Pathfinder Society Scenario #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge (PFRPG) PDF (based on
9
reviews)
Paizo Publishing, LLC
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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).
With supplies in hand, you rush from Bloodcove to the Pathfinder expedition site at Azlant Ridge only to find it under siege. You must brave the newly discovered halls beneath the ridge in order to find the key that might save everyone.
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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Its easy to see that this scenario has the potential to either suck or have a great cinematic feel to it.
If the GM takes care to beef up the intensity (and keeps pressure on) while maintaining the flow of action it can reach all the way to 4 stars.
My players had a really good time and it certainly didn't feel like an easy battle for them.
spoiler:
Hint to GMs - when all else fails, use Combat Manouvers ;)
As others have said, the idea is fine but the execution is flawed.
I particularly hated the faction missions. As others have stated, many are all but impossible to achieve. But my distaste goes further than that.
I was playing the Cheliax mission. The note handed to me explaining the mission made absolutely no sense at all given that my character HAD played in the previous adventure and HAD succeeded at his mission. Sure, that is just flavour text but it is nice when the flavour text ADDS to the story rather than giving one a massive WTF moment.
Spoiler:
And then to be told that I needed to make 3 diplomacy checks against a DC of 15 to succeed just seemed very silly. My character has diplomacy at a fairly good level (+9) but even with that level of skill the chance of succeeding on all 3 checks is only 42%.
And when I glanced at the module later to find that the information was so insanely irrelevant anyway just really peeved me.
The final climatic battle was exceedingly boring.
Spoiler:
The focus was obviously intended to be on the Giant gorilla and the Golem. But given the damage reduction of the golem the gorilla wasn't the tiniest threat. Not suprisingly since the Golem could only miss on a 1 it hit a lot and dispatched the gorilla in 2 entire combat rounds.
Then we had a golem to deal with the incoming waves of attacks.
The GM called the fight on the basis that we'd obviously won.
I certainly hope that one of the goals of the module was to convince the characters that the Pathfinder society is basically run and populated largely by a bunch of incompetent buffoons. Because that was certainly the impression left on my character :-).
If one ignores the meta fact that one cannot quit the society without quitting the campaign my character would have resigned from the society as soon as reaching home.
I was a player in this,and I missed the first half of this 2 part mod. found it very drab and very unthought out, as far as the faction mission was in a practical point imposable to realy do, the battle between the monkey and robot (interesting) but pointless, at lest the player who played the robot took it out by inbedding it on some jagged ruin thing in the 2nd dig area. The other monkies where to drawn out (4 Waves?), the GM threw the last 2 on us at one time to shorten the fight and to add alittle worry for our skinn's. herd alot of grumbling from the GM about how this mod was poorly writen. and he had to do alot to liven it up to keep the players involed. Only good thing we all liked was it was a short mod to play through.
Much like forbinproject said, without the epic & cool elements this scenario would be a 2-star fart. It's a very combat-heavy scenario with little point or plot. I was very unimpressed after reading the last pages of the scenario, noticing it had nothing but combat encounters.
I had a lot of fun playing this adventure but found it very straight forward and uncreative. After the lead up in part 1 I was expecting something epic and I got a fun little stand alone adventure with a neat little hook at the end. This is a fun one to walk through but it would have been better as a stand alone not a sequel to the epic part 1.
As it says in the title really. Without the 'cool' factor of a great reveal late in the adventure, this would have been a 2-star adventure. The essence of this adventure is great, but it's dragged down by a lack of detail and some unsatisfactory go-nowhere plotting. Fortunately, all of these niggles are reasonably easily fixed, and the central premise of the adventure is very strong.
Overall, this could have been an absolute classic, but falls a little short due to some dangling plot threads and pacing issues. I'll be detailing what I did with the adventure over in the GM discussion thread.
Despite the three stars I would recommend this adventure be played along with Part I, as with a little bit of work Part II can be brought up to the same level as Part I, for a truly memorable double-bill.
There is a time in every pathfinder career that they will recall overcoming impossible odds to save the day. This Scenario is that time. This module can terrify the players and the action never stops! I had a lot of fun running this one for many groups at home and GENCON. Players will forever remember this one.
Your parties actions or lack there of from Beyond the Dawn Part one will weigh heavily on what happens here. I high advise run part one before running part two as the story will make much more sense.
GM's must fully understand this scenario and be very prepared to run this successfully. This module is responsible from my one and only TPK in PFS.
The feature encounter in this scenario overcomes all of this scenario's shortcomings despite its numerous stat block errors that can cut the encounter short. Beyond the big fight, the writing is average at best, and the other encounters seem like afterthoughts.
First I would like to caution other reviewers to be careful about spoilers when they post here. Yes, a lot can be inferred from the cover of the scenarios but the less spoiling the better.
Second, I want to express how nice it is to see scenarios tying into each other. It took two seasons to get here but I think it has been worth the wait. It is very important that you play Part 1 before you play Part 2.
Third, I’d like to stress that GMs must prepare thoroughly to run this scenario. There’s a lot going on and once the action heats up it doesn’t relent.
OK, enough lecture. This is an excellent scenario and the players are going to talk about it for a long time. There’s some role-play and a lot of fun combats. There’s a definite potential for eating up five hours of game time to give the scenario the treatment it deserves. There’s some nice campaign setting flavor, and a few of the faction missions require some thought. Overall the players are going to be on the edge of their seats because the action doesn't slow down. GMs should press the PCs hard and make them earn a victory at Azlant Ridge.