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

3.40/5 (based on 24 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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Average product rating:

3.40/5 (based on 24 ratings)

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Movie-like ending to Bloodcove Disguise (GMed)

4/5

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 ;)


Very flawed module

2/5

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.


It was short!

2/5

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.


Epic for 1 round, then it's back to garbage

1/5

Now that I've run the scenario instead of just playing it, I can wholeheartily say this scenario sucks. The much praised epic element is very short-lived, mainly due to immense design flaws. Almost every enemy has either ridiculous tactics, statblock full of errors, or both. And what's worse there's very little else than battles in this scenario. This scenario is like The Hunchback of Notre Dame II; an unworthy continuation.

The absolute worst thing is how anticlimatic the end is. The two-part adventure, and it ends in disappointment and the feeling you've accomplished nothing. You want that? Of course you don't.


Fun but flawed

3/5

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.


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Announced!

Dark Archive

Again, same question that I asked for part one: which of the flip-mats and map packs should you have to run the adventure?


Pathfinder Adventure, Adventure Path, Rulebook Subscriber

I guess it's possible that no one has reported this, but the Chronicle at the end is in error. The title states it's for Part I not Part II. I'm guessing that the rest of the cert is correct?

Kizan

Contributor

Kizan wrote:
I guess it's possible that no one has reported this, but the Chronicle at the end is in error. The title states it's for Part I not Part II. I'm guessing that the rest of the cert is correct?

The rest of the Chronicle is correct, just the title is wrong. I'll poke the right folks to get this corrected.

Dark Archive

The Chronicle sheet still states part I, fyi...


Since reviews are closed, I will leave my comment here. Played this a few days ago, and I really enjoyed the final combat a lot, but I suppose that's because I was the one that got the gimmick. I feel like there should have been more big bosses, and that way all the PCs could get the gimmick. As written, the final combat seems like one player has fun owning face while the rest of the party watches.

Webstore Gninja Minion

The Fourth Horseman wrote:
Since reviews are closed, I will leave my comment here. Played this a few days ago, and I really enjoyed the final combat a lot, but I suppose that's because I was the one that got the gimmick. I feel like there should have been more big bosses, and that way all the PCs could get the gimmick. As written, the final combat seems like one player has fun owning face while the rest of the party watches.

You can still review this product—just click on the "Product Reviews" tab.


Liz Courts wrote:
Kizan wrote:
I guess it's possible that no one has reported this, but the Chronicle at the end is in error. The title states it's for Part I not Part II. I'm guessing that the rest of the cert is correct?
The rest of the Chronicle is correct, just the title is wrong. I'll poke the right folks to get this corrected.

Still shows this way for Part 2... not a major issue but looks like your poke was too soft. LOL.

Also - no option to post reviews shows up in the reviews section for some reason.

Grand Lodge

I know that Swamp is one of the maps, but what's the other map for the Azlant Ridge?


Pathfinder Lost Omens, Rulebook Subscriber

Try PFS Map-Mat List.

Hmmm, I just looked and it only shows Swamp. Don't have access to the PDF right now to verify.

Grand Lodge

Gullyble Dwarf - Lvl 7 DM wrote:

Try PFS Map-Mat List.

Hmmm, I just looked and it only shows Swamp. Don't have access to the PDF right now to verify.

I have that file downloaded. Yeah, it only says Swamp.

The pdf doesn't mention a name on for the map other than Azlant Ridge.

Grand Lodge

Okay, just re-read the scenario, especially the first encounter, and given how blank that Chronicle Sheet is, are we SURE that it's correct? It seems to be missing a LOT of treasure from just the first fight.


kevin_video wrote:
Okay, just re-read the scenario, especially the first encounter, and given how blank that Chronicle Sheet is, are we SURE that it's correct? It seems to be missing a LOT of treasure from just the first fight.

The map for Azlant Ridge is a unique map to this scenario.

I just quickly read through the encounters and they appear to match up with the chronicle. Remember, only items that are not always available wind up on the chronicles. So, +1 arms/armor, 1st level scrolls/potions, etc. do not wind up being listed. There was a bit of stuff in the first fight...it's just always available for the most part.

Grand Lodge

Ran this last night, and I'll be leaving a review if I can. Seemed to be a number of errors. However, the players enjoyed it. Especially the wizard who got to be the "weapon" at the end.

Sovereign Court

Anyone else see an issue with the boss's statblock? The math in no way checks out.

Spoiler:
Seems like the advanced template wasn't applied, Dex mod is +3 but only 2 goes to AC, attack bonuses for bite and claw are identical even though it has weapon focus (claw), so on. But the numbers all get lower when you run the math from scratch, which makes it basically incapable of taking on its foe--an advanced iron golem with 15 DR who bypasses the Angazhani's DR with +36 to hit against ~25--let alone four of them in succession...

Not sure if there's been a fix on this somewhere.

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