Enchanted Realms - June 10, 2015
Posted: Thu May 28, 2015 2:31 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.
05-12 Destiny of the Sands Part 1: A Bitter Bargain (Tier 1-5)
Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage's investigation of his ancient order; however the lead dried up-that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion's past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand. 'A Bitter Bargain' is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5-15: Destiny of the Sands-Part 2: "Race to Seeker's Folly" and Pathfinder Society Scenario #5-16: Destiny of the Sands-Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
GM: Mark
Player 1: James Bane
Player 2: Hillary
Player 3: Michael
Player 4: BrockAllen62
Player 5: Glen
Player 6: Calvin
06-05 Slave Ships of Absalom (Tier 1-5)
The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom's darkest industries. Content in 'Slave Ships of Absalom' also contributes directly to the ongoing storylines of the Liberty's Edge and Sovereign Court
GM: Alex
Player 1: Ken Barrett
Player 2: KatanaEdge316
Player 3: Belinda
Player 4: Richard
Player 5: Nadia
Player 6:
04-19 The Night March of Kalkamedes ***CORE*** (Tier 1-5)
A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
GM: Brian
Player 1: Connor
Player 2:
Player 3: Mark
Player 4:
Player 5:
Player 6:
05-06 You Have What You Hold (Tier 3-7)
As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society's ambitions to the north. Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.
GM: Richard
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
03-04 The Kortos Envoy (Tier 7-11)
The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom, but the Pathfinder Society needs the help of one of the horsemen's greatest heroes and it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.
GM: O.J.
Player 1: Nick Petik
Player 2: Dave Petik
Player 3: Jimmie
Player 4:
Player 5:
Player 6:
05-12 Destiny of the Sands Part 1: A Bitter Bargain (Tier 1-5)
Amenopheus has learned that the legacy of the Jeweled Sages lies near the Osirian trade city of Eto, and the Pathfinder Society has pledged its support in the Sapphire Sage's investigation of his ancient order; however the lead dried up-that was until a familiar information broker contacted Amenopheus offering an exchange of services. To assist an ally and unlock the secrets of Osirion's past, the Society must deal with a deadly antagonist once more by sending the PCs to fulfill the bargain and collect its due. The only question is what price their foe will demand. 'A Bitter Bargain' is the first scenario in the three-part Destiny of the Sands campaign arc. It is followed by Pathfinder Society Scenario #5-15: Destiny of the Sands-Part 2: "Race to Seeker's Folly" and Pathfinder Society Scenario #5-16: Destiny of the Sands-Part 3: "Sanctum of the Sages." All three chapters are intended to be played in order.
GM: Mark
Player 1: James Bane
Player 2: Hillary
Player 3: Michael
Player 4: BrockAllen62
Player 5: Glen
Player 6: Calvin
06-05 Slave Ships of Absalom (Tier 1-5)
The metropolis of Absalom promotes commerce in its many forms, and although slavery is legal, it is increasingly common for citizens to frown on the institution. The practice becomes more questionable when an ally of the Pathfinder Society traces an attempt at supernatural surveillance through a slave. Sent as independent sleuths, the PCs must track down the source of this espionage, which takes them deep into underbelly of one of Absalom's darkest industries. Content in 'Slave Ships of Absalom' also contributes directly to the ongoing storylines of the Liberty's Edge and Sovereign Court
GM: Alex
Player 1: Ken Barrett
Player 2: KatanaEdge316
Player 3: Belinda
Player 4: Richard
Player 5: Nadia
Player 6:
04-19 The Night March of Kalkamedes ***CORE*** (Tier 1-5)
A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.
GM: Brian
Player 1: Connor
Player 2:
Player 3: Mark
Player 4:
Player 5:
Player 6:
05-06 You Have What You Hold (Tier 3-7)
As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society's ambitions to the north. Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.
GM: Richard
Player 1:
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
03-04 The Kortos Envoy (Tier 7-11)
The centaur tribes of the Isle of Kortos have long been an enigma to the people of Absalom, but the Pathfinder Society needs the help of one of the horsemen's greatest heroes and it falls to you to negotiate an agreement between the Decemvirate and the centaurs of the plains.
GM: O.J.
Player 1: Nick Petik
Player 2: Dave Petik
Player 3: Jimmie
Player 4:
Player 5:
Player 6: