Enchanted Realms - June 3, 2015
Posted: Thu May 28, 2015 2:30 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.
#06-10 The Wounded Wisp (Tier 1-2)
More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it's up to the PCs to solve a puzzle whose pieces are scattered across Absalom-and whose prize dates back to the Society's darkest years. "The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom's greatest sites.
GM: James Bane
Player 1: Milamber
Player 2: Milamber Friend
Player 3: KatanaEdge316
Player 4:
Player 5:
Player 6:
06-01 Trial by Machine (Tier 1-5)
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
GM: Sean
Player 1: Ken Barrett
Player 2: Glen
Player 3: Calvin
Player 4: Michael
Player 5: Hillary
Player 6: Zaia
03-05 Tide of Twilight ***CORE*** (Tier 1-5)
In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.
GM: Brian
Player 1: Mark
Player 2: Connor
Player 3: Jacob
Player 4: Jimmie
Player 5:
Player 6:
Alternate: Mark Cohen
05-09 The Traitor's Lodge (Tier 3-7)
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion.
GM: Mark
Player 1: Richard
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
04-03 The Golemworks Incident (Tier 5-9)
When the Golemworks in Magnimar starts reporting some 'problems' with their most recent batch of golems, the PCs are sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization.
GM: O.J.
Player 1: David Petik
Player 2: Nick Petik
Player 3: Tim Campbell
Player 4:
Player 5:
Player 6:
#06-10 The Wounded Wisp (Tier 1-2)
More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it's up to the PCs to solve a puzzle whose pieces are scattered across Absalom-and whose prize dates back to the Society's darkest years. "The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom's greatest sites.
GM: James Bane
Player 1: Milamber
Player 2: Milamber Friend
Player 3: KatanaEdge316
Player 4:
Player 5:
Player 6:
06-01 Trial by Machine (Tier 1-5)
More than a millennium has passed since the "machine mage" Karamoss's failed siege of Absalom, and for years the Pathfinder Society has used upper reaches of his subterranean siege tower as a training ground for initiates. During a routine drill, the once-dormant dungeon springs to life, and it will take all the PCs' resourcefulness and skill to make it out alive.
GM: Sean
Player 1: Ken Barrett
Player 2: Glen
Player 3: Calvin
Player 4: Michael
Player 5: Hillary
Player 6: Zaia
03-05 Tide of Twilight ***CORE*** (Tier 1-5)
In researching a recently recovered druidic lorestone, the Pathfinder Society learns of a powerful artifact with the power to turn men into bestial abominations. Amid claims of increased werewolf activity in the region, the PCs travel into the heart of the Verduran Forest to retrieve the valuable relic from a cabal of evil druids believed to currently hold it.
GM: Brian
Player 1: Mark
Player 2: Connor
Player 3: Jacob
Player 4: Jimmie
Player 5:
Player 6:
Alternate: Mark Cohen
05-09 The Traitor's Lodge (Tier 3-7)
During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city's defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons' offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion.
GM: Mark
Player 1: Richard
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
04-03 The Golemworks Incident (Tier 5-9)
When the Golemworks in Magnimar starts reporting some 'problems' with their most recent batch of golems, the PCs are sent to investigate in the hope that the Pathfinder Society can get on good terms with the influential arcane organization.
GM: O.J.
Player 1: David Petik
Player 2: Nick Petik
Player 3: Tim Campbell
Player 4:
Player 5:
Player 6: