Hiding from the Ten


Pathfinder Society

Silver Crusade 2/5

Hello all,

I need your help. My PC has recently come across an artifact in one of his missions and wishes to keep it. He was the only party member left alive/conscious when it was recovered and thus the only one who understands what it does. He wishes to keep it as per mission parameters, it was not necessary to bring it back to the society. Only problem is that because it is an artifact, he is afraid of the Ten stealing it from him and replacing it with a fake. My only solution is to use 30 PP to buy an island and make some protections there and store the artifact there, where later on in life, he will eventually use it. I'm thinking this could work, but would like opinions, and suggestions.

Thanks!

Notes: It is not listed on the chronicle sheet, but gives a full description in the scenario on how to use it properly, and what it does, and GM gave me the option of activating it when he found it, but it would not have been used to the fullest extent at that location, so he decided against using it there.

I am purposefully not naming the artifact, or which of my PC's found it for his privacy.

5/5 5/55/55/5

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The game really doesn't allow you to take items from one scenario into another unless they're on a chronicle sheet with a price. Otherwise a druid could show up with an entire zoo full of charmed creatures or a necromancer to stroll up with a bag full of shadows.

Plotwise: the ten have ways of finding you and taking if they have to. Probably with a squad of PCs

Grand Lodge 4/5

2 people marked this as a favorite.
Pathfinder Adventure, Rulebook Subscriber

You're welcome to purchase the island and purchase spellcasting for divination-blocking spells, but it's all backstory. You won't be able to use the item in future scenarios.

Silver Crusade 2/5

Steven Schopmeyer wrote:
You're welcome to purchase the island and purchase spellcasting for divination-blocking spells, but it's all backstory. You won't be able to use the item in future scenarios.

I figured as much, but did not want to assume. I don't necessarily want to use it in a future scenario, just once after he has finished the seeker arc. It's mostly I want to use it for flavor, not to gain any advantage in a scenario. I just wanted to try and come up with a way to hold onto it until that point as he will be starting the retirement arc in a bout a week and a half.

5/5 5/55/55/5

Corran54 wrote:
Steven Schopmeyer wrote:
You're welcome to purchase the island and purchase spellcasting for divination-blocking spells, but it's all backstory. You won't be able to use the item in future scenarios.
I figured as much, but did not want to assume. I don't necessarily want to use it in a future scenario, just once after he has finished the seeker arc. It's mostly I want to use it for flavor, not to gain any advantage in a scenario. I just wanted to try and come up with a way to hold onto it until that point as he will be starting the retirement arc in a bout a week and a half.

I think the most effective tactic if you want it to be there as a flavor/background event would be to... just ask them? You have your own private island in case it goes kaboom, and presumably are a competent researcher in your own right. Other lodges besides skyreach have artifacts stored there.

3/5

I'd just have the GM mark it on the chronicle sheet as flavor. As long as you aren't seeking any mechanical advantage, you should be fine.

I acquired my favorite fruit-slicing instrument in a similar manner.

Shadow Lodge 5/5

Corran54 wrote:
I figured as much, but did not want to assume. I don't necessarily want to use it in a future scenario, just once after he has finished the seeker arc. It's mostly I want to use it for flavor, not to gain any advantage in a scenario. I just wanted to try and come up with a way to hold onto it until that point as he will be starting the retirement arc in a bout a week and a half.

As previous posters have posted, you will not have access to the item for anything other than backstory under any circumstances. This includes after your seeker arc is complete (as there are play opportunities beyond that point).

You're welcome to tell the story if that's what you wish, but technically, the artifact was returned.

4/5

I'm sure we all have a couple silly "flavor" things that are outside the scope of the scenario. In a scenario which will remain nameless because of spoilers, we had to retrieve a relic which turned out to be the phylactery of a lich. That lich is still probably pissed at my dwarf magus for suggesting that we wreck the lich, take the phylactery back to the society, and put the lich in the undead collection of a local PFS necromancer once he woke back up.
"Now VC, you said we had to retrieve this item, so the lich is technically still around. But don't worry, we have him contained."

Sovereign Court 2/5 RPG Superstar 2009 Top 32

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Corran54 wrote:
I figured as much, but did not want to assume. I don't necessarily want to use it in a future scenario, just once after he has finished the seeker arc.

Is the seeker arc Eyes of the Ten? Because if so, you can possibly find out how the Ten are likely to find out about your trick, and what they're likely to do to you when they found out. Hint: it would be quite a bit worse than switching the artifact for a fake.

That said, by all means go for it (story-wise, not mechanics-wise). The Ten are powerful but by no means omnipotent, so if you're skilled enough you may be able to get away with it.

4/5

You cannot escape the eyes of the Ten during standard play. Items can never escape the eyes of the Ten once they are known. The eyes of the Ten are always upon you.

See Eyes of the Ten for more information.

Sovereign Court 5/5 5/55/55/5

when the eyes of the ten they are upon you
Any wrong you do, they're gonna see.
When you're in Absolom, look behind you,
For that's where the ten are gonna be...

The Exchange 4/5 5/5

1 person marked this as a favorite.

The Eyes of the Ten are upon you,
All the livelong day.
The Eyes of the Ten are upon you,
You cannot get away.
Do not think you can escape them
At night or early in the morn --
The Eyes of the Ten are upon you
Til Sarenrae blows her horn.

Silver Crusade 5/5 5/5 **

Serisan wrote:

You cannot escape the eyes of the Ten during standard play. Items can never escape the eyes of the Ten once they are known. The eyes of the Ten are always upon you.

See Eyes of the Ten for more information.

But, of course, there are exceptions. See Eyes of the Ten for more information

Spoiler:

The entire plot of Eyes relies on the Eyes being fairly blind and stupid most of the time :-)

4/5

Paul Jackson wrote:
Serisan wrote:

You cannot escape the eyes of the Ten during standard play. Items can never escape the eyes of the Ten once they are known. The eyes of the Ten are always upon you.

See Eyes of the Ten for more information.

But, of course, there are exceptions. See Eyes of the Ten for more information

** spoiler omitted **

Spoiler:
The villain in Eyes was unnaturally competent for what he was. Outstripped Torch by a wide margin, which doesn't make much sense to me when you compare the two.
Shadow Lodge 4/5

3 people marked this as a favorite.

Eyes:
Just another fly caught in a spider web. ;)

4/5

Paul Jackson wrote:
Serisan wrote:

You cannot escape the eyes of the Ten during standard play. Items can never escape the eyes of the Ten once they are known. The eyes of the Ten are always upon you.

See Eyes of the Ten for more information.

But, of course, there are exceptions. See Eyes of the Ten for more information

** spoiler omitted **

Spoiler:
Over-reliance on divination is a significant issue when it seems that said villain likely had a stockpile of mind blank scrolls a mile long.
Dark Archive 3/5 **

I can assure you, due to [redacted], you cannot hide from them even on an island with spells blocking standard means of divination forever. Eyes of the Ten elaborates on just why if you survive until the end.

In terms of further in game reasons, a team of field agents (or Seekers, if appropriate), would be sent after you almost immediately when you did went MIA with the artifact. Not to mention they'd certainly not immediately tap you for use in a Seeker-Arc level mission (and if they did, that'd be the point at which it would be collected from you).

As for out of game reasons...Artifacts leave your possession as the end of the scenario, period. Role-play and intentions aside, you stand to gain mechanical benefits for holding the artifact.

What I'd recommend is, perhaps post Seeker arc, making the artifact your PC's focus of study In Character (i.e. The Ten give you regular access to this artifact for research purposes). Just about any other solution is going to, in game, result in your expulsion from the Society. If you want your "end game" to be running off with this artifact, you'd be leaving play the second you did so.

Silver Crusade 4/5 5/55/55/5

Pathfinder Adventure, Adventure Path, Maps, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game, Starfinder Society Subscriber

You could always run away and join the Dark Archive, I suppose? Get you in touch with your inner artifact hoarder. Add some backstory about occasional thefts from the archives and flavor it with some prestige point purchases of things that "fell off the back of a wagon". The prestige point costs represent suspicion from your fellow Archivists about how you have been finding these things and why Durvin Gest's last known Wand of Cure Light Wounds has gone missing. Pump Knowledge: Arcana and say you're researching things you're not supposed to be researching in your free time. It's no island, but... it's more plausible than assuming that the Ten wouldn't come collect you?

Liberty's Edge 5/5

Starfinder Superscriber

Durvin Guest's last Kyra clone took his last Wand of Cure Light Wounds.

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