Enchanted Realms - April 29, 2015
Posted: Tue Mar 24, 2015 5:25 pm
Games are supposed to start at 6:00 pm. If you arrive after 6:05 I do reserve the right to give your slot away.
01-48 The Devil We Know Pt 4: Rules of the Swift (Tier 1-5)
In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
GM: Richard
Player 1: Zaia
Player 2: Sean
Player 3: jbane
Player 4: seranan
Player 5: Vulse
Player 6: Bob
Player 7: Steve
03-21 Temple of Empyreal Enlightenment (Tier 1-5)
In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.
GM: O.J.
Player 1: Scott
Player 2: Preston
Player 3: Alyssa
Player 4: Daniel
Player 5: Erik Radspinner
Player 6: Byron
03-24 The Golden Serpent (Tier 5-9)
The Pathfinder Society sends a team of agents to meet an important contact in an unassuming restaurant in Absalom's Ivy District, but not everything is as it seems. What the Pathfinders find there will lead them into a lion's den of danger and intrigue in the City at the Center of the World.
GM: Brian
Player 1: Alex
Player 2: Belinda
Player 3: Chelsea
Player 4: Hjal
Player 5: Jimmie
Player 6:
05-14 Day of the Demon (Tier 3-7)
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
GM: Mark
Player 1: Zach
Player 2: Austin
Player 3: Mark
Player 4: Connor
Player 5: Michael
Player 6: Hillary
Alternate GM: Brandon
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
01-48 The Devil We Know Pt 4: Rules of the Swift (Tier 1-5)
In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
GM: Richard
Player 1: Zaia
Player 2: Sean
Player 3: jbane
Player 4: seranan
Player 5: Vulse
Player 6: Bob
Player 7: Steve
03-21 Temple of Empyreal Enlightenment (Tier 1-5)
In order to learn about the esoteric faith of the Empyreal Lord Korada, the PCs are sent by the Pathfinder Society to explore an abandoned aasimar temple to the benevolent deity. But what they find there is anything but an opportunity for peaceful reflection and enlightenment.
GM: O.J.
Player 1: Scott
Player 2: Preston
Player 3: Alyssa
Player 4: Daniel
Player 5: Erik Radspinner
Player 6: Byron
03-24 The Golden Serpent (Tier 5-9)
The Pathfinder Society sends a team of agents to meet an important contact in an unassuming restaurant in Absalom's Ivy District, but not everything is as it seems. What the Pathfinders find there will lead them into a lion's den of danger and intrigue in the City at the Center of the World.
GM: Brian
Player 1: Alex
Player 2: Belinda
Player 3: Chelsea
Player 4: Hjal
Player 5: Jimmie
Player 6:
05-14 Day of the Demon (Tier 3-7)
The Blakros family, long an ally of the Pathfinder Society, has come into possession of a manor house in the imperial nation of Cheliax, where a once prominent noble family was known to practice diabolism before the Age of Lost Omens. The Pathfinders' task is simple: clear the abandoned manor of any remaining threats before the Blakroses move in. Unfortunately, the estate hasn't sat empty as long as the Blakroses think it has, and its recent inhabitants were anything but the devil-worshipers who originally built the manor.
GM: Mark
Player 1: Zach
Player 2: Austin
Player 3: Mark
Player 4: Connor
Player 5: Michael
Player 6: Hillary
Alternate GM: Brandon
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6: