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

***½( ) (based on 9 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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Are there errors or omissions in this product information? Got corrections? Let us know at store@paizo.com.

PZOPSS0205E


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Average product rating:

***½( ) (based on 9 ratings)

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John Carter of Akiton

****( )

GM review.

For myself, this is the best and most enjoyable chapter of this series. I love that we at last get some off world action and how John Carter this scenario feels. Big thumbs up.

The actual adventure is just straight forward and while their is some role play it is mostly big epic combats where the players get to show what their big heroes are capable of. My players loved it.

The only thing that prevents me from giving this chapter 5 stars is the aerial chase sequence. Rather than give us something straight forward we get pointless and time wasting randomness, which everyone at my table felt broke the pace of the story.


All hail lord cat

****( )

I played through this on my wild shaped druid who never left tiger form and has wild speech. Needless to say, I enjoyed the role-play scenes of this scenario a ton, and I had a great time playing it. The combats hold up very well, and again inventive use of monsters keeps them fresh. I think at this point the amount of gold received by the PCs, if nothing else, starts to make them powerhouses and it is expecting a lot of any scenario to challenge them, but this gave it a very valiant effort.


PATHFINDERS IN SPAAAACE

****( )

Great little adventure that explores an otherwise unvisited area of the Pathfinder universe. Love the opening scene, and the plot really keeps driving home. Only 4 stars because the adventure is basically a glorified chase interlude, and while there are some good moments with the setting, it could have been expanded upon.


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.


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Announced!

Dark Archive

Joshua J. Frost wrote:
Announced!

Will this be a double-slotter like the other two?


Only the first was a 2-slot scenario.

Grand Lodge

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Modules, Starfinder Adventure Path Subscriber

Did this one get delayed?

If so, any ETA?

-Skeld

Paizo Employee Chief Technical Officer

Now available!


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)?

Paizo Employee Franchise Manager

Kirth Gersen wrote:
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.

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