NotEspi's "Severing Ties" (Standard) (Inactive)

Game Master NotEspi

The Pathfinder Society has discovered a new Aspis Consortium base in the pirate city of Riddleport and sends a small team of agents to infiltrate the rival cell disguised as newly hired mercenaries from Magnimar.

Initiative / Perception:

Initiative:
[dice=Cypher]1d20 + 1[/dice]
[dice=Eadric]1d20 + 2[/dice]
[dice=Garr]1d20 + 2[/dice]
[dice=Helme]1d20 + 5[/dice]
[dice=Kazu]1d20 + 5[/dice]
[dice=Tenibri]1d20 + 2[/dice] (1/day 2d20 take higher)

Perception:
[dice=Cypher]1d20 + 0[/dice]
[dice=Eadric]1d20 + 7[/dice]
[dice=Garr]1d20 + 7[/dice]
[dice=Helme]1d20 +125[/dice]
[dice=Kazu]1d20 + 10[/dice]
[dice=Tenibri]1d20 +9[/dice]


Maps and Handouts

Frightened:
Frightened
A frightened creature flees from the source of its fear as best it can. If unable to flee, it may fight. A frightened creature takes a –2 penalty on all attack rolls, saving throws, skill checks, and ability checks. A frightened creature can use special abilities, including spells, to flee; indeed, the creature must use such means if they are the only way to escape.

Frightened is like shaken, except that the creature must flee if possible. Panicked is a more extreme state of fear.


The Game Master has not yet created a description for this campaign.