Enchanted Realms - August 27, 2014
Posted: Tue Jul 22, 2014 10:32 am
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: Randy
Player 1: Hetti Williams
Player 2: Emily Williams
Player 3: Alec R.
Player 4: Mr. Ticklefingers
Player 5: Connor
Player 6: Tim
03-05 Tide of Twilight (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: O.J.
Player 1: Brandon
Player 2: Chelsea
Player 3: Joe
Player 4: Jess
Player 5: Chelseas Brother
Player 6: Parker Murdock
01-48 Devil We Know Pt 4: Rules of the Swift (Tier 1-7)
In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
GM: Alex
Player 1: Nadia
Player 2: Cohma
Player 3: Belinda
Player 4: Nadias Friend
Player 5: Nadias Friend
Player 6: Nicholas
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: Randy
Player 1: Hetti Williams
Player 2: Emily Williams
Player 3: Alec R.
Player 4: Mr. Ticklefingers
Player 5: Connor
Player 6: Tim
03-05 Tide of Twilight (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: O.J.
Player 1: Brandon
Player 2: Chelsea
Player 3: Joe
Player 4: Jess
Player 5: Chelseas Brother
Player 6: Parker Murdock
01-48 Devil We Know Pt 4: Rules of the Swift (Tier 1-7)
In the conclusion of the Devil We Know campaign arc, you are called once more to Cassomir, where a mass abduction of the residents of Swift Prison has the entire town in a panic. Venture-Captain Hestia Themis once more partners you with an Aspis agent to see what link the Swift Prison event has to the earlier kidnapping of a Pathfinder agent. You will explore an empty prison, delve the tunnels below, and come face-to-face with the source of Cassomir's troubles in a vile grotto deep beneath the city.
GM: Alex
Player 1: Nadia
Player 2: Cohma
Player 3: Belinda
Player 4: Nadias Friend
Player 5: Nadias Friend
Player 6: Nicholas