Enchanted Realms - August 10, 2016
Posted: Mon Jul 25, 2016 10:07 am
5-15 Destiny of the Sands Pt 2: Race to Seeker's Folly (1-5)
The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize? 'Race to Seeker's Folly' is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: Destiny of the Sands-Part 1: "A Bitter Bargain" and is followed by 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 1: Bill
GM 2: Randy
Player 1: Austin
Player 2: Kevin
Player 3: Richard
Player 4: Jonathan
Player 5: Eric
Player 6: Scott
Player 7: Zach W
Player 8: Kevin
Player 9:
Player 10:
Player 11:
Player 12:
6-01 Trial By Machine (1-5) ***CORE***
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: Mark
Player 1: Marks nephew
Player 2: Jim
Player 3: Hjal
Player 4: Devon
Player 5: Zaia
Player 6: Emily
6-02 The Silver Mount collection (3-7)
The esteemed Blakros family-famous for their museum in Absalom-receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.
GM: Sean
Player 1: James
Player 2: Keith
Player 3: Georgie
Player 4: Michael
Player 5:
Player 6:
7-29 All For Immortality Pt 3: Serpents Fall (12-15)
The elite Pathfinders have unraveled secrets within secrets, all of which point to a mastermind poised to strike from the Chelish military port of Ostenso. Sending agents so deep into enemy territory risks brutal reprisal, yet it cannot compare to the evils that will arise if the Society does not intervene. There is no recourse but to strike at the very heart of the Aspis Consortium itself, and the PCs shall wield the blade! 'Serpents Fall' is the third and final scenario in the three-part All for Immortality campaign arc. It is preceded by Pathfinder Society Scenario #7-20: 'First Taste of Eternity' and followed by Pathfinder Society Scenario #7-26: 'All the Gods Beyond.' All three chapters are intended to be played in order.
GM: O.J.
Player 1: Brandon
Player 2: Micheal
Player 3: Jacob
Player 4: Brian
Player 5: Alex
The Pathfinder Society has discovered the location of a powerful Osirian artifact secreted beneath the sands, but they are not the only ones who seek its power. The Pathfinders must endure the scalding Osirian desert, brave its inhabitants, and watch for hidden dangers if they are to survive. Can the PCs reach the ruins before their rivals claim the prize? 'Race to Seeker's Folly' is the second scenario in the three-part Destiny of the Sands campaign arc. It follows Pathfinder Society Scenario #5-12: Destiny of the Sands-Part 1: "A Bitter Bargain" and is followed by 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 1: Bill
GM 2: Randy
Player 1: Austin
Player 2: Kevin
Player 3: Richard
Player 4: Jonathan
Player 5: Eric
Player 6: Scott
Player 7: Zach W
Player 8: Kevin
Player 9:
Player 10:
Player 11:
Player 12:
6-01 Trial By Machine (1-5) ***CORE***
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: Mark
Player 1: Marks nephew
Player 2: Jim
Player 3: Hjal
Player 4: Devon
Player 5: Zaia
Player 6: Emily
6-02 The Silver Mount collection (3-7)
The esteemed Blakros family-famous for their museum in Absalom-receives a large shipment of artifacts from Numeria but fears that the ever-vigilant Technic League will attack to reclaim its "stolen" property. When they request the help of Pathfinders to help guard the collection, the PCs discover that the Technic League is the least of their worries.
GM: Sean
Player 1: James
Player 2: Keith
Player 3: Georgie
Player 4: Michael
Player 5:
Player 6:
7-29 All For Immortality Pt 3: Serpents Fall (12-15)
The elite Pathfinders have unraveled secrets within secrets, all of which point to a mastermind poised to strike from the Chelish military port of Ostenso. Sending agents so deep into enemy territory risks brutal reprisal, yet it cannot compare to the evils that will arise if the Society does not intervene. There is no recourse but to strike at the very heart of the Aspis Consortium itself, and the PCs shall wield the blade! 'Serpents Fall' is the third and final scenario in the three-part All for Immortality campaign arc. It is preceded by Pathfinder Society Scenario #7-20: 'First Taste of Eternity' and followed by Pathfinder Society Scenario #7-26: 'All the Gods Beyond.' All three chapters are intended to be played in order.
GM: O.J.
Player 1: Brandon
Player 2: Micheal
Player 3: Jacob
Player 4: Brian
Player 5: Alex