Enchanted Realms - January 20, 2016
Posted: Tue Dec 29, 2015 6:37 pm
0-01 Silent Tide **CORE** (Tier 1-5)
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
GM: Brian
Player 1: Glen
Player 2: Calvin
Player 3: Sean
Player 4: Zaia
Player 5: Jimmy
Player 6:
4-01 Rise of the Goblin Guild (Tier 1-5)
When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments-and face to face with a burgeoning thieves' guild.
GM: Cohma
Player 1: KatanaEdge316
Player 2: Drew
Player 3: James
Player 4: Erik R.
Player 5: Jesse
Player 6: Logan
04-13 Fortress of the Nail (Tier 5-9)
The Pathfinder Society sends a team of agents into a Hellknight citadel to free a wrongfully imprisoned ally. Among the law-bound knights, however, they may find that getting out of the prison isn't as easy as getting in.
GM: Richard
Player 1: Val
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
5-10 Where Mammoths Dare Not Tread (Tier 7-11)
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead-all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.
GM: Skyshark
Player 1: O.J.
Player 2: Hillary
Player 3: Micheal
Player 4:
Player 5:
Player 6:
When strange reports of misty undead spread through Absalom, you and your fellow Pathfinders are dispatched to the half-drowned district of Puddles. Notoriously rough, the drooling addicts, flesh panderers, and quick-handed knifers of Puddles are the least of your worries. The night's tide brings with it an ancient armada of some long-forgotten war and you are the only thing between their mist-shrouded ghost fleet and Absalom's utter oblivion.
GM: Brian
Player 1: Glen
Player 2: Calvin
Player 3: Sean
Player 4: Zaia
Player 5: Jimmy
Player 6:
4-01 Rise of the Goblin Guild (Tier 1-5)
When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments-and face to face with a burgeoning thieves' guild.
GM: Cohma
Player 1: KatanaEdge316
Player 2: Drew
Player 3: James
Player 4: Erik R.
Player 5: Jesse
Player 6: Logan
04-13 Fortress of the Nail (Tier 5-9)
The Pathfinder Society sends a team of agents into a Hellknight citadel to free a wrongfully imprisoned ally. Among the law-bound knights, however, they may find that getting out of the prison isn't as easy as getting in.
GM: Richard
Player 1: Val
Player 2:
Player 3:
Player 4:
Player 5:
Player 6:
5-10 Where Mammoths Dare Not Tread (Tier 7-11)
Despite several promising developments on the front lines, it's increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead-all without falling prey to the area's powerful megafauna, savage demons, and relentless barbarian tribes.
GM: Skyshark
Player 1: O.J.
Player 2: Hillary
Player 3: Micheal
Player 4:
Player 5:
Player 6: