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

***½( ) (based on 20 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 (20)
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Average product rating:

***½( ) (based on 20 ratings)

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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.

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.

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