Enchanted Realms - May 20, 2015
Posted: Wed Apr 29, 2015 11:23 pm
00-04 The Frozen Fingers of Midnight (Tier 1-5)
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
GM: Richard
Player 1: Vulse
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
03-11 Quest for Perfection Part 2: On Hostile Waters (Tier 1-5)
With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia? "On Hostile Waters" is the second scenario in the three-part The Quest for Perfection campaign arc. It follows Pathfinder Society Scenario #3-09: The Quest for Perfection-Part I: The Edge of Heaven and is followed by Pathfinder Society Scenario #3-13: The Quest for Perfection-Part III: Defenders of Nesting Swallow. All three chapters are intended to be played in order.
GM: Mark
Player 1: Sallen
Player 2: Erik R
Player 3:
Player 4:
Player 5:
Player 6:
06-06 Hall of the Flesh Eaters ***CORE*** (Tier 1-5)
Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.
GM: Sean
Player 1: Zaia
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
05-07 Port Godless (Tier 5-9)
Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society's upcoming expedition into the Worldwound, but if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared.
GM: ??
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
06-20 Returned to the Sky (Tier 7-11)
Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device's secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in 'Returned to the Sky' contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty's Edge, and Silver Crusade factions.
GM: Alex
Player 1: O.J.
Player 2: Belinda
Player 3: Hjal
Player 4: Brandon
Player 5: Chelsea
Player 6: Brian
Skelg the Ripper, envoy from the Land of the Linnorm Kings, lies wasting in his villa on the outskirts of Absalom. A frigid curse followed Skelg from his northern homeland and grips his bearish heart in its frosty embrace. As the bizarre freezing ailment pushes Skelg to the brink of death, the Society dispatches you and your fellow Pathfinders to uncover the secrets of the freezing curse before Absalom falls to its icy grip.
GM: Richard
Player 1: Vulse
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
03-11 Quest for Perfection Part 2: On Hostile Waters (Tier 1-5)
With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia? "On Hostile Waters" is the second scenario in the three-part The Quest for Perfection campaign arc. It follows Pathfinder Society Scenario #3-09: The Quest for Perfection-Part I: The Edge of Heaven and is followed by Pathfinder Society Scenario #3-13: The Quest for Perfection-Part III: Defenders of Nesting Swallow. All three chapters are intended to be played in order.
GM: Mark
Player 1: Sallen
Player 2: Erik R
Player 3:
Player 4:
Player 5:
Player 6:
06-06 Hall of the Flesh Eaters ***CORE*** (Tier 1-5)
Shrouded in thick fog, the shifting Gloomspires north of the Shackles have long frustrated explorers. However, a recent discovery by the Pathfinder Society has revealed a brief opportunity to navigate the columns safely and search for the lost treasure of the legendary pirate Sevenfingers. The only problem is that the Pathfinders are not the only visitors to the Gloomspires.
GM: Sean
Player 1: Zaia
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
05-07 Port Godless (Tier 5-9)
Few are as adept at fighting demons as the Riftwardens, an organization of spellcasters dedicated to protecting the boundaries between the planes. Many are already committed to the Fifth Crusade in Mendev and are unable to assist the Pathfinders directly in the society's upcoming expedition into the Worldwound, but if the Pathfinders assist the Riftwardens elsewhere, perhaps a small number of the mages might be free to return the favor. Unfortunately, this means entering the godless nation Rahadoum, where several Riftwardens have recently disappeared.
GM: ??
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
06-20 Returned to the Sky (Tier 7-11)
Part of a Numerian relic once thought scattered to the winds has found its way back to the savage land of super-science, and the Pathfinder Society must track down the component if they are to unlock the device's secrets. Clues point to the economic hub Chesed, where only the descendants of a shattered clan can share where their revered ancestor buried the strange artifact. Can the PCs brave the troubled city, evade the vigilant agents of the Technic League, and survive a trip into the Numerian wastes? Content in 'Returned to the Sky' contributes directly to the Year of the Sky Key metaplot as well as the ongoing storyline of the Exchange, Liberty's Edge, and Silver Crusade factions.
GM: Alex
Player 1: O.J.
Player 2: Belinda
Player 3: Hjal
Player 4: Brandon
Player 5: Chelsea
Player 6: Brian