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Pathfinder Society Scenario #2-05: Eyes of the Ten—Part III: Red Revolution (PFRPG) PDF

***½( ) (based on 6 ratings)

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A Pathfinder Society Scenario designed for 12th level characters (Tier: 12).

You and your fellow Pathfinders are hot on the trail of the traitor to the Pathfinder Society as Venture-Captain Eliza Petulengro once again sends you into the Maze of the Open Road to track the traitors' co-conspirators. Stepping through a portal, you find yourself on the cold, red desert planet Akiton, fourth planet from the sun and Golarion's outward neighbor. You arrive in the midst of revolution, however, and are quickly embroiled in the politics of a new world. Can you survive the frigid, violent revolution of the alien Akiton and put an end to the Society's traitor once and for all?

Red Revolution is the third scenario in the four-part Tier 12 Eyes of the Ten campaign arc. It is the sequel to Pathfinder Society Scenario #54: Eyes of the Ten—Part II: The Maze of the Open Road and will be followed by the arc's fourth and final scenario, Pathfinder Society Scenario #2-22: Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained.

Written by Joshua J. Frost

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

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Product Reviews (6)
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Average product rating:

***½( ) (based on 6 ratings)

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Great fun lots of hilarity


Out of the eyes of the ten series i have to say i enjoyed this one the most, the faction missions are top notch and there are alot of moments where i thought it was going to be a TPK but managed to get through.

also loved how some of the characters you see in older scenarios have some involvement.

so in my opinion i loved it can't wait to GM it

Red World Adventure

**( )( )( )

I have just played and prepped for this scenario so maybe it will play better than it did for me and will be a lot more fun, but this scenario was a bit of a disappointment for me.

I've been looking forward to this scenario for the longest time and it was the main reason I was pushing so hard to play through scenarios (unsanctioned or not) just to see how the adventure played out. Of all the locations that the series takes the party to, this was one that I absolutely was looking forward to.

In the end though, there was little interaction to be had from the scenario to make me feel like it was it was set on this location rather than any other. Maybe due to the restriction on length, but it didn't feel like there was really an opportunity to explore or play on this world, but that may be because I was hoping for a larger adventure here that the scenario couldn't support.

Barring that, the encounters came on pretty strongly, maybe I was unlucky to be hit with a crit but it killed my character right in the first encounter followed by another player's character. Since I was the only healer in the group and the scenario throws the party in such a place that they can't get any real options for raise dead, it would have been the end of the scenario if were playing this as a sanctioned scenario. The adventure just jumps to the next encounter and into the next. After losing two PCs in the first or second encounter, the game can't continue and the scenario doesn't give any way to recover from that aside from quitting.

Since we were not playing a sanctioned game, the dead character were brought back at a penalty and the game continued. The second encounter starts as soon as the first ends. If the party was having trouble with the first encounter, the second would finish them off given they have no time to heal between battles.

The adventure continues with a rush and gives high DCs to near impossible DCs to actually complete the adventure. While in our case this made it feel somewhat of a challenge that we had to do awesome to beat, if we replaced one character in the party it would have meant the end of the adventure.

It feels like there are too many abrupt ways this adventure can just end as well as there doesn't seem to be as much interaction with the world as I hoped.

A story for sure

***( )( )

Part 3 of Eyes of the Ten is... interesting, so say the least. It goes over the top, and sadly probably peaks retirement a little too soon. I had a grand time with this one, but that was probably in part to the group I play with

So three guys and a stuffed owlbear are in a portable hole strapped to the back of a shield falling at terminal velocity towards the surface of Mars...
I could see this, as well as the other retirement scenerios, just not working out at conventions due to time constraints.

Retirement Takes You To Exotic Locations

***( )( )

Out of all the scenarios for this arc, I have to agree that Part III was the most lacking. I think it was a good idea, but it does not immerse the characters into the locations like the first two parts. In fact, you really could have kept this on Golarion. I mean, this could have easily taken place in a hidden city still thriving in the broken continent of Azlant, or maybe in Tian Xia. I think this was a great opportunity to explore a never before written about region and really came up empty handed.

Another disappointing aspect was the air chase. It seems like that encounter seemed to following trying to go big, but wasn't fleshed out enough. I think it could make better use of a ground chase scene and use the rules from the GMG to make it work. The Midnight Mauler has a chase encounter that works like a dream, I don't see any reason why something like that could have been employed here.

It was nice to see some familiar faces, from my previous encounters as a Pathfinder. On that aspect it was cool to tie things in. It also looks like those folks have been doing some serious adventuring in all that time.

The combat encounters were challenging, and the bad guys have some particularly devastating ways to demolish PCs. Although, like changing the location would have helped, some of the enemies seem like re-hashings of what PCs previously faced. A new world means you could have thrown in more crazy monsters never faced (like from Bestiary 2).

I definitely enjoyed the scenario in my retirement arc play. Other than some environment issues, it definitely gears you up for your final showdown. The gotcha! moment was awesome, and I enjoy how this scenario leaves off to tie you in to the next one.

Good idea, but not fully executed

***( )( )

I just recently played through a marathon weekend of all four parts of the Eyes of the Ten series with our level 12 characters. To us, this was the weekend module of the four by far. While the module was set in a very interesting and flavorful city (planet?!), the module itself fails at capitalizing on this flavor. To be honest, this scenario could easily have been set in another city on Golarion and it would’ve felt nearly the same.

The adventure and story itself is written relatively well. There is a great “gotcha” moment that confused us as players until we hit the end. The combats and pacing were also deserving of a level 12 arc, however there wasn’t much room for roleplay in this adventure. In the end I think a rework on the development side could shore up many of the issues with this mod and make it just as good as the other three parts of Eyes of the Ten.

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