Pathfinder Society Scenario #2-22: Eyes of the Ten—Part IV: Nothing Ventured, Nothing Gained (PFRPG) PDF

***½( ) (based on 6 ratings)

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

In the secret upper levels of the Pathfinder Society’s headquarters, you must survive the deadly defenses laid in place by the masked Decemvirate and save one of their number from an assassin’s blade.

Nothing Ventured, Nothing Gained is the fourth and final scenario in the Tier 12 Eyes of the Ten campaign arc and is the sequel to Pathfinder Society Scenario #2-05: Eyes of the Ten—Part III: Red Revolution.

Written by Tim Hitchcock

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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***½( ) (based on 6 ratings)

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***( )( )

Finally got around to running this part. My group was a witch, wizard, fighter/cleric and a rogue.

It isn't a bad culmination to the arc. The setting is quite nice and the realisation of what is going on behind closed doors of the society was a nice eye-opener for the players (although I imagine we all figured that was the case anyway).

With that in mind though, part 4 is just a continuous dungeon crawl with puzzles and traps. A couple encounters were not very well explained and at least one puzzle probably needed a clearer solution (part of this level just found another way around it anyway). Final encounter was very memorable though and we all had a good time with that one.

A good ending. Thumbs up. I would like to see more end of career type mini-arcs though.


Great Plot

****( )

I love the plot of this scenario and certain elements. One encounter in particular is challenging to run with any sense of realism, and the way we ran it was to have one PC with the GM at a time, recapping turns. Time consuming, but we got through it. Generally the encounters in this scenario fall flat compared to the earlier scenario, but as I posted in the reviews of previous ones, its hard to compete with the raw flow of gold into PCs.

I had a good time playing it, and the final encounter is memorable, even if it could use a little tuning in terms of difficulty.


The end of a fantastic voyage

*****

Eyes of the Ten is easily the best series that Paizo has put out for PFS. This is the conclusion of that adventure, and I love how it ties up everything. The combat is well-executed, the plot has a lot of fascinating twists and turns and, most importantly, a lot of the nonsensical elements of the PFS rules get explained.

Examples:
Ever wonder why evil PCs get removed from the campaign? How your faction leaders knew exactly where you were going to be sent and what is there? What exactly it is that Osprey does? All of these and more are answered.

All in all, don't miss it. It's the perfect capstone to a PFS adventuring career.


Decent, but disappointing...

**( )( )( )

Eyes of the Ten part 4 is a well written scenario with plenty of "think outside of the box" moments, but I just don't see it as nearly as exciting or grand as part 3.

Spoiler:
I mean, after you've been in an airship battle on Mars, where do you go from there?
The fights are memorable, but I feel that this would have been better served as Part 3 than the final point.

The chronicle sheet wasn't much better. It ultimately left me disappointed and upset.

Spoiler:
You recieve TONS of gold and PA...for a character that will no longer be being played. Unless you managed to compleate a large amount of compleately ambiguitous objectives, NOTHING on this sheet will come up again, as none of it other than the ultra-special boon carries over. While this boon IS pretty unique, I would have liked to see something, anything, carry over to a new sheet to mark that I have made it through retirement.

My suggestion? Keep the Ultra-special boon, but give the players something to remember their experiences by. A simple boon that carries over to a designated character, such as a single Wayfinder.

In the end, a good senerio worth playing, but a poor choice for the final one.


All Good Things Must Come To An End

****( )

This scenario was the perfect capstone to the retirement arc. The Decemvirate sure does hole themselves up in a well-guarded and creepy place. In fact, what the crap are they doing with that item with stored...you know what, nevermind. I'm not going to ask.

The first encounter of this scenario was probably my favorite and most memorable of the whole series, next to the first encounter of the first scenario. I can see how it would be an absolute nightmare for a GM, but ours had a very creative way of keeping the PCs from knowing to much information before they needed to.

I must agree that the end encounter could use more fleshing out in back story. In fact, looking at the actual character level, why the crap is the BBEG so concerned with his mission? Not only that, but the damsel in distress is pretty lame when considering her powers and abilities to do everything else she did (for a suggestion on how to shore this up, just hop on over to the discussion section).

The bad guys are pretty memorable, and the entire complex of Skyreach is just as ridiculous as you imagine it to be. Thank you Tim for putting a fitting end to the arc.

PS. I look forward to any special scenarios / modules to play after this, especially with what my PC has gained. He'll be happy to take a break after all that has happened in his experiences (especially the gauntlet that this arc was), but I think he has a few more good adventures in him. :)


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Announced!


Is Josh still writing this?

Paizo Employee Franchise Manager

Kyle Baird wrote:
Is Josh still writing this?

Yes, though it will be released in 2011 with another, as-yet-unannounced scenario being bumped up in the schedule to fill its spot in December.


Mark Moreland wrote:
Yes, though it will be released in 2011 with another, as-yet-unannounced scenario being bumped up in the schedule to fill its spot in December.

Excellent! Thanks!

Paizo Employee Franchise Manager

Re-announced!

Silver Crusade

Pathfinder Adventure Path, Campaign Setting, Roleplaying Game Subscriber

That Frost guy ... I recall something ... I remember ... wasn't he a Santa clone ?

Contributor

Description and author updated.

Contributor

Now available!

Scarab Sages

Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game Subscriber; Pathfinder Comics Subscriber

Could someone who has purchased or played this mod share what the end benefit of completing the 4-part retirement mod is? I'm interested if there is a benefit that can be applied to a new 1st level character once the 12th level character is retired.

Remember to use the "spoiler" option so you don't ruin it for those that want to keep it as a surprise for themselves.

Paizo Employee Franchise Manager

Tarrintino wrote:

Could someone who has purchased or played this mod share what the end benefit of completing the 4-part retirement mod is? I'm interested if there is a benefit that can be applied to a new 1st level character once the 12th level character is retired.

Remember to use the "spoiler" option so you don't ruin it for those that want to keep it as a surprise for themselves.

Spoiler:
There are several end rewards depending on how many Campaign Points a PC gets in the final arc. What the benefits are is something I hope everyone can keep a secret, at least until a few more groups have a chance to play through. At least one of the benefits is specifically designed to be applied to both the retiring 12th level PC and a new 1st level character.
Grand Lodge

1 person marked this as a favorite.

An error that needs to be fixed. On page 22, the Taldor faction missions are not listed.

Grand Lodge

Tarrintino wrote:

Could someone who has purchased or played this mod share what the end benefit of completing the 4-part retirement mod is? I'm interested if there is a benefit that can be applied to a new 1st level character once the 12th level character is retired.

Remember to use the "spoiler" option so you don't ruin it for those that want to keep it as a surprise for themselves.

I'm DMing all four parts this weekend. I will tell you that the reward for completing all 4 parts is amazing and well worth the time put in to complete all 4.

Grand Lodge

The first encounter in this module after arriving in the tower was very difficult to run. If anyone has suggestions on the way they DMed it, I would love to hear how you ran it. Thanks.

The Exchange

Not that this made a difference to anyone in our group in the end, but...

Spoiler:
If you spend your resources (AKA a cleric had the spell prepared and the diamond dust on hand) to use a 'Raise Dead' on the person you are trying to protect in the end, why does the party get penalized even if the character drops during combat? I mean, the party can do this after they finish the final combat but before anyone else shows.

Sorry for keeping it vague, but I don't feel right voicing these plot elements with names because of how *special* this arc is.

I'll make sure to post a review tomorrow, but I absolutely LOVED this one. And a huge thanks to Venture Captain Mike Brock for doing everything under the sun for our weekend marathon of retirement. Not enough praise can be given for the monumental amounts of time and effort he put into this, as well as his family for allowing us to invade their humble abode for a weekend.

Grand Lodge

Joseph Caubo wrote:
Stuff

Fortunately, even if the person you are referring to is saved and not slain, the one campaign point for it wouldn't have changed the outcome in the end since some people needed all four in the last scenario and didn't get them.

The Exchange

Michael Brock wrote:
Fortunately, even if the person you are referring to is saved and not slain, the one campaign point for it wouldn't have changed the outcome in the end since some people needed all four in the last scenario and didn't get them.

Yeah, that's why I (tried to) preface by saying "it didn't matter for our group." Sorry if it did not come across as that, I was a zombie at that point last night. Not to mention, my questioning about it is only half there:

Spoiler:
Beyond the tied campaign point, I wonder why this person's potential demise isn't more certain like some of her compatriots? Now I don't know about two of them, but one is stricken with a powerful curse and the other one requires a resurrection (essentially takes spells that are beyond the reach of 12th level characters - although, what happens to a party that would pay gold to resurrect TM, since there isn't restrictions about paying gold (not PA)?).

All I'm saying is the BBEG did such a good job with some (if not all) making sure they are incapacitated to a greater extent than his plans for the last person on his list.

The Exchange

1 person marked this as a favorite.
Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Roleplaying Game, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Joseph Caubo wrote:
** spoiler omitted **

Spoiler:
My understanding is that because AH couldn't actually get up into the room without aid, you have a chance of saving her. It is possible to save her... but it takes some heroic action. Our group actually had two of our entire party spending actions protecting her, with a readied action heal just in case she was hurt, a wall of ice encasing her and our two party members, and we buffed her with some spells while we waited to see if AH got through our hemisphere of ice.

Note that I think it's appropriate that the campaign point only come if you protect her. She expects to die, but so long as the enemy is defeated she also would expect to be resurrected. So keeping her from dying is extraordinary in her eyes.

The Exchange

Alizor wrote:
** spoiler omitted **

Spoiler:
Considering her powers and the room she was in, she could have done a lot more to bolster her defenses. In fact, she had everything at her disposal to see this coming, LOL. This makes me laugh even more now that I realize this. And here I was thinking that only lower ranking members of the Pathfinder Society were incompetent. Oh no, incompetence clearly has infected the epicenter of leadership. Maybe letting the BBEG achieve his goals wouldn't be so bad after all...

/This is blasphemy, I know.
//But at least the BBEG got &$^! done.
///Just sayin'.

Silver Crusade

I highly recommend the Eye of Ten series to players and GMs when they reach this plateau of PFS play.

I also plan to write reviews for all the Eyes of Ten scenarios here soon once I can get some time to type them up.

Spoiler:
I was a bit frustrated with how I could not save the subject in question by simply taking her to a place of safety (what with my fancy wizardly tricks). I thought I had a very solid plan to get her to someplace where the Big Bad could not get her, but I was stopped because she basically would not let me save her life and just seemed resigned to death.

I agree with Joe about the Society seeming to suffer from incompetence from the top down. Given the Decemvirate’s sketchy ways, and their apparent incompetence throughout the series, I would be extremely tempted to have just tried to take over the entire Society if it was a home game right there on the spot. AH was a monster though given all of his actions, he probably would just have turned the Society into his personal play thing if given the opportunity and have done horrible things if his previous actions were any indication.

But really, this was an excellent adventure, and a ton of fun. Skyreach was excellently fleshed out in this scenario, and it was very exciting to play through.

The Exchange

Adventure Path Charter Subscriber; Pathfinder Campaign Setting, Card Game, Roleplaying Game, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber; Pathfinder Comics Subscriber
Joseph Caubo wrote:
** spoiler omitted **

Spoiler:
That's assuming she's an adventurer/fighter. Not everyone is cut out for combat, and she isn't one. She's a diviner through and through. If you look at her spellbook / spell list she has zero options for combat. As a fledgling Pathfinder she was the one that went with 3-4 other fighter types, told them what was coming up, how they could best deal with it, and sat back in combat. Then she would solve the riddles/puzzles/aid her allies with a buff or two.

I think it's a bit much to expect that every Pathfinder out there is an adventurer. In fact, I'd expect leaders to not be the combat types. They don't have the proper experience to lead people.

The Exchange

Alizor wrote:
** spoiler omitted **

Spoiler:
Being a wizard, that makes it even worse. You're just incompetent if your spell book doesn't have a wider range of spells besides your favored school. I mean, sure, go ahead and not have spells from your opposition school, but there are a crap ton more schools that you can choose from.

I'm not asking her to be an all out blast 'em spellcaster or even get in there and fight, but at least be smart - especially if you know what's coming. She had to foresight to release..., but she doesn't have the ability to set at least one spell to save herself? Come on now, that's a bit of a stretch. Especially since it's been days from when you get the list with her name on it. I'm sure since then Osprey and Eliza managed some way contact her and tell her that her life is in danger. She's incompetent, just sayin'.

Silver Crusade

Spoiler:
She does strike me as someone who has just decided to throw in the towel if it gets to the plot point in question. She has one of the greatest resources a Wizard could ever hope for, foresight on what is coming next, and time to prepare for it. And she refuses to act on that information for her own self defense. I could understand if she was caught by surprise, and what happens was a very sudden development. But it was not. Even if she is not combat oriented, and there isn’t much reason for her to be so, it would have to pay to have at least a couple emergency measures in place just in case. Especially when things do go as horribly wrong as they do in Eyes of Ten.

She has to know the stakes if the Big Bad should win. And it struck me as kind of sad that she just rolled over and waited for the death blow. The lack of confidence in the PCs is a bit disappointing. Though a bit ironic that it is the potential cause of her death given past behavior of her kind.

The Exchange

Spoiler:
And don't get me wrong, I love the final showdown. The stage was set beautifully and fighting at the highest point of Skyreach is one for the ages!

Now that I think about it, instead of just preventing the BBEG from bashing in her skull, maybe have her tied up to some powerful artifact that will completely decimate her body and make it nigh impossible for her to be raised (maybe go so far as to need a True Resurrection). The PCs would have to deal with the BBEG, as well as shut down the artifact in X # of rounds before she's toast (or roll dice and have it possibly move a step towards activation each round). This way she doesn't seem so worthless and adds a bit more tension to the moment. This also would fit nicely with the Campaign Point tied to her.

From a story approach, she still could have sent a message to Eliza and activated the defenses, but she was too late as the BBEG already infiltrated everything. Or the BBEG could have gained knowledge of the defenses after tying up our damsel in distress and activated everything himself. Either way, I think this solution would shore up our Decemvirate member's ineptitude and still keep in spirit with the retirement arc.

Silver Crusade

Joseph Caubo wrote:
** spoiler omitted **

Spoiler:
Oh I agree. This is an excellently written scenario (conclusion included), and I would highly recommend it to everyone who plays PFS. This is just one nitpick in what is otherwise a very satisfying conclusion to the Eyes of Ten. Spicing that encounter with an additional challenge along the lines you stated to save her I think would have made the encounter a bit more satisfying. But it is what it is, and it far from ruins what is an excellently flavored and exciting scenario. Far, far more was done right then wrong.
Liberty's Edge

Paizo Charter Superscriber; Pathfinder Battles Case Subscriber; Pathfinder Tales Subscriber; Starfinder Charter Superscriber
Archivist wrote:
Joseph Caubo wrote:
** spoiler omitted **
** spoiler omitted **

Spoiler:
I wanted to join in the Spoiler fun and Games!!! Why don't you guys bring this into the PFS Gamemaster forums?
The Exchange

Dragnmoon wrote:
** spoiler omitted **

Spoiler:
I guess I haven't yet because I thought it fell into more of a discussion about the product vs. how to run it? The change I suggested would be going off the script somewhat with nothing written to really back it up. It was just a suggested change.

Also, this is our secret finished level 12 arc hangout. Can't let the rest of the PFS boards know we are here! Otherwise other Pathfinders would come and complain about the last mission I just sent them on. I can't let that happen.

If you think we should bring it over to the boards, I'll make sure to start up a thread though! :)

Dark Archive

1 person marked this as a favorite.

Hi there! Quick question about this scenario, and maybe Society play in general:

Scenario Spoiler:
Since this scenario begins, as far as I understand from my reading, immediately after the end of Part 3, do my player's get the option to rest or purchase items?

Paizo Employee Developer

DorimTrollfist wrote:

Hi there! Quick question about this scenario, and maybe Society play in general:

** spoiler omitted **

This is technically a separate adventure, so the PCs are assumed to start fully rested. That said, if the players are particularly keen on pushing ahead with fewer resources and like the idea of that kind of challenge, there's not really anything stopping them from doing so.

Dark Archive

John Compton wrote:
DorimTrollfist wrote:

Hi there! Quick question about this scenario, and maybe Society play in general:

** spoiler omitted **

This is technically a separate adventure, so the PCs are assumed to start fully rested. That said, if the players are particularly keen on pushing ahead with fewer resources and like the idea of that kind of challenge, there's not really anything stopping them from doing so.

Glad to hear it! My players are definitely interested in the challenge. Thanks for the quick reply!

Grand Lodge

Got a question about this scenario, as it's the 4th one. If the first three are all Tier 12, doesn't mean that technically you'd be at level 13 when you do this?

The Exchange

kevin_video wrote:
Got a question about this scenario, as it's the 4th one. If the first three are all Tier 12, doesn't mean that technically you'd be at level 13 when you do this?

YEP, you start with 33 XP and pick up 5 as you play it so would end at 13.2.

Grand Lodge

Jeff Morse wrote:
kevin_video wrote:
Got a question about this scenario, as it's the 4th one. If the first three are all Tier 12, doesn't mean that technically you'd be at level 13 when you do this?
YEP, you start with 33 XP and pick up 5 as you play it so would end at 13.2.

Very cool. Thanks for the quick response. I've been told by the VCs who've played it both regular and Core that the whole thing is crazy deadly. The gang here is so psyched.


Pathfinder Starfinder Adventure Path Subscriber

Funny story about the NPC in the final encounter

Spoiler:
My group decided to save her because it was cheaper then raising her; then at the end she praises our loyalty to the society :)

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