Thursday, July 31, 2025

Pathfinder Society scenarios season 2 part 2

 Here we go again. After another delay.

  1. The Heresy of Man Part 1: The First Heresy. This one is part one of three, and has to do with the godless (by strict law) nation of Rahadoum. Some plague or somesuch has hit the nation, and because they don't have clerics, it's a problem. None of that really matters, though—the point is that you're smuggling a guy into the country through the sea caves under a castle as the tide is rising. One of the Shadow Lodge traitors has tipped off the local authorities, so you have to avoid or fight them while going deeper into the coastal caves that are filling with water, to find that they are haunted. I dislike the set-up rationale for this adventure, but the adventure itself is a nice, brief smuggling action scenario.
  2. The Heresy of Man Part 2: Where Dark Things Sleep. This is the direct follow-up, and it turns out that the plague was unleashed by the Pathfinders themselves when they stumbled into the tomb of some undead weirdo. You are immediately whisked away to the tomb to clean up the mess. What follows is a rather boring little dungeon-crawl heavily focused on riddles, one of my least favorite things of dungeon-crawling play.
  3. The Sarkorian Prophecy. This is a kind of interesting one, with some hostile wilderness exploration in the Worldwound, encounters with geysers, sandstorms, etc. and a night hag to start us off, before facing down Shadow Lodge traitors who are attempting to steal the very thing that you were also sent to recover. I appreciate the complete and utter lack of a dungeon to crawl, although as is always the case for these, when there's more context, we're not given much to work with and the module ends up feeling smaller than its promise. Also not sure why this one is inserted between the Heresy of Man episodes, since it obviously has nothing to do with them at all.
  4. The Heresy of Man Part 3: Beneath Forgotten Sands. This is the third, and I believe final, part of the "Heresy of Man" series. It is a desert buried ruin, with evil genie related threats in it, and you're chasing a rival band of Shadow Lodge guys... who don't actually do anything except, I guess, add a sense of the clock ticking? You never actually encounter any of them except a few hired workers. I found myself subconsciously with Arabian Niiiights stuck in my head while reading it. It's a serviceable enough little dungeon crawl, with lava elementals and a genie version of a succubus, etc. but I admit I'm not even sure after reading it what the point was. I think maybe there was an artifact you were trying to recover or something.  
  5. Fury of the Fiend. This is actually a sequel to Fingerprints of the Fiend from way back in Season 0, if anyone remembers that one. It's an ambitious module, and like most ambitious season modules, it's too small to do its ambition justice. At heart, it's a damsel in distress rescue mission, but you start off having to impersonate a hellknight, convince people to let you go rescue the damsels in distress, and then you go fight haunts, morlocks, a demonic cleric and a retriever. While it's obviously pretty railroady, the concept isn't bad, but it just needs to be expanded to full module size. These seasonal mini-modules are just too small to actually allow this module to do everything it's trying to do.
  6. The Penumbral Accords. This is a quick and dirty, no frills rescue the damsel(s) in distress (twin girls, in this case) who are being transported to Shadow Plane slavery. A museum in Absalom has a once annually conjunction with the Shadow Plane, and the PCs infiltrate it, find the girls (and any other slaves, I suppose) and destroy the device that causes the conjunction. The Shadow Plane version of the museum is more of a mad scientist torture chamber kind of thing, and there's shadowy foes; fetchlings, shadow mastiffs, etc. to face. Nothing special, but nothing wrong with this one. The backstory for how it happened is perhaps more interesting than the module itself, but you have precious little opportunity to explore it.
  7. Below the Silver Tarn. For this batch of adventures, this is probably the best one. In spite of it's relatively high level, it plays like a fairly low fantasy survival horror module, set in an isolated, cut-off mining town next to a possessed lake with a powerful devil buried under the water. There's a lot of interesting roleplaying opportunities too, involved with working with the various factions or cliques of miners in the town, who all have their own ideas of how to solve their current problems. It does come across as a little bit railroady, but I think not only is that normal for Paizo, but it's a little bit inevitable for this type of module that's meant to be played in a convention setting, rather than as part of a home campaign. Of course, I'm evaluating them more as part of their suitability for use at home, so rather than beat to death the railroady nature of them, I'll try to focus on how much they have that might be useable or stealable.

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