proceed through a gauntlet of puzzles and contrived feeling challenges.

The story here is largely absent which is quite disappointing since part one was interesting and hinted that the second and third parts of the adventure would be tied in. There are some slim additional ties but in the GMs flavor text but as players we were left wondering why they bothered to call it part II. You can certainly play this without having played part I or even out of order if you change the names of a couple NPCs.

The creatures felt... metagamed. Like they were built to maximize how nasty they were per CR rather than around an interesting concept and it took a fairly high DC check for a characters to figure out their 'gimmick' which in our case wound up killing our party since we were had no clue what the creature was or what it's vulnerabilities were.

The only reason I rated it two stars is because I thought the riddles and puzzle were fairly interesting which is pretty rare for me.

Clever, detailed, and thrilling!


The regular scuttlebutt has missed the best nuances of this adventure. The attention to detail provided by a keen and experienced author provides context, color, and strategic insight for the GM that create a well rounded experience. The battle tactics of Verdizaam Charad in particular are delightfully wicked.

That said, if you were looking for an scenario that plays itself like a choose your own adventure novel, filled with hollow thrills that fail to create genuine risk, look elsewhere.

In my experience, the best moments of the game are the ones that always push the limits of your party. If the adventure was not written to give the GM the ability to do this, then the adventure will fail to entertain. Simply put, there is no reward without genuine risk.

Good show Vaughan, good show! Keep 'em coming.

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