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

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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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Average product rating:

3.00/5 (based on 13 ratings)

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Possible very hard depending on party makeup.

4/5

This product is 25 pages long. It starts with a cover, and credits. (2 pages)

Next it moves on to the adventure background and summery of the adventure. (2 pages)

Getting the adventure started, with a player hand out and IC instructions for the PC's from a NPC on what they are to do in the adventure. (2 pages)

Act 1 – Getting Under the Skin (2 pages)
This section is a small section with 2 encounters in it. It also has a full page map of the crypt.

Act 2 – Playing Possum (3 pages)
There is one encounter in this section which for some might prove challenging depending on the makeup of the group. Or very easy for the same reason. There is also a chance to learn some information in a odd social encounter.

Act 3 – Trophy Room (1 page)
This room is another room with a odd social encounter and possibly another encounter.

Act 4 – Sandtrap (1 page)
This is a optional section depending on the time left for the adventure. If there is enough time you use this encounter if there is not then the room is empty of the encounter.

Act 5 – Pride and Pestilence (3 pages)
This section has one encounter in it. It can be fairly tough or fairly easy I think depending on the makeup of the party.

Act 6 – Riddle Me This (1 page)
This section has one encounter that can be a social or combat encounter. At this point the PC's might be beat up enough to make this tough. But there is hints earlier in the adventure at how to make this a social encounter only.

Next it has a conclusion of the adventure and talks about the fraction missions. For the most part they seem pretty easy to attain. Though the Andoran and Talador both have one point that might be hard to achieve. (1 page)

It finishes with 2 pages of handouts, OGL, Adventure fill out form, and 2 pages of ads. (6 pages)

Closing Thoughts. All and all this seems like a fairly well done adventure. A couple of the fights might be challenging but a lot of that would depend on the makeup of the party. For some it might be hard, while for others it might be very easy. The only critics I have, is that two of the faction points might be very hard to get. Also the riddle at the end of the adventure is kinda hard if the PC's didn't get or understand the clues earlier in the adventure. So because of those things I am going to give this one a 4 star.

A Note to those reading my review. I have never played in PFS before. So I am rating this on what the adventure is meant to accomplish, from a home game point of view. I am unsure how party makeup's are decided in PFS and that could have a big effect on how tough this could be. But isn't that always true?


Deathtrap

1/5

This module has several critical design problems [see discussion] that make it unfit for play in Pathfinder Society Organized Play. I do not recommend that anyone buy or play this adventure.


If there was something below one star, I'd use that

1/5

I really dislike scenarios where the primary objective is to kill as many characters as possible. I actively dislike both this and part one, and will be avoiding anything by this author.


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Dennis, part 3 follows the pattern. Sets up some great possibilities, but in the end it gets lost.

I'm still contemplating a comprehensive review of these three, but it's hard finding the time right now. I've played the first two, GM'd them all at least twice now.

To sum it up to anyone else reading:

I don't enjoy running them unless the players are cocky and wanting to push the limits and aren't interested in a story or role play.

These three are all difficult, but not challenging. All three depend on a single ability (different for all three). If your party can't deal with that ability, you're hosed and it's an extremely difficult mod. If they can deal with it, they're not challenging. In neither case are the encounter interesting.

I will say this though. They are not what I would consider "over powered." They just implement good tactics on well built NPCs and monsters. I want to see more well built NPCs in all tiers of PFS, and I hope the out-cry that elements of these scenarios have received don't jeopardize that.

Liberty's Edge

Paizo Charter Superscriber; Pathfinder Companion, Pathfinder Accessories, PF Special Edition Subscriber; Starfinder Charter Superscriber
Kyle Baird wrote:
Dennis, part 3 follows the pattern. Sets up some great possibilities, but in the end it gets lost.

Who is Dennis?


I am looking forward to trying this scenario. I sorta wish a scenario would kill me :)(not that it is a big deal you just lose some gold.)

I find most pathfinder society modules a little weak on story and difficulty compared to Living Greyhawk. Which surprises me because the adventure paths are very good. I think the biggest limiting factor on the quality of these mods is the size. I would love to see some Adventure paths or other modules produced by paizo converted to pathfinder society.

Shadow Lodge

@Dragnmoon Ogre == Dennis

@Kyle - I think some of the blame for the TPK is in the player's hands, some on the GM, and some on the adventure. If I felt the module was an outright death trap I'd have rated it one star.


0gre wrote:
I think some of the blame for the TPK is in the player's hands, some on the GM, and some on the adventure.

+1

These are some of the first modules that puts a lot of responsibility for surviving in the player's hands. Some players won't be ready for that.

Lantern Lodge

Just as a note - there was a TPK in our game, so it would affect my opinion of this module a little, but I played and then read it,
and I can say that I don't think this module is entirely fair.

spoiler:
I mean, DR10/cold iron AND good at level 5? With Greater Invisibility (And therefore a basically permanent miss chance) and 3 attacks a round dealing pretty insane damage (Adding in it's special abilities). It's ridiculous. The 'last boss' of the scenario is the most unfair this about it. The other encounters were manageable (We didn't set off the snakes, but they could be crippling)

Basically I would say - avoid this scenario unless you WANT to kill your characters.

Liberty's Edge

I was also in Ronano's party and it was also my first TPK/character death, and I'd have to agree with him about how unfair it ultimately felt. It was my character's first time dealing with a creature with so many gimmicks.

Spoiler:
DR is nothing new of course, but a double DR plus other shenanigans?
Now I can admit that it was our own fault that we had no answer to our fighter getting blinded, which effectively left us with a 3-person party, but I feel that ultimately it would have made very little difference against the boss monster.

Seeing Greg defend it as being for the sake a fun adventure is a pretty weak excuse for a highly lethal scenario. When asked afterwards how we were best meant to defeat the boss, our GM told us flatly that we just had to be over-prepared, which sadly we were not.

There's nothing fun about a fight where the only solution is being over-prepared.

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