Shade of the Uskwood

GM NotEspi's page

2,159 posts. Alias of NotEspi.


Current Campaigns


Flaxseed Lodge (PFS1)


#5–22: Scars of the Third Crusade - Round Robin (inactive)


Rolls:

[dice=Initiative, Devin]1d20 + 2[/dice]
[dice=Initiative, Ilarien]1d20 + 4[/dice]
[dice=Initiative, Ninnic]1d20 + 6[/dice]
[dice=Initiative, Sakura]1d20 + 0[/dice]
[dice=Initiative, Shenendril]1d20 + 3[/dice]
[dice=Initiative, Zandu]1d20 + 5[/dice]

[dice=Perception, Devin]1d20 + 1[/dice]
[dice=Perception, Ilarien]1d20 + 4[/dice]
[dice=Perception, Ninnic]1d20 + 10[/dice]
[dice=Perception, Sakura]1d20 + 5[/dice]
[dice=Perception, Shenendril]1d20 + 6[/dice]
[dice=Perception, Zandu]1d20 + 9[/dice]

Rules of the investigation:
There is an extra ruleset in this scenario to reflect you interacting with a location or major characters:
  • Each day will be split into 3 different phases - morning, afternoon, evening - quick errands, or your meetings to compare notes do not count as an extra phase. A phase represents time you spend investigating and gathering information.
  • At the beginning of a phase, each of you would select a location to investigate
  • At the end of a phase (or during), depending on your success, you will be given information from the locals to help you with the investigation.
  • Note that each location can provide a limited amount of information. As such, I would advise to "Split up, and search for clues.", and perhaps later meet up to compare what you found out.

MAP LINK

Gameday VII Solstice Scar C with GM Worg Start 08-13-18 (inactive)


Gameday VII Solstice Scar C Tier 5-6

GM Not Espi's Evergreens (Standard) (inactive)


Initiative:

[dice=Opposition]1d20 + x[/dice]
[dice=Baied]1d20 + 1[/dice]
[dice=Eldak]1d20 + 4[/dice]
[dice=Feza]1d20 + 3[/dice]
[dice=Kaa]1d20 + 1[/dice]
[dice=Ophelia]1d20 + 6[/dice]
[dice=Senma]1d20 + 4[/dice]

Gameplay Map

Confirmation Sheets / Wounded Wisp Sheets

Lost Archive Handouts

Wall of Names

Fimbrik's Note / Karina Clamp

GM NotEspi's "Out of Anarchy" (Standard) (inactive)


An informant of the Society got stuck in the town of Pezzack after an uprising 5 yeargo ago and a subsequent blockade. Having recently been contacted by him, the Society sends a team to extract their operative.

Maps and Handouts

Init:
[dice=Cypher]1d20 + 1[/dice]
[dice=Eadric]1d20 + 2[/dice]
[dice=Helme]1d20 + 5[/dice]
[dice=Oma]1d20 + 8[/dice]
[dice=Soraya]1d20 + 2[/dice]
[dice=Tenibri]1d20 + 2[/dice]

GM NotEspi's "The Dalsine Affair" (Standard) (inactive)


An intricate web of political intrigue and ages-old religious conflicts threaten the Pathfinder Society’s presence in the land of Taldor and its capital - Oppara.

Maps and Handouts

Initiative:
[dice=Cypher]1d20 + 1[/dice]
[dice=Eadric]1d20 + 2[/dice]
[dice=Helme]1d20 + 5[/dice]
[dice=Oma]1d20 + 8[/dice]
[dice=Soraya]1d20 + 2[/dice]
[dice=Tenibri]1d20 + 2[/dice]

GM NotEspi's "To Scale the Dragon" (Standard 5-9) [OutPost] (inactive)


The last remains of a sage from an age long past rests high atop the snow-covered tips of the Fog Peaks in Southern Galt. The Society wants his bones. FOR SCIENCE!

Maps and handouts

Init:
[dice=Malachite]1d20 + 2[/dice]
[dice=Odo]1d20 + 3[/dice]
[dice=Raimdol]1d20 + 3[/dice]
[dice=Raman]1d20 + 4[/dice]
[dice=Yariccki]1d20 + 0[/dice]

Fatigued:
A fatigued character can neither run nor charge and takes a –2 penalty to Strength and Dexterity. Doing anything that would normally cause fatigue causes the fatigued character to become exhausted.

GM NotEspi's Confirmation 1 (Standard) (inactive)


Map link

Initiative:

[dice=Thing(s)]1d20 + x[/dice]
[dice=Aurora]1d20 + 4[/dice]
[dice=Blossom]1d20 + 3[/dice]
[dice=Brynjar]1d20 + 1[/dice]
[dice=Minmaximus]1d20 + 3[/dice]
[dice=Nattia]1d20 + 2[/dice]
[dice=Taleck]1d20 + 5[/dice]
[dice=Utara]1d20 + 4[/dice]

GM NotEspi's Confirmation 2 (Standard) (inactive)


Map link

Initiative:

[dice=Thing(s)]1d20 + x[/dice]
[dice=Carlotta]1d20 + 0[/dice]
[dice=Evariel]1d20 + 4[/dice]
[dice=Jean-Robur]1d20 + 0[/dice]
[dice=Utu]1d20 + 2[/dice]
[dice=Vorden]1d20 + 0[/dice]
[dice=Vorden's Eidolon]1d20 + 1[/dice]
[dice=Zaratina]1d20 + 4[/dice]

GM NotEspi's Master of the Fallen Fortress (Standard) 1 (inactive)


Map

Initiative Roll:

[dice=Opposition]1d20 + x[/dice]
[dice=Elutheria]1d20 - 2[/dice]
[dice=Harrisk]1d20 + 5[/dice]
[dice=Kaa]1d20 + 1[/dice]
[dice=Lissaya]1d20 + 3[/dice]
[dice=Ryllkwynne]1d20 + 5[/dice]
[dice=Senma]1d20 + 4[/dice]

GM NotEspi's Master of the Fallen Fortress (Standard) 2 (inactive)


Map

Initiative:

[dice=Opposition]1d20 + x[/dice]
[dice=Celegon]1d20 + 6[/dice]
[dice=Durun]1d20 + 3[/dice]
[dice=Jorun]1d20 - 2[/dice]
[dice=Kiddir]1d20 + 4[/dice]
[dice=Mae]1d20 + 2[/dice]
[dice=Zahira]1d20 + 3[/dice]

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


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.

NotEspi's "Severing Ties" (Standard) - Table B (inactive)


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=Alessio]1d20 + 4[/dice]
[dice=Badriyah]1d20 + 2[/dice]
[dice=Consequences]1d20 + 5[/dice]
[dice=Juno]1d20 + 0[/dice]
[dice=Miklos]1d20 + 8[/dice] (-2 w/o panache)
[dice=Setare]1d20 + 4[/dice]

Perception:
[dice=Alessio]1d20 + 5[/dice]
[dice=Badriyah]1d20 + 5[/dice]
[dice=Consequences]1d20 + 10[/dice]
[dice=Juno]1d20 + 6[/dice] (+2 stonecunning)
[dice=Miklos]1d20 + 7[/dice]
[dice=Setare]1d20 + 4[/dice]


Maps and Handouts

NotEspi's #1-06 : Lost on the Spirit Road (inactive)


NotEspi's 'Clash in Kaimuko Wood' [PbP Gameday VII] (Table A) (inactive)


On a recent foray into Kwanlai, the Pathfinder Society learned that a conniving being from the Abyss has been targeting righteous communities on the border between the tengu nation and Tianjing to the south.

Maps & Handouts

Init / Perc:

Initiative:
[dice=Faerin Boulderstep]1d20 + 2[/dice]
[dice=Chak Chak]1d20 + 2[/dice]
[dice=Li-Shuo]1d20 + 6[/dice]
[dice=Phosdlon]1d20 + 3[/dice]
[dice=Stugbu]1d20 + 2[/dice]
[dice=Tarragon the Golden]1d20 + 1[/dice]

Perception:
[dice=Faerin Boulderstep]1d20 + 7[/dice]
[dice=Chak Chak]1d20 + 11[/dice]
[dice=Li-Shuo]1d20 + 13[/dice]
[dice=Phosdlon]1d20 + 5[/dice]
[dice=Stugbu]1d20 - 1[/dice]
[dice=Tarragon the Golden]1d20 + 7[/dice]

Amara Li's Letter:
Honored Pathfinders and treasured colleagues,
I received an urgent request from an old friend of our Society, the samurai Shiyo Takarak of the Way of the Kirin. To my surprise, she has been working with another, more recently acquired friend of the Society: an archon of Heaven named Zepha. The two, it seems, have been pursuing leads discovered by one of our Society’s previous expeditions into the Kimu Mountains. Clearly impressed with their previous interactions with our colleagues, the two have asked for skilled Pathfinders to lead an expedition into Tianjing to follow the trail of evidence further. This is an excellent opportunity to strengthen our ties with both the Way of the Kirin and the archon. It also provides an opportunity to explore some of Tianjing and perhaps some of its ancient celestial-inspired architecture, arts, and philosophies. Zepha and Shiyo are in Kwanlai’s capital, Hisuikarasu, planning the expedition. Meet them there in the private room of the Gilded Lotus Teahouse.

With Regards,
Venture-Captain Amara Li

Tokens:

Tai Dan - Gained, Unused
Toko - Gained, Unused
Naki - Not gained
Aasimar Tokens - 2x earned, none used

NotEspi's 'Clash in Kaimuko Wood' [PbP Gameday VII] (Table B) (inactive)


On a recent foray into Kwanlai, the Pathfinder Society learned that a conniving being from the Abyss has been targeting righteous communities on the border between the tengu nation and Tianjing to the south.

Maps & handouts

Init / Perc:

Initiative:
[dice=Felicitas]1d20 + 4[/dice]
[dice=Gorund Kahn]1d20 + 1[/dice]
[dice=Lin Kai]1d20 +2/+8[/dice]
[dice=Narayan Singh]1d20 +2/+6[/dice]
[dice=Shonne]1d20 + 6[/dice]
[dice=Victoria Hennessee]1d20 + 9[/dice]

Perception:
[dice=Felicitas]1d20 + 5[/dice]
[dice=Gorund Kahn]1d20 + 19[/dice]
[dice=Lin Kai]1d20 + 17 + 1d8[/dice]
[dice=Narayan Singh]1d20 + 6[/dice]
[dice=Shonne]1d20 + 6[/dice]
[dice=Victoria Hennessee]1d20 + 6[/dice]

Amara Li's Letter:
Honored Pathfinders and treasured colleagues,
I received an urgent request from an old friend of our Society, the samurai Shiyo Takarak of the Way of the Kirin. To my surprise, she has been working with another, more recently acquired friend of the Society: an archon of Heaven named Zepha. The two, it seems, have been pursuing leads discovered by one of our Society’s previous expeditions into the Kimu Mountains. Clearly impressed with their previous interactions with our colleagues, the two have asked for skilled Pathfinders to lead an expedition into Tianjing to follow the trail of evidence further. This is an excellent opportunity to strengthen our ties with both the Way of the Kirin and the archon. It also provides an opportunity to explore some of Tianjing and perhaps some of its ancient celestial-inspired architecture, arts, and philosophies. Zepha and Shiyo are in Kwanlai’s capital, Hisuikarasu, planning the expedition. Meet them there in the private room of the Gilded Lotus Teahouse.

With Regards,
Venture-Captain Amara Li

Tokens:

Tai Dan - Lost
Toko - Nope
Naki - Lost
Aasimar tokens - 2x earned, none used

Why no tengu tokens?

Quote:
Each aid token represents the tengus’ willingness to take greater personal risks or otherwise spend their own limited resources to directly aid the PCs.

This exchange, pretty much.

NotEspi's Assault on Absalom (#9-00) [Gameday VII] (inactive)


Absalom has stood strong against attackers for nearly 5,000 years, and the land around it remains littered with the siege castles of failed invaders. However, centuries have passed since Absalom last repelled a siege in earnest, and a new warlord has gathered a supernatural army and ghastly allies that will test the city walls.

Mission list

Maps and Handouts

Boons from prep. phase:

Defensive Wards - Party beat the hard DC

Easy: The PCs help establish potent abjurations that protect them in addition to protecting the city. Once during the adventure, when an opponent’s attack roll to confirm a critical hit succeeds by 4 or less, the group can activate this reward to negate the confirmation of the critical hit.

Average: When using the reward above, the group can instead turn any confirmed critical hit into a normal hit.

Hard: In place of the reward above, the group can force an opponent to reroll an attack once during the adventure.

Evacuation Notice - Party beat the easy DC.

Easy: Once the people reach the safety of the walls, they regret their initial stubbornness and become thankful. The PCs can draw upon this goodwill once during the adventure: one PC can reroll a failed Bluff, Diplomacy, or Intimidate check and use the new result.

Used: A Noble Cause

Reconnaissance - Party beat the hard DC

Easy: The PCs find that the army consists of various kinds of creatures stitched together from demonic flesh: constructs, oozes, and undead.

Average: The PCs notice both that the army’s field commanders are all minotaurs and that there are true demons among the army’s ranks.

Hard: Each PC gains a single piece of +1 bane ammunition (such as an arrow, bolt, shuriken, or sling bullet). The bane weapon special ability is keyed to a creature type (and subtype, if applicable) of the PC’s choice.

Strange Things - party beat the hard DC.

Hard: Once during the adventure, when the group encounters one or more undead opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.

Catching a Spy - party beat the hard DC.

Hard: Once during the adventure, when the group encounters one or more construct opponents, the group can activate this reward to grant the PCs a +4 bonus on their initiative checks for that encounter.

House Objective Boons:
Dark Archive: Pathfinder agents begin broadcasting illuminated signals that confuse the Black Echelon agents. Once during the adventure, the PCs can activate this benefit grant all undead creatures present the confused condition for 1 round. If an undead creature confused in this way attacks a PC, it takes a penalty on its attack rolls equal to half the group’s APL.

The Exchange: A cache of pristine and deadly armaments becomes available. At the beginning of one encounter, the PCs can activate this benefit to treat the enhancement bonuses of all their weapons as 2 higher for the duration of the encounter. Treat the effective enhancement bonus of mundane weapons as +0.

Grand Lodge: Absalom’s flag rises over Fort Tempest and emboldens the city’s defenders. At the beginning of one encounter, the PCs can activate this benefit to gain a number of temporary hit points equal to three times their APL (minimum 6 temporary hit points); these last until the end of the encounter.

Liberty’s Edge: Freed slaves cast off their chains to join Absalom’s defense. At the beginning of one encounter, the PCs can activate this benefit to increase their land speed by 10 feet for the duration of the encounter.

Scarab Sages: The powerful construct Gulgamodh awakens and seeks out invaders to strike down with its arcane cannon. The group gains one free use of the Aid Token’s Allied Offensive benefit (multiply the additional damage dealt by 150%) that the PCs can activate at their discretion.

Silver Crusade: The faithful of Sarenrae return to Absalom in force to heal embattled defenders’ wounds. The group gains one free use of the Aid Token’s Burst of Healing benefit that the PCs can activate at their discretion.

Sovereign Court: Members of Absalom’s nobility rally the defenders and direct their household guards to shore up key areas. The group gains one free use of the Aid Token’s Timely Inspiration benefit that the PCs can activate at their discretion.

Perception:
[dice=Vari]d20+5[/dice]
[dice=Perrine]d20+4[/dice]
[dice=Zailus]d20+3[/dice]
[dice=Yagi]d20+9[/dice]

Initiative:
[dice=Vari]d20+5[/dice]
[dice=Perrine]d20+3[/dice]
[dice=Zailus]d20+3[/dice]
[dice=Yagi]d20+3[/dice]

NotEspi's Between the Lines (Standard) [7-01] (inactive)


Rival explorers have beaten the Pathfinders to a valuable site in Katapesh, but fortunately most of the riches - including the obscure text the Society sought in the first place - have ended up in the capitol’s extensive bazaars.

Maps and Handouts

Init:

[dice=Cypher]1d20 + 1[/dice]
[dice=Doran]1d20 + 4[/dice]
[dice=Helme]1d20 + 1[/dice]
[dice=Hullric]1d20 + 3[/dice]
[dice=Pazacku]1d20 + 2[/dice]
[dice=Tenibri]1d20 + 6[/dice]

Will:

[dice=Cypher]1d20 + 4[/dice]
[dice=Doran]1d20 + 3[/dice]
[dice=Helme]1d20 + 7[/dice]
[dice=Hullric]1d20 + 5[/dice]
[dice=Pazacku]1d20 + 6[/dice]
[dice=Tenibri]1d20 + 5[/dice]

NotEspi's Evergreens (Standard) (inactive)


Initiative:

[dice=Cypher]1d20 + 1[/dice]
[dice=Eadric]1d20 + 2[/dice]
[dice=Helme]1d20 + 5[/dice]
[dice=Mori]1d20 + 1[/dice]
[dice=Raman]1d20 + 3[/dice]
[dice=Ssresrandu]1d20 + 2[/dice]

Maps

Oykiv´s Frozen Fingers of Midnight subtier 1-2 (inactive)


Tactical map

Initiatives:

spoiler=Initiatives]
[dice=Thrugg initiative]1d20+2[/dice]
[dice=M'boka initiative]1d20+1[/dice]
[dice=Silver Warden initiative]1d20+3[/dice]
[dice=Merisiel initiative]1d20+6[/dice]
[dice= Anibal Ibarr initiative] 1d20+6[/dice]
[dice=Enemy initiative]1d20+2[/dice]
[/spoiler

Pastel Order Modules (inactive)


Slides document for maps

Rolls:

Perception
[dice=Perception Andrezzi]1d20 + 5[/dice]
[dice=Perception, Florence]1d20 + 10[/dice]
[dice=Perception, Golos]1d20 + 4[/dice]
[dice=Perception, Therin]1d20 + 6[/dice]

Initiative
[dice=Initiative, Andrezzi]1d20 + 2[/dice]
[dice=Initiative, Florence]1d20 + 3[/dice]
[dice=Initiative, Golos]1d20 + 2[/dice]
[dice=Initiative, Therin]1d20 + 3[/dice]

PbP Gameday VII: PFS Scenario #8-22: Wrath of the Fleshwarped Queen [Tier 1-5] (inactive)


Viridian Brigade - the Artume Incident (inactive)


[PFS] GD-VII AoA GM Thread (inactive)


[PFS_Aerondor] 00-05 Mists of Mwangi (1-2) (inactive)


Sketch map

Map

initiative:

[dice=Aiden]1d20+1[/dice]
[dice=Hakimo]1d20+1[/dice]
[dice=Zaamir]1d20+2[/dice]
[dice=Natula]1d20+2[/dice]
[dice=Anibal]1d20+6[/dice]
[dice=baddy]1d20+0[/dice]

Chronicles