Enchanted Realms - September 10, 2014
Posted: Thu Sep 04, 2014 7:24 am
01-52 City of Strangers Part 2: The Twofold Demise (Tier 1-7)
A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours. The Twofold Demise is the second and final scenario in the The City of Strangers campaign arc and is the sequel to Pathfinder Society Scenario #51: The City of Strangers-Part I: The Shadow Gambit.
GM: Sean
Player 1: Zaia
Player 2: Cohma
Player 4: Steven Farmer
Player 5: Nadia
Player 6: Vox_Fera
Player 7: Eric Farmer
Player 3: Derek
05-08 The Confirmation (Tier 1)
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society's rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site's secrets will not only contribute to the society's body of knowledge but shape the exciting careers ahead for each of the prospective agents.
GM: Eric Farmer
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
00-02 The Hydra's Fang Incident (Tier 1-5)
After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.
GM: O.J.
Player 1: Hetti Williams
Player 2: Randy Williams
Player 3: Hjal Nelson
Player 4: Jona
Player 5: Preston
Player 6: Alyssa
04-07 Severing Ties (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: Brian
Player 1: Jess
Player 2: Joe
Player 3: Alex
Player 4: Emily
Player 5:
Player 6:
Backup GM: Randy Williams
A powerful local gang in Kaer Maga demands that you end the threat of the Shadow Lodge at once as the Lodge's very existence upsets the delicate local balance of power. Refusal means both the expulsion of the Pathfinder Society from Kaer Maga forever and your untimely deaths. The choice is yours. The Twofold Demise is the second and final scenario in the The City of Strangers campaign arc and is the sequel to Pathfinder Society Scenario #51: The City of Strangers-Part I: The Shadow Gambit.
GM: Sean
Player 1: Zaia
Player 2: Cohma
Player 4: Steven Farmer
Player 5: Nadia
Player 6: Vox_Fera
Player 7: Eric Farmer
Player 3: Derek
05-08 The Confirmation (Tier 1)
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society's rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site's secrets will not only contribute to the society's body of knowledge but shape the exciting careers ahead for each of the prospective agents.
GM: Eric Farmer
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
00-02 The Hydra's Fang Incident (Tier 1-5)
After an Andoren village is razed by the Hydra's Fang, a renegade Chelish slaver-ship, outrage threatens the stability of both nations. You and your fellow Pathfinders are sent to capture the Fang before the Inner Sea is pitched into political frenzy.
GM: O.J.
Player 1: Hetti Williams
Player 2: Randy Williams
Player 3: Hjal Nelson
Player 4: Jona
Player 5: Preston
Player 6: Alyssa
04-07 Severing Ties (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: Brian
Player 1: Jess
Player 2: Joe
Player 3: Alex
Player 4: Emily
Player 5:
Player 6:
Backup GM: Randy Williams