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.
Product Availability
Fulfilled immediately.
Are there errors or omissions in this product information? Got corrections? Let us know at
store@paizo.com.
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.
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?
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.
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.
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.
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.
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.
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.
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.
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...