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Pathfinder Society

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

***½( ) (based on 23 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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Product Reviews (23)
1 to 5 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

Average product rating:

***½( ) (based on 23 ratings)

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One of my favorites

****( )

One of the few PFS scenarios that takes place primarily outdoors. It has epic fights and a unique setting. The last battle is huge and had us laughing so hard we could barely finish it. It's RP light and combat heavy which fit the tastes of the table we had.

It may not be perfectly written but it is a lot of fun and that's all the matters.

Awesome idea, but finicky to pull off

****( )

The concept of the adventure is really awesome; there's some brutal stuff in the last battle, and it'll be hard on everyone.

That said, the whole adventure has some tricky mechanics to it. The GM who ran it for us was a great performer, but was a bit fuzzy with rules. For example, the first encounter has terrain that mitigates some of the enemy's advantages, but he didn't use that map but one that didn't hamper the enemy that much.

The big end fight also has a lot of interwoven mechanics. If you correctly apply all of them it should give players the clues they need to avoid certain Don'ts, and the whole thing is hard but survivable.

Big fights, big surprise

****( )

The best summary for this scenario is the following: if you like playing Pathfinder and like 'big' surprises, you're going to really enjoy this one. Commenting on that any further would be ruin the experience. Suffice to say it's probably one of the best plot twists I've encountered thus far.

That said, this scenario is an interesting end for a two-part story arc. Compared to the first instalment, this scenario offers far less role-playing and way more fighting. The fights, I may add, are rather challenging. The first encounter can result in the death of a party-member easily. The final fight(s) has certain parts that are easier than others, balancing it out nicely.

The fights and the big surprise are enjoyable and truly memorable, I can not rate this scenario higher than 4 stars. The reason for that is because there's hardly any role-playing since you'll be going from one fight to another. Twice during the scenario I felt a bit disappointed there was no real interaction with NPC's and as such it had somewhat of a negative impact on the overall experience. Still, I highly recommend playing this scenario to anyone else.

Fun, Short, and a little Flawed

***( )( )

GMed once, at Tier 1-2.

I was lucky enough to get the same five players as I had for part 1, and felt bad when I had to tell others that they really shouldn't join if only because the idea of automatically gaining 1d10+2 "Awareness" points, when the actual part had so perfectly only gained 2, just seemed unnecessary, and it'd really be unfortunate if anyone had maxed it out. The first encounter alone would have been a TPK. And if they happened to survive that, then it would have been a TPK in the final battle. That's incredibly unnecessary.

The math did not add up in a lot of ways for two of the encounters, and I felt bad for the PCs in the first encounter when they couldn't touch the captain because he has PC wealth and was somehow only a CR 2. What? No. Even worse was the incredibly empty Chronicle sheet at the end. All five players were incredibly disappointed by the lack of a boon when Part 1 had a great boon. Anything would have been better than nothing.

Our final battle with the champion was over quite quickly. The player managed to roll two natural 20's, and nearly max damage. The fight didn't even last the full two rounds. And looking over the weapon, those stats can't be right. The damage and Strength just seems too high, even when compared to others of the same type and CR.

I agree with others that there was so much potential to this, but it just didn't quite live up to the expectations we thought it should have had. We finished in three hours. Easily the shortest game any of us have played or ran.

The large map was cool, the premise was neat, the epic encounter was cool, the players had fun overall, so it gets 3 stars instead of less.

I've heard a rumour that we can expect a sequel to this where the PCs have a chance of returning to the dig site once more either this season or next. If it's true, my players have already called first dibs. I hope this actually does come to pass because this is one location I'd really love to see expanded upon.

1 to 5 of 23 << first < prev | 1 | 2 | 3 | 4 | 5 | next > last >>

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