S02-21 The Dalsine Affair (1-7)
S02-21 The Dalsine Affair (1-7)
By Alex Greenshields
The Dalsine Affair
Pathfinder Society Scenario 2–21
Design: Alex Greenshields
Development: Mark Moreland
Editing: Judy Bauer
Senior Art Director: Sarah Robinson
Layout: Crystal Frasier
Interior Artists: Mariusz Gandzel, John Gravato, and McLean Kendree
Cartographer: Corey Macourek
Publisher: Erik Mona
This product makes use of the Pathfinder Roleplaying Game Core Rulebook, the Pathfinder Roleplaying Game Bestiary, the
Pathfinder Roleplaying Game Advanced Player’s Guide, the Pathfinder Roleplaying Game Bestiary 2, and Pathfinder Roleplaying
Game Ultimate Magic. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document
at paizo.com/pathfinderRPG/prd.
Pathfinder Society Scenario 2–21: The Dalsine Affair is a Pathfinder Society Scenario designed for 1st to 7th level characters
(Tiers 1–2, 3–4, and 6–7). 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 Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo
Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No
portion of this work other than the material designated as Open Game Content may be reproduced in any form without
written permission.
Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a
Copyright 2000 Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery
are registered trademarks of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting,
Pathfinder Player Companion, Pathfinder Module, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo
Publishing, LLC. © 2011 Paizo Publishing, LLC.
®
™
The Dalsine Affair
By Alex Greenshields
C
halfon Dalsine should have led a charmed life. The
third son of one of Taldor’s wealthiest senatorial Where On Golarion?
families, Chalfon grew up with everything a young The Dalsine Affair takes place in Oppara, the gilded capital
boy could want. He lived in his family’s vast country city of the crumbling empire of Taldor. Once the center
estate outside of the capital city of Oppara with servants of human civilization in the Inner Sea region, Oppara—
at his beck and call. Not being the eldest, Chalfon wasn’t like much of the empire—has deteriorated into a gaudy
burdened with the responsibility of someday taking over display of hollow decadence. Here nobles flaunt their
as head of the family, and spent his youth indulging wealth and influence, while the working classes struggle
every whim. As he matured into young adulthood, to keep the streets clean for aristocrats who pay them no
however, he slowly began to resent his parents’ emotional mind. For more information on Oppara and the nation of
distance, their burdensome rules, and their insistence on Taldor, see Pathfinder Player Companion: Taldor, Echoes of
tradition, station, and family pride, and he began to look Glory, available at bookstores and game stores everywhere,
for diversions outside of Taldor’s strict social hierarchies. or online at paizo.com.
He found such an outlet in the easy camaraderie and
r
do
fantastic adventures promised to members of the T al
Pathfinder Society in Absalom.
At first, life as an initiate in the Society was everything Oppara •
he had hoped for. Because of his family’s wealth, he Inn
er
was able to circumvent some of the more stringent Se
requirements the Society places on its initiates, and live a
3
Pathfinder Society SCENario
When he felt he had learned all he could from Banell, knew that the two of them hated each other. Not caring
Chalfon left his master’s house and began exploring for his cousin any more than he did for the rest of his
remote ruins and forgotten places of power throughout family, he devised a plan to pit the two faction heads
Avistan, hoping to discover powerful magical artifacts that against one another.
would help him in his ascent to power and limitless wealth. Chalfon could not believe his luck when he received
Although he ultimately failed in that endeavor, he made further news—that the venture-captain for the Opparan
contact with a group that would change his life: a small Pathfinder lodge, a man named Muesello, had been using
tribe of ugothol, or faceless stalkers, living in a marshy bog the Dawnflower Blossoms to smuggle Taldan artifacts
among the River Kingdoms. For their own unknowable out of the country in order to circumvent Taldor’s high
reasons, these shapechanging aberrations agreed to ally export taxes on such items. The situation seemed almost
themselves with Chalfon in exchange for access to the too perfect. With a few well-placed manipulations, he
upper crust of Taldan society. At first, Chalfon was hesitant would not only be able to expose the venture-captain’s
to return to Oppara, not wishing to once again be ruled crimes and discredit the Pathfinder Society in his home
by his family. The faceless stalkers quickly convinced him country, but hopefully also create an all-out war within
that he had outgrown their feeble restrictions, and could the Society by pitting Baron Jacquo Dalsine and Pasha
now use his family’s position to help him achieve the Al-Jakri against each other. All the Shadow Lodge would
wealth and power he so desperately craved. have to do then is come in and pick up the pieces. All he
Chalfon hired a ship, brought the faceless stalkers needed was a little luck.
back to Oppara, and began reingratiating himself with
the Dalsine family. Playing the part of the prodigal Summary
son, Chalfon did his best to seem contrite and was soon
accepted back into the family fold. When the opportunity The adventure begins with the PCs’ arrival at the
presented itself, however, Chalfon acted with utter Pathfinder Lodge in Oppara, Taldor’s gilded capital
ruthlessness. He secretly killed his only surviving older city. As they quickly receive a recap of recent events by
brother (the other had been slain in a duel years before) and Venture-Captain Muesello, the local militia knocks at
took control of the family’s fortune. Within a few years he the door, claiming the Pathfinders are harboring known
had placed faceless stalkers in prominent positions not criminals. In fact, lodge currently houses a number
just at the royal court, but also in both the secretive Lion of outlawed Sarenite cultists, and it falls to the PCs to
Blades (Taldor’s spy organization) and Oppara’s largest quickly get them out of the lodge and into the catacombs
thieves’ guild, the Brotherhood of Silence. beneath the city. Alternatively, the PCs may choose to
But even though his wealth and power kept increasing, distract or openly combat the encroaching guard.
it was not enough. Through his continued correspondence Once the PCs have successfully evacuated the
with the Shadow Lodge member Kormiggon Sussworth, Sarenites, they must navigate the dangerous catacombs
he made contact with an influential and radical member to locate a long-hidden temple of Sarenrae beneath the
of the Lodge’s hierarchy—a secretive agent known only city. There, they encounter a faceless stalker infiltrating
as the Spider. The Spider offered Chalfon an incredible the organization, taking the form and role of the cult’s
opportunity: if the Taldan noble helped bring down the leader. The false priest does his best to keep the PCs from
Pathfinder Society in Taldor, he would receive his pick of leaving the temple, but ultimately provides too much
the artifacts found in the Society’s vault in Absalom once information about his “master” Chalfon Dalsine, leading
the Shadow Lodge brought the Decemvirate to its knees. the PCs to the treacherous noble’s opulent estate.
Soon afterward, Chalfon’s spies came across some The PCs arrive at the estate to find a standoff between
incredible secrets that would allow him to put this plan a series of Taldan manor guards and several Keleshite
into motion. A faceless stalker placed in the Lion Blades soldiers. The Taldans are servants of House Dalsine and
informed Chalfon that they had been spying on a secret have come to the manor with their master, Baron Jacquo
and illegal cult of Sarenrae worshipers hiding in Oppara Dalsine, who is currently in the manor with his cousin,
who called themselves the Dawnflower Blossoms. A while the Keleshites are the personal bodyguards of Pasha
Keleshite member of the cult named Khismia happened Muhlia al-Jakri, here to exact revenge on Chalfon, who
to be the youngest sister of a Qadiran noblewoman named she sees as being responsible for her sister’s death. The
Pasha Muhlia Al-Jakri, the faction leader for the Qadiran PCs much act as diplomats, calming the tension between
loyalists within the Pathfinder Society. the two groups of guards in order to prevent an open
Chalfon knew very well who Pasha Al-Jakri was. conflict as well as to gain entry into the estate’s grounds.
Chalfon’s older cousin was none other than Baron Jacquo When the Pathfinders finally reach the manor house,
Dalsine, head of the rival Taldor faction, and Chalfon they enter to find a gruesome scene: Baron Jacquo is dead,
4
The Dalsine Affair
and his blood stains the blades of Pasha al-Jakri’s twin was himself nearly a Pathfinder in his youth, led the attack. This
kukris. Noticing the PCs’ approach, the Qadiran assassin gang slaughtered half the members of the cult, even those who
renounces her role as head of the faction, spits on Jacquo’s didn’t fight back—it was horrible. A few members were able to
corpse, and uses a magic item to teleport away. At the top escape, but the rest were either slain or captured and dragged
of the stairs, Chalfon Dalsine laughs maniacally at his away for interrogation.
plan’s success. Bringing justice to the man responsible for
so much strife falls to the PCs, who must see through his Muesello goes on to explain that while the deaths
continuing deception and significant defenses in order were tragic, his primary concern is that he had given the
to bring an end to the Shadow Lodge threat in Oppara. Sarenites several parcels for transport just last week. The
parcels included a number of notes written in a personal
Getting Started cypher, but anything involving codes eventually makes
its way to the Lion Blades, the secret spies of the Taldan
In the middle of the night, the PCs are summoned to government. It’s only a matter of time before they crack
the Grand Lodge. It is abuzz with rumors of something the code or use some divination magic to track him down.
monumental happening in Oppara. In the formal briefing, Muesello continues his explanation.
the PCs are informed that transport has been arranged
and the team of agents is being sent to the Oppara Lodge. “The Society is in a very delicate place at the moment, especially
Allow the players a chance to prepare for the adventure by here in Taldor. The upheavals caused by the Shadow Lodge
memorizing spells or buying any equipment they need. have only made things worse. If the government tracks those
A swift boat ride, a quick trip through Taldor’s gilded packages back to me, they might formally expel all Pathfinders
capital, and a coded knock at the front door lead to the from the country! Now what I need you to do is …”
unassuming, windowless Pathfinder Society lodge A loud knock on the shop’s front door interrupts the venture-
masquerading as a bait and tackle shop called Rods and captain mid-sentence. A strong voice calls out from the other
Reels. The strong smell of old fish permeates the dwelling, side, “Open this door! This is the Porthmos Militia. Open this
which has somewhat of a ill cared-for, haphazard door in the name of the Grand Prince!”
appearance. The light of a single, whale-oil lantern forms
strange shadows on the floor among the nets and buckets Venture-Captain Muesello (N male human sorcerer 5/
that fill the lodge’s ground floor. expert 3) plays up his age, and calls to the guards outside
The middle-aged venture-captain who runs the the door that he must find the key, motioning for the PCs
lodge—a ruddy-skinned and pockmark-faced man named to remain quiet. As he loudly fumbles around the shop to
Muesello—emerges from the narrow spiral stairs to the make it sound as though he’s searching for something, he
lodge’s second floor and addresses the PCs. Read the whispers to the gathered Pathfinders. “Ten of the escaped
following text aloud to get the adventure underway. Dawnflower Blossoms members are hidden here in the
lodge. I was able to rescue them after the raid. They’re
“Thank you for coming on such short notice, Pathfinders. Let all upstairs—five in my bedroom and another five in my
me bring you all up to speed. It seems that I may have gotten supply room.” He knocks over three hay bales along the
myself, and by extension the Society, into a bit of hot water. You room’s east wall, revealing a trap door beneath. He flings
see, lately the Taldan government has been growing particularly it open to reveal a ladder descending into darkness.
protective of what it considers its national treasures. Grand “You’ve got to get those people out of here,” he pleads,
Prince Stavian seems to have taken a personal interest in gesturing frantically at the hatch. “In my basement there
anything older than last week’s fish stew, imposing heavy tariffs is a staircase leading down to the ancient catacombs under
on any antiquities being sent out of the country.” the city. At the bottom of that staircase, there is a large
The grey-haired man lets out a deep sigh and his shoulders lever on the right, just a few feet down the connecting
slump. “This is where my own idiocy comes in. I thought that corridor. Once everyone is clear of the staircase, pull it
I could save the Society a few pieces of gold by smuggling down and it will collapse behind you. That should keep
items out of the city, using my contacts in a secret cult of local anyone from following you. Once you’re in the catacombs,
Sarenites known as the Dawnflower Blossoms. They receive just ask the cult members for directions; they should
significant support from people in Qadira, and oversee regular know their way around. Ask them to take you to the Vault
shipments to and from Katheer. of Sarenrae—it’s their last hiding place. Oh, and track
“Everything went very smoothly until last night. A group of down this Chalfon Dalsine, and see if you can find my
local guards known as the Porthmos Militia conducted a violent parcels: two beautiful sets of armor crafted by the fey of
raid on one of the cult’s safe houses here in the neighborhood the Verduran Forest. Last I heard, the Porthmos Militia
of Westport. A man named Chalfon Dalsine, a minor noble who had taken them back to Dalsine’s home.”
5
Pathfinder Society SCENario
Stairs Stairs
Down Up
Ladder
Up
Hatch
Down
N
Second Floor First Floor Basement
Act 1: Open Up In the Name There are 10 Dawnflower Blossoms on the lodge’s
of the Law second floor, who become aware of the militia’s presence
on the first round of combat. Because every second counts
(CR 3 or CR 5 or CR 8) for the trapped Dawnflower Blossoms, combat rounds
Read the following text aloud. begin immediately. If unassisted, the cultists take a total
of 12 rounds to reach the basement. Note that this time
The pounding on the door increases in volume and an annoyed frame only includes the Sarenites and not the PCs, who are
voice calls out again. “We don’t want to break the door down, assumed to flee once everyone else is safe. If any PCs wish
old man. Hurry up!” to flee first, or in the middle of the cultists’ departure,
“Yes, yes, I heard you. Hold on, I’ve got to find a candle.” add 1 round to the cultist evacuation time for each PC,
Muesello turns back and whispers once more, “I’ll hold them as the Pathfinders block the stairs or ladder. Under no
off as best I can. Please get the cult members out of here, circumstances does Muesello attempt to flee; he instead
or they’re all as good as dead, and please don’t try to kill the plans on sacrificing himself so the others can escape.
guards! This is a large group of serious guards who obviously At this point the PCs have several options. They should
mean business. Any lethal attacks or, gods forefend, a death be allowed to be as creative as they wish, but Muesello
could spell doom for the Society! These are city guards acting pleads that they need to move quickly and get the cultists
on the authority of the Grand Prince himself!” out as fast as possible. The PCs can try to help Muesello
by bluffing or otherwise peacefully interacting with
Creatures: A group of local Porthmos Militia members the guards, and if that fails, can barricade the door.
led by their captain have drawn up outside of the disguised Alternatively, they can help the 10 Sarenite cultists
Pathfinder Lodge. They were ordered to bring in Muesello escape by alerting them of the danger and helping them
for questioning, and are perfectly happy to break down his through the trap door into the basement. Finally, the PCs
doors to do so. This is not the same group that perpetrated can simply attack the guards. The PCs don’t all have to
the raid on the Dawnflower Cult the night before. These focus on the same objective; in fact, they will be more
are ordinary, law-abiding militia members who were successful if they each focus on different tasks. If the
simply ordered to bring in Muesello. They don’t attack players are having trouble coming up with actions, feel
anyone in the house unless provoked, although they are free to have Muesello suggest some to them (see page 9).
happy to club Muesello and anyone defending him into Because of the layout of the building, only two militia
unconsciousness if they do not obey the militia’s orders. members can get within melee range of anyone standing
6
The Dalsine Affair
in the doorway. Any guard who falls in combat is dragged N Medium humanoid
away by those behind her and replaced the following Init +0; Senses Perception +0
round with a fresh guard. Throughout the fight, Muesello Defense
pleads with the PCs to escape, promising that he will use AC 13, touch 10, flat-footed 13 (+3 armor)
his magic to cover their retreat. hp 8 each (1d10+3)
If the situation looks bad for the militia, the captain Fort +4, Ref +0, Will +0
blows her horn to alert other guards in the area; the sound Offense
of two responding horns in the distance follows on the next Speed 30 ft.
round. Two more patrols of the Porthmos Militia members Melee sap +3 (1d6 +1 nonlethal) or
show up to assist 2d4 rounds after the last member of the short sword +2 (1d6+1/19–20)
original group falls unconscious or flees. Tactics
During Combat Militia members try to flank at any
Tier 1–2 (CR 3) opportunity and attack using their saps. If attacked for
lethal damage, they switch to their short swords. If three
Porthmos Militia Captain CR 1 or more are attacking the same target, one attempts to
Female human fighter 1/rogue (investigator) 1 (Pathfinder RPG demoralize the opponent instead of attacking.
Advanced Player’s Guide 133) Morale These are not the bravest of Oppara’s guards; they flee
LN Medium humanoid if reduced to 5 hit points or below.
Init +3; Senses Perception +9 Statistics
Defense Str 13, Dex 11, Con 14, Int 9, Wis 10, Cha 8
AC 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield) Base Atk +1; CMB +2; CMD 12
hp 14 (2 HD; 1d10+1d8) Feats Skill Focus (Intimidate), Weapon Focus (sap)
Fort +2, Ref +1, Will +2 Skills Climb +4, Intimidate +6
Offense Languages Common
Speed 20 ft. Combat Gear tanglefoot bag; Other Gear studded leather,
Melee sap +2 (1d6+1 nonlethal) or sap, short sword, 20 gp
longsword +2 (1d8+1/19–20)
Ranged light crossbow +0 (1d8/19–20) Tier 3–4 (CR 5)
Special Attacks sneak attack +1d6
Tactics Porthmos Militia Captain CR 3
During Combat The captain attempts to knock opponents Female human fighter 3/rogue (investigator) 1 (Pathfinder RPG
out with her sap. If attacked for lethal damage, she Advanced Player’s Guide 133)
switches to her longsword. LN Medium humanoid
Morale The captain is not stupid, and flees if reduced to 5 Init +3; Senses Perception +11
hit points or fewer or if more than three of the guards are Defense
killed or knocked unconscious, blowing her watch horn to AC 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
summon reinforcements. hp 25 (4 HD; 3d10+1d8)
Statistics Fort +3, Ref +2, Will +5; +1 vs. fear
Str 13, Dex 8, Con 10, Int 15, Wis 14, Cha 14 Defensive Abilities bravery +1
Base Atk +1; CMB +2; CMD 11 Offense
Feats Alertness, Improved Initiative, Skill Focus (Sense Motive) Speed 30 ft.
Skills Bluff +7, Diplomacy +7, Intimidate +7, Knowledge Melee sap +5 (1d6+1 nonlethal) or
(local) +7, Perception +9, Ride +0, Sense Motive +12, mwk longsword +6 (1d8+1/19–20)
Stealth +0, Swim +1 Ranged light crossbow +2 (1d8/19–20)
Languages Common, Kelish, Osiriani Special Attacks sneak attack +1d6
SQ follow up* Tactics
Combat Gear potion of cure light wounds; Other Gear During Combat The captain attempts to knock opponents out
masterwork breastplate, light steel shield, light crossbow with her sap. If attacked for lethal damage, she switches to
with 10 bolts, longsword, sap, watch horn, 60 gp her longsword.
* See the Advanced Player’s Guide. Morale The captain is not stupid, and flees if reduced to 5
hit points or fewer or if more than three of the guards are
Porthmos Militia Members (4) CR 1/3 killed or knocked unconscious, blowing her watch horn to
Human warrior 1 summon reinforcements.
7
Pathfinder Society SCENario
8
The Dalsine Affair
demoralize the opponent instead of attacking. Rulebook 157), which means that with two people using it,
Morale These are not the bravest of Oppara’s guards; they flee they receive a +4 bonus on this check.
if reduced to 10 or fewer hit points.
Statistics Evacuating Cultists
Str 14, Dex 11, Con 14, Int 9, Wis 10, Cha 8 Alternatively, the PCs can help accelerate the Sarenites’
Base Atk +4; CMB +6; CMD 16 escape into the lodge’s basement. As noted above, if
Feats Improved Initiative, Skill Focus (Intimidate), Weapon unassisted, the cultists take 12 rounds to fully evacuate.
Focus (sap) Each PC who actively helps them reduces this time by a
Skills Climb +4, Intimidate +9, Knowledge (local) +4 number of rounds determined by the assistance given.
Languages Common The easiest method is to help them via mundane means.
Combat Gear potion of cure moderate wounds, tanglefoot bag; This can include verbally encouraging them or helping
Other Gear masterwork chain shirt, heavy wooden shield, them down the steps or the ladder into the basement.
masterwork sap, masterwork short sword, 60 gp Each PC engaged in this task reduces the total evacuation
time by 1 round, but must spend the entire encounter
Assisting Muesello helping the cult members; breaking off to cast spells or
Some PCs may wish to help Venture-Captain Muesello in participate in combat negates the effort. Any PC with at
his efforts to keep the guards from entering the lodge. He least 1 rank in Bluff, Diplomacy, or Intimidate decreases
is happy for any assistance the PCs can provide. Verbally the total evacuation time by 2 rounds per PC assisting.
stalling the guards requires a Bluff check opposed by A more effective method of helping the cultists escape
the Porthmos Militia Captain’s Sense Motive check (see is magic. Any spell cast on a cult member that increases
the Tier-appropriate stat block above). Because both his or her speed (such as blessing of fervor [see the Advanced
Intimidate and Diplomacy checks each take a minute to Player’s Guide], fly, or haste) decreases the total number of
perform, these skills are not useful in this situation; the rounds needed to evacuate by 1 round per person affected.
guards simply don’t wait that long before forcing their Note that mundane and magical means of speeding the
way in. PCs can either attempt the Bluff check themselves cultists’ evacuation stack.
or assist Muesello in his attempt (he has a +14 modifier
unaided). Any number of PCs may assist. Each successful Development: Venture-Captain Muesello is willing
opposed Bluff check delays the guards from attempting to sacrifice himself to help the PCs and Dawnflower
to enter the house for 1 round. Because the Porthmos Blossoms members escape. As the last person climbs down
Militia Captain is not stupid and grows increasingly the ladder, Muesello casts arcane lock on the trapdoor,
suspicious as the seconds tick by, each subsequent Sense after which he loudly surrenders to any remaining
Motive check that she makes gains a cumulative +2 guards. Although the venture-captain has given the PCs
modifier. If the PCs fail a Bluff check (or if Muesello does and fleeing Sarenites a moment to catch their breaths, the
so), the guards attempt to break down the door on the danger has by no means passed.
following round. If the PCs are all knocked unconscious by the Porthmos
If you wish to increase the roleplaying opportunities Militia, they are held captive in the secret headquarters of
in this scenario, you could allow players to come up with the Lion Blades for questioning. There they are tortured
actual excuses for not allowing the guards in. Particularly for days before being released onto the streets of Oppara
clever reasons could be awarded a +2 circumstance bonus weeks later.
on the PCs’ Bluff check. Anyone who remains in the basement for more than a
few moments hears the Militia arguing in loud voices about
Blocking the Door how to open the hatch. A short time later, the sound of axes
Unless someone from inside the house deliberately opens trying to cut through the hatch cover can be heard.
the double doors by unlocking them (Muesello has the Following Muesello’s instructions and descending
key), the guards have to break them down in order to get down the tight spiral staircase takes the PCs and cultists
in. The doors are good doors augmented by Muesello’s to a narrow tunnel that connects to the ancient catacombs
hold portal spell (hardness 5, hp 15, Break DC 23). below Oppara. Just as the venture-captain promised, there
Up to four Medium creatures can block the door with is a lever a few feet down this hallway. Pulling it triggers
their bodies, increasing the DC by +1 per two creatures the stairway to collapse with a reverberating rumble, filling
(rounded down). PCs may also drag barrels, tables, chairs, the chamber with dust, but sealing off the way up. The PCs
or anything else they can find in the house in front of must leave through the catacombs, and the only ones who
the doors, increasing the DC by an additional point. The know how to navigate them are the surviving members of
militia members have a portable ram (Pathfinder RPG Core the Dawnflower Blossoms.
9
Pathfinder Society SCENario
Mission Notes: Even though Andoran faction PCs have women (Piria and Sophone), and three human men
been tasked with protecting the Dawnflower Blossoms (Marcian, Narces, and Theodric). All are young adults or
members, they must continue to do so in Act 2 in order to adults, 1st-level commoners with 4 hit points. The only
finish their mission. exception is Piria, who is a 1st-level adept. Unfortunately,
Cheliax faction PCs will want to speak with Muesello she has already expended her daily spells tending to
at some point before descending into the basement. the needs of her fellow cultists. Even though the cult
Although it may be a little tricky to get his attention in the was a fairly egalitarian organization, it did have a few
middle of the chaos erupting all around him, it shouldn’t leaders. Sadly, however, almost all of them perished in
present them with any serious problems. Informing Dalsine’s attack. The members the PCs saved are simple
Muesello that Egorian will aid him should he be exiled parishioners and are unarmed.
from the Society for his error earns Cheliax faction PCs Since the PCs will be traveling with the Sarenites during
1 Prestige Award. this Act, they might have some questions about the recent
Qadira faction PCs might want to pass the gems to raid on their organization, the history of Sarenrae worship
members of the cult. Although it’s technically possible, this in Taldor, and the catacombs through which they travel.
is not the best timing, as they are in the middle of fleeing Below are a few answers the cultists might give:
for their lives. The Sarenites will be much more receptive What happened during the raid? “That murderous raid
during the long trek through the catacombs in Act 2. took us all by complete surprise. They burst in while we
Taldor faction PCs will want to avoid combat with were in the middle of worship. We were in what we thought
the Porthmos Militia members or only attack them by was a safe house in Oppara’s Westport neighborhood. A
nonlethal means in order to achieve their first faction butcher of a man named Chalfon Dalsine—a nobleman
mission. Note that their mission does not require them to of some sort judging by his dress—led the attack. There
keep others from killing the guards. If non-Taldor faction hasn’t been such a vicious attack on Sarenrae’s faithful in
PCs kill or lethally injure the guards, Taldor faction PCs Oppara for decades. They came in and just started killing
still receive 1 Prestige Award. everyone. They didn’t even ask any questions.”
What are the catacombs and can you get us to the
Rewards: If the PCs defeat the guards or help evacuate Vault of Sarenrae? “The catacombs are old tunnels and
the Sarenites while avoiding combat completely, award connected rooms buried centuries or even millennia ago.
each tier thusly: I think we can find our way to the Vault, although I’m
not familiar with this particular part of the catacombs.
Tier 1–2: Sarenites like us have used the catacombs for centuries to
Give each player 74 gp. meet in secret and to move around the city undetected. It’s
Tier 3–4: not the safest place, as we’ve encountered criminals and
Give each player 254 gp. dangerous creatures down here from time to time, but I
Tier 6–7: don’t think we have a better choice at the moment. The
Give each player 721 gp. Porthmos Militia has likely alerted the other city guards
to us. I doubt the streets are any safer at the moment.”
Act 2: What is the Vault of Sarenrae? “It’s an ancient temple
dedicated to the Dawnflower we discovered here in the
The Dawnflower Blossoms catacombs a few years back. Only a few of us know about
The people the PCs have saved are part of a group it, so it’s probably the most secure location for us right
of Sarenites consisting of both Opparan natives and now. Then again, after the attack, I’m not so sure it’s wise
foreigners. Because of the goddess’s close association to trust anyone or anything.”
with the nation of Qadira—Taldor’s most hated enemy— Additionally, there are several Knowledge skill checks
her worship has been outlawed in this country for 2 the PCs can make now that they have a moment to
centuries. Despite this, her faithful exist throughout the organize their thoughts.
old empire, generally organized into small, independent,
and highly secretive cults. Knowledge (history or religion)
This particular group calls itself the Dawnflower Player characters may know the following on the worship
Blossoms, believing that they are but a bud of the mighty of Sarenrae in Taldor.
flower of faithful that will soon grow in Taldor’s heart. 15+ The worship of Sarenrae has been illegal in Taldor
Unless any cultists were captured during the events of since the Great Purge of 4528 ar. The degree to which her
Act 1, 10 refugees travel with the PCs: five human women followers are persecuted has waxed and waned over the
(Charito, Ionnia, Nellina, Pasara, and Xene), two halfling last 200 years.
10
The Dalsine Affair
20+ Sarenrae worship is much more common outside note three distinct entrances to the catacombs earn 1
of Taldor’s major urban centers (Cassomir and Oppara), Prestige Award.
and away from the xenophobic southern border region
(which includes the city of Zimar). Spider Assault (CR 1 or CR 3 or CR 6)
25+ The brutality of the recent raid on
the Dawnflower Blossoms does not reflect The catacombs twist and turn, the passages ranging
the current government’s attitude toward in width from narrow five-foot
Sarenites within Taldor’s borders. It crawlspaces to massive twenty-
is more likely to be the result of a foot avenues. The walls and
single, ultra-patriotic zealot. floors vary in material from
30+ Worship of Sarenrae was rough-hewn stone to
once quite popular in Taldor, cobblestone to moldering
although never as central wooden boardwalks. The
to national identity as the current stone passage
veneration of Aroden. spans a width of twenty-
Numerous large Sarenite feet and features dozens
temples and cathedrals of smaller, five- and
once existed throughout ten-foot-wide, round tunnels
the empire, one of which was branching off every few yards. The air is
built of gold-plated bricks, dry and still.
rumors say.
The human woman Xene and the halfling
Knowledge woman named Sophone seem to be the only cultists
(dungeoneering or privy to the Vault’s location. They navigate the
history) catacombs from memory, often counseling one
Player characters may have existing knowledge another privately when unsure which way to go.
about Oppara’s vast catacombs. More than once they double back after reaching
15+ The catacombs of Oppara are a mix of ancient a dead end, evidence that their knowledge of the
sewer lines, natural caves, and old city streets and tunnel systems is not perfect.
buildings buried centuries or even millennia ago. Creatures: As the party navigates the ancient
The ground beneath the city is literally honeycombed passages of the catacombs, the Sarenite guides lead them
by countless tunnels and chambers. The catacombs down the wrong tunnel, taking them through the hunting
have been used throughout Oppara’s history as a grounds of a deadly giant spider. Allow the PCs a DC 15
meeting place for secret organizations. Perception check to notice a decrease in small vermin and
20+ Oppara was supposedly founded over 6,000 years an increase in cobwebs as they pass through the tunnel.
ago by the last descendants of ancient Azlant, and its Those who succeed at the check may make an additional
catacombs are said to contain a few deep ruins dating Perception check to notice a giant spider hiding in one of
back to this time. the 10-foot-wide side tunnels before it springs its attack.
25+ Countless entrances into the catacombs once
existed from the surface. Most were destroyed or bricked Tier 1–2 (CR 1)
up centuries ago, following a nasty torble infestation that
was believed to have originated in the catacombs. Giant Spider CR 1
30+ Although Oppara’s catacombs are extensive, the hp 16 (Pathfinder RPG Bestiary 258)
areas used today are relatively close to the surface. Most of
the oldest areas have been underwater for millennia. Tier 3–4 (CR 3)
Mission Notes: Andoran faction PCs may wish to Giant Black Widow CR 3
look for exits to the catacombs while they are traveling hp 37 (Pathfinder RPG Bestiary 2 256)
to the Vault of Sarenrae. Doing so requires three DC 18
Perception checks, each of which takes 1d6+1 minutes to Tier 6–7 (CR 6)
perform. The Dawnflower Blossoms members are not
familiar enough with the tunnels to simply give them Tomb Spider CR 6
this information. Andoran faction PCs who discover and N Huge vermin
11
Pathfinder Society SCENario
Init +1; Senses darkvision 60 ft. tremorsense 60 ft.; One of the lay priests present here, a man named
Perception +4 Akkuret, is actually a faceless stalker sent by Chalfon
Defense Dalsine to infiltrate the cult; the stalker killed the real
AC 17, touch 9, flat-footed 16 (+1 Dex, +8 natural, –2 size) Akkuret and replaced him a few weeks ago. (In Tier 6–7, two
hp 76 (8d8+40) other faceless stalkers, Salaan and Mibosk, join Akkuret).
Fort +11, Ref +3, Will +2 Akkuret now appears as a slim, redheaded human man
Immune mind-affecting effects with pinched features.
Offense Akkuret invites the new arrivals into the ancient
Speed 30 ft., burrow 15 ft., climb 30 ft. temple, offering them seats in the recently constructed
Melee bite +12 (2d6+12 plus poison) pews. All are given food and wine, and while everyone
Space 15 ft.; Reach 10 ft. is eating and drinking, Akkuret states that he wishes to
Special Attacks poison, web (+5 ranged, DC 19, 8 hp) discuss some new developments with the group.
Statistics Akkuret knows that Chalfon Dalsine’s plans to foment
Str 27, Dex 13, Con 20, Int —, Wis 10, Cha 2 all-out war between the Pathfinder Society’s rival factions
Base Atk +6; CMB +16; CMD 27 come to fruition tonight, and will do anything he can
Skills Climb +24, Perception +4, Stealth –3 (+1 underground); to keep the PCs from leaving the Vault of Sarenrae and
Racial Modifiers +8 Climb, +4 Perception, +4 Stealth (+8 potentially spoiling things. He has made sure that none
underground) of the cult members have piercing or slashing weapons
Special Abilities to use against him, and he thinks that he can handle the
Poison (Ex) Bite–injury; save Fort DC 21; frequency 1/round for unsuspecting PCs. Once he has everyone gathered in
6 rounds; effect 1d3 Dex; cure 2 consecutive saves. the ancient temple, he begins to explain what he knows
about Chalfon in an effort to keep the PCs from leaving.
He knows almost everything listed in the introduction,
The Vault of Sarenrae although he obviously leaves out any mention of faceless
(CR 3 or CR 5 or CR 8) stalkers. If asked how he has come to know so much about
About an hour after the spider ambush, the PCs and the man who attacked the cult, he mysteriously states that
Sarenite refugees finally reach the Vault of Sarenrae. the “city has many eyes.”
The PCs can attempt Sense Motive checks at any time
In the center of this large, natural cavern, easily more than during this conversation, opposed by Akkuret’s Bluff
forty feet in height, stands the ruin of a truly ancient temple checks. If the PCs win the opposed skill check, they get the
constructed of chipped grey and white marble. Its domed feeling that the lay priest is hiding something. If Akkuret
roof collapsed long ago, but the structure is otherwise in is threatened or if any PC attempts to leave, whether out of
remarkably good shape. Where doors must once have hung, a impatience or in light of the recent information gathered
small campfire now burns, surrounded by piles of ragged but about Dalsine, he draws his scimitar and moves toward
neatly folded bedding. the exit, stating that he cannot allow anyone to leave, as
his master must not be disturbed. Akkuret won’t attack
Millennia ago, this magnificent temple served as the the PCs first, hoping to draw out conversation as long as
center of Taldan Sarenrae worship. As time wore on and possible.
the faith’s popularity gave way to the veneration of Aroden, In their current state, and with only bludgeoning
the temple, like so much of ancient Oppara, was built over weapons at hand, the Dawnflower Blossoms cultists are
and lost beneath countless layers or new development. of little use in this combat, and simply try to stay out of
Now, the Dawnflower Blossoms and other underground harm’s way.
cults of Sarenrae use this as a gathering place for their
largest meetings and a refuge in dangerous times.
Creatures: Seven people sit huddled around the small Tier 1–2 (CR 3)
campfire to ward off the damp and cold of the cavern. Akkuret CR 3
As soon as they spot the approaching party, they pick Male variant faceless stalker (Pathfinder RPG Bestiary 2 122)
up wooden clubs and leap to their feet suspiciously. One CE Medium aberration (shapechanger)
of the cult members calls out, “Well met by moonlight, Init +3; Senses darkvision 60 ft.; Perception +2
sisters and brothers, but soon the dawn will come!” Upon Defense
hearing the coded greeting, the cultists by the fire set AC 16, touch 13, flat-footed 13 (+3 Dex, +3 natural)
down their weapons and welcome the party and their hp 34 (4d8+16)
fellow Sarenites to the camp. Fort +5, Ref +4, Will +6
12
The Dalsine Affair
Vault of Sarenrae
1 square = 5 feet
13
Pathfinder Society SCENario
Faceless (Su) In its natural form, a faceless stalker has no ** See the Advanced Player’s Guide.
discernible facial features. It gains a +4 bonus on saving throws
made to resist attacks or effects that target the senses. This Tier 6–7 (CR 8)
includes gaze attacks, odor-based attacks, sonic attacks and
similar attacks. This bonus does not apply to illusions. Akkuret CR 7
* See the Pathfinder RPG Bestiary 2. Male faceless stalker rogue (spy) 3 (Pathfinder RPG Advanced
Player’s Guide 135, Pathfinder RPG Bestiary 2 122)
Tier 3–4 (CR 5) CE Medium aberration (shapechanger)
Init +8; Senses darkvision 60 ft.; Perception +8
Akkuret CR 5 Defense
Male faceless stalker rogue (spy) 1 (Pathfinder RPG Advanced AC 19, touch 14, flat-footed 15 (+1 armor, +4 Dex, +4 natural)
Player’s Guide 135, Pathfinder RPG Bestiary 2 122) hp 70 (8d8+35)
CE Medium aberration (shapechanger) Fort +6, Ref +8, Will +7
Init +7; Senses darkvision 60 ft.; Perception +6 Defensive Abilities evasion; DR 5/piercing or slashing
Defense Offense
AC 18, touch 13, flat-footed 15 (+1 armor, +3 Dex, +4 natural) Speed 30 ft.
hp 51 (6d8+25) Melee +1 scimitar +10 (1d6+5/18–20), slam +4 (1d6+4 plus grab)
Fort +5, Ref +6, Will +6 Space 5 ft.; Reach 10 ft.
DR 5/piercing or slashing Special Attacks blood drain (1 Constitution), sneak attack +4d6
Offense Spell-Like Abilities (CL 5th; concentration +8)
Speed 30 ft. Constant—tongues
Melee mwk scimitar +8 (1d6+4/18–20), slam +2 (1d6+4 plus Tactics
grab) During Combat Akkuret reverts to his true shape on the first
Space 5 ft.; Reach 10 ft. round of combat, gaining the benefits described below in the
Special Attacks blood drain (1 Constitution), sneak attack +3d6 process. Instead of engaging foes toe-to-toe, Akkuret prefers
Spell-Like Abilities (CL 5th; concentration +8) to stay 10 feet from all combatants in order to gain attacks of
Constant—tongues opportunity against them as they approach. To delay the PCs,
Tactics Akkuret fights defensively and uses his Combat Expertise
During Combat Akkuret reverts to his true shape on the first feat, sacrificing offensive potential for a greater chance at
round of combat, gaining the benefits described below in survival. Whenever possible, he feints as a move action to
the process. Instead of engaging foes toe-to-toe, Akkuret gain a sneak attack against a foes he isn’t flanking.
prefers to stay 10 feet away from all combatants in order to Morale Fanatically devoted to Chalfon, Akkuret fights to the death.
gain attacks of opportunity against them as they approach. Statistics
In an effort to delay the PCs, Akkuret fights defensively, Str 18, Dex 18, Con 18, Int 13, Wis 15, Cha 16
sacrificing his damage output for a greater chance at Base Atk +5; CMB +9 (+13 grapple); CMD 23
survival. Whenever possible, he feints in order to gain a Feats Combat Expertise, Combat Reflexes, Deceitful,
sneak attack against a foe the following round. Improved Feint, Improved Initiative
Morale Fanatically devoted to Chalfon, Akkuret fights to the death. Skills Acrobatics +10, Bluff +16, Climb +10, Disguise +20 (+30
Statistics when using change shape), Escape Artist +23, Knowledge
Str 18, Dex 17, Con 18, Int 13, Wis 15, Cha 16 (local) +7, Perception +8, Sleight of Hand +15, Stealth +15
Base Atk +3; CMB +7 (+11 grapple); CMD 20 Languages Aquan, Common; tongues
Feats Combat Reflexes, Deceitful, Improved Initiative SQ change shape (Medium humanoid, alter self ),
Skills Acrobatics +7, Bluff +14, Climb +8, Disguise +18 (+28 compression*, faceless, poison use, rogue talents (combat
when using change shape), Escape Artist +20, Knowledge trick), skilled liar +1**
(local) +5, Perception +6, Sleight of Hand +12, Stealth +12 Combat Gear potion of cure serious wounds; Other Gear +1
Languages Aquan, Common; tongues scimitar, bracers of armor +1, 77 gp
SQ change shape (Medium humanoid, alter self ), Special Abilities
compression*, faceless, skilled liar +1** See stats in Tier 1–2 on page 12.
Combat Gear potion of cure moderate wounds; Other Gear * See the Pathfinder RPG Bestiary 2.
masterwork scimitar, bracers of armor +1, 105 gp ** See the Advanced Player’s Guide.
Special Abilities
See the Tier 1–2 stats on page 12. Salaan and Mibosk (2) CR 3
* See the Pathfinder RPG Bestiary 2. hp 34 each (use the Tier 1–2 stats for Akkuret)
14
The Dalsine Affair
Development: Once the PCs have dealt with the He’s been burned a number of times by Osirion, however,
Akkuret, the Dawnflower Blossoms cultists are quite and it requires a DC 25 Diplomacy check to convince him
upset, knowing that their entire organization has been otherwise. If he can be brought back into the fold, Osirion
compromised. They thank the PCs once again and inform faction PCs earn 1 Prestige Award.
them that they are no longer safe here and that they will Qadira faction PCs may inquire about Pasha Al-Jakri’s
hire a ship this evening and flee the city. They decline sister, Khismia. The cult members regretfully inform
any further help, stating that the PCs have already done them that she died during the attack, and that her body
more than enough. was brought here. It now lies in a small crypt under the
If the PCs inquire about the location of Chalfon temple with several others. The PCs must persuade the
Dalsine’s home, the Sarenites state that they had never Sarenites to bring Khismia’s body with them when they
heard of him before he attacked them the night before. take ship out of the country, and to return the body to the
They add that none of them know the location of Dalsine’s Pasha’s estate. Convincing the frightened cult members
home, but assume that it is located somewhere in the to take the added risk requires a DC 20 Diplomacy check.
aristocratic Senate’s Hill district. Ensuring that Khismia’s body is returned to Qadira earns
A DC 10 Sense Motive check allows a PC to notice that Qadira faction PCs 1 Prestige Award. Additionally, this
Charito, one of the female human cult members, has act presents the last opportunity for Qadira faction PCs
gotten very nervous and seems to be hiding something. to give the Sarenite refugees Pasha al-Jakri’s bag of gems;
If confronted, she breaks down in tears and falls to doing so earns them 1 Prestige Award.
her knees, begging not to be killed. If shown mercy,
she reluctantly confesses that she knows who Chalfon
Dalsine is, and states that she hadn’t mentioned anything
until now because she was afraid the other Dawnflower
Blossoms wouldn’t trust her. She truthfully confesses
that she knew nothing of the attack, and that she worked
as a chambermaid for a woman who was having an affair
with Chalfon last year. She can give the PCs some very
basic information about Chalfon from the introduction
(such as his being the black sheep in the family, and the
fact that he only returned to Taldor a few years ago). More
importantly, she knows where his manor home is located
in Senate’s Hill, and can give the PCs detailed directions
to the manor.
Treasure: The Sarenites had to leave most of their
possessions behind during the initial attack, but the
survivors present the PCs with their few remaining
treasures before the Pathfinders depart. In all tiers, this
includes a potion of lesser restoration and an illuminated
Kelish manuscript of key passages from Sarenrae’s most
holy text, The Birth of Light and Truth, worth 150 gp. In
addition, in Tier 3–4 they give the PCs a potion of cure
moderate wounds.
Mission Notes: As long as all the Dawnflower Blossom
refugees survive this act, Andoran faction PCs have
successfully completed one of their missions and earn 1
Prestige Award.
Osirion faction PCs can find the crypt of Khasekhemwy
in the sub-basement of the ancient temple. Making
a rubbing of the carved stone that covers the casket
can be done with little difficulty and earns Osirion
faction PCs 1 Prestige Award. Additionally,
among the Sarenite cultists the PCs encounter
at the Vault is a man named Ahan, the very man
Osirion faction PCs should be looking for.
Akkuret
15
Pathfinder Society SCENario
Rewards: If the PCs defeat the faceless stalker and to Muhlia’s bodyguards’ demands that their mistress
accept the gifts from the Dawnflower Blossoms, award be allowed to enter. This mattered little to the Qadiran
each tier thusly: agent, however, as their bickering provided her just the
Tier 1–2: distraction she needed. A skilled assassin, Pasha Muhlia
Give each player 75 gp. Al-Jakri had little difficulty scaling the manor’s stone
Tier 3–4: wall unnoticed and making her way silently across the
Give each player 215 gp. yard to the house itself. Neither the Pasha’s own guards
Tier 6–7: nor the manor guards suspect that she’s anywhere but
Give each player 465 gp. in the carriage, and the two sets of guards are on the
verge of violence as both sides issue demands to the
representatives of their sworn enemies.
Act 3: Dalsine Manor The PCs must gain entry to the manor in order to
retrieve the confiscated documents implicating the
Pathfinder Society in abetting the illegal Sarenite cultists,
Dalsine Manor is a modern, two-story structure set back from and they have several options to do so.
the main road and surrounded by a twelve-foot brick wall. Its Diplomacy: The most straightforward means of getting
main gate is shut and guarded, but through it can be seen a into the manor is for the PCs to convince the house guards
well-kept garden surrounding the house. A carriage covered to let them enter, a task complicated by the presence of the
in gold filigree and inset with gems stands parked inside the Pasha’s retinue. The guards know that they can’t easily let
gate, while another, constructed of modest wood with drawn one group pass without the other group entering as well,
shades, waits just outside the gate. and have no intention of risking their necks by granting
access to the Qadiran scum with whom they now argue.
Equipped with the location of Chalfon Dalsine’s home If the PCs can calm both sides of the argument, they can
in the Senate’s Hill district, the PCs should have no convince the guards to let them pass without further
difficulty navigating Oppara’s night-shrouded streets. enraging the Qadiran guards.
Before they can confront Chalfon, however, they must Convincing one of the two entourages to back down and
first deal with two other problems: Baron Jacquo Dalsine, take a breath requires three successful Bluff, Diplomacy,
head of the Pathfinder Society’s Taldor faction, and or Intimidate checks. The PCs may increase their chances
Pasha Muhlia Al-Jakri of the rival Qadira faction. Both by mentioning several pieces of key information to each
arrived in Oppara just prior to the PCs and both have side, granting a cumulative +2 bonus on all future Bluff,
been tracking down the details surrounding the raid Diplomacy, and Intimidate checks to influence that party.
on the Dawnflower Blossoms. Pasha Muhlia Al-Jakri Mentioning that Chalfon is allied with faceless stalkers or
intercepted the cultists as they hired passage to Qadira; that Chalfon acts against the will of his family each grants
she is enraged by the news of her younger sister’s death a bonus to the PCs when they interact with the Taldan
and now seeks the deaths of the Dalsines. The Baron house guards. Mentioning that they rescued the Sarenite
and Pasha’s presence and near-simultaneous arrival at refugees, that they hope to avenge Khismia themselves,
Chalfon’s manor fit perfectly into the Shadow Lodge’s and that they hold evidence that can weaken the Dalsine
plan to increase tension between the factions and weaken name each grants the PCs a bonus when speaking to the
the Pathfinder Society at its core. Qadiran guards.
The DC for all three skills scales with tier. In Tier 1–2,
Standoff at the Gate the PCs must make three DC 15 checks; in Tier 3–4, they
(CR 3 or CR 5 or CR 8) must make three DC 19 checks; and in Tier 6–7, they need
three DC 25 successes.
Shortly before the PCs’ arrival at the manor, Baron Once both sides of the conflict have been satisfied, they
Jacquo showed up in his opulently bejeweled carriage and back down and allow the PCs to enter the compound,
demanded an audience with his cousin. The guards, who though they still struggle to hold back rage their at the
Chalfon had placed on high alert, knew the baron’s rank opposing faction.
and permitted him entry despite their master’s orders Bribery: Alternatively, the PCs can pay each side 100
not to allow anyone into the manor. Only moments later, gp in order to quell the conflict long enough to enter the
the second carriage arrived, a rented affair Pasha al-Jakri manor grounds.
picked up as she investigated the raid on the Dawnflower Stealth: The PCs may instead take the opportunity of
Blossoms. The guards, having already shirked their the distraction to follow the Pasha’s example and sneak
solemn duty to obey Chalfon, were less than receptive past the guards entirely. They must first get over the
16
The Dalsine Affair
17
Pathfinder Society SCENario
Dalsine Manor
1 square = 5 feet
C = Chalfon Dalsine
I = Chalfon Illusion
I C M = Muhlia al-Jakri
N
GameMastery Flip-Mat: Pathfinder Lodge
taps her left toe to her right heel, activating her boots of Special Attacks spell combat (–2 attack), spellstrike
teleportation and vanishing from scene of the crime. Magus Spells Prepared (CL 4th; concentration +8)
Chalfon’s image continues to laugh maniacally at the 2nd—cat’s grace, invisibility
top of the stairs. Being an illusion, he can’t carry on a 1st—corrosive touch* (4d4 acid), shield, shocking grasp (2)
conversation with the PCs. The real Chalfon hopes at 0 (at will)—acid splash, daze (DC 14), flare (DC 14), read magic
least one PC will interact with the image, distracting the Tactics
party so he can buff himself with defensive spells while Before Combat Chalfon uses his scroll of minor image to make
his replica’s laughter masks the sound of his casting. an image of himself laughing at the top of the stairs while he
Once the image dissipates, he attacks the nearest PC. hides invisibly and watches his cousin and Pasha al-Jakri duel,
concentrating on the spell until the PCs engage the illusion.
Tier 1–2 (CR 3) During the subsequent 2 rounds of the spell’s duration, he
casts cat’s grace and shield before engaging the PCs under
Chalfon Dalsine CR 3 the cover of invisibility, expending an arcane pool point as a
Male human magus 4 (Pathfinder RPG Ultimate Magic 9) swift action to grant a +1 enhancement bonus to his rapier
CE Medium humanoid for 1 minute that stacks with its existing enhancement bonus.
Init +4; Senses Perception +1 These effects are all included in Chalfon’s stats.
Defense During Combat Chalfon attempts to use his spell combat and
AC 23, touch 14, flat-footed 19 (+5 armor, +4 Dex, +4 shield) spellstrike abilities each round, making two melee attacks
hp 29 (4d8+8) with his rapier, each at a –2 penalty, and channeling a touch
Fort +5, Ref +5, Will +5 attack through one of the two attacks. When he has a swift
Offense action available, he expends 1 arcane pool point to grant
Speed 30 ft. himself an insight bonus on all attack rolls until the end of
Melee +1 rapier +9 (1d6+1/18–20) his turn equal to his Intelligence bonus (+4). If he runs out
Ranged shortbow +7 (1d6/×3) of touch attack spells, he expends an arcane pool point to
18
The Dalsine Affair
retrieve shocking grasp, using it the following round as if he Tier 3–4 (CR 5)
had not cast it previously.
Morale Chalfon fights to the death, knowing his plot to destroy Chalfon Dalsine CR 5
the Pathfinder Society has already been put into motion. Male human magus 6 (Pathfinder RPG Ultimate Magic 9)
Base Statistics When not affected by cat’s grace and shield, CE Medium humanoid
Chalfon has the following statistics: Init +2; AC 19, Init +4; Senses Perception +1
touch 12, flat-footed 15; Ref +3; Melee mwk rapier +7 Defense
(1d6/18–20); Ranged shortbow +5; Dex 14; CMD 15; Skills AC 23, touch 14, flat-footed 19 (+5 armor, +4 Dex, +4 shield)
Acrobatics +5, Ride +6. hp 48 (6d8+18)
Statistics Fort +6, Ref +6, Will +6
Str 10, Dex 18, Con 13, Int 18, Wis 12, Cha 8 Offense
Base Atk +3; CMB +3; CMD 17 Speed 30 ft.
Feats Combat Casting, Weapon Finesse, Weapon Focus (rapier) Melee +3 rapier +12 (1d6+3/18–20)
Skills Acrobatics +7, Knowledge (arcana) +11, Knowledge Ranged shortbow +8 (1d6/×3)
(dungeoneering) +11, Profession (gambler) +8, Ride +8, Special Attacks spell combat (–2 attack), spellstrike
Spellcraft +11, Swim +4, Use Magic Device +6 Magus Spells Prepared (CL 6th; concentration +10)
Languages Abyssal, Common, Elven, Kelish, Osiriani 2nd—acid arrow, cat’s grace, frigid touch* (4d6 cold plus
SQ arcane pool (6 points, +1)*, magus arcana (arcane staggered 1 round), invisibility
accuracy)*, spell recall* 1st—corrosive touch* (5d4 acid), magic missile, shield,
Combat Gear potion of cure moderate wounds, scroll of minor shocking grasp (2)
image; Other Gear +1 chain shirt, masterwork rapier, 0 (at will)—acid splash, daze (DC 14), flare (DC 14), ray of
onyx ring worth 450 gp, spellbook (contains all prepared frost, read magic
spells plus burning hands, chill touch, magic missile, mount, Tactics
obscuring mist, silent image, reduce person, true strike, and all Before Combat Chalfon uses his scroll of minor image to make
cantrips), spell component pouch, 50 pp an image of himself laughing at the top of the stairs while
Special Abilities he hides invisibly and watches his cousin and Pasha al-
Spell Combat (Ex) Chalfon can cast spells while wielding a Jakri duel, concentrating on the spell until the PCs engage
weapon at the same time. This ability functions much like the illusion. During the subsequent 2 rounds of the spell’s
two-weapon fighting, but the off-hand weapon is a spell duration, he casts cat’s grace and shield before engaging
that is being cast. As a full-round action, he can make all of the PCs under the cover of invisibility, expending an arcane
his attacks with his melee weapon at a –2 penalty and can pool point as a swift action to grant a +2 enhancement
also cast any of his prepared spells with a casting time of bonus to his rapier for 1 minute that stacks with its existing
1 standard action (any attack roll made as part of this spell enhancement bonus. These effects are all included in
also takes this penalty). If he casts this spell defensively, he Chalfon’s stats.
can decide to take an additional penalty on his attack rolls, During Combat Chalfon attempts to use his spell combat
up to his Intelligence bonus, and add the same amount as and spellstrike abilities each round, making two melee
a circumstance bonus on his concentration check. If the attacks with his rapier, each at a –2 penalty, channeling a
check fails, the spell is wasted, but the attacks still take the touch attack through one of the two attacks. When he has
penalty. Chalfon can choose to cast the spell first or make a swift action available, he expends 1 arcane pool point to
the weapon attack first. grant himself an insight bonus on all attack rolls until the
Spellstrike (Su) Whenever Chalfon casts a spell with a range end of his turn equal to his Intelligence bonus (+4). If he
of “touch”, he can deliver the spell through any weapon he runs out of touch attack spells, he expends an arcane pool
wields as part of a melee attack. Instead of the free melee point to retrieve shocking grasp, using it the following round
touch attack normally allowed to deliver the spell, Chalfon as if he had not cast it previously. The first time Chalfon
can make one free melee attack with his weapon (at his full casts shocking grasp against a foe wearing metal armor
base attack bonus) as part of casting this spell. If successful, or wielding a metal weapon, he uses his daily empower
this melee attack deals its normal damage as well as the magic magus arcana power to empower the spell without
effects of the spell. If Chalfon makes this attack in concert increasing its spell level by expending 1 arcane pool point.
with spell combat, this melee attack takes all the penalties Morale Chalfon fights to the death, knowing his plot to destroy
accrued by his spell combat melee attacks. This attack uses the Pathfinder Society has already been put into motion.
the weapon’s critical range, and the spell effect deals ×2 Base Statistics When not affected by cat’s grace, shield,
damage on a successful critical hit. and arcane pool, Chalfon has the following statistics:
* See Ultimate Magic. Init +2; AC 17, touch 12, flat-footed 15; Melee +1 rapier +8
19
Pathfinder Society SCENario
(1d6+1/18–20); Ranged shortbow +6; Dex 14; CMD 16; to make an image of himself laughing at the top of the stairs
Skills Acrobatics +8, Ride +8. while he hides invisibly and watches his cousin and Pasha al-
Statistics Jakri duel, concentrating on the spell until the PCs enter the
Str 10, Dex 18, Con 13, Int 18, Wis 12, Cha 8 room. During the following 3 rounds of the spell’s duration,
Base Atk +4; CMB +4; CMD 18 he casts haste, cat’s grace and shield before engaging the PCs
Feats Combat Casting, Spell Focus (evocation), Toughness, under the cover of invisibility, expending an arcane pool point
Weapon Finesse, Weapon Focus (rapier) as a swift action to grant a +3 enhancement bonus to his
Skills Acrobatics +10, Knowledge (arcana) +13, Knowledge rapier for 1 minute that stacks with its existing enhancement
(dungeoneering) +13, Profession (gambler) +10, Ride +10, bonus. These effects are all included in Chalfon’s stats.
Spellcraft +13, Swim +6, Use Magic Device +8 During Combat On the first round of combat, Chalfon casts an
Languages Abyssal, Common, Elven, Kelish, Osiriani empowered fireball using his daily empower magic magus
SQ arcane pool (7 points, +2)*, magus arcana (arcane accuracy, arcana power and expending 1 arcane pool point. Chalfon
empowered magic)*, spell recall* attempts to use his spell combat and spellstrike abilities each
Combat Gear potions of cure moderate wounds (2), potion of round, making two melee attacks with his rapier, each at a
cure serious wounds, scroll of minor image; Other Gear +1 –2 penalty, channeling a touch attack through one of the two
mithral shirt, +1 rapier, onyx ring worth 600 gp, spellbook attacks. When he has a swift action available, he expends 1
(contains all prepared spells plus alter self, burning hands, arcane pool point to grant himself an insight bonus on all
chill touch, expeditious retreat, magic missile, minor image, attack rolls until the end of his turn equal to his Intelligence
mount, obscuring mist, silent image, reduce person, true strike, bonus (+4). If he runs out of touch attack spells, he expends
and all cantrips), spell component pouch, 75 pp an arcane pool point to retrieve shocking grasp, using it the
Special Abilities following round as if he had not cast it previously. When
Spell Combat (Ex) See Tier 1–2 on page 19. brought below 35 hit points, Chalfon casts vampiric touch as
Spellstrike (Su) See Tier 1–2 on page 19. part of his spell combat and spellstrike abilities; if he has at
* See Ultimate Magic. least 3 arcane pool points to retrieve it, he does so each time
the temporary hit points he gained previously are expended.
Tier 6-7 (CR 8) Morale Chalfon fights to the death, knowing his plot to destroy
the Pathfinder Society has already been put into motion.
Chalfon Dalsine CR 8 Base Statistics When not affected by cat’s grace, haste, keen edge,
Male human magus 9 (Pathfinder RPG Ultimate Magic 9) shield, and arcane pool, Chalfon has the following statistics:
CE Medium humanoid Init +2; AC 21, touch 13, flat-footed 18; Ref +6; Speed 30 ft.;
Init +4; Senses Perception +1 Melee +1 rapier +10/+5 (1d6+1/18–20); Ranged shortbow +8/+3;
Defense Dex 14; CMD 19; Skills Acrobatics +10, Ride +9.
AC 28, touch 15, flat-footed 22 (+7 armor, +4 Dex, +2 dodge, Statistics
+1 natural, +4 shield) Str 10, Dex 18, Con 16, Int 18, Wis 12, Cha 8
hp 89 (9d8+45) Base Atk +6; CMB +6; CMD 21
Fort +10, Ref +9, Will +8 Feats Combat Casting, Dodge, Extra Arcane Pool*, Spell
Offense Focus (evocation), Toughness, Weapon Finesse, Weapon
Speed 60 ft. Focus (rapier)
Melee +4 rapier +16/+16/+11 (1d6+4/15–20) Skills Acrobatics +12 (+24 jump), Knowledge (arcana) +16,
Ranged shortbow +11/+11/+6 (1d6/×3) Knowledge (dungeoneering) +16, Profession (gambler) +13,
Special Attacks improved spell combat, spell combat (–2 attack, Ride +11, Spellcraft +16, Swim +6, Use Magic Device +11
+2 concentration), spellstrike Languages Abyssal, Common, Elven, Kelish, Osiriani
Magus Spells Prepared (CL 9th; concentration +13) SQ arcane pool (10 points, +3)*, knowledge pool*, magus
3rd—fireball (DC 18), haste, keen edge, vampiric touch arcana (arcane accuracy, concentrate, empowered magic)*,
2nd—acid arrow, blur, cat’s grace, frigid touch* (4d6 cold medium armor proficiency
plus staggered 1 round), invisibility Combat Gear potion of cure serious wounds, scroll of major
1st—burning hands (DC 16), corrosive touch* (5d4 acid), image; Other Gear +1 mithral breastplate, +1 rapier, amulet
magic missile, shield, shocking grasp (2) of natural armor +1, belt of mighty constitution +2, cloak of
0 (at will)—acid splash, daze (DC 14), flare (DC 15), ray of resistance +1, pearl of power (1st level), onyx ring worth 1000
frost, read magic gp, spellbook (contains all prepared spells plus alter self,
Tactics color spray, dispel magic, expeditious retreat, magic weapon,
Before Combat Chalfon cast keen edge when his cousin showed minor image, mount, reduce person, silent image, slow, true
up less than an hour ago. He uses his scroll of major image strike, and all cantrips), spell component pouch, 150 pp
20
The Dalsine Affair
Special Abilities
Improved Spell Combat (Ex) When using the spell combat fill in any of his remaining background information and
ability, Chalfon receives a +2 circumstance bonus on serve as evidence to absolve the PCs of any guilt in Baron
concentration checks, in addition to any bonus granted by Jacquo’s death or the other recent conflicts in Oppara.
taking an additional penalty on the attack roll. Members of the Qadira and Taldor factions are likely
Spell Combat (Ex) See Tier 1–2 on page 19. confused and concerned at the events that they witnessed.
Spellstrike (Su) See Tier 1–2 on page 19. Representatives from each of their factions contact them
*See Ultimate Magic. with cryptic messages that their efforts will continue
despite the setback of losing their respective faction
Treasure: Chalfon’s onyx ring is emblazoned with an heads, and informing the PCs that replacements will be
icon of a dark, wispy flame. A DC 20 Knowledge (local) contacting them to introduce themselves soon.
check identifies it as an emblem of the Shadow Lodge. As for the Shadow Lodge plot to bring the
Any PC wearing this ring gains a +4 circumstance bonus conflict within the Society’s factions to all-
on Disguise checks to impersonate a member of the
Shadow Lodge.
Mission Notes: Cheliax faction PCs must to recover one
of Chalfon’s body parts to take back with them. Doing so
without the other Pathfinders noticing requires a successful
Sleight of Hand check opposed by the rest of the party’s
Perception checks. Secretly collecting part of Chalfon’s
body earns Cheliax faction PCs 1 Prestige Award.
Taldor faction PCs’ mission is complicated by Baron
Jacquo’s death. Finding the location of the Dalsine
baronial estate is quite easy, as they are a well-known
family. A simple DC 15 Diplomacy (gather information) or
Knowledge (local) check in town will suffice. What happens
once they get there depends on how they approach the
situation. If they bring Baron Jacquo Dalsine’s body to the
estate, they automatically succeed in their mission, and
received the thanks of a grateful family. If they do not, they
must negotiate Taldor’s byzantine social conventions to
make peace with his father, which require a successful DC
25 Knowledge (nobility) or Diplomacy check. Making the
proper social gestures to the baron’s father earns Taldor
faction PCs 1 Prestige Award.
Conclusion
After defeating Chalfon, the PCs can make a DC 20
Perception check to find Muesello’s items that were taken Chalfon Dalsine
during the raid, successfully completing the mission given
to them by the venture-captain. With these key pieces of
evidence missing, the Pathfinder Society can no longer be
linked to the Dawnflower Blossoms. Further exploration
of the Dalsine home uncovers Chalfon’s diary, which can
21
Pathfinder Society SCENario
out war, both Qadira and Taldor factions recognize that Osirion Faction: Osirion faction PCs who make a
their respective heads were manipulated by the Shadow rubbing of the tomb of Khasekhemwy in Act 2 gain 1
Lodge, and the Grand Lodge helps smooth things over, Prestige Award. Osirion faction PCs who successfully
ensuring that all members of the Pathfinder Society convince Ahan to align himself with Osirion’s interests
maintain a level of cooperation necessary to end the again in Act 2 receive 1 bonus Prestige Award.
Shadow Lodge threat once and for all. Qadira Faction: Qadira faction PCs who deliver the
Pasha’s gems to the Dawnflower Blossoms members in
Faction Missions Acts 1 or 2 gain 1 Prestige Award. Qadira faction PCs who
Andoran Faction: Andoran faction PCs who protect the persuade the Sarenites to bring the body of the Pasha’s
Dawnflower Blossoms members in Acts 1 and 2 gain 1 sister with them when they flee and return it to the Pasha
Prestige Award. Andoran faction PCs who discover the in Act 2 receive 1 bonus Prestige Award.
location of three exits from the catacombs in Act 2 receive Taldor Faction: Taldor faction PCs who only attack the
1 bonus Prestige Award. Porthmos Militia members using nonlethal means or
Cheliax Faction: Cheliax faction PCs who pass the avoid combat with them altogether in Act 1 gain 1 Prestige
message to Muesello in Act 1 gain 1 Prestige Award. Award. Taldor faction PCs who travel to Baron Dalsine’s
Cheliax faction PCs who secretly recover a body part from father’s estate and make the proper social gestures in Act
Chalfon in Act 3 gain 1 bonus Prestige Award. 3 earn a bonus 1 Prestige Award.
Defender of Liberty,
I write to you in great haste, having just been informed that you are about to be sent to
Oppara, seat of that decadent tyrant, the Grand Prince of Taldor. Something monumental is
afoot there, and we need your fresh eyes to see to freedom’s interests. Our spies tell us that
you may encounter a group of Sarenite worshipers hiding in the catacombs beneath the city.
If so, do all you can to assist them, as their faith is forbidden in that dictatorial regime. All
good people deserve to worship the god of their choosing.
If you manage to make your way into the tunnels beneath the city, see if you can find at
least three separate entrances to them from the surface. We have been searching for ways of
infiltrating Oppara for many years, and these catacombs may be our answer.
For Freedom,
Captain Colson Maldris
22
The Dalsine Affair
Favored of Asmodeus,
It seems that Oppara’s venture-captain, a maker of wayfinders named Muesello,
has made a rather stupid mistake and will no doubt lose the favor of the Pathfinder
Society in short order. Make sure he knows that he still has a friend in Egorian, and
that his talents will always be appreciated there.
We need to know more about the person or thing behind the curtain of this whole
affair in Oppara: find out who it is. There’s a good chance that person will turn
up dead by the end of the affair. If so, make sure you collect an appendage from the
perpetrator. Egorian will want to find out how the culprit managed to pull off this
delicate manipulation. Make sure that none of your companions see you doing this,
however. Not everyone agrees with our methods.
Aching for the touch of your whip,
Servant of t he Sands,
Our agents have reported t hat you are about to leave for Oppara on a mat ter of great urgency.
You are to assist a group of Sarenite worshipers who have been hiding in t he catacombs beneat h t he
city. One of t hese Sarenites is a former ally of ours named Ahan who has strayed from t he Ruby
Prince’s favor. Convince him to return to t he fold. Promise him t hat all has been forgiven, and t hat he
should make contact wit h us again.
An ancient patriot of Osirion named K hasekhemwy was buried centuries ago in a Sarenite
tomb rumored to be located in t hose tunnels. It would please my masters to have a rubbing
of t hat tomb for furt her analysis and later recovery. You will find paper and charcoal for t his
purpose included wit h my missive.
Return to us quickly ,
Otoneraphim, Humble Scribe of t he Ruby Prince
23
Pathfinder Society SCENario
Favored friend,
I hear that you are being sent to hated Taldor on your next mission. This
gives us a valuable opportunity to forward the work of our Sarenite allies
there. Seek out the sect known as the Dawnflower Blossoms, and deliver
the enclosed gems to them to fund their actions against Taldor.
I must also ask you a personal favor, however. I am told that my youngest
sister, Khismia, has joined up with these Dawnflower Blossoms, and I fear
for her safety amid the recent crackdown on Sarenite activity. Find her,
and bring her to the harbor—lie if you must to get her there, but I want
her on the next ship back to Qadira. I will meet you there and escort her
home myself.
Do not tarry!
Pasha Muhlia Al-Jakri
x
Pathfinder,
For once there is no time for pleasantries. You are about to leave for
Oppara, and I will quickly be behind you.
It seems that my stupid cousin Chalfon Dalsine has gotten himself into a bit of trouble
there. He has always been the family’s black sheep, and it does not surprise me that he has
dragged our name through the mud once again.
This mission may bring you into conflict with members of the town guard or Taldor’s
famous spy organization, the Lion Blades. I know that you can’t control your foreign
companions, but be sure that no legal official comes to permanent harm by your hand. We
Taldans are known for our honor. What honor is there in killing your own people?
There is one more thing. After I deal with Chalfon, I must travel to my family’s estate
outside of the city. I would be honored if you could accompany me there and pay your
respects to my father, the head of our family. He is a powerful man to have on your side.
May Taldor’s flag ever fly,
24
The Dalsine Affair
25
Scenario 2–21:
Scenario Chronicle #
MAX GOLD
This Chronicle Certifies That TIER
TIER
3–4 1,250
TIER
— 6 –7 3,253
A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
GOLD
TIER Amulet of natural armor +1 (2,000 gp)
6 –7 Belt of mighty constitution +2 (4,000 gp)
Cloak of resistance +1 (1,000 gp)
Start GP
Pearl of power, 1st level (1,000 gp) GM’s
Initial
Scroll of dispel magic (375 gp) +
Scroll of fireball (375 gp)
GP Gained (GM ONLY)
Scroll of haste (375 gp)
Scroll of keen edge (375 gp) +
Scroll of major image (375 gp) Items Sold
Scroll of slow (375 gp)
Scroll of vampiric touch (375 gp) =
Subtotal
-
Items Bought
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal
-
Gold Spent
=
TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT
Add 1/2 this value to the “Items Sold” Box Subtotal
For GM Only