Enchanted Realms - Oct 14, 2015
Posted: Mon Sep 28, 2015 8:57 am
03-23 Goblinblood Dead (Tier 1-5)
More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.
GM: Monika
Player 1: Hillary
Player 2: katanaedge316
Player 3: Calvin
Player 4: Zaia
Player 5: Sean
Player 6: Michael
04-07 Severing Ties ***CORE*** (Tier 1-5)
The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.
GM: Randy
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6: Drew?
04-23 Rivalry's End (Tier 3-7)
The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?
GM: Mark
Player 1: Richard
Player 2: Andrew
Player 3: Drew
Player 4: Glen
Player 5:
Player 6:
Alternate: jbane
05-13 Weapon in the Rift (Tier 5-9)
Dire need begets great innovation, and Ghalcor, a cleric of Iomedae, created a revolutionary new weapon to fight the demons that poured out of the Worldwound at the end of the First Mendevian Crusade. Unfortunately, the fiends overwhelmed Ghalcor and his assistants before they could arm and trigger the weapon, but complex fail-safes sealed off Ghalcor's tower and kept the device from falling into abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor's secret weapon could be the factor that turns the tide, so the Pathfinder Society has agreed to find a way past the indiscriminate safeguards to secure the device for the crusaders-a task complicated by their pushing past enemy lines.
GM: jbane
Player 1: O.J.
Player 2: Richard
Player 3:
Player 4:
Player 5:
Player 6: Drew?
More than a decade has passed since the Goblinblood Wars left the nation of Isger in shambles, and the Pathfinder Society uses the many abandoned roads through the county's interior to smuggle valuable relics. But when a series of attacks on the Varisian caravans carrying the illicit cargo puts the route in jeopardy, it falls to the PCs to investigate and rid the region of the threat to the Society's operations.
GM: Monika
Player 1: Hillary
Player 2: katanaedge316
Player 3: Calvin
Player 4: Zaia
Player 5: Sean
Player 6: Michael
04-07 Severing Ties ***CORE*** (Tier 1-5)
The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar. After proving their value to the Aspis Consortium by carrying out a number of tasks throughout the City of Cyphers, the Pathfinders can learn the location of one of the consortium's local allies and ensure that the support the Aspis Consortium is counting on from their friends won't come.
GM: Randy
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6: Drew?
04-23 Rivalry's End (Tier 3-7)
The Pathfinder Society's conflict with the Aspis Consortium in the frontier region of Varisia has come to a head, and the time to secure dominance of the ancient land is now. But despite mounting victories on the Society's part, the Aspis Consortium still has a few tricks up its sleeves, including several powerful agents from the Pathfinders' past who could prove too challenging an obstacle to surmount. Can the PCs end the ongoing struggle for control of the flow of ancient Thassilonian artifacts out of Varisia's ports, or will the Aspis Consortium succeed in keeping the Pathfinder Society ever in its shadow as it profits on the exploitation of the millennia?
GM: Mark
Player 1: Richard
Player 2: Andrew
Player 3: Drew
Player 4: Glen
Player 5:
Player 6:
Alternate: jbane
05-13 Weapon in the Rift (Tier 5-9)
Dire need begets great innovation, and Ghalcor, a cleric of Iomedae, created a revolutionary new weapon to fight the demons that poured out of the Worldwound at the end of the First Mendevian Crusade. Unfortunately, the fiends overwhelmed Ghalcor and his assistants before they could arm and trigger the weapon, but complex fail-safes sealed off Ghalcor's tower and kept the device from falling into abyssal hands. As the Fifth Mendevian Crusade rages on, Ghalcor's secret weapon could be the factor that turns the tide, so the Pathfinder Society has agreed to find a way past the indiscriminate safeguards to secure the device for the crusaders-a task complicated by their pushing past enemy lines.
GM: jbane
Player 1: O.J.
Player 2: Richard
Player 3:
Player 4:
Player 5:
Player 6: Drew?