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A PAthfinder Society ScenArio for tierS 1–7
TheDalsineAffair
By Alex Greenshields
TheDalsine 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
Paizo CEO: Lisa Stevens
Vice President of Operations: Jeff Alvarez
Director of Sales Pierce Watters
Finance Manager: Chris Self
Staff Accountant Kunji Sedo
Technical Director: Vic Wertz
Marketing Director: Hyrum Savage
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: TheDalsineAffair 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.
The OGL can be found on page 25 of this product.
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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,
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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,
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Publishing, LLC. © 2011 Paizo Publishing, LLC.
®
TheDalsine affair
Chalfon Dalsine should have led a charmed life. The
third son of one of Taldor’s wealthiest senatorial
families, Chalfon grew up with everything a young
boy could want. He lived in his family’s vast country
estate outside of the capital city of Oppara with servants
at his beck and call. Not being the eldest, Chalfon wasn’t
burdened with the responsibility of someday taking over
as head of the family, and spent his youth indulging
every whim. As he matured into young adulthood,
however, he slowly began to resent his parents’ emotional
distance, their burdensome rules, and their insistence on
tradition, station, and family pride, and he began to look
for diversions outside of Taldor’s strict social hierarchies.
He found such an outlet in the easy camaraderie and
fantastic adventures promised to members of the
Pathfinder Society in Absalom.
At first, life as an initiate in the Society was everything
he had hoped for. Because of his family’s wealth, he
was able to circumvent some of the more stringent
requirements the Society places on its initiates, and live
a life of relative luxury. He paid others to complete his
chores and assignments, and spent his days and nights in
Absalom’s brothels and taverns. He did not care that his
actions violated the Pathfinders’ basic rules, believing
that his ancestry and social class placed him above such
boring, petty concerns. But when the Three Masters (the
Pathfinders charged with overseeing initiates’ training)
discovered Chalfon’s indiscretions, he was summarily
expelled.
Chalfon left Absalom angry and bitter, and spent the
next few years roaming the Inner Sea region in search
of distractions. He sampled the more exotic wares found
in the markets of Sothis and Katapesh, lost and gained
fortunes in the darkest gambling dens of Ilizmagorti
and Riddleport, and drank strong mead in the cold
longhouses of Kalsgard. When his gambling debts began
to mount up, he fled his many creditors and went into
hiding in rural Taldor. With nothing else to do so far from
“civilization,” the bored noble began dabbling in esoteric
arcana under the tutelage of a local, reclusive magic
theoretician named Banell Half-Drowned, who followed
the way of the magus, preaching the blending of magical
By alex GreenShieldS
3
Where On GOlariOn?
TheDalsineAffair takes place in Oppara, the gilded capital
city of the crumbling empire of Taldor. Once the center
of human civilization in the Inner Sea region, Oppara—
like much of the empire—has deteriorated into a gaudy
display of hollow decadence. Here nobles flaunt their
wealth and influence, while the working classes struggle
to keep the streets clean for aristocrats who pay them no
mind. For more information on Oppara and the nation of
Taldor, see Pathfinder Player Companion: Taldor, Echoes of
Glory, available at bookstores and game stores everywhere,
or online at paizo.com.
Isle of
KorTos
• Ab s A l o m
Inner Sea
op pA r A •
Taldor
and martial techniques. Being a rebel at heart, Chalfon
found personal validation in the rejection of wizard
orthodoxy inherent in this approach, and saw it as a way
of achieving wealth and true power. Not surprisingly, he
soon became one of Banell’s most promising students.
During his 4 years of study under Banell Half-Drowned,
Chalfon occasionally visited some of Taldor’s larger, if not
most metropolitan, cities in disguise to blow off steam
and escape the drudgery of rural living. On one of these
trips, Dalsine met a young Pathfinder named Kormiggon
Sussworth in a seedy tavern. Kormiggon was slowly
becoming disenchanted with the Society and spoke of a
group called the Shadow Lodge, which aimed to supplant
the inefficient and feckless Decemvirate. Since Chalfon
blamed the Pathfinder hierarchy for many of his own
problems, he and Kormiggon quickly became friends.
When he felt he had learned all he could from Banell,
Chalfon left his master’s house and began exploring
remote ruins and forgotten places of power throughout
Avistan, hoping to discover powerful magical artifacts that
would help him in his ascent to power and limitless wealth.
Although he ultimately failed in that endeavor, he made
contact with a group that would change his life: a small
tribe of ugothol, or faceless stalkers, living in a marshy bog
among the River Kingdoms. For their own unknowable
reasons, these shapechanging aberrations agreed to ally
themselves with Chalfon in exchange for access to the
upper crust of Taldan society. At first, Chalfon was hesitant
to return to Oppara, not wishing to once again be ruled
by his family. The faceless stalkers quickly convinced him
that he had outgrown their feeble restrictions, and could
now use his family’s position to help him achieve the
wealth and power he so desperately craved.
Chalfon hired a ship, brought the faceless stalkers
back to Oppara, and began reingratiating himself with
the Dalsine family. Playing the part of the prodigal
son, Chalfon did his best to seem contrite and was soon
accepted back into the family fold. When the opportunity
presented itself, however, Chalfon acted with utter
ruthlessness. He secretly killed his only surviving older
brother (the other had been slain in a duel years before) and
took control of the family’s fortune. Within a few years he
had placed faceless stalkers in prominent positions not
just at the royal court, but also in both the secretive Lion
Blades (Taldor’s spy organization) and Oppara’s largest
thieves’ guild, the Brotherhood of Silence.
But even though his wealth and power kept increasing,
it was not enough. Through his continued correspondence
with the Shadow Lodge member Kormiggon Sussworth,
he made contact with an influential and radical member
of the Lodge’s hierarchy—a secretive agent known only
as the Spider. The Spider offered Chalfon an incredible
opportunity: if the Taldan noble helped bring down the
Pathfinder Society in Taldor, he would receive his pick of
the artifacts found in the Society’s vault in Absalom once
the Shadow Lodge brought the Decemvirate to its knees.
Soon afterward, Chalfon’s spies came across some
incredible secrets that would allow him to put this plan
into motion. A faceless stalker placed in the Lion Blades
informed Chalfon that they had been spying on a secret
and illegal cult of Sarenrae worshipers hiding in Oppara
who called themselves the Dawnflower Blossoms. A
Keleshite member of the cult named Khismia happened
to be the youngest sister of a Qadiran noblewoman named
Pasha Muhlia Al-Jakri, the faction leader for the Qadiran
loyalists within the Pathfinder Society.
Chalfon knew very well who Pasha Al-Jakri was.
Chalfon’s older cousin was none other than Baron Jacquo
Dalsine, head of the rival Taldor faction, and Chalfon
PAthfinder Society ScenArio
4
knew that the two of them hated each other. Not caring
for his cousin any more than he did for the rest of his
family, he devised a plan to pit the two faction heads
against one another.
Chalfon could not believe his luck when he received
further news—that the venture-captain for the Opparan
Pathfinder lodge, a man named Muesello, had been using
the Dawnflower Blossoms to smuggle Taldan artifacts
out of the country in order to circumvent Taldor’s high
export taxes on such items. The situation seemed almost
too perfect. With a few well-placed manipulations, he
would not only be able to expose the venture-captain’s
crimes and discredit the Pathfinder Society in his home
country, but hopefully also create an all-out war within
the Society by pitting Baron Jacquo Dalsine and Pasha
Al-Jakri against each other. All the Shadow Lodge would
have to do then is come in and pick up the pieces. All he
needed was a little luck.
Summary
The adventure begins with the PCs’ arrival at the
Pathfinder Lodge in Oppara, Taldor’s gilded capital
city. As they quickly receive a recap of recent events by
Venture-Captain Muesello, the local militia knocks at
the door, claiming the Pathfinders are harboring known
criminals. In fact, lodge currently houses a number
of outlawed Sarenite cultists, and it falls to the PCs to
quickly get them out of the lodge and into the catacombs
beneath the city. Alternatively, the PCs may choose to
distract or openly combat the encroaching guard.
Once the PCs have successfully evacuated the
Sarenites, they must navigate the dangerous catacombs
to locate a long-hidden temple of Sarenrae beneath the
city. There, they encounter a faceless stalker infiltrating
the organization, taking the form and role of the cult’s
leader. The false priest does his best to keep the PCs from
leaving the temple, but ultimately provides too much
information about his “master” Chalfon Dalsine, leading
the PCs to the treacherous noble’s opulent estate.
The PCs arrive at the estate to find a standoff between
a series of Taldan manor guards and several Keleshite
soldiers. The Taldans are servants of House Dalsine and
have come to the manor with their master, Baron Jacquo
Dalsine, who is currently in the manor with his cousin,
while the Keleshites are the personal bodyguards of Pasha
Muhlia al-Jakri, here to exact revenge on Chalfon, who
she sees as being responsible for her sister’s death. The
PCs much act as diplomats, calming the tension between
the two groups of guards in order to prevent an open
conflict as well as to gain entry into the estate’s grounds.
When the Pathfinders finally reach the manor house,
they enter to find a gruesome scene: Baron Jacquo is dead,
and his blood stains the blades of Pasha al-Jakri’s twin
kukris. Noticing the PCs’ approach, the Qadiran assassin
renounces her role as head of the faction, spits on Jacquo’s
corpse, and uses a magic item to teleport away. At the top
of the stairs, Chalfon Dalsine laughs maniacally at his
plan’s success. Bringing justice to the man responsible for
so much strife falls to the PCs, who must see through his
continuing deception and significant defenses in order
to bring an end to the Shadow Lodge threat in Oppara.
GettinG Started
In the middle of the night, the PCs are summoned to
the Grand Lodge. It is abuzz with rumors of something
monumental happening in Oppara. In the formal briefing,
the PCs are informed that transport has been arranged
and the team of agents is being sent to the Oppara Lodge.
Allow the players a chance to prepare for the adventure by
memorizing spells or buying any equipment they need.
A swift boat ride, a quick trip through Taldor’s gilded
capital, and a coded knock at the front door lead to the
unassuming, windowless Pathfinder Society lodge
masquerading as a bait and tackle shop called Rods and
Reels. The strong smell of old fish permeates the dwelling,
which has somewhat of a ill cared-for, haphazard
appearance. The light of a single, whale-oil lantern forms
strange shadows on the floor among the nets and buckets
that fill the lodge’s ground floor.
The middle-aged venture-captain who runs the
lodge—a ruddy-skinned and pockmark-faced man named
Muesello—emerges from the narrow spiral stairs to the
lodge’s second floor and addresses the PCs. Read the
following text aloud to get the adventure underway.
“Thank you for coming on such short notice, Pathfinders. Let
me bring you all up to speed. It seems that I may have gotten
myself, and by extension the Society, into a bit of hot water. You
see, lately the Taldan government has been growing particularly
protective of what it considers its national treasures. Grand
Prince Stavian seems to have taken a personal interest in
anything older than last week’s fish stew, imposing heavy tariffs
on any antiquities being sent out of the country.”
The grey-haired man lets out a deep sigh and his shoulders
slump. “This is where my own idiocy comes in. I thought that
I could save the Society a few pieces of gold by smuggling
items out of the city, using my contacts in a secret cult of local
Sarenites known as the Dawnflower Blossoms. They receive
significant support from people in Qadira, and oversee regular
shipments to and from Katheer.
“Everything went very smoothly until last night. A group of
local guards known as the Porthmos Militia conducted a violent
raid on one of the cult’s safe houses here in the neighborhood
of Westport. A man named Chalfon Dalsine, a minor noble who
the dAlSine AffAir
5
was himself nearly a Pathfinder in his youth, led the attack. This
gang slaughtered half the members of the cult, even those who
didn’t fight back—it was horrible. A few members were able to
escape, but the rest were either slain or captured and dragged
away for interrogation.
Muesello goes on to explain that while the deaths
were tragic, his primary concern is that he had given the
Sarenites several parcels for transport just last week. The
parcels included a number of notes written in a personal
cypher, but anything involving codes eventually makes
its way to the Lion Blades, the secret spies of the Taldan
government. It’s only a matter of time before they crack
the code or use some divination magic to track him down.
Muesello continues his explanation.
“The Society is in a very delicate place at the moment, especially
here in Taldor. The upheavals caused by the Shadow Lodge
have only made things worse. If the government tracks those
packages back to me, they might formally expel all Pathfinders
from the country! Now what I need you to do is …”
A loud knock on the shop’s front door interrupts the venturecaptain
mid-sentence. A strong voice calls out from the other
side, “Open this door! This is the Porthmos Militia. Open this
door in the name of the Grand Prince!”
Venture-Captain Muesello (N male human sorcerer 5/
expert 3) plays up his age, and calls to the guards outside
the door that he must find the key, motioning for the PCs
to remain quiet. As he loudly fumbles around the shop to
make it sound as though he’s searching for something, he
whispers to the gathered Pathfinders. “Ten of the escaped
Dawnflower Blossoms members are hidden here in the
lodge. I was able to rescue them after the raid. They’re
all upstairs—five in my bedroom and another five in my
supply room.” He knocks over three hay bales along the
room’s east wall, revealing a trap door beneath. He flings
it open to reveal a ladder descending into darkness.
“You’ve got to get those people out of here,” he pleads,
gesturing frantically at the hatch. “In my basement there
is a staircase leading down to the ancient catacombs under
the city. At the bottom of that staircase, there is a large
lever on the right, just a few feet down the connecting
corridor. Once everyone is clear of the staircase, pull it
down and it will collapse behind you. That should keep
anyone from following you. Once you’re in the catacombs,
just ask the cult members for directions; they should
know their way around. Ask them to take you to the Vault
of Sarenrae—it’s their last hiding place. Oh, and track
down this Chalfon Dalsine, and see if you can find my
parcels: two beautiful sets of armor crafted by the fey of
the Verduran Forest. Last I heard, the Porthmos Militia
had taken them back to Dalsine’s home.”
GameMastery Map Pack: City, Shops
Stairs
Down
Hatch
Down
Second Floor First Floor Basement
act 1: Open up in the name
Of the Law
(cr 3 Or cr 5 Or cr 8)
Read the following text aloud.
The pounding on the door increases in volume and an annoyed
voice calls out again. “We don’t want to break the door down,
old man. Hurry up!”
“Yes, yes, I heard you. Hold on, I’ve got to find a candle.”
Muesello turns back and whispers once more, “I’ll hold them
off as best I can. Please get the cult members out of here,
or they’re all as good as dead, and please don’t try to kill the
guards! This is a large group of serious guards who obviously
mean business. Any lethal attacks or, gods forefend, a death
could spell doom for the Society! These are city guards acting
on the authority of the Grand Prince himself!”
Creatures: A group of local Porthmos Militia members
led by their captain have drawn up outside of the disguised
Pathfinder Lodge. They were ordered to bring in Muesello
for questioning, and are perfectly happy to break down his
doors to do so. This is not the same group that perpetrated
the raid on the Dawnflower Cult the night before. These
are ordinary, law-abiding militia members who were
simply ordered to bring in Muesello. They don’t attack
anyone in the house unless provoked, although they are
happy to club Muesello and anyone defending him into
unconsciousness if they do not obey the militia’s orders.
PAthfinder Society ScenArio
6
Stairs
Up
Rods and Reels
1 square = 5 feet
Ladder
Up
Down to
Catacombs
There are 10 Dawnflower Blossoms on the lodge’s
second floor, who become aware of the militia’s presence
on the first round of combat. Because every second counts
for the trapped Dawnflower Blossoms, combat rounds
begin immediately. If unassisted, the cultists take a total
of 12 rounds to reach the basement. Note that this time
frame only includes the Sarenites and not the PCs, who are
assumed to flee once everyone else is safe. If any PCs wish
to flee first, or in the middle of the cultists’ departure,
add 1 round to the cultist evacuation time for each PC,
as the Pathfinders block the stairs or ladder. Under no
circumstances does Muesello attempt to flee; he instead
plans on sacrificing himself so the others can escape.
At this point the PCs have several options. They should
be allowed to be as creative as they wish, but Muesello
pleads that they need to move quickly and get the cultists
out as fast as possible. The PCs can try to help Muesello
by bluffing or otherwise peacefully interacting with
the guards, and if that fails, can barricade the door.
Alternatively, they can help the 10 Sarenite cultists
escape by alerting them of the danger and helping them
through the trap door into the basement. Finally, the PCs
can simply attack the guards. The PCs don’t all have to
focus on the same objective; in fact, they will be more
successful if they each focus on different tasks. If the
players are having trouble coming up with actions, feel
free to have Muesello suggest some to them (see page 9).
Because of the layout of the building, only two militia
members can get within melee range of anyone standing
N
in the doorway. Any guard who falls in combat is dragged
away by those behind her and replaced the following
round with a fresh guard. Throughout the fight, Muesello
pleads with the PCs to escape, promising that he will use
his magic to cover their retreat.
If the situation looks bad for the militia, the captain
blows her horn to alert other guards in the area; the sound
of two responding horns in the distance follows on the next
round. Two more patrols of the Porthmos Militia members
show up to assist 2d4 rounds after the last member of the
original group falls unconscious or flees.
Tier 1–2 (CR 3)
porthmos militia captain cr 1
Female human fighter 1/rogue (investigator) 1 (Pathfinder RPG
Advanced Player’s Guide 133)
LN Medium humanoid
init +3; Senses Perception +9
defenSe
ac 16, touch 9, flat-footed 16 (+6 armor, –1 Dex, +1 shield)
hp 14 (2 HD; 1d10+1d8)
fort +2, ref +1, will +2
OffenSe
Speed 20 ft.
melee sap +2 (1d6+1 nonlethal) or
longsword +2 (1d8+1/19–20)
ranged light crossbow +0 (1d8/19–20)
Special attacks sneak attack +1d6
tacticS
during combat The captain attempts to knock opponents
out with her sap. If attacked for lethal damage, she
switches to her longsword.
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
killed or knocked unconscious, blowing her watch horn to
summon reinforcements.
StatiSticS
Str 13, dex 8, con 10, int 15, wis 14, cha 14
Base atk +1; cmB +2; cmd 11
feats Alertness, Improved Initiative, Skill Focus (Sense Motive)
Skills Bluff +7, Diplomacy +7, Intimidate +7, Knowledge
(local) +7, Perception +9, Ride +0, Sense Motive +12,
Stealth +0, Swim +1
Languages Common, Kelish, Osiriani
SQ follow up*
combat Gear potion of cure light wounds; Other Gear
masterwork breastplate, light steel shield, light crossbow
with 10 bolts, longsword, sap, watch horn, 60 gp
* See the Advanced Player’s Guide.
porthmos militia members (4) cr 1/3
Human warrior 1
the dAlSine AffAir
7
N Medium humanoid
init +0; Senses Perception +0
defenSe
ac 13, touch 10, flat-footed 13 (+3 armor)
hp 8 each (1d10+3)
fort +4, ref +0, will +0
OffenSe
Speed 30 ft.
melee sap +3 (1d6 +1 nonlethal) or
short sword +2 (1d6+1/19–20)
tacticS
during combat Militia members try to flank at any
opportunity and attack using their saps. If attacked for
lethal damage, they switch to their short swords. If three
or more are attacking the same target, one attempts to
demoralize the opponent instead of attacking.
morale These are not the bravest of Oppara’s guards; they flee
if reduced to 5 hit points or below.
StatiSticS
Str 13, dex 11, con 14, int 9, wis 10, cha 8
Base atk +1; cmB +2; cmd 12
feats Skill Focus (Intimidate), Weapon Focus (sap)
Skills Climb +4, Intimidate +6
Languages Common
combat Gear tanglefoot bag; Other Gear studded leather,
sap, short sword, 20 gp
Tier 3–4 (CR 5)
porthmos militia captain cr 3
Female human fighter 3/rogue (investigator) 1 (Pathfinder RPG
Advanced Player’s Guide 133)
LN Medium humanoid
init +3; Senses Perception +11
defenSe
ac 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
hp 25 (4 HD; 3d10+1d8)
fort +3, ref +2, will +5; +1 vs. fear
defensive abilities bravery +1
OffenSe
Speed 30 ft.
melee sap +5 (1d6+1 nonlethal) or
mwk longsword +6 (1d8+1/19–20)
ranged light crossbow +2 (1d8/19–20)
Special attacks sneak attack +1d6
tacticS
during combat The captain attempts to knock opponents out
with her sap. If attacked for lethal damage, she switches to
her longsword.
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
killed or knocked unconscious, blowing her watch horn to
summon reinforcements.
StatiSticS
Str 13, dex 9, con 10, int 15, wis 14, cha 14
Base atk +3; cmB +4; cmd 13
feats Alertness, Improved Initiative, Iron Will, Skill Focus
(Sense Motive), Weapon Focus (sap)
Skills Appraise +7, Bluff +9, Diplomacy +9, Intimidate +7,
Knowledge (local) +7, Perception +11, Ride +2, Sense
Motive +13, Stealth +2, Swim +6
Languages Common, Kelish, Osiriani
SQ armor training 1, follow up*
combat Gear potion of cure moderate wounds; Other Gear
masterwork breastplate, +1 light steel shield, light
crossbow with 10 bolts, masterwork longsword, sap, watch
horn, 100 gp
* See the Advanced Player’s Guide.
porthmos militia members (4) cr 1/2
Human warrior 2
N Medium humanoid
init +0; Senses Perception +0
defenSe
ac 15, touch 10, flat-footed 15 (+3 armor, +2 shield)
hp 17 each (2d10+6)
fort +5, ref +0, will +0
OffenSe
Speed 30 ft.
melee sap +4 (1d6+1 nonlethal) or
short sword +3 (1d6+1/19–20)
tacticS
during combat Militia members try to flank at any
opportunity and attack using their saps. If attacked for
lethal damage, they switch to their short swords. If three
or more are attacking the same target, one attempts to
demoralize the opponent instead of attacking.
morale These are not the bravest of Oppara’s guards; they flee
if reduced to 5 or fewer hit points.
StatiSticS
Str 13, dex 11, con 14, int 9, wis 10, cha 8
Base atk +2; cmB +3; cmd 13
feats Skill Focus (Intimidate), Weapon Focus (sap)
Skills Climb +2, Intimidate +7, Knowledge (local) +3
combat Gear tanglefoot bag; Other Gear studded leather,
heavy wooden shield, sap, short sword, 40 gp
Tier 6–7 (CR 8)
porthmos militia captain cr 6
Female human fighter 3/rogue (investigator) 4 (Pathfinder RPG
Advanced Player’s Guide 133)
LN Medium humanoid
init +3; Senses Perception +14
defenSe
ac 17, touch 9, flat-footed 17 (+6 armor, –1 Dex, +2 shield)
PAthfinder Society ScenArio
8
hp 43 (7 HD; 3d10+4d8+4)
fort +4, ref +4, will +6; +1 vs. fear
defensive abilities bravery +1, evasion, trap sense +1,
uncanny dodge
OffenSe
Speed 30 ft.
melee mwk sap +9/+4 (1d6+1 nonlethal) or
+1 longsword +9/+4 (1d8+2/19–20)
ranged mwk light crossbow +6 (1d8/19–20)
Special attacks sneak attack +2d6
tacticS
during combat The captain attempts to knock opponents
out with her sap. If attacked for lethal damage, she
switches to her longsword.
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
killed or knocked unconscious, blowing her watch horn to
summon reinforcements.
StatiSticS
Str 13, dex 9, con 10, int 15, wis 14, cha 14
Base atk +6; cmB +7; cmd 16
feats Alertness, Improved Initiative, Improved Iron Will,
Iron Will, Skill Focus (Sense Motive), Weapon Focus (sap),
Weapon Focus (longsword)
Skills Appraise +7, Bluff +12, Diplomacy +12, Disguise +12,
Intimidate +7, Knowledge (local) +12, Perception +14, Ride
+4, Sense Motive +17, Stealth +5, Swim +6
Languages Common, Kelish, Osiriani
SQ armor training 1, follow up*, rogue talents (follow clues*,
hard to fool*)
combat Gear potion of cure serious wounds; Other Gear
masterwork breastplate, +1 light steel shield, +1 longsword,
masterwork light crossbow with 10 bolts, masterwork sap,
watch horn, 150 gp
*See the Advanced Player’s Guide.
porthmos militia members (4) cr 2
Human warrior 4
N Medium humanoid
init +4; Senses Perception +0
defenSe
ac 16, touch 10, flat-footed 16 (+4 armor, +2 shield)
hp 34 each (4d10+12)
fort +6, ref +1, will +1
OffenSe
Speed 30 ft.
melee mwk sap +8 (1d6+2 nonlethal) or
mwk short sword +7 (1d6+3/19–20)
tacticS
during combat Militia members try to flank at any
opportunity and attack using their saps. If attacked for
lethal damage, they switch to their short swords. If three
or more are attacking the same target, one attempts to
demoralize the opponent instead of attacking.
morale These are not the bravest of Oppara’s guards; they flee
if reduced to 10 or fewer hit points.
StatiSticS
Str 14, dex 11, con 14, int 9, wis 10, cha 8
Base atk +4; cmB +6; cmd 16
feats Improved Initiative, Skill Focus (Intimidate), Weapon
Focus (sap)
Skills Climb +4, Intimidate +9, Knowledge (local) +4
Languages Common
combat Gear potion of cure moderate wounds, tanglefoot bag;
Other Gear masterwork chain shirt, heavy wooden shield,
masterwork sap, masterwork short sword, 60 gp
Assisting Muesello
Some PCs may wish to help Venture-Captain Muesello in
his efforts to keep the guards from entering the lodge. He
is happy for any assistance the PCs can provide. Verbally
stalling the guards requires a Bluff check opposed by
the Porthmos Militia Captain’s Sense Motive check (see
the Tier-appropriate stat block above). Because both
Intimidate and Diplomacy checks each take a minute to
perform, these skills are not useful in this situation; the
guards simply don’t wait that long before forcing their
way in. PCs can either attempt the Bluff check themselves
or assist Muesello in his attempt (he has a +14 modifier
unaided). Any number of PCs may assist. Each successful
opposed Bluff check delays the guards from attempting
to enter the house for 1 round. Because the Porthmos
Militia Captain is not stupid and grows increasingly
suspicious as the seconds tick by, each subsequent Sense
Motive check that she makes gains a cumulative +2
modifier. If the PCs fail a Bluff check (or if Muesello does
so), the guards attempt to break down the door on the
following round.
If you wish to increase the roleplaying opportunities
in this scenario, you could allow players to come up with
actual excuses for not allowing the guards in. Particularly
clever reasons could be awarded a +2 circumstance bonus
on the PCs’ Bluff check.
Blocking the Door
Unless someone from inside the house deliberately opens
the double doors by unlocking them (Muesello has the
key), the guards have to break them down in order to get
in. The doors are good doors augmented by Muesello’s
hold portal spell (hardness 5, hp 15, Break DC 23).
Up to four Medium creatures can block the door with
their bodies, increasing the DC by +1 per two creatures
(rounded down). PCs may also drag barrels, tables, chairs,
or anything else they can find in the house in front of
the doors, increasing the DC by an additional point. The
militia members have a portable ram (Pathfinder RPG Core
the dAlSine AffAir
9
Rulebook 157), which means that with two people using it,
they receive a +4 bonus on this check.
Evacuating Cultists
Alternatively, the PCs can help accelerate the Sarenites’
escape into the lodge’s basement. As noted above, if
unassisted, the cultists take 12 rounds to fully evacuate.
Each PC who actively helps them reduces this time by a
number of rounds determined by the assistance given.
The easiest method is to help them via mundane means.
This can include verbally encouraging them or helping
them down the steps or the ladder into the basement.
Each PC engaged in this task reduces the total evacuation
time by 1 round, but must spend the entire encounter
helping the cult members; breaking off to cast spells or
participate in combat negates the effort. Any PC with at
least 1 rank in Bluff, Diplomacy, or Intimidate decreases
the total evacuation time by 2 rounds per PC assisting.
A more effective method of helping the cultists escape
is magic. Any spell cast on a cult member that increases
his or her speed (such as blessing of fervor [see the Advanced
Player’s Guide], fly, or haste) decreases the total number of
rounds needed to evacuate by 1 round per person affected.
Note that mundane and magical means of speeding the
cultists’ evacuation stack.
Development: Venture-Captain Muesello is willing
to sacrifice himself to help the PCs and Dawnflower
Blossoms members escape. As the last person climbs down
the ladder, Muesello casts arcane lock on the trapdoor,
after which he loudly surrenders to any remaining
guards. Although the venture-captain has given the PCs
and fleeing Sarenites a moment to catch their breaths, the
danger has by no means passed.
If the PCs are all knocked unconscious by the Porthmos
Militia, they are held captive in the secret headquarters of
the Lion Blades for questioning. There they are tortured
for days before being released onto the streets of Oppara
weeks later.
Anyone who remains in the basement for more than a
few moments hears the Militia arguing in loud voices about
how to open the hatch. A short time later, the sound of axes
trying to cut through the hatch cover can be heard.
Following Muesello’s instructions and descending
down the tight spiral staircase takes the PCs and cultists
to a narrow tunnel that connects to the ancient catacombs
below Oppara. Just as the venture-captain promised, there
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