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S02-22 Eyes of The Ten-Part IV Nothing Ventured, Nothing Gained
S02-22 Eyes of The Ten-Part IV Nothing Ventured, Nothing Gained
By Tim Hitchcock
Eyes of the Ten, Part IV:
Nothing Ventured,
Nothing Gained
Pathfinder Society Scenario 2–22
Design: Tim Hitchcock
Development: Mark Moreland
Editing: Judy Bauer
Senior Art Director: Sarah Robinson
Layout: Crystal Frasier
Interior Artists: McLean Kendree, Damien Mammoliti,
and Kieran Yanner
Cartographer: Christopher West
Publisher: Erik Mona
This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Advanced Player’s Guide,
the Pathfinder Roleplaying Game Bestiary, and the Pathfinder Roleplaying Game Bestiary 2. These rules can be found online
as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/pathfinderRPG/prd.
Pathfinder Society Scenario 2–22: Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained is a Pathfinder Society Scenario
designed for 12th-level characters (Tier 12). 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.
Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License
version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters,
deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously
been designated as Open Game Content or are in the public domain are not included in this declaration.)
Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing
game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work
other than the material designated as Open Game Content may be reproduced in any form without written permission.
Pathfinder Society Scenarios are published by Paizo Publishing, LLC under the Open Game License version 1.0a Copyright 2000
Wizards of the Coast, Inc. Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks
of Paizo Publishing, LLC; Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Player Companion, Pathfinder
Module, Pathfinder Society, and Pathfinder Tales are trademarks of Paizo Publishing, LLC. © 2011 Paizo Publishing, LLC.
®
™
Eyes of the Ten, Part IV:
Nothing Ventured,
Nothing Gained
By Tim Hitchcock
A
fter years of having his ambitions squashed by the
mysterious, masked Decemvirate, Venture-Captain Eyes of the Ten
Adril Hestram is about to enter endgame in a plot This scenario is the final part of the
to secure his own ascension to the highest and most four-part Tier 12 story arc “Eyes of
influential position in the Pathfinder Society. Urged into the Ten.” All scenarios in this series
action by fellow Shadow Lodge agents unsatisfied with must be played in order, so all
the secret sect’s behind-the-scenes manipulations, Adril PCs should have played Pathfinder
hatched a plot to win himself and those willing to kill to Society Scenario #46: Requiem for
get their due positions among the Decemvirate. the Red Raven by Erik Mona, #54:
In war-torn Galt, Venture-Captain Teppin Montrose The Maze of the Open Road by
met his demise, while Venture-Captain Eddington Keel Mark Moreland, and #2–05: Red
came to an icy end in his Chelish manor. In the depths Revolution by Joshua J. Frost. In
of the Mwangi Expanse, Venture-Captain Kyalla was Requiem, the PCs discover a traitor among the Pathfinder
horribly transformed into a hideous amalgam of human Society’s most powerful ranks, and a plot to assassinate
and ape. Finally, the enigmatic Prince Odrian, venture- a number of prominent venture-captains. Using an
captain on Golarion and ruler of Arl on the red planet ancient hedge maze full of portals to other parts of the
Akiton, went to the Boneyard at Adril’s hands. Now the world, the PCs follow the murderer’s trail as members
fifth and final member of the Decemvirate whose identity of the Decemvirate are dispatched one by one. In Maze,
is known to Hestram is all that stands between him and the murderer strikes in Cheliax and the Mwangi Expanse,
a spot among the Ten. Adril is certain his moment of while in Red Revolution, the PCs find themselves on the red
triumph is within reach; today, Shemis will die. planet of Akiton, face to face with the plot’s mastermind—
While his simulacrum ruled Arl in his place, the true Adril Hestram. But the foe they faced there was merely a
Adril Hestram returned to Golarion to put into action simulacrum, and the real Adril was already on his way to
his final assault on the heavily guarded chambers at the kill the final member of the Ten to secure his spot among
pinnacle of Skyreach—the Sanctum of the Ten. Here the their ranks. The PCs begin this scenario immediately after
Decemvirate conduct their private business, hold valuable the conclusion of the previous adventure, still on the planet
and prestigious treasures, and host ambassadors to the Akiton, before the portal leading back to Golarion.
Society from across the Great Beyond. Here, Adril knew,
was Shemis’s most secure fortress. envoys within their stones, he replaced them with empty
Knowing that Eliza Petulengro and Osprey—the two eraminho that he and his elite death squad of doppelganger
loyal agents overseeing the Society’s efforts to thwart his mercenaries then hid within.
plans—were close on his trail, Hestram devised a plan to let Banking upon the PCs’ eagerness to protect Shemis,
their Pathfinder agents pay the price in blood of challenging Adril hopes they will rush to her defense, and in doing so,
the Decemvirate’s defenses. In order to exit the portal room, unwittingly escort Adril to his final victim, acting as the
visitors need to petition the help of an envoy, a trusted agent involuntary honor guard of the Society’s newest master.
of the Decemvirate, to accompany them. These envoys do
not exist as physical being, but live beyond death within Summary
powerful soul-storing ioun stones called eraminho. These
envoys consist of the society’s most renowned Pathfinders, The PCs begin this scenario on the red planet Akiton a
including venture-captains and even former Decemvirate short time after Venture-Captain Eliza Petulengro races
members. Knowing he could never petition their aid, Adril through the portal from the Maze of the Open Road, as
took a different tactic instead. Absconding with the true described in the Conclusion section of Pathfinder Society
3
Pathfinder Society SCENario
Once inside the inner sanctum, the PCs act upon Eliza’s
Where On Golarion? advice and first seek out their faction chambers, private
Nothing Ventured, Nothing Gained takes place entirely in
rooms established for members of specific factions that
uppermost levels of the Pathfinder Society’s towering
exist only partially within Skyreach. Within the faction
headquarters in the metropolitan city of Absalom in the
rooms, the PCs find special sending apparatuses allowing
Inner Sea. The tower of Skyreach is one of the tallest
them to contact their faction leaders to receive specific
structures in the city of over 300,000 souls, and among
faction missions. Once the PCs obtain their missives,
the most famous landmarks in the Inner Sea region,
their next objective is to work their way through Skyreach
especially among members of the Pathfinder Society. Here
to find Shemis.
the mysterious, masked Decemvirate meets to determine
On the second floor, the PCs run into difficulty with
the fate and future of the entire organization. For more
some of the Decemvirate’s guardians, a pair of clockwork
information on Skyreach and the Pathfinder Society’s
golems spurred to action after an encounter with escapees
headquarters, the Grand Lodge, see Pathfinder Campaign
from temporal stasis within the Decemvirate’s most
Setting: Seekers of Secrets, available at your local book store
private vault.
or game store, or online at paizo.com.
Bypassing the guardians, the PCs encounter the
remaining escapees, who have been roaming the upper
I nn chambers. Still, Skyreach has potent defenses and these
er
villains have retreated back to the dimensional hallway
Se
4
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
Once Eliza makes her statements, give the PCs a Eliza answers any further questions as best she can,
few moments to attempt to make sense of what she’s though she’s told the PCs almost all she knows. Again,
said. Likely, they’ll ask what she means by “rift the she stresses the urgency of their mission, as well as
portal.” She explains it as an extremely risky her uncertainties, then cuts conversation short. After
technique of tearing a hole or “rift” in wrapping up their inquiries, she approaches
a portal, temporarily damaging it the portal and sets to work, soon tearing a
with teleportation magic such that lightless hole in its undulating, glowing-
individuals can slip in between red surface. A bone-numbing blast of
dimensions connected to the frigid energy shoots from the rift, and
portal and exit almost anywhere all those within 20 feet must make
between the two connecting a DC 30 Strength check to resist
points. Usually it’s used to being pulled into the blackness. An
make a stop in between two inhuman shrieking emanates from
portal points, but Eliza the rift. Eliza tries to yell something
thinks she might be able to the PCs as she steps into the
to use the same technique rift, though her message is wholly
to bypass the Maze and unintelligible, overpowered by the
pry her way directly shrieking of the void. Seconds later
into Skyreach’s famed she vanishes into the blackness.
portal room. She adds The portal leads to Skyreach.
that she cannot guarantee PCs who wish to proceed to the next
their safety and she won’t section of the adventure must step
think anyone a coward who through the portal and follow.
declines to follow her. Ultimately
she commends those who decide to Eliza Petulengro Act 1: Sanctum of
continue onward with her as heroes of
the Society. Once the PCs agree to accompany her, she the Ten—First Level
briefs them with the following statement. After stepping through the portal, the PCs arrive in
Skyreach, though Eliza isn’t with them. Attempting
“I’m going to attempt to tear a rift into the portal chamber at to rift into the tower’s portal hub triggered an arcane
Skyreach. It’s sort of foyer in the tower’s upper chambers— backlash that jettisoned her in an alternate location. Still,
those reserved only for the use of the Ten and their most her efforts were a success, and a temporary rift now exists
trusted aides. It should be the easiest chamber to access, between Akiton and a portal hub within Skyreach known
as it doesn’t actually exist in Skyreach. It’s more of a hub as the Foyer of Worlds.
connected to several dimensional corridors that run through
the Grand Lodge. If and when we arrive, we shall be partially 1. Foyer of Worlds (CR 14)
insubstantial. The Decemvirate uses this property to keep
their identities obscured from one another when exiting and The darkness thins only slightly, ebbing into a deep, blackish-
entering their private chambers. While the Decemvirate can purple twilight. The surrounding space appears without clear
enter and leave the chamber at will, we shall be visitors. In definition or form. Distance is difficult to judge, though there
order to enter, each of us needs an envoy. Within the chamber appears to be some sort of a perimeter marked by darker,
stands a basin containing a small number of special ioun stones shadowed arches.
called eraminho. These stones act as vessels for the souls of
the Society’s most trusted protectors, some even former Immediately upon passing through the portal, each
members of the Decemvirate. By activating these stones, PC must make a DC 19 Fortitude save. Those who fail
we can connect with the spirits to gain access to the inner are stricken with a throbbing headache, leaving them
chambers. Once inside, we should seek out the faction rooms sickened for 1 hour. This condition may be removed with
first, and use them to make contact with whatever allies of the a DC 25 Heal check or any spell or ability that normally
Society we each may have outside the Ten themselves. These removes the sickened condition.
rooms are the only neutral rooms within the upper tower, so The PCs have entered a magical foyer secreted within
even if Adril seizes command of Skyreach, the faction rooms Skyreach. The shadowed arches running the perimeter
will remain somewhat of a blind-spot. After that, we need to of the room are portals that connect to locations all over
get to Shemis and protect her at all costs. All set? Golarion. Dim light fills the chamber from an unknown
5
Pathfinder Society SCENario
6
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
A A
A
A 23
Position 5 Position 6 Position 7 Position 8
A
A
A A
Level 2
C B
21 19
D A
15 20 18 N
22
14 17
13
4 Level 1
3
16 9a 5 6
9b 7
9c p p
1 8
9d p p
Faction Room D
9 9e
2
11 12
10
7
Pathfinder Society SCENario
Shadow Companion CR — Development: Once the PCs deal with Woaltog and
Summoned shadow (Pathfinder RPG Bestiary 245, Pathfinder his shadow companion, they are free to explore these
RPG Core Rulebook 392) chambers. There are 17 arches in all.
NE Medium undead (incorporeal) Each of the 10 portals marked P on the map is keyed
Init +2; Senses darkvision 60 ft.; Perception +8 to a specific member of the Decemvirate. Anyone who
Defense peers inside one of these arches sees the faint outline of a
AC 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge) glowing rune; however, the runes shift periodically every
hp 56 (3d8+6) few minutes. These portals connect to a select number
Fort +10, Ref +11, Will +5 of locations known only to the Decemvirate member to
Defensive Abilities incorporeal, channel resistance +4; whom it is attuned. A creature attempting to manipulate
Immune undead traits or activate a portal not attuned to that creature activates a
Offense lightning blast trap (see Traps, above).
Speed fly 40 ft. (good) A DC 25 Knowledge (arcana or planes) check allows a PC to
Melee incorporeal touch +15 (1d6 Strength damage) determine that the portals are keyed to specific individuals
Statistics and are inoperable to all others. It also reveals that their
Str —, Dex 14, Con —, Int 6, Wis 12, Cha 15 destinations lead to locations beyond the walls of Skyreach.
Base Atk +13; CMB +15; CMD 28 The four portals marked D are keyed to all members
Feats Dodge, Skill Focus (Perception) of the Decemvirate. They are also linked to locations of
Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in importance. At least two members of the Ten must be
bright light) present to properly activate these portals.
Special Abilities The pair of arches on the far eastern and western
Strength Damage (Su) A shadow’s touch deals 1d6 points of points of the circle house fake portals, and lead instead to
Strength damage to a living creature. This is a negative the adjoining cloakroom. Both entrances are masked by a
energy effect. The target dies if this Strength damage permanent deeper darkness spell.
equals or exceeds its actual Strength score. The northernmost arch leads to the outer walkway and
into the lower chambers of Decemvirate’s inner sanctum.
Traps: Any creature attempting to manipulate or While the portal only leads to the opposite side of the
activate one of the portals marked P on the map other wall, it is a portal nonetheless, and protected by powerful
than the Decemvirate member to whom the portal is magic (see Traps, above).
attuned activates a lightning blast trap. Similarly, anyone Treasure: In the northernmost point in the chamber
attempting to pass through the two northernmost sits a small stone column supporting a basin filled with
portals (those flanking the basin) without first activating a pale, translucent gas. The bottom of the basin is carved
one of the eraminho stones is thrown back and crushed by with the Glyph of the Open Road. Sitting within the
a crushing hand trap. basin are half a dozen tiny crystals crudely chiseled into
the vague likeness of humanoid figures.
Lightning Blast Trap CR 10 Any PC who succeeds on a DC 30 Knowledge (arcana,
Type magic; Perception DC 33; Disable Device DC 33 planes, or religion) or DC 35 Spellcraft check identifies
Effect the crystal figurines as minor artifact ioun stones called
Trigger proximity (alarm); Reset automatic eraminho stones. Similar in function to a trap the soul or
Effect spell effect (heightened chain lightning, 15d6 soul bind spell, they are relics of ancient Azlant crafted
electricity damage, DC 22 Reflex for half damage [DC 20 to house and protect souls for long periods of time, and
for secondary targets]); multiple targets (one primary when activated, the enclosed soul can impart knowledge
target plus 15 secondary targets within 30 ft. of the and insight to the wearer. Traditionally, they are crafted
primary target) to provide individuals with a contingency for completing
a task or an obligation after death, provided they have a
Crushing Hand Trap CR 10 mortal willing to act on their behalf.
Type spell; Perception DC 34; Disable Device DC 34 The PCs can activate a crystal by tossing it into the
EFFECT air. Once activated, the crystal encircles the activator
Trigger proximity (alarm); Bypass active eraminho stone as a normal ioun stone, negating the obscuring effect of
affecting target; Reset automatic the room and revealing her true form. Likewise, this
Effect spell effect (crushing hand); single opponent, bull individual clearly sees an open passage through the
rush plus grapple and crush (CMB +31, CMD 41, crush northernmost portal and may freely pass through the
2d6+12) arch into area 3.
8
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
9
Pathfinder Society SCENario
spirit back to Almas, all members of the faction earn 1 minutes, though it takes 3d6 points of cold damage and
bonus Prestige Award. 1 point of Constitution damage. Whether used as unholy
water or to bolster necromantic magic, black blood
4. Guest Observatory loses either quality if not used within 1 hour of being
This room serves as an observatory for guests. Facing removed from its source. A gentle repose spell can preserve
north, its broad windows allow viewers a stunning view of a container of up to 1 gallon of black blood away from its
Absalom and the surrounding isle. The walls are decorated source for increased lengths of time (which is how the
with framed maps of the Inner Sea, sky charts, and various column preserves the blood within).
instruments of astronomy and navigation. Three dead Mission Notes: In the secret compartment beneath the
Pathfinders lie strewn across the furniture, their throats plaque rests a collection of six missives associated with
slashed and their equipment stripped. These murders several ill-fated Society-sanctioned expeditions into Orv
were perpetrated by Woaltog, though this knowledge can to recover black blood. Qadira faction PCs should be
only be revealed by a speak with dead or other divination interested in retrieving these missives. If they disable
spell. The Pathfinders still retain knowledge of various the trap and prevent the torrent of black blood from
locations within Skyreach, so if a PC uses this tactic to soaking the missives, they may retrieve all six, earning 2
query the corpses, they can also give basic directions to Prestige Award. If, however, they retrieve only the three
both the Faction Rooms and the stairs. that survive the trap’s effects, Qadira faction PCs instead
receive only 1 Prestige Award.
5. The Orvian (CR 8)
This room is entirely lightless. Within the center stands a 6. Tusk Room
massive, metal-framed cylinder filled with strange black This room is lined with iron stands displaying massive
liquid. A plaque upon its base reads “The Orvian.” The scrimshaw tusks from great woolly mastodons, each
strange liquid within the cylinder seems to devour any engraved with thousands of tiny pictographs. Canvases
light and gives off an eerie chill. The liquid is a strange displayed about the room depict artistic renderings of the
substance known as black blood, collected from the pictographs along with their conceptual meanings. These
lightless Vaults of Orv far below Golarion’s surface. translations tell the histories of various tribes living in the
Trap: A secret compartment beneath the plaque holds Realm of the Mammoth Lords.
a number of old Pathfinder Society missives related to
black blood; it may be located with a DC 25 Perception 7. Nexian Ballroom
check. The compartment is trapped, and failure to disarm One of the many ballrooms within Skyreach, this room
it before opening the hidden door results in a stream carries the distinction of serving as the only ballroom
of black blood covering the missives and the creature within the Decemvirate’s inner sanctuary. All of the
opening the door. room’s furnishing are magically fabricated or pure
illusion, and the chamber’s appearance changes regularly.
Black Blood Trap CR 8 Currently, it is prepared for an upcoming event entitled
Type mechanical; Perception DC25; Disable Device DC25 “The Masquerade of Hideousness.” Its nauseatingly gaudy
Effects decor includes thick, violet carpeting and glass tables set
Trigger touch; Reset repair upon white marble bases carved to resemble pyramids.
Effect gouts of black blood (10d6 cold damage, DC 28 Reflex The room is walled with crushed gold-leaf panels set in
save for half damage) ebon-lacquered walnut frames and lit by six tremendous
iron and crystal chandeliers.
Treasure: The missives within the compartment
have little monetary value, but the black blood itself 8. Outer Hall
can be quite useful to PCs should they wish to risk its A long, curved hallway encircles the perimeter of the
dangers. A PC who makes a DC 30 Knowledge (arcana or tower. Numerous doorways throughout the hallway lead
dungeoneering) check may deduce its properties. Any to various interior rooms. During the day, light filters in
creature who touches the liquid takes 1d6 points of cold from rows of narrow, steeply arched windows. At night,
damage, while total submersion deals 10d6 cold damage. waxy, incense-scented torches set into sconces between
A pint of black blood extracted from the larger cylinder the windows light the corridor.
may be used as unholy water, though once removed it
loses its cold-dealing abilities. Alternatively, if a creature 9. Faction Chambers
drinks at least a pint of the black blood, it may cast These are the five faction chambers to which Eliza
any necromantic spells at +1 caster level for the next 10 referred the PCs before being separated from them by the
10
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
11
Pathfinder Society SCENario
12
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
Special Attacks death burst, grind, wall of gears golem guardians. Three such creatures are active and
Statistics awaiting deployment at any given time, each waiting in
Str 27, Dex 12, Con —, Int —, Wis 11, Cha 1 one of the three alcoves in the clover-shaped chamber
Base Atk +16; CMB +25 (+29 grapple); CMD 36 until it receives orders. One such golem was destroyed
Special Abilities by the escaped prisoners in area 13; the others presently
Death Burst (Ex) When a clockwork golem is reduced to 0 patrol area 14.
or fewer hit points, it explodes in a shower of razor-sharp
gears and debris. All creatures within a 10-foot burst take 16. Hallway
12d6 points of slashing damage—a DC 18 Reflex save The hallway empties into an angular, irregularly shaped
results in half damage. The save DC is Constitution-based. room. A DC 28 Perception check notes gouges in the
Grind (Ex) A clockwork golem deals an additional 2d10+12 floor and walls, all telltale signs of a scuffle. Prior to their
points of slashing damage when it makes a successful arrival, the escaped prisoners and guardian constructs had
grapple check as razor-sharp gears and blades emerge from an altercation in this hall. After taking several grievous
its body to grind and slice its foe. wounds and having Woaltog break from their company,
Immunity to Magic (Ex) A clockwork golem is immune to the remaining prisoners forced the constructs into area
any spell or spell-like ability that allows spell resistance. 14, then fled back to area 18 to recuperate. In their retreat,
In addition, certain spells and effects function differently they barred the eastern set of iron doors to prevent the
against a clockwork golem, as noted below. constructs from immediately tailing them (hardness 8, hp
• A grease spell cast on the golem causes it to move quickly
for 1d6 rounds, as if under the effects of haste.
• A rusting grasp spell deals damage to a clockwork golem
normally, and makes the golem staggered for 1d6 rounds
(no save).
Wall of Gears (Su) As a standard action, a clockwork golem
can fold into a whirling wall of grinding gears measuring 10
feet by 10 feet or 5 feet by 20 feet. Anyone passing through
the wall takes 15d6 points of slashing damage. If the wall
appears in a creature’s space, that creature can attempt a
DC 18 Reflex save to leap to one side and avoid the damage
entirely. The clockwork golem can take no actions while
in this form except to resume its normal form as a move
action. A clockwork golem’s AC and immunities remain
the same while it is in this form.
13
Pathfinder Society SCENario
45, Break DC 28). The eastern doors are covered with metal Aura miasma
plates engraved with strange glyphs. An engraving above Defense
the entrance reads “The Numerian.” The non-magical AC 19, touch 12, flat-footed 19 (+7 armor, +2 deflection)
glyphs are artistic renditions of various Numerian symbols. hp 101 (13d8+39)
Arranged for aesthetics only, they do not say anything. Fort +9, Ref +6, Will +12; +2 vs. enchantments
Development: If the PCs make excessive noise in this Defensive Abilities blightblooded, plaguebearer; Immune
chamber and have not yet defeated the golems in area 14, disease, sickened, nauseated; Resist acid 20
allow the constructs Perception checks to hear the PCs Offense
and move into this chamber to defend the Decemvirate. Speed 20 ft.
Similarly, the noise of combat or breaking down the door Melee +2 scythe +15/+10 (2d4+6/19–20/×4)
alerts the escaped prisoners hiding in area 18. Special Attacks acid dart (1d6+6 acid, 7/day), miasma, wild
shape 13 hours/day
17. The Numerian (CR 15) Druid Spells Prepared (CL 13th; concentration +17)
7th—creeping doom (DC 21), elemental body IV (earth only) D
Dozens of artistically displayed chunks of twisted, 6th—antilife shell, repel wood, stoneskin D
unidentifiable metal, embossed with alien symbols, decorate 5th—baleful polymorph (DC 19), cure critical wounds, insect
this chamber. Maps placed near individual chunks denote the plague, wall of stone D
locations and specific years in which the items were discovered. 4th—dispel magic, flame strike (DC 18), freedom of
The north wall has two alcoves. On the floor in front of the movement, ice storm, rusting grasp, spike stones D (DC 18)
eastern arch lies a metal door, apparently blown off its hinges. 3rd—contagion (DC 18), poison (DC 18), protection from
Numerous spatters of blood crisscross the floor. energy, sleet storm, stone shape D, wind wall
2nd—bull’s strength, flaming sphere (DC 16), heat metal (DC
With a DC 18 Perception check, a PC notes a path of 16), lesser restoration, soften earth and stone D, spider climb
dripped blood leading to area 18. The metal pieces on 1st—jump, longstrider, obscuring mist, magic stone D, pass
display were recovered from and can be associated with without trace, produce flame
the strange metallic objects found within that region 0 (at will)—detect magic, light, stabilize, read magic
with a successful DC 25 Knowledge (geography) check. D Domain spell; Domain Earth
The assortment of metal artifacts were claimed by various Tactics
explorers from several different locations. There is no Before Combat Ferocleus casts antilife shell, longstrider, and
clear relationship between any of the pieces, and thus their freedom of movement once he becomes aware of the PCs.
purpose cannot be deciphered. During Combat Ferocleus depends on magic as his primary
Creatures: The remaining three escapees from weapon, preferring to avoid melee and attack with ranged
temporal stasis now camp out in the shadows of the spells. If possible, he isolates a single PC with a wall of
adjacent doorway that runs through the dimensional hall stone, allowing his fellow escapees to focus their attacks on
to the Decemvirate’s vault (see areas 18 and 19.) Forced a single target. If melee is unavoidable and he has no more
to retreat by the clockwork golems, they keep watch touch or close-range spells, he wild shapes into a huge earth
over this chamber while reworking their plan of escape. elemental.
Though they each possess a few items and weapons Morale Ferocleus knows what his future holds if he’s
Shemis left for them, they remain short on combat gear recaptured and placed back in temporal stasis, and he fights
and other supplies. As soon as they spot the PCs, they to the death to avoid such a fate.
size them up, greedily eyeing their equipment. As soon Statistics
as an advantageous opportunity arises, they strike, then Str 16, Dex 10, Con 13, Int 12, Wis 18, Cha 8
immediately retreat into the dimensional corridor in area Base Atk +9; CMB +12; CMD 24
18, hoping to bait the PCs into pursuing them toward the Feats Combat Casting, Eschew Materials, Improved Critical
mirror of life trapping. If they can get a PC to touch one of (scythe), Lightning Reflexes, Spell Focus (necromancy),
the many facets of the giant gem, they can collect the gear Toughness, Weapon Focus (scythe)
that the PC left behind. Skills Climb +12, Craft (alchemy) +11, Fly +6, Handle Animal +7,
Heal +12, Knowledge (nature) +13, Perception +17, Ride +6,
Ferocleus CR 12 Spellcraft +15, Survival +19, Swim +11
Male half-elf druid (blight druid) 13 (Pathfinder RPG Advanced Languages Common, Druidic, Elven, Terran
Player’s Guide 98) SQ blightblooded*, elf blood, nature bond (Earth domain),
NE Medium humanoid (elf, human) nature sense, vermin empathy +12, woodland stride
Init +0; Senses low-light vision; Perception +17 Gear +3 hide armor, +2 scythe, ring of protection +2
14
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
Special Abilities deceive and confuse opponents, allowing her to make the
Vermin Empathy (Su) A blight druid can improve the attitude most of her assassin abilities and sneak attack.
of vermin as a normal druid can with animals. Vermin have a Morale Pycerat wants to live. If reduced below 30 hit points,
starting attitude of unfriendly. A blight druid can also improve she breaks from combat and attempts to escape. If
the attitude of animals and mindless undead creatures that captured, she surrenders and attempts to bargain with the
were formerly animals, but takes a –4 penalty on the check PCs for her freedom.
unless the animal or undead has a disease special attack. Statistics
Miasma (Ex) Whenever a blight druid is adjacent to a creature Str 8, Dex 18, Con 10, Int 12, Wis 13, Cha 16
at the beginning of its turn, the creature must succeed at Base Atk +7; CMB +6; CMD 20
a DC 20 Fortitude save or become sickened for 1 round. A Feats Combat Casting, Eschew Materials, Great Fortitude,
creature of the animal, fey, or plant type that fails its save is Improved Initiative, Silent Spell, Toughness, Weapon
nauseated for 1 round and sickened for 1 minute thereafter. Finesse, Weapon Focus (short sword), Weapon Focus (ray)
If the creature makes its save, it is immune to this effect for Skills Acrobatics +11, Bluff +10, Craft (alchemy) +8,
24 hours, as are creatures that are immune to disease. Diplomacy +8, Disable Device +9, Disguise +8, Escape
Plaguebearer (Su) Any creature that strikes a blight druid with Artist +9, Fly +8, Intimidate +8, Knowledge (arcana) +5,
a touch attack, unarmed strike, or natural weapon must Knowledge (dungeoneering) +2, Knowledge (history) +2,
succeed at a DC 20 Fortitude save or contract a disease, Knowledge (local) +2, Perception +9, Sense Motive +6,
as the contagion spell. If the creature makes its save, it is Sleight of Hand +11, Spellcraft +10 (+12 identify magic item
immune to this effect for 24 hours. properties), Stealth +12
Languages Common, Elven, Sylvan
Pycerat CR 12 SQ bloodline arcana, elven magic, hidden weapons, poison
Female elf sorcerer 9/assassin 4 use, weapon familiarity, woodland stride
LE Medium humanoid Gear +2 short sword, bracers of armor +4
Init +8; Senses low-light vision; Perception +9
Defense Valicia Narikopolus CR 12
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex) Female human fighter 13
hp 72 (13 HD; 9d6+4d8+22) LE Medium humanoid
Fort +6, Ref +9, Will +8; +2 vs. enchantments, +2 vs. poison Init +3; Senses Perception +1
Defensive Abilities uncanny dodge Defense
Offense AC 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
Speed 30 ft. hp 128 (13d10+52)
Melee +2 short sword +14/+9 (1d6+1/19–20) Fort +10, Ref +7, Will +5; +3 vs. fear
Ranged ray +12 Defensive Abilities bravery +3
Special Attacks death attack (DC 15), sneak attack +2d6, true death Offense
Bloodline Spell-Like Abilities (CL 9th; concentration +12) Speed 30 ft.
6/day—laughing touch Melee +1 short sword +18/+13/+8 (1d6+4/19–20) or
9 rounds/day—fleeting glance +1 dagger +19/+14/+9 (1d4+4/19–20)
Sorcerer Spells Known (CL 9th; concentration +12) Ranged +1 composite longbow +22/+17/+12 (1d8+10/×3) or
4th (4/day)—greater invisibility, phantasmal killer (DC 17), +1 dagger +20 (1d4+6/19–20)
poison (DC 17) Special Attacks weapon training (bows +3, thrown +2, light
3rd (7/day)—deep slumber (DC 18), displacement, lightning blades +1)
bolt (DC 16), ray of exhaustion Statistics
2nd (7/day)—bear’s endurance, detect thoughts (DC 15), Str 15, Dex 17, Con 15, Int 10, Wis 12, Cha 8
hideous laughter (DC 15), scorching ray, see invisibility Base Atk +13; CMB +15; CMD 29
1st (7/day)— entangle (DC 14), feather fall, magic missile, Feats Disruptive, Dodge, Greater Weapon Focus (longbow),
shield, shocking grasp, true strike Greater Weapon Specialization (longbow), Manyshot, Mobility,
0 (at will)—arcane mark, daze (DC 13), detect magic, detect Point Blank Shot, Precise Shot, Rapid Shot, Shot on the
poison, ghost sound, mage hand, ray of frost, read magic Run, Spellbreaker, Toughness, Weapon Focus (short sword),
Bloodline Fey Weapon Focus (longbow), Weapon Specialization (longbow)
Tactics Skills Climb +12, Craft (bows) +8, Intimidate +10, Knowledge
Before Combat If given time to prepare, Pycerat casts bear’s (dungeoneering) +7, Ride +10, Survival +10, Swim +10
endurance, shield, and greater invisibility before entering combat. Languages Common
During Combat Pycerat uses her spells and invisibility to SQ armor training 3
15
Pathfinder Society SCENario
16
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
take some groups quite a while to figure out the patterns Effect
involved, during which time they may sustain extensive Trigger touch (lever); Reset automatic
damage. The fastest and easiest way for the PCs to reach Effect spell effect ( flesh to stone, DC 19 Fortitude save
the exit is to remain in sub-chamber A, pull either lever negates); multiple targets (all targets within sub-chamber C)
five times to bring the sub-chamber to position 6, and
withstand the five resulting instances of the flaming trap Sub-Chamber D (Air): This sub-chamber has only
within (either by sheer endurance, magical resistance to interior doors, which connect it to sub-chambers A and
fire, or dispelling or disabling the trap). The engraving C. While the chamber is in rotation, all the air crackles
on the floor in area 20 may provide a clue to this tactic. with violent jolts of electricity.
If the PCs move from sub-chamber to sub-chamber or
divide the party between several sub-chambers, they Chain Lightning Trap CR 10
only complicate the situation for themselves. If the PCs Type magic; Perception DC 33; Disable Device DC 33
disable all four traps, simply end the encounter and Effect
assume they eventually find their way out of an external Trigger touch (lever); Reset automatic
door to area 22. Effect spell effect (heightened chain lightning, 15d6 electricity
Sub-Chamber A (Fire): The room has a door set into damage, DC 22 Reflex for half damage [DC 20 for secondary
its curved outer wall that can be used to exit the chamber targets]); multiple targets (one primary target plus 15
(either into area 20 or area 22, depending on what position secondary targets within sub-chamber D)
the chamber is in), and two interior doors that lead to
sub-chambers B and D. While the chamber is in rotation, 22. The Copper Sphinx (CR 14)
this sub-chamber fills with roiling flames from corner to
corner and from floor to ceiling. The revolving elemental chamber empties into a broad,
windowless hall. Half columns of marble flank the walls, and
Incendiary Cloud Trap CR 10 a carpeted path stretches towards the single exit: a curved
Type magic; Perception DC 33; Disable Device DC 33 stairwell carved of slick, gray basalt. In the center of the hall,
Effect atop a marble dais, sits perched a great copper-clad sphinx.
Trigger touch (lever); Reset automatic
Effect spell effect (incendiary cloud; 6d6 fire damage, DC 22 The Decemvirate trusts the defenses that guard the
Reflex save for half ); multiple targets (all targets within sub- uppermost floor of Skyreach so much that they have
chamber A) created this luxurious chamber for the sole use of their
final sentient guardian. The stairs at the far end of the
Sub-Chamber B (Water): This sub-chamber has only hallway climb up into a block of unnatural shadow. The
interior doors, which connect it to sub-chambers A and entire stairwell is treated as being under the effect of a
C. While the chamber is in rotation, this sub-chamber continual deeper darkness spell.
fills with bitingly cold air. Creature: Allow the PCs a DC 25 Knowledge (history)
check to identify the creature on the dais as Andrexiel,
Cone of Cold Trap CR 10 the Copper Sphinx. The large, sphinx-shaped copper
Type magic; Perception DC 32; Disable Device DC 32 construct is sentient. For 2 centuries, it has lived in the
Effect upper chambers of Skyreach, serving as its sentry. As soon
Trigger touch (lever); Reset automatic as it spots intruders, the creature rises from its perch to
Effect spell effect (empowered cone of cold; 14d6 cold damage; defend its masters.
DC 17 Reflex save for half ); multiple targets (all targets
within sub-chamber B) Andrexiel, The Copper Sphinx CR 14
Female gynosphinx oracle 9 (Pathfinder RPG Advanced Player’s
Sub-Chamber C (Earth): The room has a door set into Guide 42, Pathfinder RPG Bestiary 257, Advanced Bestiary 169)
its curved outer wall that can be used to exit the chamber N Large magical beast
(either into area 20 or area 22, depending on what position Init +5; Senses darkvision 60 ft., low-light vision, see
the chamber is in), and two interior doors that lead to invisibility; Perception +23
sub-chambers B and D. While the chamber is in rotation, Defense
this sub-chamber turns all creatures within to stone. AC 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
hp 211 (21 HD; 12d10+9d8+105)
Flesh to Stone Trap CR 10 Fort +16, Ref +12, Will +18
Type magic; Perception DC 31; Disable Device DC 31 Defensive Abilities light fortification; Resist fire 10
17
Pathfinder Society SCENario
18
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
scenes of Pathfinders throughout Golarion, completing react to this however they desire. Adril targets Shemis
missions in Irrisen and the Mwangi Expanse, resting in while his bodyguards engage the PCs.
Lodges from Magnimar to Goka, and some sitting amid
stacks of books in the great libraries of the world. A DC Adril Hestram CR 16
20 Knowledge (geography or local) check allows a PC to Male human fighter 16
identify any scene on which she concentrates for a full NE Medium humanoid
round. One scene even depicts the PCs themselves as they Init +6; Senses Perception –1
move about this very chamber. Defense
Creatures: A lone figure—the Decemvirate member AC 29, touch 17, flat-footed 26 (+12 armor, +3 deflection, +2 Dex,
named Shemis—stands in the center of the floor staring +1 dodge, +1 insight)
into the walls. Her face is covered with an ivory mask, hp 220 (16d10+128)
featureless except for pale, pupil-less white orbs lined Fort +20, Ref +13, Will +10; +4 vs. fear,
with jade where her eyes should be. Its surface is inlaid Defensive Abilities bravery +4, Resist fire 20; SR 20
with complex patterns of runes and upon its left cheek Offense
rest three, blood-red, crystalline tears. Dozens of silver Speed 30 ft.
rings pierce the perimeter of the mask, and it is hooded Melee +1 wounding earth breaker
with a bristling mane of peacock feathers. Beneath +26/+21/+16/+11 (2d6+14/19–20/×3)
the mask, Shemis wears a gown of peacock feathers,
porcupine quills and shimmering plates of scintillating
opalescent abalone.
Shemis is a master diviner and something of a depressive
enigma. Having seen the events that are bound to now play
out, she silently and somberly stares through the windows
of the massive structure into the strange realms beyond,
stoically waiting for the inevitable conflict. She senses
the PCs when they enter; however, she keeps her gaze on the
morphing scenes within the massive windows. She holds
her thoughts until the PCs approach. If they attempt to
speak to her, initiate a private conversation, or come within
20 feet of her without speaking, she begins her soliloquy.
Throughout, she remains aloof and detached, never pulling
her gaze from the wall.
“Well Adril, you have found me at last. I see you have once
again manipulated the members of the Society into performing
your dirty work. I congratulate you on your ingenuity. Well
played. Now that you’re here, you may as well reveal yourself
to your pawns.
19
Pathfinder Society SCENario
20
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
21
Pathfinder Society SCENario
a promotion to the rank of venture-captain. While the the honor. This boon does not stack with the Venture-
new venture-captains aren’t granted their own lodges captain boon.
immediately, they nevertheless gain an unparalleled
amount of influence within the Society and among its Faction Missions
allied factions. A venture-captain gains 5 bonus PA for
her accomplishment. Andoran Faction: Andoran faction PCs who successfully
Additionally, each venture-captain may designate one release Aistor Garislog’s psychic essence from the Pillar of
new initiate into the Pathfinder Society to take under her Screaming Angels in area 3 earn 1 Prestige Award. Andoran
wing. This tutelage manifests in a +2 bonus to a single faction PCs who host the essence in order to bring it back
ability score of the player’s choice at character creation. to Almas receive 1 bonus Prestige Award.
A player must designate the new character’s Pathfinder Cheliax Faction: Cheliax faction PCs who successfully
Society number at the time the Chronicle for this scenario recover Valicia’s eye in Act 2 earn 1 Prestige Award. Cheliax
is granted. faction PCs who recover the eye without triggering the
Favored of the Ten: PCs who earn at least 8 Campaign contingency earn 1 bonus Prestige Award.
Points over the course of the Eyes of the Ten campaign Osirion Faction: Osirion faction PCs who recover the
arc gains the favor of the Decemvirate. They take on heartscarab from the Copper Sphinx in area 22 but fail to
special missions for the Ten independent of the chain of deactivate it earn 1 Prestige Award. If an Osirion faction
command, and may even have Pathfinder subordinates PC recovers and deactivates the heartscarab, all members of
who report to them, though they do not hold the official the faction earn 1 bonus Prestige Award.
title of venture-captain. Gaining this boon puts a Qadira Faction: Qadira faction PCs who recover at
Pathfinder in the company of the enigmatic Osprey and least half of the missives in area 6 earn 1 Prestige Award.
other prominent Pathfinders who report directly to the A Qadira faction PC who successfully recovers all the
Decemvirate. A favored Pathfinder gains 2 bonus PA for missives also earns 1 bonus Prestige Award.
22
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
My Delectably Damned,
Within the last hour I received word of a delightfully strange occurrence. My
seer Eshyrilax has located an unfaithful assassin of House Narikopolus named
Valicia, whose presence has long eluded me. As it turns out, she is roaming the
upper levels of Skyreach, perhaps in the service of Adril Hestram, or perhaps not.
In either case, she possesses something I desire—a glass eye etched with some maps.
I ask that you take care extracting it, for I am not the only one seeking this relic
and likely she has some sort of ward protecting it. Still, it would be delicious to
see who among my faithful servants has the courage to waltz into my court with
the eye set into her skull.
By My Caressing Lash,
23
Pathfinder Society SCENario
Our Champion,
In the upper levels of Skyreach hides one of our people’s most beloved
artifacts, an intelligent greatsword which was once wielded by Sir
Wouden Vothuemont, a valued servant of King Stavian I. For reasons we know
not, Vothuemont shamefully broke his service to the crown and ended his life in
the service of the Decemvirate. He took his sword with him, though few outside our
kingdom were aware of its great powers. When he died, all his belongings were sent
back to his family in Taldor—all except his sword. The Decemvirate claims they
have no knowledge of the weapon, and for years, we’ve been unable to locate it on our
own. Given Vothuemont’s loyalty to the Ten after he turned his back on the throne,
we suspect that he bequeathed it to the Decemvirate. If so, they likely keep it in a
place of honor in their private sanctum. If you come across the weapon, please attempt
to recover it and return it to its rightful place in Taldor, but ensure that any secrets it
might reveal about its dishonorable past are hidden from your companions.
Glory to the Empire,
24
Eyes of the Ten, Part IV: Nothing Ventured, Nothing Gained
25
Scenario 2–22: Scenario Chronicle #
MAX GOLD
This Chronicle Certifies That TIER
TIER
TIER
—
A.K.A.
Player Name Character Name Pathfinder Society # Faction EXPERIENCE
number as a protege. This tutelage manifests in a +2 bonus to a single ability score of your
PA Gained (GM ONLY)
choice at character creation. You must include a copy of this Chronicle among the records
of the new PC, though the PC gains access to no other boons, equipment, or wealth from
this Chronicle. Final PA Total
Character number receiving this boon: _________–____ (GM Initials _____ )
GOLD
TIER +1 returning throwing axe (8,308 gp) cloak of resistance +4 (16,000 gp)
12 +1 wounding earth breaker (Inner Sea World dusty rose prism ioun stone (5,000 gp)
Start GP
Guide 290, 18,340 gp) major ring of energy resistance [ fire] GM’s
Initial
+2 short sword (8,310 gp) (28,000 gp) +
+3 chain shirt (9,250 gp) potion of cure moderate wounds (300 gp) GP Gained (GM ONLY)
+3 full plate (9,650 gp) potion of cure serious wounds (750 gp)
+3 hide armor (9,165 gp) potion of haste (750 gp) +
bag of holding, type I (2,500 gp) ring of protection +2 (8,000 gp) Items Sold
belt of physical might +2 (Con and Strength) ring of protection +3 (18,000 gp)
(10,000 gp) slaying arrow (2,282 gp)
=
bracers of armor +4 (16,000 gp) winged boots (16,000 gp) Subtotal
-
Items Bought
Items Sold / Conditions Gained Items Bought / Conditions Cleared
=
Subtotal
-
Gold Spent
=
TOTAL VALUE OF ITEMS SOLD TOTAL COST OF ITEMS BOUGHT
Add 1/2 this value to the “Items Sold” Box Subtotal
For GM Only