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Pathfinder Society Scenario #2-21: The Dalsine Affair (PFRPG) PDF

****( ) (based on 13 ratings)

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A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1-2, 3-4 and 6-7).

Your mission takes you to the Taldan capital city of Oppara where the intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land. When Baron Jacquo Dalsine’s cousin is implicated in a recent attack on Society allies, the situation becomes even tighter for the Pathfinders, and at the end of the day some members of the Dalsine family may not get out unscathed.

Written by Alex Greenshields.

This scenario is designed for play in Pathfinder Society Organized Play, but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.

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Product Reviews (13)
1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>

Average product rating:

****( ) (based on 13 ratings)

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Great

*****

This scenario has a good plot, which I agree can be somewhat limited by the fact that people who don't play the earlier seasons don't necessarily know the NPCs. The final fight in particular is one of the most memorable ones in a 1-7 scenario, although I agree that it is probably a bit much in the 1-2 subtier. Personally I've run it in 3-4 and played it at 6-7 and found both fantastic.


Not fantastic

***( )( )

Personally, I'm not a big fan of this adventure. While there are some great moments, there are also a lot of plot elements that don't make a great deal of sense. By now, sadly, most players have forgotten about good ol' Baron Jacquo, which also limits the plot's impact. Combined with an enemy that can easily kill level 1 PCs with a single hit...Personally I'd skip it until your players are more experienced and more steeped in PFS lore.


Worthy of the Top Ten List

*****

The scenario begins right out of the gate with an "encounter" that isn't your typical "run up to monsters, swing to do damage, next" but instead favors very creative roleplay. Every time I've played/GM'd this scenario, the players have dug deep and found new creative things their characters have never done before. Starts with a 5/5 experience right out of the gate with a creative-minded GM.

Next, you enter the more traditional stretch of the scenario, but because of where you are, and what feels like is happening in the background - it's intense. You feel the pressure of time and you feel responsibility for the people you are with. You understand what you are doing and why you are doing it, and it has more meaning that loot a tomb or kill the orc cheiftain.

Finally, you are at the scene in the movie where you catch your breath... and then suddenly, surprise, you're back on your heels again. This is a great fight if run properly with all it's fiddly bits by a prepared GM.

Finally, the finale. Oh, the finale. This rates right up there with top BBEG fights ever, at the subtier it happens at. Yes, there is a decent chance at dying and it's a worthy final scene to a great scenario.

If you like being on your toes, this is a great run.


Killer scenario and not in a good way

**( )( )( )

I played this module with a level 2 character at lowest tier and it is with that in mind as I write this. The module for the most part was fun and just right for an evenings entertainment. The final fight however came very close to making me quit PFS entirely. Whoever wrote this one went in with the intention of killing off at least one player character! Not the way to write or run a module.
I'm giving this 2 stars because despite that killer element the rest of the module was just right.


Former D&D DM thinks this was overpowered

**( )( )( )

I am very new to Pathfinder and Pathfinder Society so I am not an expert on this. However as a DM for many many many years I was shocked when we got to the final encounter. Luckily no one died but this was literally only due to luck and a wide selection of character types. What really bothered me was that the entire adventure seemed to be weak up until the last encounter - it was not quite a cake walk prior to the final encounter but it was not a major challenge. Perhaps that's intended - lull the characters into a false sense of ease and then hammer them? Teach players to be careful with their resources so they have enough when they need them? Hard to say. Overall I found it a frustrating experience despite a number of lucky rolls and my success in a supporting role. This would not have been a success without every member of our party of 5 (1st level characters). In that respect it was nice.


1 to 5 of 13 << first < prev | 1 | 2 | 3 | next > last >>


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