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Pathfinder Society Scenario #2-02: Before the Dawn—Part II: Rescue at Azlant Ridge (PFRPG) PDF

***½( ) (based on 18 ratings)

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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.

Rescue at Azlant Ridge is the second and final scenario in the Before the Dawn campaign arc and is the sequel to Pathfinder Society Scenario #2-01: Part I: The Bloodcove Disguise.

Written by Joshua J. Frost

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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PZOPSS0202E


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Product Reviews (18)
1 to 5 of 18 << first < prev | 1 | 2 | 3 | 4 | next > last >>

Average product rating:

***½( ) (based on 18 ratings)

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Pathfinders be Soldiers

*****

Perspective: GM'd once

This scenario definitely has its problems, but it easily makes up for these with sheer awesome. There's a lot of combat and not so many RP opportunities, but the story (as connected to Bloodcove) holds together pretty well -- a hyperbole here and there aside -- and helps the PCs feel a great sense of urgency.

There is one part to the scenario that almost earns 5 stars all by itself:

GMs Only!:

Sure, the final battle can get a bit tedious (there are ways around this). And sure, the ghouls are awful to fight. And sure, that guy with the lance is obnoxious. But the opportunity (as GM) to ask for a player's character sheet, witness the panicked look on their face, and then hand them the statblock for a CR 14 cold iron behemoth and say "you are now in control of this" is just delicious. That piece makes this one of my all-time favorite scenarios.


Pretty badass - Played only

****( )

I will probably edit this review once I run this scenario as a GM.

"Wow". That's what I thought to myself when my party finished part 2 of "Before the Dawn". The Act 3 fight is worth the entire scenario. But if the party does not pay attention to their surroundings and their objectives, it could turn sour.

The scenario is combat heavy. Having a spellcaster (preferably an arcane spellcaster) is also critical, as otherwise the party will miss out on some aspects of the scenario.


Could have been better.

**( )( )( )

Player review.
This scenario is just silly. It is nothing but an over the top combat fest with no roleplay or other problem solving. My group were successful but found the constant fighting far too harsh and repetative. There is a story element was cool but the mechanics surrounding it hurt the rest of us ultimately, which didn't help the situation. Ultimately the scenario needed something other than mass combat.


3.5 stars for plot

***( )( )

The plot is excellent, and the faction missions make sense for once.

However as other posters have noted, some of the combats get a bit silly or tedius. There is one super cool trick that almost makes this a 4 star, but It cant make up for combat-by-numbers.


Meh...

***( )( )

It almost felt like if you make to a certain point you can't fail. Which is bad, I don't want to fell like no mater what I do I can't go wrong.


1 to 5 of 18 << first < prev | 1 | 2 | 3 | 4 | next > last >>



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