TEXT: A PAthfinder Society ScenArio for tier 12
  ™
  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 
  Paizo CEO: Lisa Stevens
  Vice President of Operations: Jeff Alvarez
  Director of Sales Pierce Watters
  Finance Manager: Chris Self
  Staff Accountant Kunji Sedo
  Technical Director: Vic Wertz
  Marketing Director: Hyrum Savage
  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.
  The OGL can be found on page 25 of this product.
  Paizo Publishing, LLC
  7120 185th Ave NE Ste 120
  Redmond, WA 98052-0577
  paizo.com/pathfindersociety
  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.
  
  3
  EyEs of thE tEn
  This scenario is the final part of the 
  four-part Tier 12 story arc “Eyes of 
  the Ten.” All scenarios in this series 
  must be played in order, so all 
  PCs should have played Pathfinder 
  Society Scenario #46: Requiem for 
  the Red Raven by Erik Mona, #54: 
  The Maze of the Open Road by 
  Mark Moreland, and #2–05: Red 
  Revolution by Joshua J. Frost. In 
  Requiem, the PCs discover a traitor among the Pathfinder 
  Society’s most powerful ranks, and a plot to assassinate 
  a number of prominent venture-captains. Using an 
  ancient hedge maze full of portals to other parts of the 
  world, the PCs follow the murderer’s trail as members 
  of the Decemvirate are dispatched one by one. In Maze, 
  the murderer strikes in Cheliax and the Mwangi Expanse, 
  while in Red Revolution, the PCs find themselves on the red 
  planet of Akiton, face to face with the plot’s mastermind—
  Adril Hestram. But the foe they faced there was merely a 
  simulacrum, and the real Adril was already on his way to 
  kill the final member of the Ten to secure his spot among 
  their ranks. The PCs begin this scenario immediately after 
  the conclusion of the previous adventure, still on the planet 
  Akiton, before the portal leading back to Golarion.
  envoys within their stones, he replaced them with empty 
  eraminho that he and his elite death squad of doppelganger 
  mercenaries then hid within.
  Banking upon the PCs’ eagerness to protect Shemis, 
  Adril hopes they will rush to her defense, and in doing so, 
  unwittingly escort Adril to his final victim, acting as the 
  involuntary honor guard of the Society’s newest master.
  Summary
  The PCs begin this scenario on the red planet Akiton a 
  short time after Venture-Captain Eliza Petulengro races 
  through the portal from the Maze of the Open Road, as 
  described in the Conclusion section of Pathfinder Society 
  A
  fter years of having his ambitions squashed by the 
  mysterious, masked Decemvirate, Venture-Captain 
  Adril Hestram is about to enter endgame in a plot 
  to secure his own ascension to the highest and most 
  influential position in the Pathfinder Society. Urged into 
  action by fellow Shadow Lodge agents unsatisfied with 
  the secret sect’s behind-the-scenes manipulations, Adril 
  hatched a plot to win himself and those willing to kill to 
  get their due positions among the Decemvirate.
  In war-torn Galt, Venture-Captain Teppin Montrose 
  met his demise, while Venture-Captain Eddington Keel 
  came to an icy end in his Chelish manor. In the depths 
  of the Mwangi Expanse, Venture-Captain Kyalla was 
  horribly transformed into a hideous amalgam of human 
  and ape. Finally, the enigmatic Prince Odrian, venture-
  captain on Golarion and ruler of Arl on the red planet 
  Akiton, went to the Boneyard at Adril’s hands. Now the 
  fifth and final member of the Decemvirate whose identity 
  is known to Hestram is all that stands between him and 
  a spot among the Ten. Adril is certain his moment of 
  triumph is within reach; today, Shemis will die.
  While his simulacrum ruled Arl in his place, the true 
  Adril Hestram returned to Golarion to put into action 
  his final assault on the heavily guarded chambers at the 
  pinnacle of Skyreach—the Sanctum of the Ten. Here the 
  Decemvirate conduct their private business, hold valuable 
  and prestigious treasures, and host ambassadors to the 
  Society from across the Great Beyond. Here, Adril knew, 
  was Shemis’s most secure fortress. 
  Knowing that Eliza Petulengro and Osprey—the two 
  loyal agents overseeing the Society’s efforts to thwart his 
  plans—were close on his trail, Hestram devised a plan to let 
  their Pathfinder agents pay the price in blood of challenging 
  the Decemvirate’s defenses. In order to exit the portal room, 
  visitors need to petition the help of an envoy, a trusted agent 
  of the Decemvirate, to accompany them. These envoys do 
  not exist as physical being, but live beyond death within 
  powerful soul-storing ioun stones called eraminho. These 
  envoys consist of the society’s most renowned Pathfinders, 
  including venture-captains and even former Decemvirate 
  members. Knowing he could never petition their aid, Adril 
  took a different tactic instead. Absconding with the true 
  EyEs of thE tEn, Part IV: 
  nothIng VEnturEd, 
  nothIng gaInEd
  By tim hitchcock
  
  PAthfinder Society ScenArio
  4
  Scenario #2–05: Eyes of the Ten, Part III: Red Revolution. The 
  venture-captain entreats their aid in preventing the rebel 
  Adril Hestram from completing the final phase of his 
  dark plot—to murder Shemis, the fifth and final member 
  of the Decemvirate on his deadly hit list. 
  To stop Adril from completing his murderous objective, 
  the PCs race to the Grand Lodge by tearing a dimensional 
  rift into the portal on Akiton that leads directly into 
  the Decemvirate’s portal chamber, located in the upper 
  chambers of Skyreach. Already far ahead of the PCs, Adril’s 
  final plot now unfurls. Upon his arrival, he freed several 
  of Skyreach’s most violent enemies. These criminals now 
  run amok, triggering the Decemvirate’s defense systems. 
  Next, he and his elite death-squad hid themselves within 
  soul-encapsulating ioun stones, ones that the PCs need to 
  activate in order to enter Skyreach. Adril is certain the PCs 
  will carry him straight to his target.
  The PCs arrive in the portal chamber. Its wards disrupt 
  the forms and appearances of those within. In order 
  to exit the chamber and enter the Decemvirate’s inner 
  sanctum, the PCs must use the special ioun stones known 
  as eraminho to reveal their natural forms. While Adril left 
  the stones in plain sight, recovering them is made more 
  difficult by the presence of a recently escaped vengeful 
  serial killer who stalks the shadowy chambers.
  Once inside the inner sanctum, the PCs act upon Eliza’s 
  advice and first seek out their faction chambers, private 
  rooms established for members of specific factions that 
  exist only partially within Skyreach. Within the faction 
  rooms, the PCs find special sending apparatuses allowing 
  them to contact their faction leaders to receive specific 
  faction missions. Once the PCs obtain their missives, 
  their next objective is to work their way through Skyreach 
  to find Shemis.
  On the second floor, the PCs run into difficulty with 
  some of the Decemvirate’s guardians, a pair of clockwork 
  golems spurred to action after an encounter with escapees 
  from temporal stasis within the Decemvirate’s most 
  private vault.
  Bypassing the guardians, the PCs encounter the 
  remaining escapees, who have been roaming the upper 
  chambers. Still, Skyreach has potent defenses and these 
  villains have retreated back to the dimensional hallway 
  leading to the Decemvirate’s vault, seeking to recuperate 
  after losing a skirmish to the golems.
  After defeating the villains, the PCs enter a rotating 
  chamber filled with deadly traps. If they can pass through 
  safely, they encounter Skyreach’s final guardian—a 
  sentient construct known as the Copper Sphinx. 
  Lastly, the PCs ascend to Skyreach’s top floor, where 
  they discover Shemis alone in a watching room lined 
  with scrying windows that peer into dozens of different 
  locations throughout Golarion. Seconds later, Adril’s 
  plot is revealed when a contingency releases the renegade 
  venture captain and his death-squad of doppelganger 
  assassins from the eraminho stones. The scenario ends 
  with a dramatic battle in which PCs must fight to prevent 
  Adril from slaying Shemis while fending off the attacks 
  of his death squad, all of whom have disguised themselves 
  as their leader.
  GettinG Started
  Read the following to get the adventure underway:
  The glowing red portal from Akiton to the Maze of the Open 
  Road on distant Golarion rises from the pinnacle of the towering 
  pyramid ahead, as howling, icy winds tear across the red sands, 
  whipping them into an angry, biting torrent. Venture-Captain 
  Eliza Petulengro rushes up the structure, turning back only 
  briefly to ensure that she’s being followed. Reaching the top 
  of the massive structure, she turns to speak, but pauses for a 
  moment to think. Her voice wavers with a twinge of desperation 
  and fear.
  “I… we… We will never catch up to Adril if we take the Maze 
  back. He’s already in Skyreach.” 
  Slowly, her pained expression surrenders to resolve. 
  “I’m going to rift the portal. It’s the only way…”
  WhErE on Golarion?
  Nothing Ventured, Nothing Gained takes place entirely in 
  uppermost levels of the Pathfinder Society’s towering 
  headquarters in the metropolitan city of Absalom in the 
  Inner Sea. The tower of Skyreach is one of the tallest 
  structures in the city of over 300,000 souls, and among 
  the most famous landmarks in the Inner Sea region, 
  especially among members of the Pathfinder Society. Here 
  the mysterious, masked Decemvirate meets to determine 
  the fate and future of the entire organization. For more 
  information on Skyreach and the Pathfinder Society’s 
  headquarters, the Grand Lodge, see Pathfinder Campaign 
  Setting: Seekers of Secrets, available at your local book store 
  or game store, or online at paizo.com.
  Isle 
  of
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  n
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  • AbsAlom
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  5
  Eliza answers any further questions as best she can, 
  though she’s told the PCs almost all she knows. Again, 
  she stresses the urgency of their mission, as well as 
  her uncertainties, then cuts conversation short. After 
  wrapping up their inquiries, she approaches 
  the portal and sets to work, soon tearing a 
  lightless hole in its undulating, glowing-
  red surface. A bone-numbing blast of 
  frigid energy shoots from the rift, and 
  all those within 20 feet must make 
  a DC 30 Strength check to resist 
  being pulled into the blackness. An 
  inhuman shrieking emanates from 
  the rift. Eliza tries to yell something 
  to the PCs as she steps into the 
  rift, though her message is wholly 
  unintelligible, overpowered by the 
  shrieking of the void. Seconds later 
  she vanishes into the blackness. 
  The portal leads to Skyreach. 
  PCs who wish to proceed to the next 
  section of the adventure must step 
  through the portal and follow.
  act 1: Sanctum of 
  the ten—firSt LeveL
  After stepping through the portal, the PCs arrive in 
  Skyreach, though Eliza isn’t with them. Attempting 
  to rift into the tower’s portal hub triggered an arcane 
  backlash that jettisoned her in an alternate location. Still, 
  her efforts were a success, and a temporary rift now exists 
  between Akiton and a portal hub within Skyreach known 
  as the Foyer of Worlds.
  1. Foyer of Worlds (CR 14)
  The darkness thins only slightly, ebbing into a deep, blackish-
  purple twilight. The surrounding space appears without clear 
  definition or form. Distance is difficult to judge, though there 
  appears to be some sort of a perimeter marked by darker, 
  shadowed arches.
  Immediately upon passing through the portal, each 
  PC must make a DC 19 Fortitude save. Those who fail 
  are stricken with a throbbing headache, leaving them 
  sickened for 1 hour. This condition may be removed with 
  a DC 25 Heal check or any spell or ability that normally 
  removes the sickened condition.
  The PCs have entered a magical foyer secreted within 
  Skyreach. The shadowed arches running the perimeter 
  of the room are portals that connect to locations all over 
  Golarion. Dim light fills the chamber from an unknown 
  Once Eliza makes her statements, give the PCs a 
  few moments to attempt to make sense of what she’s 
  said. Likely, they’ll ask what she means by “rift the 
  portal.” She explains it as an extremely risky 
  technique of tearing a hole or “rift” in 
  a portal, temporarily damaging it 
  with teleportation magic such that 
  individuals can slip in between 
  dimensions connected to the 
  portal and exit almost anywhere 
  between the two connecting 
  points. Usually it’s used to 
  make a stop in between two 
  portal 
  points, 
  but 
  Eliza 
  thinks she might be able 
  to use the same technique 
  to bypass the Maze and 
  pry her way directly 
  into Skyreach’s famed 
  portal room. She adds 
  that she cannot guarantee 
  their safety and she won’t 
  think anyone a coward who 
  declines to follow her. Ultimately 
  she commends those who decide to 
  continue onward with her as heroes of 
  the Society. Once the PCs agree to accompany her, she 
  briefs them with the following statement.
  “I’m going to attempt to tear a rift into the portal chamber at 
  Skyreach. It’s sort of foyer in the tower’s upper chambers—
  those reserved only for the use of the Ten and their most 
  trusted aides. It should be the easiest chamber to access, 
  as it doesn’t actually exist in Skyreach. It’s more of a hub 
  connected to several dimensional corridors that run through 
  the Grand Lodge. If and when we arrive, we shall be partially 
  insubstantial. The Decemvirate uses this property to keep 
  their identities obscured from one another when exiting and 
  entering their private chambers. While the Decemvirate can 
  enter and leave the chamber at will, we shall be visitors. In 
  order to enter, each of us needs an envoy. Within the chamber 
  stands a basin containing a small number of special ioun stones 
  called eraminho. These stones act as vessels for the souls of 
  the Society’s most trusted protectors, some even former 
  members of the Decemvirate. By activating these stones, 
  we can connect with the spirits to gain access to the inner 
  chambers. Once inside, we should seek out the faction rooms 
  first, and use them to make contact with whatever allies of the 
  Society we each may have outside the Ten themselves. These 
  rooms are the only neutral rooms within the upper tower, so 
  even if Adril seizes command of Skyreach, the faction rooms 
  will remain somewhat of a blind-spot. After that, we need to 
  get to Shemis and protect her at all costs. All set?
  Eliza Petulengro
  
  PAthfinder Society ScenArio
  6
  source. Within the foyer, all occupants appear as 
  medium-sized silhouettes without distinctions of body 
  shape, gender, voice, or even wielded equipment. The 
  PCs cannot recognize each other (including by voice), and 
  the only way to find one another is by head count. Eliza 
  never arrives, having been forced to take another route 
  after straining to keep the portal rifted for the PCs. Still, 
  the head count comes up the same thanks to the added 
  presence of a deviant interloper—the half-orc serial 
  killer Woaltog.
  Creature: In the shadows lurks a psychopathic half-
  orc serial killer named Woaltog, who was the first of 
  the prisoners Shemis freed from temporal stasis as a 
  means of triggering the Sanctum’s defenses. Woaltog 
  managed to work his way into this chamber, but now 
  finds himself trapped until he can figure out how to 
  manipulate the portals.
  A former Pathfinder, Woaltog used his missions as 
  an excuse to travel the world and commit horrifyingly 
  brutal murders. During this time he wrote compulsively 
  and kept two journals, one of his accomplishments 
  as a Pathfinder and the other filled with macabre and 
  chillingly detailed accounts of his murders. His former 
  lover accidentally stumbled upon the second journal 
  while snooping through his possessions and brought 
  the work to the attention of the Ten. Soon after, they 
  summoned him to Skyreach and both Woaltog and the 
  incriminating journal disappeared. Too valuable to kill 
  outright, the Decemvirate keep Woaltog imprisoned 
  in temporal stasis, occasionally pulling him out for 
  interrogations and special, geas-induced assassinations 
  on the Ten’s behalf.
  Now freed, he seeks to reap a gory vengeance upon 
  the Society, one he hopes to document as the climatic 
  finale to his life’s works. The first thing he did after his 
  release from the Decemvirate’s vault was to summon a 
  shadow companion, which now lurks in the foyer’s dark 
  recesses, awaiting its master’s command. Woaltog hides 
  in the shadows, seeking passage out of this room and 
  into the main lodge and from there, back into the world 
  at large.
  When the PCs arrive, Woaltog waits in the shadows to 
  determine who they are and what their purpose is. Once 
  the PCs realize that their features have been obscured, 
  they will likely try to identify one another. If they inquire 
  about Eliza or take a head count, Woaltog quickly steps 
  forth, claiming to be the missing person. If the PCs don’t 
  take a head count or notice that one of their number is 
  missing, Woaltog assumes his presence won’t be noticed 
  either, and moves among the unsuspecting PCs. Once 
  he’s close to a PC believing the half-orc to be an obscured 
  ally, Woaltog strikes, directing his shadow companion to 
  do the same.
  Woaltog 
  cr 13
  Male half-orc ranger 10/shadowdancer 4
  NE Medium humanoid (human, orc)
  init +4; Senses darkvision 90 ft.; Perception +13
  defenSe
  ac 24, touch 17, flat-footed 19 (+7 armor, +2 deflection, +4 Dex, 
  +1 dodge)
  hp 113 (14 HD; 10d10+4d8+38)
  fort +9, ref +13, Will +8
  defensive abilities evasion, orc ferocity, uncanny dodge
  offenSe
  Speed 30 ft.
  melee +2 short sword +18/+13/+8 (1d6+4/19–20), +1 kukri 
  +16/+11/+6 (1d4+2/18–20)
  Special attacks favored enemy (dwarves +2, elves +4, 
  humans +6)
  Shadowdancer Spell-like abilities (CL 4th; concentration +3)
  2/day—silent image (DC 10)
  1/day—shadow conjuration (DC 13)
  ranger Spells Prepared (CL 7th; concentration +9)
  2nd—barkskin, wind wall
  1st—jump, longstrider, pass without trace
  tacticS
  during combat As much as possible, Woaltog uses the room 
  to his advantage, stepping in and out of the shadows, as 
  well as slipping through the fake portals to the east and the 
  west and into the adjoining cloakroom. As he moves about, 
  he uses his spell-like abilities to keep foes confused and to 
  summon allies out of shadow-stuff.
  morale Finally free of temporal stasis, Woaltog fights to the 
  death to avoid being recaptured.
  StatiSticS
  Str 14, dex 18, con 12, int 11, Wis 14, cha 8
  Base atk +13; cmB +15; cmd 32
  feats Combat Reflexes, Dodge, Double Slice, Endurance, 
  Greater Two-Weapon Fighting, Improved Two-Weapon 
  Fighting, Iron Will, Mobility, Toughness, Two-Weapon 
  Fighting, Weapon Finesse, Weapon Focus (short sword)
  Skills Acrobatics +18, Bluff +8, Diplomacy +6, Disguise +8, 
  Escape Artist +12, Handle Animal +6, Heal +9, Intimidate 
  +6, Knowledge (arcana) +4, Knowledge (dungeoneering) 
  +5, Knowledge (geography) +7, Knowledge (nature) +4, 
  Knowledge (planes) +4, Perception +13, Perform (dance) +5, 
  Sleight of Hand +12, Spellcraft +8, Stealth +16, Survival +12, 
  Swim +5
  Languages Common, Orc
  SQ favored terrain (forest +2, urban +4), hide in plain sight, 
  hunter’s bond (companions), orc blood, rogue talents 
  (finesse rogue), shadow jump (40 ft./day), summon shadow, 
  swift tracker, track +5, weapon familiarity, wild empathy +9, 
  woodland stride
  Gear +3 chain shirt, +1 kukri, +2 short sword, ring of 
  protection +2
  
  Sanctum of the Ten
  1 square = 5 feet
  Level 1
  1
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  Faction Room
  N
  Level 3
  Level 2
  Elemental Chambers Detail
  Position 1
  Position 5
  Position 2
  Position 6
  Position 3
  Position 7
  Position 4
  Position 8
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  7
  
  PAthfinder Society ScenArio
  8
  Shadow companion 
  cr —
  Summoned shadow (Pathfinder RPG Bestiary 245, Pathfinder 
  RPG Core Rulebook 392)
  NE Medium undead (incorporeal)
  init +2; Senses darkvision 60 ft.; Perception +8
  defenSe
  ac 15, touch 15, flat-footed 12 (+2 deflection, +2 Dex, +1 dodge)
  hp 56 (3d8+6)
  fort +10, ref +11, Will +5
  defensive abilities incorporeal, channel resistance +4; 
  immune undead traits
  offenSe
  Speed fly 40 ft. (good)
  melee incorporeal touch +15 (1d6 Strength damage)
  StatiSticS
  Str —, dex 14, con —, int 6, Wis 12, cha 15
  Base atk +13; cmB +15; cmd 28
  feats Dodge, Skill Focus (Perception)
  Skills Fly +11, Perception +8, Stealth +8 (+12 in dim light, +4 in 
  bright light)
  SPeciaL aBiLitieS
  Strength damage (Su) A shadow’s touch deals 1d6 points of 
  Strength damage to a living creature. This is a negative 
  energy effect. The target dies if this Strength damage 
  equals or exceeds its actual Strength score.
  Traps: Any creature attempting to manipulate or 
  activate one of the portals marked P on the map other 
  than the Decemvirate member to whom the portal is 
  attuned activates a lightning blast trap. Similarly, anyone 
  attempting to pass through the two northernmost 
  portals (those flanking the basin) without first activating 
  one of the eraminho stones is thrown back and crushed by 
  a crushing hand trap.
  Lightning Blast trap 
  cr 10
  type magic; Perception DC 33; disable device DC 33
  effect
  trigger proximity (alarm); reset automatic
  effect spell effect (heightened chain lightning, 15d6 
  electricity damage, DC 22 Reflex for half damage [DC 20 
  for secondary targets]); multiple targets (one primary 
  target plus 15 secondary targets within 30 ft. of the 
  primary target)
  crushing hand trap 
  cr 10
  type spell; Perception DC 34; disable device DC 34
  effect
  trigger proximity (alarm); Bypass active eraminho stone 
  affecting target; reset automatic
  effect spell effect (crushing hand); single opponent, bull 
  rush plus grapple and crush (CMB +31, CMD 41, crush 
  2d6+12)
  Development: Once the PCs deal with Woaltog and 
  his shadow companion, they are free to explore these 
  chambers. There are 17 arches in all.
  Each of the 10 portals marked P on the map is keyed 
  to a specific member of the Decemvirate. Anyone who 
  peers inside one of these arches sees the faint outline of a 
  glowing rune; however, the runes shift periodically every 
  few minutes. These portals connect to a select number 
  of locations known only to the Decemvirate member to 
  whom it is attuned. A creature attempting to manipulate 
  or activate a portal not attuned to that creature activates a 
  lightning blast trap (see Traps, above).
  A DC 25 Knowledge (arcana or planes) check allows a PC to 
  determine that the portals are keyed to specific individuals 
  and are inoperable to all others. It also reveals that their 
  destinations lead to locations beyond the walls of Skyreach.
  The four portals marked D are keyed to all members 
  of the Decemvirate. They are also linked to locations of 
  importance. At least two members of the Ten must be 
  present to properly activate these portals.
  The pair of arches on the far eastern and western 
  points of the circle house fake portals, and lead instead to 
  the adjoining cloakroom. Both entrances are masked by a 
  permanent deeper darkness spell.
  The northernmost arch leads to the outer walkway and 
  into the lower chambers of Decemvirate’s inner sanctum. 
  While the portal only leads to the opposite side of the 
  wall, it is a portal nonetheless, and protected by powerful 
  magic (see Traps, above).
  Treasure: In the northernmost point in the chamber 
  sits a small stone column supporting a basin filled with 
  a pale, translucent gas. The bottom of the basin is carved 
  with the Glyph of the Open Road. Sitting within the 
  basin are half a dozen tiny crystals crudely chiseled into 
  the vague likeness of humanoid figures. 
  Any PC who succeeds on a DC 30 Knowledge (arcana, 
  planes, or religion) or DC 35 Spellcraft check identifies 
  the crystal figurines as minor artifact ioun stones called 
  eraminho stones. Similar in function to a trap the soul or 
  soul bind spell, they are relics of ancient Azlant crafted 
  to house and protect souls for long periods of time, and 
  when activated, the enclosed soul can impart knowledge 
  and insight to the wearer. Traditionally, they are crafted 
  to provide individuals with a contingency for completing 
  a task or an obligation after death, provided they have a 
  mortal willing to act on their behalf.
  The PCs can activate a crystal by tossing it into the 
  air. Once activated, the crystal encircles the activator 
  as a normal ioun stone, negating the obscuring effect of 
  the room and revealing her true form. Likewise, this 
  individual clearly sees an open passage through the 
  northernmost portal and may freely pass through the 
  arch into area 3.
  
  nEW MaGic itEM: EraMinho stonE 
  Over the course of its history, the Pathfinder Society has 
  found a number of these relics amid ancient Azlanti ruins; 
  occasionally some have even held crazed or degenerated 
  Azlanti souls within. The Decemvirate employs a series of 
  these rare ioun stones to house prominent members of the 
  Society to serve as guides within the Sanctum of the Ten and 
  as envoys to allow strangers to enter the isolated chambers.
  ioun Stone, eraminho (minor artifact)
  aura strong necromancy and evocation; cL 20th
  Slot none; Weight —
  deScriPtion
  This magical stone is carved into the likeness of a 
  featureless humanoid curled into a fetal position. Its 
  widened eyes stare hauntingly and glow with eerie 
  paleness when activated. The stone serves as a receptacle 
  for a single soul. A living creature may set a condition 
  or set of conditions that draw its soul into the eraminho 
  stone; if the creature is alive when this occurs, its body 
  and all its equipment are drawn into the stone as well. 
  While within the ioun stone, the soul may communicate 
  telepathically with any creature using the ioun stone. In 
  addition to the conditions needed to draw the soul into 
  the stone, conditions may be set to release it, either with 
  its body (if alive) or to the Boneyard (if dead).
  deStruction
  An eraminho stone may be destroyed only by drawing a 
  sphere of annihilation into it; doing so kills the soul within 
  the sphere in the process.
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  9
  Mission Notes: One of the ghostly forms within the 
  pillar contains the tortured psychic essence of Aistor 
  Garislog. An Andoran faction PC may attempt to allow 
  the last remaining essence of the former Eagle Knight to 
  enter her subconscious in order to deliver his memories 
  to Almas. Allowing the essence to enter one’s thoughts 
  requires a full round of absolute concentration, at which 
  point the psychic essence violently and forcibly enters the 
  candidate’s mind. This process deals 2 points of Wisdom 
  damage to any PC who attempts it, though such effects 
  are negated by a DC 21 Will save. If the PC makes her 
  save against the effect, Aistor’s essence is released from 
  its prison, but it does not transfer into the PC’s mind and 
  thus cannot be carried back to Almas; the PC who releases 
  Aistor’s spirit may voluntarily fail this save to permit 
  Aistor to enter her mind. Once the psychic transfer 
  is complete, the individual occasionally experiences 
  flashbacks of Aistor’s life. If an Andoran faction member 
  releases the spirit, all members of the faction earn 1 
  Prestige Award. If the Andoran faction PC carries Aistor’s 
  Unknown to the PCs, these stones hold special envoys, 
  none other than Adril Hedstom and his personal death 
  squad. Over the course of his plotting the overthrowing 
  of the Decemvirate, Adril got his hands on a number of 
  empty eraminho stones. Prior to the PC’s arrival, Adril and 
  his death squad removed the existing stones and replaced 
  them with the blank ones, then placed themselves within, 
  setting the contingency of their release as being in the 
  presence of Shemis. Knowing that the PCs need to activate 
  these gems to get into Skyreach’s inner sanctum, they have 
  placed themselves within these stones and lie waiting for 
  the PCs to take them and activate them. 
  Once the eraminho stones are activated, the PCs can 
  attempt to speak telepathically to the stone’s occupants. If 
  such attempts are made, Adril and his allies attempt to 
  give the PCs whatever advice or aid they seek, provided 
  it points them towards Shemis, using Bluff as necessary. 
  Of course, they are unfamiliar with specific details of 
  Skyreach’s layout and dangers, though they inform the 
  PCs that Adril has breached Skyreach and urge the PCs 
  to find Shemis because she is in grave danger. All this 
  information is true, and they readily reveal it to incite 
  and spur the PCs into action.
  Rewards: If PCs successfully defeat Woaltog and use 
  the eraminho stones to exit the Foyer of Worlds, give each 
  player 2,322 gp.
  2. Cloakroom
  The cloakroom surrounds the foyer, and serves as a secret 
  dressing chamber in which the 10 leaders mask and robe 
  themselves before entering the rest of the hall. This 
  chamber is sheathed in magical darkness.
  Treasure: Within small alcoves along the outer wall 
  stand a row mannequins draped with strange and 
  elaborately crafted masks, cloaks, robes, and gowns. 
  The magical disguises worn by the Decemvirate are 
  all priceless artifacts, and each member keeps her own 
  mask in a personal vault or on her person. These masks 
  are decoys designed to mark those who infiltrate the 
  Decemvirate’s sanctum. Anyone who willingly dons one 
  of these 10 masks is instantly afflicted with a mark of 
  justice as if cast by an 18th-level caster. The mark takes 
  the form of an upside down Glyph of the Open road on 
  the wearer’s forehead, and glows faintly whenever the 
  afflicted creature is within 30 feet of a wayfinder. The 
  masks impart no additional magical effects.
  3. Pillar of Screaming Angels
  In the center of this small circular chamber rises a pillar of 
  pale white ether. Within the column twist the ghostly forms 
  of thousands of silently screaming angels.
  
  PAthfinder Society ScenArio
  10
  spirit back to Almas, all members of the faction earn 1 
  bonus Prestige Award.
  4. Guest Observatory
  This room serves as an observatory for guests. Facing 
  north, its broad windows allow viewers a stunning view of 
  Absalom and the surrounding isle. The walls are decorated 
  with framed maps of the Inner Sea, sky charts, and various 
  instruments of astronomy and navigation. Three dead 
  Pathfinders lie strewn across the furniture, their throats 
  slashed and their equipment stripped. These murders 
  were perpetrated by Woaltog, though this knowledge can 
  only be revealed by a speak with dead or other divination 
  spell. The Pathfinders still retain knowledge of various 
  locations within Skyreach, so if a PC uses this tactic to 
  query the corpses, they can also give basic directions to 
  both the Faction Rooms and the stairs.
  5. The Orvian (CR 8)
  This room is entirely lightless. Within the center stands a 
  massive, metal-framed cylinder filled with strange black 
  liquid. A plaque upon its base reads “The Orvian.” The 
  strange liquid within the cylinder seems to devour any 
  light and gives off an eerie chill. The liquid is a strange 
  substance known as black blood, collected from the 
  lightless Vaults of Orv far below Golarion’s surface.
  Trap: A secret compartment beneath the plaque holds 
  a number of old Pathfinder Society missives related to 
  black blood; it may be located with a DC 25 Perception 
  check. The compartment is trapped, and failure to disarm 
  it before opening the hidden door results in a stream 
  of black blood covering the missives and the creature 
  opening the door.
  Black Blood trap 
  cr 8
  type mechanical; Perception DC25; disable device DC25
  effectS
  trigger touch; reset repair
  effect gouts of black blood (10d6 cold damage, DC 28 Reflex 
  save for half damage)
  Treasure: The missives within the compartment 
  have little monetary value, but the black blood itself 
  can be quite useful to PCs should they wish to risk its 
  dangers. A PC who makes a DC 30 Knowledge (arcana or 
  dungeoneering) check may deduce its properties. Any 
  creature who touches the liquid takes 1d6 points of cold 
  damage, while total submersion deals 10d6 cold damage. 
  A pint of black blood extracted from the larger cylinder 
  may be used as unholy water, though once removed it 
  loses its cold-dealing abilities. Alternatively, if a creature 
  drinks at least a pint of the black blood, it may cast 
  any necromantic spells at +1 caster level for the next 10 
  minutes, though it takes 3d6 points of cold damage and 
  1 point of Constitution damage. Whether used as unholy 
  water or to bolster necromantic magic, black blood 
  loses either quality if not used within 1 hour of being 
  removed from its source. A gentle repose spell can preserve 
  a container of up to 1 gallon of black blood away from its 
  source for increased lengths of time (which is how the 
  column preserves the blood within). 
  Mission Notes: In the secret compartment beneath the 
  plaque rests a collection of six missives associated with 
  several ill-fated Society-sanctioned expeditions into Orv 
  to recover black blood. Qadira faction PCs should be 
  interested in retrieving these missives. If they disable 
  the trap and prevent the torrent of black blood from 
  soaking the missives, they may retrieve all six, earning 2 
  Prestige Award. If, however, they retrieve only the three 
  that survive the trap’s effects, Qadira faction PCs instead 
  receive only 1 Prestige Award.
  6. Tusk Room
  This room is lined with iron stands displaying massive 
  scrimshaw tusks from great woolly mastodons, each 
  engraved with thousands of tiny pictographs. Canvases 
  displayed about the room depict artistic renderings of the 
  pictographs along with their conceptual meanings. These 
  translations tell the histories of various tribes living in the 
  Realm of the Mammoth Lords. 
  7. Nexian Ballroom 
  One of the many ballrooms within Skyreach, this room 
  carries the distinction of serving as the only ballroom 
  within the Decemvirate’s inner sanctuary. All of the 
  room’s furnishing are magically fabricated or pure 
  illusion, and the chamber’s appearance changes regularly. 
  Currently, it is prepared for an upcoming event entitled 
  “The Masquerade of Hideousness.” Its nauseatingly gaudy 
  decor includes thick, violet carpeting and glass tables set 
  upon white marble bases carved to resemble pyramids. 
  The room is walled with crushed gold-leaf panels set in 
  ebon-lacquered walnut frames and lit by six tremendous 
  iron and crystal chandeliers. 
  8. Outer Hall
  A long, curved hallway encircles the perimeter of the 
  tower. Numerous doorways throughout the hallway lead 
  to various interior rooms. During the day, light filters in 
  from rows of narrow, steeply arched windows. At night, 
  waxy, incense-scented torches set into sconces between 
  the windows light the corridor.
  9. Faction Chambers 
  These are the five faction chambers to which Eliza 
  referred the PCs before being separated from them by the 
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  11
  An arch to the north opens to a curved passage. To the 
  east, a small antechamber houses a curved staircase rises 
  up into darkness. 
  Development: The osprey statuette here is a figurine 
  of wondrous power with the properties of a silver raven. 
  Its owner is the famed Osprey of Diobel. Clever PCs can 
  use the figurine to attempt to send him an alert or plea 
  for aid, inform him of Eliza’s disappearance, or deliver 
  a similar message to keep him abreast of the current 
  situation. If given a message, the osprey exits Skyreach 
  through windows in area 8, and flies west.
  12. The Hall of Blades
  The walls of this wide hallway are hung with hundreds 
  of exotic masterwork swords, daggers, and other bladed 
  weapons from distant locations within and beyond the 
  Inner Sea region. Small placards beneath each provide 
  the weapon’s name and details on its use, history, and 
  country of origin. To the west, the hallway ends at the 
  foot of a massive, curving staircase. A hall to the south 
  leads to area 10, while the double doors at the eastern end 
  of the hall open onto the outer walkway that encircles 
  this floor.
  Treasure: Among the many historically important 
  (though mostly only masterwork) weapons in the room 
  portal. Faction members need to enter the appropriate 
  chamber to claim their faction missions.
  Each of these rooms exists in a quasi-dimension, 
  creating a neutral sanctuary for representatives of various 
  factions allied with the Pathfinder Society spending time 
  at Skyreach—the Ten’s small acknowledgement of what 
  the Society gets in return from the various factions that 
  make up its membership. All are identical in shape: small 
  hexagonal rooms with a single entrance. Each door is 
  marked with a faction symbol. The doors are labeled on 
  the map as follows: a is Qadira, b is Andoran, c is Cheliax, 
  d is Taldor, and e is Osirion.
  The interior of each sparsely furnished room is 
  decorated according to the aesthetics of its faction and 
  contains a handful of faction resources. These include a 
  small library containing general information as well as 
  a dozen or so pre-published journals, rough drafts, and 
  similar works in progress. Another shelf holds ledgers 
  with an array of names and dates, presumably signed by 
  visitors. Some of the names have numbers referencing 
  journals or notes supposedly filed elsewhere within the 
  chambers. Also within each room, one half of a small, 
  rough-cut geode rests on a brass stand (the color of the 
  geode is determined by the faction). The geode is half of a 
  stone of sending (see the sidebar), part of an enchanted stone 
  that a faction member may activate to contact his or her 
  faction leader. An individual of the appropriate faction 
  who concentrates on the geode for 1 round contacts her 
  faction leader. Once contact is established, the PC receives 
  her faction mission in the form of a sending. 
  10. The Mwangi
  A towering stone totem pole serves as this hall’s 
  centerpiece, its faces consisting of various jungle animals 
  with anthropomorphic features. A bronze plaque set into 
  its display base reads, “The Mwangi.” Framing the totem, 
  and set upon a backdrop of colorfully patterned cloth, 
  hang an arrangement of wooden masks and shrunken 
  heads. Eerily, the heads are enchanted such that when they 
  are addressed, guests can converse with them, though they 
  express mere pleasantries and offer no real information.
  11. The Gallery
  This small gallery displays an impressive collection of 
  Tian art. Upon shelves lining the room rest dozens of 
  handblown glass baubles, each hiding a tiny etching of 
  a bucolic scene within. Above the baubles, stylized brush 
  and ink paintings hang upon the walls, depicting carp 
  and dragons amid rolling waves and wind-whipped 
  mountains. Wooden stands about the room display a 
  menagerie of small ivory carvings, including a pair of 
  foo dogs, several unusual dragons, a bear, a fisherman, a 
  cluster of rats, and an osprey.
  nEW MaGic itEM
  Stone of Sending
  aura moderate evocation; cL 8th
  Slot —; Price 16,000 gp; Weight 2 lbs.
  deScriPtion
  This paired item is created from a single geode divided 
  into two halves. Any individual who concentrates upon 
  one of the halves can use it to send a mental message 
  to the individual possessing the other half as though 
  she had cast a sending spell. The sender must spend a 
  full round concentrating upon his half of the stone to 
  deliver the message. The message can be longer than 
  for a sending spell, but no longer than 100 words. If the 
  receiving stone is unattended when a message comes 
  through, the gems on its inner surface glow faintly until 
  the geode is touched, releasing the message to its new 
  possessor. If a message comes to an unattended stone 
  that already holds a message, the new message erases 
  and replaces the first message. A stored message lasts for 
  24 hours before dissipating naturally.
   
   Each half of a stone of sending can be used once per day to 
  initiate contact with the other.
  conStruction
  requirements Craft Wondrous Item, sending; cost 8,000 gp
  
  nEW MaGic itEM
  vothuemont’s Blade
  aura strong transmutation; cL 20th
  conStruction
  alignment N; ego 12
  int 14, Wis 10, cha 10
  Senses blindsense
  communication speech (Common), telepathy
  Lesser Powers fly 30 ft., magic aura on self at will
  deScriPtion
  This +2 dancing greatsword is staunchly dedicated to the 
  protection of its owner’s honor, though it still believes 
  its master to be the long dead swordsman Vothuemont. 
  It challenges any who attempt to wield it to a duel to 
  become its new master, surrendering when reduced to 
  10 or fewer hit points. The weapon has an attack bonus of 
  +20, AC 10, hardness 22, hp 70.
  PAthfinder Society ScenArio
  12
  is Vothuemont’s Blade, an intelligent +2 dancing greatsword 
  once owned by a skilled Taldan swordsman in the service 
  of Stavian I. When the Vothuemont’s Blade sensed the 
  escaped criminals rifling through the collection in search 
  of gear, it cast magic aura upon itself, and thus it does not 
  detect as magical. A PC who is specifically looking for the 
  blade may locate it with a DC 15 Perception check. As soon 
  as anyone attempts to touch the weapon, it springs to life 
  to defend itself, refusing to let anyone touch it who can 
  not first subdue it in combat.
  Mission Notes: If a Taldor faction member locates 
  Vothuemont’s Blade and reduces the sword to 10 hit points 
  or fewer, it surrenders, allowing the PC to take it into his 
  possession and deliver it to his faction leader. Doing so 
  completes the faction mission and earns Taldor faction 
  PCs 1 Prestige Award. Still, the sword refuses to keep 
  quiet about the past and frequently spouts off about 
  Prince Stavian’s betrayal to his beloved master (the king 
  purportedly slept with Vothuemont’s wife). While the 
  tale is fascinating, and the sword would gladly expose the 
  shame of Stavian to all to honor Vothuemont’s memory, 
  the story it tells may cast doubts upon the legitimacy 
  of the current ruler’s claim to the throne, so Taldor 
  faction members should quickly realize it is in their 
  best interest to convince the sword to keep quiet about 
  such matters. Those attempting to calm the sword must 
  convince it that they love Taldor and that the current 
  ruler is no longer Stavian I, who betrayed his country by 
  betraying its greatest servant, Vothuemont. Persuading 
  the sword to keep quiet about the affair requires an 
  opposed Diplomacy check and earns Taldor faction PCs 
  an additional Prestige Award.
  act 2: Sanctum of the 
  ten—Second LeveL
  This level was designed to serve as a protective barrier 
  between the lower and upper chambers of Skyreach. When 
  the criminals were freed from temporal stasis, the floor’s 
  defenses automatically activated. This level can be entered 
  from either of the curving stairwells on the floor below.
  13. Clockwork Massacre
  Atop the stair, a short hall opens into a small, rectangular 
  room. The walls within are scarred and gouged. Gears, scrap 
  metal, and other remnants of mechanical contraptions lie 
  recklessly strewn about. Many of the scattered metal parts 
  possess slightly anthropomorphic features. A fair amount of 
  blood is splattered about the walls, floors, and ceiling. On the 
  far side of the room, a metal-reinforced door hangs loosely, 
  bashed open and dangling from a single hinge. 
  This chamber marks the site of a recent scuffle between 
  the criminal escapees from the Decemvirate’s private 
  planar vault and a pair of clockwork golems built to protect 
  against intruders. Though victorious, the thugs suffered 
  severe injury and have headed back to area 18 to recuperate, 
  counting on Woaltog to find them more equipment.
  14. Azlant (CR 14)
  This hall displays architectural artifacts recovered from 
  the ruined islands of lost Azlant, far to the west. Renderings 
  of strange designs hang as backdrops behind scale models 
  of various structures. Excerpts from Pathfinder journals 
  document the post-Starfall migration and cultural 
  progression of the survivors of Azlant’s destruction.
  Creatures: Activated by Shemis, a pair of clockwork 
  golems from the adjacent Gearspawn Chamber lurk here, 
  searching for intruders. Magically attuned to recognize 
  current members of the Decemvirate, they immediately 
  attack and destroy any individual they cannot identify.
  clockwork Golem (2) 
  cr 12
  Pathfinder RPG Bestiary 2 137
  N Large construct
  init +1; Senses darkvision 60 ft., low-light vision; Perception +0
  defenSe
  ac 26, touch 10, flat-footed 25 (+1 Dex, +16 natural, –1 size)
  hp 118 (16d10+30)
  fort +5, ref +6, Will +5
  dr 10/adamantine; immune construct traits, magic
  offenSe
  Speed 30 ft.
  melee 2 slams +23 (2d10+8 plus grab) 
  Space 10 ft.; reach 10 ft. 
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  13
  golem guardians. Three such creatures are active and 
  awaiting deployment at any given time, each waiting in 
  one of the three alcoves in the clover-shaped chamber 
  until it receives orders. One such golem was destroyed 
  by the escaped prisoners in area 13; the others presently 
  patrol area 14.
  16. Hallway
  The hallway empties into an angular, irregularly shaped 
  room. A DC 28 Perception check notes gouges in the 
  floor and walls, all telltale signs of a scuffle. Prior to their 
  arrival, the escaped prisoners and guardian constructs had 
  an altercation in this hall. After taking several grievous 
  wounds and having Woaltog break from their company, 
  the remaining prisoners forced the constructs into area 
  14, then fled back to area 18 to recuperate. In their retreat, 
  they barred the eastern set of iron doors to prevent the 
  constructs from immediately tailing them (hardness 8, hp 
  Special attacks death burst, grind, wall of gears 
  StatiSticS 
  Str 27, dex 12, con —, int —, Wis 11, cha 1
  Base atk +16; cmB +25 (+29 grapple); cmd 36 
  SPeciaL aBiLitieS
  death Burst (ex) When a clockwork golem is reduced to 0 
  or fewer hit points, it explodes in a shower of razor-sharp 
  gears and debris. All creatures within a 10-foot burst take 
  12d6 points of slashing damage—a DC 18 Reflex save 
  results in half damage. The save DC is Constitution-based.
  Grind (ex) A clockwork golem deals an additional 2d10+12 
  points of slashing damage when it makes a successful 
  grapple check as razor-sharp gears and blades emerge from 
  its body to grind and slice its foe.
  immunity to magic (ex) A clockwork golem is immune to 
  any spell or spell-like ability that allows spell resistance. 
  In addition, certain spells and effects function differently 
  against a clockwork golem, as noted below.
  •	 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.
  Development: The constructs are rigged with 
  an arcane alarm system that triggers upon 
  their destruction. The alarm alerts all living 
  members of the Decemvirate that the security 
  of Skyreach has been breached.
  15. Gearspawn Chamber
  The granite walls of this narrow chamber are mounted with 
  metal plates supporting huge iron gears, all turning slowly, 
  churning an array of chains, belts, cogs, and other devices. 
  The west section of the chamber opens into a wider, clover-
  shaped chamber to the south, its walls armored in bronze 
  and copper plates. Copper nozzles protrude from between 
  the plates, dripping black grease. The grease stains the floor 
  beneath in pools of scintillating rainbow.
  Here the Decemvirate’s most trusted engineers 
  create and maintain the level’s clockwork 
  
  PAthfinder Society ScenArio
  14
  45, Break DC 28). The eastern doors are covered with metal 
  plates engraved with strange glyphs. An engraving above 
  the entrance reads “The Numerian.” The non-magical 
  glyphs are artistic renditions of various Numerian symbols. 
  Arranged for aesthetics only, they do not say anything.
  Development: If the PCs make excessive noise in this 
  chamber and have not yet defeated the golems in area 14, 
  allow the constructs Perception checks to hear the PCs 
  and move into this chamber to defend the Decemvirate. 
  Similarly, the noise of combat or breaking down the door 
  alerts the escaped prisoners hiding in area 18.
  17. The Numerian (CR 15)
  Dozens of artistically displayed chunks of twisted, 
  unidentifiable metal, embossed with alien symbols, decorate 
  this chamber. Maps placed near individual chunks denote the 
  locations and specific years in which the items were discovered. 
  The north wall has two alcoves. On the floor in front of the 
  eastern arch lies a metal door, apparently blown off its hinges. 
  Numerous spatters of blood crisscross the floor.
  With a DC 18 Perception check, a PC notes a path of 
  dripped blood leading to area 18. The metal pieces on 
  display were recovered from and can be associated with 
  the strange metallic objects found within that region 
  with a successful DC 25 Knowledge (geography) check. 
  The assortment of metal artifacts were claimed by various 
  explorers from several different locations. There is no 
  clear relationship between any of the pieces, and thus their 
  purpose cannot be deciphered.
  Creatures: The remaining three escapees from 
  temporal stasis now camp out in the shadows of the 
  adjacent doorway that runs through the dimensional hall 
  to the Decemvirate’s vault (see areas 18 and 19.) Forced 
  to retreat by the clockwork golems, they keep watch 
  over this chamber while reworking their plan of escape. 
  Though they each possess a few items and weapons 
  Shemis left for them, they remain short on combat gear 
  and other supplies. As soon as they spot the PCs, they 
  size them up, greedily eyeing their equipment. As soon 
  as an advantageous opportunity arises, they strike, then 
  immediately retreat into the dimensional corridor in area 
  18, hoping to bait the PCs into pursuing them toward the 
  mirror of life trapping. If they can get a PC to touch one of 
  the many facets of the giant gem, they can collect the gear 
  that the PC left behind.
  ferocleus 
  cr 12
  Male half-elf druid (blight druid) 13 (Pathfinder RPG Advanced 
  Player’s Guide 98)
  NE Medium humanoid (elf, human)
  init +0; Senses low-light vision; Perception +17
  aura miasma
  defenSe
  ac 19, touch 12, flat-footed 19 (+7 armor, +2 deflection)
  hp 101 (13d8+39)
  fort +9, ref +6, Will +12; +2 vs. enchantments
  defensive abilities blightblooded, plaguebearer; immune 
  disease, sickened, nauseated; resist acid 20
  offenSe
  Speed 20 ft.
  melee +2 scythe +15/+10 (2d4+6/19–20/×4)
  Special attacks acid dart (1d6+6 acid, 7/day), miasma, wild 
  shape 13 hours/day
  druid Spells Prepared (CL 13th; concentration +17)
  7th—creeping doom (DC 21), elemental body IV (earth only)D
  6th—antilife shell, repel wood, stoneskinD
  5th—baleful polymorph (DC 19), cure critical wounds, insect 
  plague, wall of stoneD
  4th—dispel magic, flame strike (DC 18), freedom of 
  movement, ice storm, rusting grasp, spike stonesD (DC 18)
  3rd—contagion (DC 18), poison (DC 18), protection from 
  energy, sleet storm, stone shapeD, wind wall
  2nd—bull’s strength, flaming sphere (DC 16), heat metal (DC 
  16), lesser restoration, soften earth and stoneD, spider climb
  1st—jump, longstrider, obscuring mist, magic stoneD, pass 
  without trace, produce flame
  0 (at will)—detect magic, light, stabilize, read magic
  d Domain spell; domain Earth
  tacticS
  Before combat Ferocleus casts antilife shell, longstrider, and 
  freedom of movement once he becomes aware of the PCs.
  during combat Ferocleus depends on magic as his primary 
  weapon, preferring to avoid melee and attack with ranged 
  spells. If possible, he isolates a single PC with a wall of 
  stone, allowing his fellow escapees to focus their attacks on 
  a single target. If melee is unavoidable and he has no more 
  touch or close-range spells, he wild shapes into a huge earth 
  elemental.
  morale Ferocleus knows what his future holds if he’s 
  recaptured and placed back in temporal stasis, and he fights 
  to the death to avoid such a fate.
  StatiSticS
  Str 16, dex 10, con 13, int 12, Wis 18, cha 8
  Base atk +9; cmB +12; cmd 24
  feats Combat Casting, Eschew Materials, Improved Critical 
  (scythe), Lightning Reflexes, Spell Focus (necromancy), 
  Toughness, Weapon Focus (scythe)
  Skills Climb +12, Craft (alchemy) +11, Fly +6, Handle Animal +7, 
  Heal +12, Knowledge (nature) +13, Perception +17, Ride +6, 
  Spellcraft +15, Survival +19, Swim +11
  Languages Common, Druidic, Elven, Terran
  SQ blightblooded*, elf blood, nature bond (Earth domain), 
  nature sense, vermin empathy +12, woodland stride
  Gear +3 hide armor, +2 scythe, ring of protection +2
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
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  SPeciaL aBiLitieS
  vermin empathy (Su) A blight druid can improve the attitude 
  of vermin as a normal druid can with animals. Vermin have a 
  starting attitude of unfriendly. A blight druid can also improve 
  the attitude of animals and mindless undead creatures that 
  were formerly animals, but takes a –4 penalty on the check 
  unless the animal or undead has a disease special attack.
  miasma (ex) Whenever a blight druid is adjacent to a creature 
  at the beginning of its turn, the creature must succeed at 
  a DC 20 Fortitude save or become sickened for 1 round. A 
  creature of the animal, fey, or plant type that fails its save is 
  nauseated for 1 round and sickened for 1 minute thereafter. 
  If the creature makes its save, it is immune to this effect for 
  24 hours, as are creatures that are immune to disease.
  Plaguebearer (Su) Any creature that strikes a blight druid with 
  a touch attack, unarmed strike, or natural weapon must 
  succeed at a DC 20 Fortitude save or contract a disease, 
  as the contagion spell. If the creature makes its save, it is 
  immune to this effect for 24 hours.
  Pycerat 
  cr 12
  Female elf sorcerer 9/assassin 4
  LE Medium humanoid
  init +8; Senses low-light vision; Perception +9
  defenSe
  ac 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
  hp 72 (13 HD; 9d6+4d8+22)
  fort +6, ref +9, Will +8; +2 vs. enchantments, +2 vs. poison
  defensive abilities uncanny dodge
  offenSe
  Speed 30 ft.
  melee +2 short sword +14/+9 (1d6+1/19–20)
  ranged ray +12
  Special attacks death attack (DC 15), sneak attack +2d6, true death
  Bloodline Spell-Like abilities (CL 9th; concentration +12)
  6/day—laughing touch
  9 rounds/day—fleeting glance
  Sorcerer Spells Known (CL 9th; concentration +12)
  4th (4/day)—greater invisibility, phantasmal killer (DC 17), 
  poison (DC 17)
  3rd (7/day)—deep slumber (DC 18), displacement, lightning 
  bolt (DC 16), ray of exhaustion 
  2nd (7/day)—bear’s endurance, detect thoughts (DC 15), 
  hideous laughter (DC 15), scorching ray, see invisibility
  1st (7/day)— entangle (DC 14), feather fall, magic missile, 
  shield, shocking grasp, true strike
  0 (at will)—arcane mark, daze (DC 13), detect magic, detect 
  poison, ghost sound, mage hand, ray of frost, read magic
  Bloodline Fey
  tacticS
  Before combat If given time to prepare, Pycerat casts bear’s 
  endurance, shield, and greater invisibility before entering combat.
  during combat Pycerat uses her spells and invisibility to 
  deceive and confuse opponents, allowing her to make the 
  most of her assassin abilities and sneak attack.
  morale Pycerat wants to live. If reduced below 30 hit points, 
  she breaks from combat and attempts to escape. If 
  captured, she surrenders and attempts to bargain with the 
  PCs for her freedom.
  StatiSticS
  Str 8, dex 18, con 10, int 12, Wis 13, cha 16
  Base atk +7; cmB +6; cmd 20
  feats Combat Casting, Eschew Materials, Great Fortitude, 
  Improved Initiative, Silent Spell, Toughness, Weapon 
  Finesse, Weapon Focus (short sword), Weapon Focus (ray)
  Skills Acrobatics +11, Bluff +10, Craft (alchemy) +8, 
  Diplomacy +8, Disable Device +9, Disguise +8, Escape 
  Artist +9, Fly +8, Intimidate +8, Knowledge (arcana) +5, 
  Knowledge (dungeoneering) +2, Knowledge (history) +2, 
  Knowledge (local) +2, Perception +9, Sense Motive +6, 
  Sleight of Hand +11, Spellcraft +10 (+12 identify magic item 
  properties), Stealth +12
  Languages Common, Elven, Sylvan
  SQ bloodline arcana, elven magic, hidden weapons, poison 
  use, weapon familiarity, woodland stride
  Gear +2 short sword, bracers of armor +4
  valicia narikopolus 
  cr 12
  Female human fighter 13
  LE Medium humanoid
  init +3; Senses Perception +1
  defenSe
  ac 21, touch 14, flat-footed 17 (+7 armor, +3 Dex, +1 dodge)
  hp 128 (13d10+52)
  fort +10, ref +7, Will +5; +3 vs. fear
  defensive abilities bravery +3
  offenSe
  Speed 30 ft.
  melee +1 short sword +18/+13/+8 (1d6+4/19–20) or
  +1 dagger +19/+14/+9 (1d4+4/19–20)
  ranged +1 composite longbow +22/+17/+12 (1d8+10/×3) or
  +1 dagger +20 (1d4+6/19–20)
  Special attacks weapon training (bows +3, thrown +2, light 
  blades +1)
  StatiSticS
  Str 15, dex 17, con 15, int 10, Wis 12, cha 8
  Base atk +13; cmB +15; cmd 29
  feats Disruptive, Dodge, Greater Weapon Focus (longbow), 
  Greater Weapon Specialization (longbow), Manyshot, Mobility, 
  Point Blank Shot, Precise Shot, Rapid Shot, Shot on the 
  Run, Spellbreaker, Toughness, Weapon Focus (short sword), 
  Weapon Focus (longbow), Weapon Specialization (longbow)
  Skills Climb +12, Craft (bows) +8, Intimidate +10, Knowledge 
  (dungeoneering) +7, Ride +10, Survival +10, Swim +10
  Languages Common
  SQ armor training 3
  
  PAthfinder Society ScenArio
  16
  combat Gear human slaying arrows (3); other Gear +3 chain 
  shirt, +1 dagger, +1 composite longbow with 40 arrows, +1 
  short sword
  Mission Notes: A former bodyguard, Valicia carries 
  in her head a magical glass eye containing a map of 
  the layouts to numerous crucial subterranean passages 
  running beneath the four most populous cities in 
  Cheliax. A permanent contingency spell that protects the 
  eye alerts a superior in House Narikopolus that the eye 
  has been removed. A rogue PC can detect the contingency 
  with a DC 26 Perception check as if it were a trap, or a PC 
  of any class can detect it with a DC 26 Spellcraft check 
  in conjunction with detect magic. A dispel magic spell 
  temporarily suppresses the contingency. A daring PC may 
  permanently suppress the contingency effect by placing 
  the eye within his own skull. Performing this action 
  deals 3d6 points of damage (DC 30 Heal for half). Cheliax 
  faction PCs who retrieve the magic eye earn 1 Prestige 
  Award; doing so without setting off the contingency earns 
  an additional 1 Prestige Award.
  Rewards: If PCs defeat Ferocleus, Pycerat, and Valicia, 
  give each player 6,073 gp.
  18. The Dimensional Hall
  A dimensional hallway creates an additional barrier 
  between the Decemvirate’s extraplanar vault and the 
  main chambers of their sanctum. While the room itself is 
  only 15 feet across, anyone attempting to pass through the 
  door on the other side must pass through a dimensional 
  anomaly that increases the overall travel distance to 200 
  feet. On either side, 5-foot-deep alcoves connect to the 
  initial 15 ft. of the corridor. A gray, translucent haze fills 
  the alcoves, providing concealment to any sentries posted 
  within. A creature in either of the alcoves treats all 200 
  feet of the passage between them as being adjacent.
  19. The Decemvirate’s Vault
  An archway opens into a wedge-shaped room, its outer wall 
  bisected by a spherical chamber. Blackened, lightning-shaped 
  streaks run across the walls and floors. In the middle of the 
  spherical chamber floats an ebon gemstone with fifteen 
  facets. Long chains forged from a strange blue alloy run from 
  the center of each facet to the chamber walls.
  The black gem is a the Decemvirate’s vault, in which 
  they keep wholly evil and destructive Pathfinders who 
  are too much of a liability to let roam free but who are 
  too valuable to simply eliminate. Each of the gem’s 15 
  faces acts as a mirror of life trapping, activated by touch. A 
  creature who touches one of the facets must make a DC 23 
  Will save to be pulled inside. 
  As a member of the Decemvirate, Shemis knows the 
  command word for every prisoner contained within the 
  prison, and foreseeing Adril’s onslaught, she released four 
  of the prisoners from within who were least likely to be able 
  to further escape from the Sanctum of the Ten. She set out 
  basic equipment appropriate to their skills and needs, and 
  left them to fend for themselves. Their release triggered 
  the security systems of the Sanctum, both keeping them in 
  and making the PCs’ progress to Shemis a challenge.
  20. The Elemental Disk 
  The floor of this chamber is inlaid with giant circular mosaic 
  of the four primary elements divided into quarters that swirl 
  counter-clockwise. A brass plaque encircles the mosaic, 
  engraved with a passage that reads: “The shortest year has 
  five seasons of fire.” In the northwest corner, a short passage 
  leads to a door.
  This cryptic engraving refers to the rotating chamber 
  in the adjacent room.
  21. Elemental Chambers (CR 14)
  This large, cylindrical chamber is divided into four 
  sub-chambers, each keyed to an elemental plane. The 
  entire chamber rotates around a central column. Two 
  external doors permit access to the main chamber, while 
  doors within allow individuals to move from one sub-
  chamber to the next. The chambers serve a dual function. 
  Originally constructed for the Decemvirate members to 
  convene with elemental lords or supernatural beings tied 
  to various elements, in times of turmoil the chambers 
  activate, transforming into an elaborate and deadly trap. 
  The rotating chamber has a total of 8 positions (see 
  map). When the PCs arrive, the chamber is in position 
  1 with the door to sub-chamber A aligned to area 20. 
  The two doors along the outside of the circle (in sub-
  chambers A and C) open freely, while the four internal 
  doors connecting the sub-chambers to one another may 
  only be opened by means of a silver lever set into the wall 
  to the right of each side of the doors.
  Pulling a lever does five things in the following order: 
  first, all doors—including the two external doors—slam 
  closed; next, all four of the room’s traps trigger (see page 
  17); next, the room rotates 45 degrees counter-clockwise 
  (see the Elemental Chambers Detail section of the map on 
  page 7; after the room reaches position 8, it next returns 
  to position 1); the door adjacent to the pulled lever opens; 
  all levers reset. If two levers are pulled simultaneously 
  nothing happens—only a single lever may ever be pulled 
  at any given time.
  The rotating elemental chambers could potentially 
  be both deadly and extremely time consuming. It may 
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  17
  take some groups quite a while to figure out the patterns 
  involved, during which time they may sustain extensive 
  damage. The fastest and easiest way for the PCs to reach 
  the exit is to remain in sub-chamber A, pull either lever 
  five times to bring the sub-chamber to position 6, and 
  withstand the five resulting instances of the flaming trap 
  within (either by sheer endurance, magical resistance to 
  fire, or dispelling or disabling the trap). The engraving 
  on the floor in area 20 may provide a clue to this tactic. 
  If the PCs move from sub-chamber to sub-chamber or 
  divide the party between several sub-chambers, they 
  only complicate the situation for themselves. If the PCs 
  disable all four traps, simply end the encounter and 
  assume they eventually find their way out of an external 
  door to area 22.
  Sub-Chamber A (Fire): The room has a door set into 
  its curved outer wall that can be used to exit the chamber 
  (either into area 20 or area 22, depending on what position 
  the chamber is in), and two interior doors that lead to 
  sub-chambers B and D. While the chamber is in rotation, 
  this sub-chamber fills with roiling flames from corner to 
  corner and from floor to ceiling.
  incendiary cloud trap 
  cr 10
  type magic; Perception DC 33; disable device DC 33
  effect
  trigger touch (lever); reset automatic
  effect spell effect (incendiary cloud; 6d6 fire damage, DC 22 
  Reflex save for half); multiple targets (all targets within sub-
  chamber a)
  Sub-Chamber B (Water): This sub-chamber has only 
  interior doors, which connect it to sub-chambers A and 
  C. While the chamber is in rotation, this sub-chamber 
  fills with bitingly cold air.
  cone of cold trap 
  cr 10
  type magic; Perception DC 32; disable device DC 32
  effect
  trigger touch (lever); reset automatic
  effect spell effect (empowered cone of cold; 14d6 cold damage; 
  DC 17 Reflex save for half); multiple targets (all targets 
  within sub-chamber B)
  Sub-Chamber C (Earth): The room has a door set into 
  its curved outer wall that can be used to exit the chamber 
  (either into area 20 or area 22, depending on what position 
  the chamber is in), and two interior doors that lead to 
  sub-chambers B and D. While the chamber is in rotation, 
  this sub-chamber turns all creatures within to stone.
  flesh to Stone trap  
  cr 10
  type magic; Perception DC 31; disable device DC 31
  effect
  trigger touch (lever); reset automatic
  effect spell effect (flesh to stone, DC 19 Fortitude save 
  negates); multiple targets (all targets within sub-chamber c)
  Sub-Chamber D (Air): This sub-chamber has only 
  interior doors, which connect it to sub-chambers A and 
  C. While the chamber is in rotation, all the air crackles 
  with violent jolts of electricity.
  chain Lightning trap 
  cr 10
  type magic; Perception DC 33; disable device DC 33
  effect
  trigger touch (lever); reset automatic
  effect spell effect (heightened chain lightning, 15d6 electricity 
  damage, DC 22 Reflex for half damage [DC 20 for secondary 
  targets]); multiple targets (one primary target plus 15 
  secondary targets within sub-chamber d)
  22. The Copper Sphinx (CR 14)
  The revolving elemental chamber empties into a broad, 
  windowless hall. Half columns of marble flank the walls, and 
  a carpeted path stretches towards the single exit: a curved 
  stairwell carved of slick, gray basalt. In the center of the hall, 
  atop a marble dais, sits perched a great copper-clad sphinx.
  The Decemvirate trusts the defenses that guard the 
  uppermost floor of Skyreach so much that they have 
  created this luxurious chamber for the sole use of their 
  final sentient guardian. The stairs at the far end of the 
  hallway climb up into a block of unnatural shadow. The 
  entire stairwell is treated as being under the effect of a 
  continual deeper darkness spell.
  Creature: Allow the PCs a DC 25 Knowledge (history) 
  check to identify the creature on the dais as Andrexiel, 
  the Copper Sphinx. The large, sphinx-shaped copper 
  construct is sentient. For 2 centuries, it has lived in the 
  upper chambers of Skyreach, serving as its sentry. As soon 
  as it spots intruders, the creature rises from its perch to 
  defend its masters.
  andrexiel, the copper Sphinx 
  cr 14
  Female gynosphinx oracle 9 (Pathfinder RPG Advanced Player’s 
  Guide 42, Pathfinder RPG Bestiary 257, Advanced Bestiary 169)
  N Large magical beast
  init +5; Senses darkvision 60 ft., low-light vision, see 
  invisibility; Perception +23
  defenSe
  ac 25, touch 10, flat-footed 24 (+1 Dex, +15 natural, –1 size)
  hp 211 (21 HD; 12d10+9d8+105)
  fort +16, ref +12, Will +18
  defensive abilities light fortification; resist fire 10
  
  PAthfinder Society ScenArio
  18
  offenSe
  Speed 30 ft., fly 50 ft. (poor)
  melee 2 claw +25 (1d6+7/19–20)
  Space 10 ft.; reach 5 ft.
  Special attacks brain drain (2/day, DC 20 Will negates, 9d4), 
  pounce, rake (2 claws +17, 2d6+6)
  Spell-Like abilities (CL 12th; concentration +18)
  Constant—comprehend languages, detect magic, read magic, 
  see invisibility
  At will—1/week—any one of the following: symbol of fear 
  (DC 22), symbol of pain (DC 21), symbol of persuasion (DC 
  22), symbol of sleep (DC 22), symbol of stunning (DC 23); all 
  symbols last for 1 week maximum 
  3/day—clairaudience/clairvoyance
  1/day—dispel magic, legend lore, locate object, remove curse
  oracle Spells Known (CL 9th; concentration +15)
  4th (5/day)—discern lies, inflict critical wounds (DC 20), 
  legend lore, sending
  3rd (7/day)—blindness/deafness (DC 19), dispel magic, glyph 
  of warding, inflict serious wounds, locate object
  2nd (8/day)—hold person (DC 18), inflict moderate wounds 
  (DC 18), resist energy, silence, tongues, zone of truth (DC 18)
  1st (8/day)—bane (DC 17), deathwatch, entropic shield, 
  identify, inflict light wounds (DC 17), obscuring mist, 
  sanctuary (DC 17)
  0 (at will)—bleed (DC 16), detect magic, guidance, mending, 
  read magic, resistance, stabilize, virtue
  mystery Lore
  StatiSticS
  Str 24, dex 13, con 20, int 16, Wis 23, cha 23
  Base atk +18; cmB +26; cmd 37 (41 vs. trip)
  feats Alertness, Combat Casting, Flyby Attack, Hover, 
  Improved Critical (claw), Improved Initiative, Improved 
  Natural Armor, Improved Natural Attack (claw), Iron Will, 
  Skill Focus (Fly), Weapon Focus (claw)
  Skills Bluff +17, Craft (alchemy) +7, Diplomacy +22, Fly +12, 
  Intimidate +17, Knowledge (arcana) +16, Knowledge 
  (geography) +16, Knowledge (history) +16, Knowledge 
  (local) +16, Knowledge (nature) +16, Knowledge (planes) +16, 
  Knowledge (religion) +16, Perception +23, Sense Motive +26, 
  Spellcraft +19
  Languages Common, Draconic, Ignan, Kelish, Osiriani, Sphinx
  SQ oracle’s curse (clouded vision), revelations (brain drain, 
  lore keeper)
  SPeciaL aBiLitieS
  Brain drain (Su) Andrexiel can take a standard action to 
  violently probe the mind of a single intelligent enemy 
  within 100 feet. The target receives a Will save to negate 
  the effect and immediately knows the source of this 
  harmful mental prying. Those who fail this save are wracked 
  with pain, taking 1d4 points of damage per oracle level. 
  After successfully attacking with this ability, Andrexiel 
  may use a full-round action to sort through the jumble of 
  stolen thoughts and memories to make a single Knowledge 
  check using the victim’s skill bonus. The randomly stolen 
  thoughts remain in her mind for a number of rounds equal 
  to her Charisma modifier. Treat the knowledge gained as if 
  she had used detect thoughts. This is a mind-affecting effect.
  Light fortification (ex) When a critical hit or sneak attack is 
  scored on Andrexiel, there is a 25% chance that the critical 
  hit or sneak attack is negated and damage is instead rolled 
  normally.
  Mission Notes: Embedded in Andrexiel’s chest is a divine 
  artifact called the heartscarab, which binds the last vestiges of 
  her mortality to her new, metallic form. Osirion faction PCs 
  can attempt to deactivate the device with a DC 30 Disable 
  Device check. If the check fails, the artifact remains active 
  and slowly burns itself out, though the Ruby Prince still 
  desires its return. If the check is successful, the heartscarab 
  deactivates and the life-spark within remains strong. 
  Successfully retrieving the heartscarab earns Osirion faction 
  PCs 1 Prestige Award; also deactivating it earns Osirion 
  faction PCs 1 bonus Prestige Award.
  act 3: the oBServatory
  At 
  Skyreach’s 
  pinnacle 
  stands 
  the 
  Decemvirate’s 
  observatory. From here, the Ten keep close watch on the 
  goings on of the organization’s members throughout the 
  Inner Sea and across Golarion.
  T23. Adril Revealed (CR 17)
  Atop the stairs, the unnatural shadow disperses, emptying like 
  a river of gray swirling fog into a tremendous, circular atrium. 
  The fog collects along the perimeter of the room, hovering no 
  more than a foot above the ground. The remainder of the floor 
  is exposed. Its surface appears slick and glasslike. Light from 
  below penetrates the translucent surface, giving off a faint, 
  eerie glow. The walls too appear made of the same, glassy 
  substance. They climb almost twenty feet, then curve inward 
  into a shadowy metal dome. Pinholes of light twinkle on the 
  surface of the dome ceiling, giving it the appearances of the 
  night sky. A shifting array of scenes twist and dance across the 
  surface of the murky windows, depicting scores of people and 
  places in dozens of realms throughout Golarion.
  In this chamber, the Decemvirate monitors the activities 
  of its entire membership—the successes, failures, loyalties, 
  and betrayals that make up the Pathfinder Society. Furniture 
  here is often changed to meet the needs of specific occasions, 
  and is generally created magically out of raw force or through 
  conjuration. Currently, the room is eerily empty.
  The smoky gray floor is almost transparent, but no 
  amount of looking through it provides any insight into what 
  forms may be below. The walls, however, clearly display 
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  19
  scenes of Pathfinders throughout Golarion, completing 
  missions in Irrisen and the Mwangi Expanse, resting in 
  Lodges from Magnimar to Goka, and some sitting amid 
  stacks of books in the great libraries of the world. A DC 
  20 Knowledge (geography or local) check allows a PC to 
  identify any scene on which she concentrates for a full 
  round. One scene even depicts the PCs themselves as they 
  move about this very chamber.
  Creatures: A lone figure—the Decemvirate member 
  named Shemis—stands in the center of the floor staring 
  into the walls. Her face is covered with an ivory mask, 
  featureless except for pale, pupil-less white orbs lined 
  with jade where her eyes should be. Its surface is inlaid 
  with complex patterns of runes and upon its left cheek 
  rest three, blood-red, crystalline tears. Dozens of silver 
  rings pierce the perimeter of the mask, and it is hooded 
  with a bristling mane of peacock feathers. Beneath 
  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.
  After speaking, Shemis falls silent. Seconds later, all 
  the eraminho stones about the PCs’ heads fade to a dull gray 
  color and fall to the floor. Ether spills from the stones 
  and within moments, materializes in the form of Adril 
  Hestram and the death squad of doppelgangers that serve 
  as his personal squad of assassins. Complicating the 
  matter, the doppelgangers materialize in Adril’s form. 
  Upon materializing, one of the burly warriors (whether 
  it’s the real Adril or not is up to the GM) grins a toothy 
  grin and replies.
  “And so it begins, Shemis… Endgame.”
  Adril offers no further information or explanation, but 
  simply draws his massive earthbreaker and launches into 
  battle, heading straight for Shemis. The PCs are free to 
  react to this however they desire. Adril targets Shemis 
  while his bodyguards engage the PCs.
  adril hestram 
  cr 16
  Male human fighter 16
  NE Medium humanoid
  init +6; Senses Perception –1
  defenSe
  ac 29, touch 17, flat-footed 26 (+12 armor, +3 deflection, +2 Dex, 
  +1 dodge, +1 insight)
  hp 220 (16d10+128)
  fort +20, ref +13, Will +10; +4 vs. fear, 
  defensive abilities bravery +4, resist fire 20; Sr 20
  offenSe
  Speed 30 ft.
  melee +1 wounding earth breaker 
  +26/+21/+16/+11 (2d6+14/19–20/×3)
  Adril Hestram
  
  GM tip: shEMis
  As a highly specialized seer, Shemis is all but useless 
  in combat, and she knows it. Aside from blur, she has 
  no defensive spells prepared, and nothing in the way of 
  offensive spells, and her AC and hit points are relatively 
  low. She is a target and should be played as such. While 
  you may use her to back the PCs where she can, she was 
  designed to allow the PCs to be the heroes and fight this 
  fight. Part of the challenge of the encounter is keeping 
  her alive, but don’t pull any punches—if Adril or one 
  of his doppelganger minions deals her a killing blow, 
  allow the Decemvirate member to fall. Her stat block is 
  included in this encounter for reference only.
  PAthfinder Society ScenArio
  20
  ranged +1 returning throwing axe +22/+17 (1d6+10)
  Special attacks weapon training (hammers +3, axes +2, heavy 
  blades +1)
  tacticS
  during combat Adril initiates combat by charging Shemis, 
  attempting to bash in her skull. At least for the first few 
  rounds, Adril focuses his attacks on her, leaving the PCs to 
  his allies. He only focuses on the Pathfinders once they prove 
  to be a threat. Still, he furiously attacks anyone obstructing 
  his target. He wastes little time on blockers, hoping to drop 
  them with a single full-attack. If the PCs take to the air, Adril 
  activates his winged boots to combat them in flight. 
  moral Adril accepts that this event will be either his ultimate 
  triumph or his swan song. He fights to the death.
  StatiSticS
  Str 20, dex 15, con 22, int 10, Wis 8, cha 12
  Base atk +16; cmB +21; cmd 37
  feats Cleave, Critical Focus, Dodge, Greater Weapon Focus 
  (earth breaker), Greater Weapon Specialization (earth 
  breaker), Improved Critical (earth breaker), Improved 
  Initiative, Improved Iron Will, Improved Unarmed Strike, 
  Iron Will, Lightning Reflexes, Power Attack, Staggering 
  Critical, Toughness, Weapon Focus (earth breaker), Weapon 
  Focus (throwing axe), Weapon Specialization (earth breaker), 
  Weapon Specialization (throwing axe)
  Skills Bluff +11, Climb +15, Fly +2, Handle Animal +8, 
  Knowledge (dungeoneering) +11, Survival +13, Swim +13
  Languages Common
  SQ armor training 4
  combat Gear potions of cure serious wounds (3), potion of haste; 
  other Gear +3 full plate, +1 wounding earth breaker*, +1 
  returning throwing axes (2), bag of holding (type I) containing 
  two dozen eraminho stones, belt of physical might +2 (Con 
  and Str), cloak of resistance +4, dusty rose prism ioun stone, 
  ring of major energy resistance (fire), ring of protection +3, 
  scarab of protection, winged boots, 200 pp, 144 gp
  SPeciaL aBiLitieS
  Pc Wealth Adril’s long career as a prominent venture-captain 
  earned him considerable wealth, much of which he spent 
  on a manual of gainful exercise +5 which has made him 
  incredibly resilient in the years since he read it. This 
  additional wealth increases his CR by +1.
  * See Pathfinder Campaign Setting: Inner Sea World Guide.
  doppelganger death squad (3) 
  cr 10
  Doppelganger fighter 7 (Pathfinder RPG Bestiary 89)
  CE Medium monstrous humanoid (shapechanger)
  init +3; Senses darkvision 60 ft.; Perception +8
  defenSe
  ac 27, touch 14, flat-footed 23 (+9 armor, +3 Dex, +1 dodge, +4 
  natural)
  hp 100 each (11d10+40)
  fort +10, ref +9, Will +9; +2 vs. fear
  defensive abilities bravery +2; immune charm, sleep;
  offenSe
  Speed 30 ft.
  melee mwk earth breaker +19/+14/+9 (2d6+11/×3) or
  2 claws +17 (1d8+6)
  Special attacks weapon training (hammers +1)
  Spell-Like abilities (CL 18th; concentration +21)
  At will—detect thoughts (DC 15)
  tacticS
  during combat The doppelgangers work together to try to 
  keep the PCs from moving in on the real Adril, blocking for 
  him and doing their best to take down those opponents 
  who pose the most threat to their leader.
  morale The doppelgangers fight to the death.
  StatiSticS
  Str 22, dex 16, con 14, int 13, Wis 12, cha 17
  Base atk +11; cmB +17; cmd 31
  feats Dodge, Great Fortitude, Iron Will, Lunge, Mobility, 
  Power Attack, Toughness, Vital Strike, Weapon Focus (earth 
  breaker), Weapon Specialization (earth breaker)
  Skills Bluff +18 (+22 while using change shape ability), 
  Diplomacy +10, Disguise +11 (+31 while using change shape 
  ability), Perception +8, Sense Motive +5, Stealth +13
  Languages Common
  SQ armor training 2, mimicry, perfect copy
  combat Gear potion of cure moderate wounds; other Gear full 
  plate, masterwork earth breaker*
  * See Pathfinder Campaign Setting: Inner Sea World Guide.
  Shemis 
  cr 13
  Female half-elf diviner 8/loremaster 6
  N Medium humanoid
  init +5; Senses low-light vision; Perception +4
  defenSe
  ac 16, touch 11, flat-footed 15 (+3 armor, +1 Dex, +2 natural)
  hp 48 (14 HD; 8d6+6d6)
  fort +4, ref +5, Will +11; +2 vs. enchantments
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  21
  offenSe
  Speed 30 ft.
  melee quarterstaff +6/+1 (1d6–1)
  arcane School Spell-Like abilities (CL 14th; concentration +18)
  7/day—diviner’s fortune (+4)
  diviner Spells Prepared (CL 14th; concentration +18)
  7th—greater arcane sight, greater scrying, vision
  6th—analyze dweomer, legend lore, stone to flesh, true seeing
  5th—contact other plane, prying eyes, secret chest, 
  telepathic bond
  4th—arcane eye, detect scrying, locate creature, minor 
  creation, mnemonic enhancer, scrying (DC 19)
  3rd—arcane sight, clairaudience/clairvoyance, illusory script, 
  secret page, tongues, water breathing
  2nd—blur (2), detect thoughts (DC 17), locate object, magic 
  mouth, obscure object, see invisibility
  1st—comprehend languages, detect undead, erase, identify (2), 
  magic aura, unseen servant
  0 (at will)—arcane mark, detect magic, detect poison, 
  message, read magic
  opposition Schools Abjuration, Evocation
  StatiSticS
  Str 8, dex 13, con 10, int 18, Wis 14, cha 14
  Base atk +7; cmB +6; cmd 17
  feats Combat Casting, Craft Construct, Craft Magic Arms 
  and Armor, Craft Staff, Craft Wondrous Item, Eschew 
  Materials, Scribe Scroll, Skill Focus (Knowledge [planes]), 
  Skill Focus (Knowledge [arcana])B, Spell Focus (divination), 
  Spell Penetration
  Skills Appraise +17, Craft (alchemy) +15, Diplomacy +17, Fly 
  +10, Intimidate +13, Knowledge (arcana) +25, Knowledge 
  (history) +21, Knowledge (planes) +27, Knowledge 
  (religion) +17, Linguistics +19, Perception +4, Spellcraft +19
  Languages Aboleth, Azlanti, Celestial, Common, Draconic, 
  Dwarven, Elven, Gnome, Osiriani, Tekritanin, Thassilonian, 
  Tien, Varisian
  SQ arcane bond (staff), elf blood, forewarned, greater lore, 
  lore +3, scrying adept, secrets (applicable knowledge, 
  newfound arcana, more newfound arcana)
  combat Gear staff of revelations (augury [1 charge], speak with 
  dead [1 charge], divination [2 charges], commune [3 charges]); 
  other Gear quarterstaff, amulet of natural armor +2, bracers 
  of armor +3
  Rewards: If PCs defeat Adril and his death squad, give 
  each player 15,734 gp.
  concLuSion
  Once PCs defeat Adril, they have successfully thwarted 
  one of the Society’s most pernicious adversaries, one 
  who threatened to pull apart the organization by its 
  seams. If Adril survives, he may be persuaded to speak 
  about his motivations and the history of his betrayal as 
  outlined in the adventure background, though he does 
  so grudgingly and with as much hate and vitriol for the 
  PCs as he can muster. Throughout the discourse, he 
  continually promises that control of the Society will be 
  his, and that when it is, the PCs will pay for their loyalty 
  to the Decemvirate.
  If Shemis lives, she thanks the PCs profusely for 
  their services, and requests they accompany her to other 
  chambers within Skyreach where she can contact her allies 
  and convene an immediate council to restore order to the 
  Society and determine its next phase. If Shemis is dead, 
  the PCs can use the Faction rooms to contact whomever 
  they wish to notify them of the events. After the PCs have 
  taken care of any outstanding business in the Sanctum of 
  the Ten, Eliza Petulengro and several other high-ranking 
  venture-captains, including Ambrus Valsin, Drandle 
  Dreng, and Aram Zey (as well as Osprey if the PCs alerted 
  him with the figurine of wondrous power earlier in the 
  adventure), arrive to help restore order.
  Campaign Points
  The Eyes of the Ten campaign arc offers a unique 
  reward in the form of Campaign Points, an abstract 
  measurement of how well each player character does 
  at the business of the Pathfinder Society. Specifically, 
  these points measure the confidence of the Society’s 
  leadership in the abilities of the player characters. Use 
  the guidelines below to award each player a number 
  of Campaign Points for this scenario, marking that 
  total on the character’s chronicle sheet as noted. At the 
  conclusion of this scenario, player characters who have 
  accumulated a certain number of Campaign Points will 
  be eligible for a special reward from the Decemvirate. 
  Campaign Points come in two forms: group awards and 
  individual awards. If any PC completes an action listed as a 
  group award, all members of the group receive a Campaign 
  Point for that action. Personal awards apply only to the 
  characters who qualify for them, as appropriate. 
  Characters may gain 1 Campaign Point for this scenario 
  from each of the following actions: 
  • The PC forgoes his or her faction mission in favor of 
  protecting the Decemvirate at all costs (individual award).
  • The PC deals no needless damage to the Decemvirate’s 
  property and steals none of the valuable relics held within 
  the Sanctum of the Ten (individual award).
  • The PCs activate the osprey figurine and send it to take 
  some sort of alert to Osprey of the attack (group award). 
  • The PCs prevent Adril from slaying Shemis (group 
  award).
  Venture-captain: PCs who, over the course of all four 
  parts of the Eyes of the Ten campaign arc, earn at least 12 
  Campaign Points are honored by the Decemvirate with 
  
  PAthfinder Society ScenArio
  22
  a promotion to the rank of venture-captain. While the 
  new venture-captains aren’t granted their own lodges 
  immediately, they nevertheless gain an unparalleled 
  amount of influence within the Society and among its 
  allied factions. A venture-captain gains 5 bonus PA for 
  her accomplishment. 
  Additionally, each venture-captain may designate one 
  new initiate into the Pathfinder Society to take under her 
  wing. This tutelage manifests in a +2 bonus to a single 
  ability score of the player’s choice at character creation. 
  A player must designate the new character’s Pathfinder 
  Society number at the time the Chronicle for this scenario 
  is granted.
  Favored of the Ten: PCs who earn at least 8 Campaign 
  Points over the course of the Eyes of the Ten campaign 
  arc gains the favor of the Decemvirate. They take on 
  special missions for the Ten independent of the chain of 
  command, and may even have Pathfinder subordinates 
  who report to them, though they do not hold the official 
  title of venture-captain. Gaining this boon puts a 
  Pathfinder in the company of the enigmatic Osprey and 
  other prominent Pathfinders who report directly to the 
  Decemvirate. A favored Pathfinder gains 2 bonus PA for 
  the honor. This boon does not stack with the Venture-
  captain boon.
  faction miSSionS
  Andoran Faction: Andoran faction PCs who successfully 
  release Aistor Garislog’s psychic essence from the Pillar of 
  Screaming Angels in area 3 earn 1 Prestige Award. Andoran 
  faction PCs who host the essence in order to bring it back 
  to Almas receive 1 bonus Prestige Award.
  Cheliax Faction: Cheliax faction PCs who successfully 
  recover Valicia’s eye in Act 2 earn 1 Prestige Award. Cheliax 
  faction PCs who recover the eye without triggering the 
  contingency earn 1 bonus Prestige Award.
  Osirion Faction: Osirion faction PCs who recover the 
  heartscarab from the Copper Sphinx in area 22 but fail to 
  deactivate it earn 1 Prestige Award. If an Osirion faction 
  PC recovers and deactivates the heartscarab, all members of 
  the faction earn 1 bonus Prestige Award.
  Qadira Faction: Qadira faction PCs who recover at 
  least half of the missives in area 6 earn 1 Prestige Award. 
  A Qadira faction PC who successfully recovers all the 
  missives also earns 1 bonus Prestige Award.
  So you have found your way into Skyreach-
  Somewhere within the upper levels is displayed a disturbing piece of art known as the Pillar 
  of Screaming Angels. I have recently learned that not all the screaming angels within are 
  illusory. One was sculpted from the tortured psychic essence of an Eagle Knight named 
  Aistor Garislog. Find the pillar, and attempt to free Aistor’s essence by hosting it within in 
  you and returning to Almas once you defeat Adril.
     
  Godspeed...
     
  Captain Colson Maldris
  Andoran Faction Handout
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  23
  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.
  Cheliax Faction Handout
  Paracountess Zarta Dralneen
  By My Caressing Lash,
  Osirion Faction Handout
  Most Trusted Servant of Osirion,
  In t he upper chambers of t he Sanctum of t he Ten sits an impressive guardian of Osirian 
  origin known as t he Copper Sphinx. I regret t hat you shall have to face t his creat ion, for it 
  was a gift given by my ancestors to t he Decemvirate over t wo centuries ago. U pon defeat ing 
  it, please honor us by delivering to me t he heartscarab wit hin its breast, for it contains t he last 
  vest iges of t he creature’s soul, which should be taken back to Sot his. Be careful, for t he whatever 
  life-spark remains inside t he heartscarab will begin waning once you remove it. If you can, at tempt 
  to deact ivate t he device to conserve t he energ y wit hin.
  Return to us quickly ,
  Otoneraphim, Humble Scribe of t he Ruby Prince
  
  PAthfinder Society ScenArio
  24
  Servant of the Satrap,
  A few years ago, a number of our most promising agents traveled into the 
  depths of Orv in search of a unique substance called black blood. Of these 
  missions only the last succeeded, though in the years since, stray whispers 
  and rumors have found their way back to my ears that others taking part 
  in these missions were directed to perform unethical experiments to exploit 
  the transformational effects of spells worked with black blood material 
  components. These experiments resulted in the vile and ultimately deadly 
  mutations of several Pathfinders, among them several loyal to our cause. 
  For years, their true fates have been covered up, though one of my sources 
  divulged to me that copies of these mission reports still exist. I seek to recover 
  any evidence of these events in order to charge those responsible for their 
  crimes. If you can recover any copies of these missives, please bring them to 
  me as soon as possible.
  Sincerely,
  Pasha Muhlia Al-Jakri
  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.
  Qadira Faction Handout
  Taldor Faction Handout
  x
  Glory to the Empire,
   Baron Jacquo Dalsine
  
  eyeS of the ten, PArt iV: nothing Ventured, nothing gAined
  25
  oPen Game LicenSe version 1.0a
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  15. COPYRIGHT NOTICE
  Open Game License v 1.0a © 2000, Wizards of the Coast, Inc.
  System reference document. © 2000, Wizards of the Coast, Inc; Authors: 
  Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary 
  Gygax and Dave Arneson.
  Advanced Bestiary. © 2004, Green Ronin Publishing, LLC; Author: 
  Matthew Sernett.
  Pathfinder Society Scenario 2–22: Eyes of the Ten Part IV: Nothing Ventured, 
  Nothing Gained. © 2011, Paizo Publishing, LLC; Author: Tim Hitchcock.
  Date
  GM #
  Event
  GM Name
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Character # 
  Prestige Points
  Andoran         Cheliax         
  Osirion           Qadira             
  Taldor
  Character Name
  - 
  Scenario 2–22:  
  Eyes of the Ten Part IV—Nothing Ventured, Nothing Gained
  
     
  ☐ Favored of the Ten: You gain the favor of the Decemvirate and may take on special missions 
  for the Ten independent of the chain of command in the future, reporting directly to the 
  Decemvirate. You gain 2 bonus PA for this honor on top of those earned through the 
  regular completion of faction missions.
  ☐ Venture-Captain: You are honored by the Decemvirate with a promotion to the rank of 
  venture-captain. While not granted your own lodge immediately, you nevertheless gain 
  an unparalleled amount of influence within the Society and among its allied factions. 
  You gain 5 bonus PA for this accomplishment on top of those earned through the regular 
  completion of faction missions. 
   
   
  Additionally, you may designate one newly created PC under your Pathfinder Society 
  number as a protege. This tutelage manifests in a +2 bonus to a single ability score of your 
  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.
  Character number receiving this boon: _________–____  (GM Initials _____ )
  +1 returning throwing axe (8,308 gp)
  +1 wounding earth breaker (Inner Sea World 
  Guide 290, 18,340 gp)
  +2 short sword (8,310 gp)
  +3 chain shirt (9,250 gp)
  +3 full plate (9,650 gp)
  +3 hide armor (9,165 gp)
  bag of holding, type I (2,500 gp)
  belt of physical might +2 (Con and Strength)  
  (10,000 gp)
  bracers of armor +4 (16,000 gp)
  all
  Scenario 2–22: 
  Eyes of the Ten Part IV 
  Nothing Ventured, Nothing Gained
   
  Player name  
  a.K.a.
   
  character name 
  Pathfinder Society # 
  faction
   
  EVENT  
  EVENT CODE  
  DATE 
  Game Master’s Signature 
  GM Pathfinder Society #
  Subtotal
  GoLd
  Gold Spent
  Subtotal
  items Bought
  items Sold
  final Pa total
  final XP total
  PreStiGe aWard
  eXPerience
  GP Gained (Gm onLy)
  Pa Gained (Gm onLy)
  Start GP
  Starting Pa
  Starting XP
  Subtotal
  TOTAL VALUE OF ITEMS SOLD
  Add 1/2 this value to the “Items Sold” Box
  TOTAL COST OF ITEMS BOUGHT
  items found during this Scenario
  for Gm only
  +
  +
  =
  -
  -
  =
  =
  +1 XP
  this chronicle certifies that
  GM’s
  Initial
  GM’s
  Initial
  has completed this Scenario.
  —
  tier
  tier
  items Sold / conditions Gained
  items Bought / conditions cleared
  12
  Scenario Chronicle #
  TIER
  MAX GOLD
  tier
  tier
  tier
  12
  24,129
  cloak of resistance +4 (16,000 gp)
  dusty rose prism ioun stone (5,000 gp)
  major ring of energy resistance [ fire]  
  (28,000 gp)
  potion of cure moderate wounds (300 gp)
  potion of cure serious wounds (750 gp)
  potion of haste (750 gp)
  ring of protection +2 (8,000 gp)
  ring of protection +3 (18,000 gp)
  slaying arrow (2,282 gp)
  winged boots (16,000 gp)
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/Society/Season 02/Scenario 2-22 Eyes of the Ten-Part IV Nothing Ventured, Nothing Gained.pdf