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Pathfinder Society Scenario #2-09: The Heresy of Man—Part III: Beneath Forgotten Sands (PFRPG) PDF

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

Beneath the desolate deserts of godless Rahadoum, the Pathfinder Society races against time to beat the traitorous Shadow Lodge to an ancient Jistkan citadel. But their rivals aren't the only obstacle in the PCs' way: the long-lost ruins teem with terrible outsiders set on manipulation and destruction, including a self-proclaimed avatar of the div god Ahriman. Beneath Forgotten Sands brings the three-part Heresy of Man series to a stunning conclusion.

Beneath Forgotten Sands is the third and final scenario in the The Heresy of Man campaign arc and is the sequel to Pathfinder Society Scenario #2-07: The Heresy of Man—Part II: Where Dark Things Sleep.

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 (2)

Average product rating:

****( ) (based on 2 ratings)

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Love the skill based, mystery aspect!

****( )

Yes you get railroaded bit, but there are some twists - including one that can cause players to be banned haha!

Definitely dont bring munchkins who dont listen to text!


Fun to play, ends with a . . .

****( )

Heresy of Man Part III is grand, but for the end.
This is a very fun adventure—though a tad on the railroad. The party needs to be savvy and should try not to do anything rash, and that makes it fun. With that—this can be a very deadly mod. The group must roll well (as the group I ran through did—and still almost a TPK), and approach each encounter smartly.

The downside, as with Part II, is the background and metaplot. I feel as if I’d give too much away by talking about it. I will just say that other than the success of beating the Big Bad in what was a true nail-biter, the end proved to be a letdown in many ways.

It was fun for its 4.5 hours of play, and the parts are wonderful. It’s the whole that leaves you ho-huming and even scratching your head and wondering how on Golarion there isn’t a Part IV.



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