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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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
Spoiler:
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.
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.
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.
I just got to play this at a local con in Connecticut. It was a fun mod of high adventure, very cinematic in scope. Akiton has many overtones of Edgar Rice Burroghs' "John Carter of Mars" series, which was great.
Thanks Josh for the fun ride! Nice job on the penultimate part to the Eyes of the Ten series.
Can this be played as a stand-alone adventure or as part of a "normal" campaign, or is it inextricably linked to Society play and/or the module series? Also, are other materials needed to play this (e.g., stat blocks or planet information from non-core sources or whatever)?
Can this be played as a stand-alone adventure or as part of a "normal" campaign, or is it inextricably linked to Society play and/or the module series? Also, are other materials needed to play this (e.g., stat blocks or planet information from non-core sources or whatever)?
Running this as a standalone would require some adaptation, as it assumes the PCs already know the major players and have a clear reason for going on the adventure in the first place. But all the information you need to run it (statblocks and other rules) are included in the adventure itself.
Spoiler:
Your biggest challenge will be making the PCs care about the fact that Adril has taken control of this Akitonian city. If they don't have a grudge with him, they're not likely to follow him into the airships or even care that he's there at all.