Recap Episode 2
An out of control train, the Midnight sword was seen careening down a valley
the bridge is out. Was blown apart moments earlier.
Two figures emerge from the train an eyelash or two earlier. A shadowy man in a trenchcoat
and a teenage superstar-lookalie riding on the back of an enormous snake.
Behind them, three figures all tripple saddled on a large black horse. On the reigns a shiny gnome,
the middle a young man with long black hair and shining armour, and a spectacled lady who seems
too proper and clean to be here in the dirty west.
This posse is chasing a raven who himself was chasing a pack of bats flying towards the Iron Hills.
They lost the bats in the blanket of night. When dawn broke, a dust digger as big as a barn
was entertaining the notion of making this posse its breakfast.
They managed to get away relatively unharmed.. after more journeying to what they soon discover to be the
'The Sinking Sands' they witnessed the rare sight of a pod of Sand Whales....chased by sand sharks.
These sharks being mighty hungry an' all, decided it was far easier pickins to go after the posse
instead. It was dealt with by the raven who was some sort of shifter. Turned to an ork which seemed to
communicate with the beasts. Worth notin that the ork seems to resemble a tree more than an ork. Which
is quite queer considering the locale.
Of course the Ork only dealt with the what we call betas of the frenzy. The orks gifts weren't enough to
persuade the alpha. An altercation took place, but the party was saved by a Keeper. A native woman named
Antinanco. A discussion then took place about direction. Now the posse is now about to start off for
the Atikamekw (Ah ti kah meh Q ) Camp.
Saloon Menu - Medium Town
BeastMaster CR6
XP 2,400
Human ranger 7
N Medium humanoid
Init +1; Senses Perception +11
DEFENSE
AC 17, touch 11, flat-footed 16 (+5 armor, +1 Dex, +1 shield)
hp 59 (7d10+21)
Fort +7, Ref +6, Will +3
OFFENSE
Spd 30 ft.
Melee +1 warhammer +12/+7 (1d8+5/x3) or
+1 warhammer +10/+5 (1d8+5/x3) and
+1 handaxe +10/+5 (1d6+5/x3)
Ranged composite longbow +8/+3 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (humanoid [human] +4, animal +2)
Ranger Spells Prepared (CL 4th; concentration +5)
1st—longstrider, speak with animals
STATISTICS
Str 18, Dex 13, Con 14, Int 10, Wis 12, Cha 8
Base Atk +7; CMB +11; CMD 22
Feats Diehard, Double Slice, Endurance, Improved Two- Weapon Fighting, Lunge, Step Up, Two-Weapon Defense, Two-Weapon Fighting
Skills Climb +11, Handle Animal +9, Heal +5, Knowledge (dungeoneering) +5, Knowledge (nature) +5, Perception +11, Ride +10, Stealth +10, Survival +11 (+14 to follow tracks), Swim +10
Languages Common
SQ favored terrain (urban +2), hunter's bond (animal companion), track +3, wild empathy +6, woodland stride
Combat Gear +1 chain shirt, +1 handaxe, +1 warhammer, composite longbow with 20 arrows, 26 gp
Highwayman CR6
XP 2,400
Human fighter 4/rogue 3
CN Medium humanoid (human)
Init +4; Senses Perception +7
DEFENSE
AC 19, touch 14, flat-footed 15 (+5 armor, +4 Dex)
hp 53 (7 HD; 4d10+3d8+18)
Fort +8, Ref +9, Will +2; +1 vs. fear
Defensive Abilities bravery +1, evasion, trap sense +1
OFFENSE
Spd 30 ft.
Melee +1 spiked chain +12/+7 (2d4+4) or sap +10/+5 (1d6+1 nonlethal)
Ranged Pistol Dagger +11/+6 (1d4+1/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +2d6
STATISTICS
Str 12, Dex 18, Con 14, Int 13, Wis 8, Cha 10
Base Atk +6; CMB +10 (+14 when tripping); CMD 21 (23 vs. trip)
Feats Agile Maneuvers, Combat Expertise, Deceitful, Exotic Weapon Proficiency (spiked chain), Improved Feint, Improved Trip, Weapon Finesse, Weapon Focus (spiked chain), Weapon Specialization (spiked chain)
Skills Acrobatics +14, Appraise +5, Bluff +12, Climb +5, Disable Device +11, Disguise +14, Escape Artist +10, Intimidate +4, Perception +7 (+8 to find traps), Ride +9, Sleight of Hand +8, Stealth +14, Swim +5
Languages Common, Halfling
SQ armor training 1, rogue talent (finesse rogue), trapfinding +1
Combat Gear potion of invisibility; Other Gear +1 chain shirt, +1 spiked chain, masterwork composite longbow (+1 Str) with 20 arrows, sap, cloak of resistance +1, disguise kit, light horse (combat trained) with saddle, silk rope, smokestick, thieves' tools
Sheriff/Guard/Captain CR6
XP 2,400
Human fighter 7
LN Medium humanoid
Init +1; Senses Perception +6
DEFENSE
AC 20, touch 11, flat-footed 19 (+9 armor, +1 Dex)
hp 57 (7d10+19)
Fort +8, Ref +4, Will +4; +2 vs. fear
Defensive Abilities bravery +2
OFFENSE
Spd 30 ft.
Melee +1 halberd +14/+9 (1d10+10/x3) or
sap +11/+6 (1d6+4 nonlethal)
Ranged Musket +8/+3 (1d12+4/x3)
Space 5 ft.; Reach 5 ft.
Special Attacks weapon training (pole arms +1)
STATISTICS
Str 18, Dex 12, Con 14, Int 13, Wis 8, Cha 10
Base Atk +7; CMB +11 (+15 trip); CMD 22 (24 vs. trip)
Feats Alertness, Combat Expertise, Dazzling Display, Greater Trip, Improved Trip, Iron Will, Persuasive, Weapon Focus (halberd), Weapon Specialization (halberd)
Skills Diplomacy +5, Handle Animal +4, Intimidate +12, Knowledge (engineering) +5, Perception +6, Profession (soldier) +5, Ride +2, Sense Motive +8
Languages Common, Halfling
SQ armor training 2
Combat Gear potions of cure moderate wounds (2), tanglefoot bags (2); Other Gear masterwork full plate, +1 halberd, composite longbow (+4 Str) with 20 arrows, sap, cloak of resistance +1, 35 gp
Guns Guns Guns
Early Firearms | |||||||||||
---|---|---|---|---|---|---|---|---|---|---|---|
(Early) One-Handed Firearms | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special | Source |
Buckler gun | 750 gp | 1d4 | 1d6 | ×4 | 10 ft. | 1 (5 ft.) | 2 | 6 lbs. | B and P | — | UC |
Pepperbox | 3,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 6 | 5 lbs. | B and P | — | UC |
Pistol | 1,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 (5 ft.) | 1 | 4 lbs. | B and P | — | UC |
Pistol, coat | 750 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — | UC |
Pistol, dagger | 740 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — | UC |
Pistol, double-barreled | 1,750 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1–2 (5 ft.) | 2 | 5 lbs. | B and P | — | UC |
Pistol, dragon | 1,000 gp | 1d4 | 1d6 | ×4 | 20 ft. | 1–2 (5 ft.) | 1 | 3 lbs. | B and P | scatter | UC |
Pistol, sword cane | 775 gp | 1d3 | 1d4 | ×3 | 10 ft. | 1 (5 ft.) | 1 | 1 lb. | B and P | — | UC |
(Early) Two-Handed Firearms | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special | Source |
Blunderbuss | 2,000 gp | 1d6 | 1d8 | ×2 | special | 1–2 (10 ft.) | 1 | 8 lbs. | B and P | scatter | UC |
Culverin | 4,000 gp | 2d6 | 2d8 | ×4 | 30 ft. | 1 (10 ft.) | 1 | 40 lbs. | B and P | scatter | UC |
Double hackbut | 4,000 gp | 2d10 | 2d12 | ×4 | 50 ft. | 1–2 (5 ft.) | 2 | 18 lbs. | B and P | — | UC |
Fire lance | 25 gp | 1d4 | 1d6 | ×4 | 10 ft. | 1–4 (5 ft.) | 1 | 4 lbs. | P | — | UC |
Musket | 1,500 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–2 (5 ft.) | 1 | 9 lbs. | B and P | — | UC |
Musket, axe | 1,600 gp | 1d6 | 1d8 | ×4 | 30 ft. | 1–2 (5 ft.) | 1 | 6 lbs. | B and P | — | UC |
Musket, double-barreled | 2,500 gp | 1d10 | 1d12 | ×4 | 40 ft. | 1–3 (5 ft.) | 2 | 11 lbs. | B and P | — | UC |
Musket, warhammer | 1,600 gp | 1d6 | 1d8 | ×4 | 30 ft. | 1–2 (5 ft.) | 1 | 6 lbs. | B and P | — | UC |
Advanced Firearms | |||||||||||
(Advanced) One-Handed Firearms | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special | Source |
Revolver | 4,000 gp | 1d6 | 1d8 | ×4 | 20 ft. | 1 | 6 | 4 lbs. | B and P | — | UC |
(Advanced) Two-Handed Firearms | Cost | Dmg (S) | Dmg (M) | Critical | Range | Misfire | Capacity | Weight1 | Type2 | Special | Source |
Rifle | 5,000 gp | 1d8 | 1d10 | ×4 | 80 ft. | 1 | 1 | 12 lbs. | B and P | — | UC |
Rifle, pepperbox | 7,000 gp | 1d8 | 1d10 | ×4 | 80 ft. | 1–2 | 4 | 15 lbs. | B and P | — | UC |
Shotgun | 5,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 1–2 | 1 | 12 lbs. | B and P | scatter | UC |
Shotgun, double-barreled | 7,000 gp | 1d6 | 1d8 | ×2 | 20 ft. | 1–2 | 2 | 15 lbs. | B and P | scatter | UC |
2 A weapon with two types is both types if the entry specifies “and.”