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

***½( ) (based on 5 ratings)

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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 (5)

Average product rating:

***½( ) (based on 5 ratings)

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***( )( )

Great on Crunch, a bit short on Fluff

****( )

I give up to three stars in two categories, fluff and crunch. 0 stars is terrible, 3 is extraordinarily good.

Fluff: 1 Star
I really felt like there was nothing really happening here. You're told to explore a ruin, which you then do. There was little NPC interaction overall, and what there was had little impact on the events as they unfolded. That said, there was nothing awful about it either.

Crunch - 3 Stars

The encounters were thematic, challenging, and diverse. The final boss was extremely difficult without having insurmountable defenses or indefensible abilities. It felt like a final boss should for a three part series: tough but fair.

Too Hard

***( )( )

Played this at the higher tier with a 5 man party (Arcanist, Fighter, Fighter/Cleric/Hellknight, Ranger and Monk) of experienced players.

This scenario was just too tough on the encounters. We almost TPK'd twice and did lose the Hellknight in the second fight. One fight took almost two hours (an estimated 30 rounds!) in which my character sat out the whole thing charmed. Another had two of us running away in fear for ten rounds.

Each fight felt like a one trick pony to do over anyone with a low will save and then pummel the rest to death. Not fun.

Only reason I'm giving this 3 stars is because despite that we had a good laugh around the table.

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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