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

**½( )( ) (based on 10 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 (10)
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Average product rating:

**½( )( ) (based on 10 ratings)

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***( )( )

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Before I go on, there was a TPK when I played, so it might colour my opinion of this module somewhat.
Played at the lower tier.

The concept for this story is interesting, but in practice it just isn't very exciting or fun.
There is quite a lot that is known to the GM only - and may never become apparent to the players.

The combats range from being manageable to being unbalanced - one in particular leans heavily on the side of unbalanced.
There is just a few things in this scenario that scream 'cheap' or 'unfair' to me.

I would say play this if you want your characters to have a decent chance of dying.

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

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***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.

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