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.

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Saloon Menu - Medium Town



Food and Drink
Breakfast: 3 sp
Hode fried bread, boiled eggs, stew, and fresh
spring water

Dinner: 3 sp
game bird or cold mutton joint, Hode fried bread,
cabbage or root, and fresh spring water

Specialty: 5 sp
Rose’s Riverberry Cobbler

Fresh kill: 1 gp
wild deer, bear, hare, or fish

Ale: 5 cp
Redsand Red ale: 2 sp
Black sap: 5 cp
Single malt: 1 sp

Companionship
Just a quickie: 1 gp
Behind the curtain for a few: 5 gp
A private room: 10 gp
Specialist: At the lady’s discretion

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BeastMaster CR6





Beast Master
CR 6
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—longstriderspeak 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

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Highwayman CR6

Highwayman
CR 6
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 invisibilityOther 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

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Sheriff/Guard/Captain CR6

Watch Captain
CR 6
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

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Guns Guns Guns

Early Firearms
(Early) One-Handed FirearmsCostDmg (S)Dmg (M)CriticalRangeMisfireCapacityWeight1Type2SpecialSource
Buckler gun750 gp1d41d6×410 ft.1 (5 ft.)26 lbs.B and PUC
Pepperbox3,000 gp1d61d8×420 ft.1–2 (5 ft.)65 lbs.B and PUC
Pistol1,000 gp1d61d8×420 ft.1 (5 ft.)14 lbs.B and PUC
Pistol, coat750 gp1d31d4×310 ft.1 (5 ft.)11 lb.B and PUC
Pistol, dagger740 gp1d31d4×310 ft.1 (5 ft.)11 lb.B and PUC
Pistol, double-barreled1,750 gp1d61d8×420 ft.1–2 (5 ft.)25 lbs.B and PUC
Pistol, dragon1,000 gp1d41d6×420 ft.1–2 (5 ft.)13 lbs.B and PscatterUC
Pistol, sword cane775 gp1d31d4×310 ft.1 (5 ft.)11 lb.B and PUC
(Early) Two-Handed FirearmsCostDmg (S)Dmg (M)CriticalRangeMisfireCapacityWeight1Type2SpecialSource
Blunderbuss2,000 gp1d61d8×2special1–2 (10 ft.)18 lbs.B and PscatterUC
Culverin4,000 gp2d62d8×430 ft.1 (10 ft.)140 lbs.B and PscatterUC
Double hackbut4,000 gp2d102d12×450 ft.1–2 (5 ft.)218 lbs.B and PUC
Fire lance25 gp1d41d6×410 ft.1–4 (5 ft.)14 lbs.PUC
Musket1,500 gp1d101d12×440 ft.1–2 (5 ft.)19 lbs.B and PUC
Musket, axe1,600 gp1d61d8×430 ft.1–2 (5 ft.)16 lbs.B and PUC
Musket, double-barreled2,500 gp1d101d12×440 ft.1–3 (5 ft.)211 lbs.B and PUC
Musket, warhammer1,600 gp1d61d8×430 ft.1–2 (5 ft.)16 lbs.B and PUC
Advanced Firearms
(Advanced) One-Handed FirearmsCostDmg (S)Dmg (M)CriticalRangeMisfireCapacityWeight1Type2SpecialSource
Revolver4,000 gp1d61d8×420 ft.164 lbs.B and PUC
(Advanced) Two-Handed FirearmsCostDmg (S)Dmg (M)CriticalRangeMisfireCapacityWeight1Type2SpecialSource
Rifle5,000 gp1d81d10×480 ft.1112 lbs.B and PUC
Rifle, pepperbox7,000 gp1d81d10×480 ft.1–2415 lbs.B and PUC
Shotgun5,000 gp1d61d8×220 ft.1–2112 lbs.B and PscatterUC
Shotgun, double-barreled7,000 gp1d61d8×220 ft.1–2215 lbs.B and PscatterUC
1 Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
2 A weapon with two types is both types if the entry specifies “and.”

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Monster Hunter CR5

Monster Hunter
CR 5
XP 1,600
Human ranger 6
N Medium humanoid (human)
Init +3; Senses Perception +10

DEFENSE

AC 18, touch 13, flat-footed 15 (+4 armor, +3 Dex, +1 shield)
hp 45 (6d10+12)
Fort +6, Ref +8, Will +3

OFFENSE

Spd 30 ft.
Melee mwk battleaxe +10/+5 (1d8+3/x3) or dagger +9/+4 (1d4+3/19-20)
Ranged +1 Blunderbuss +10/+5 (1d8+4) or Rapid Shot +1 Blunderbuss +8/+8/+3 (1d8+4/x3) or dagger +9 (1d4+3/19-20)
Space 5 ft.; Reach 5 ft.
Special Attacks favored enemy (magical beasts +4, monstrous humanoids +2)
Ranger Spells Prepared (CL 3rd; concentration +3)
1st—speak with animals

STATISTICS

Str 16, Dex 16, Con 13, Int 10, Wis 12, Cha 8
Base Atk +6; CMB +9; CMD 22
Feats Endurance, Improved Precise Shot, Mounted Archery, Mounted Combat, Point-Blank Shot, Rapid Shot, Self-Sufficient
Skills Climb +11, Handle Animal +8, Heal +8, Knowledge (nature) +5, Perception +10, Ride +11, Stealth +11, Survival +12 (+15 to follow tracks), Swim +7
Languages Common
SQ hunter's bond (animal companion [hawk]), favored terrain (forest +2), track +3, wild empathy +5
Combat Gear masterwork chain shirt, masterwork buckler, masterwork battleaxe, dagger, +1 composite longbow (+3 Str) with 40 arrows, cold iron arrows (10), alchemical silver arrows (10), light horse (combat trained), saddle, 4 gp

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KYRA CR7

KYRACR 7
XP 3,200
Human cleric 7
NG Medium humanoid (human)
Init +0; Senses Perception +4
DEFENSE
AC 21, touch 13, flat-footed 21 (+8 armor, +3 deflection)
hp 56 (7d8+21)
Fort +7, Ref +3, Will +10
OFFENSE
Speed 20 ft.
Melee +1 scimitar +8 (1d6+3/18–20)
Ranged sling +5 (1d4+2)
Special Attacks channel positive energy 7/day (DC 17, 6d6 [+7 vs. undead])
Domain Spell-Like Abilities (CL 7th; concentration +11)
7/day—rebuke death (1d4+3)
Cleric Spells Prepared (CL 7th; concentration +11)
4th—cure critical woundsfire shiel dDholy smite (DC 18)
2nd—bull's strengthcure moderate woundsheat meta lD (DC 16), hold person (DC 16), spiritual weapon
1st—blesscommand (DC 15), cure light woundsdivine favorendure element sDshield of faith
0 (at will)—detect magicguidancelightstabilize
D Domain spell; Domains Healing, Sun
TACTICS
Before Combat Kyra casts shield of faith before the start of the encounter.
During Combat Kyra focuses her attacks on any creatures that are innately and irredeemably evil—such as evil outsiders and undead—while offering a chance of redemption to those who can still be turned to good, and healing her allies as needed. Those who refuse her offer of redemption, however, she exterminates.
Base Statistics Without shield of faith, Kyra's statistics are AC 19, touch 11, flat-footed 19.
STATISTICS
Str 14, Dex 10, Con 12, Int 11, Wis 18, Cha 14
Base Atk +5; CMB +7; CMD 18
Skills Diplomacy +12, Heal +14, Knowledge (religion) +10
Languages Common, Kelish
SQ aura, healer's blessing
Combat Gear oil of align weaponoil of daylightpotion of eagle's splendorscroll of comprehend languagesscroll of lesser restorationscroll of magic circle against evilwand of cure light wounds (50 charges), thunderstone (2); Other Gear +2 breastplate+1 scimitar, sling with 10 bullets, cloak of resistance +1phylactery of positive channelingring of protection +1, antitoxin, backpack, bedroll, silver holy symbol, spell component pouch, trail rations (2), waterskin, 38 gp
KYRACR 12
XP 19,200
Human cleric 12
NG Medium humanoid (human)
Init +1; Senses Perception +4
DEFENSE
AC 25, touch 15, flat-footed 24 (+10 armor, +4 deflection, +1 Dex)
hp 105 (12d8+48)
Fort +13, Ref +10, Will +15
OFFENSE
Speed 30 ft.
Melee +2 flaming scimitar +17/+12 (1d6+8/18–20 plus 1d6 fire)
Ranged mwk sling +14/+9 (1d4+6)
Special Attacks channel positive energy 8/day (DC 21, 8d6 [+12 vs. undead]), nimbus of light (12 rounds/day)
Domain Spell-Like Abilities (CL 12th; concentration +16)
7/day—rebuke death (1d4+6)
Cleric Spells Prepared (CL 12th; concentration +16)
6th—blade barrier (DC 20), healDmass cure moderate wounds
4th—cure critical woundsfire shieldDfreedom of movementholy smite (DC 18), tongues
3rd—daylightdispel magicinvisibility purgeprayersearing lightDspeak with dead (DC 17)
2nd—align weapondelay poisonheat meta lD (DC 16),hold person (DC 16), lesser restorationspiritual weapon
0 (at will)—detect magicguidancelightstabilize
D Domain spell; Domains Healing, Sun
TACTICS
Before Combat Kyra casts divine favor and shield of faith before the start of the encounter.
During Combat Kyra focuses her attacks on any creatures that are innately and irredeemably evil—such as evil outsiders and undead—while offering a chance of redemption to those who can still be turned to good, and healing her allies as needed.
Base Statistics Without divine favor and shield of faith, Kyra's statistics are AC 23, touch 13, flat-footed 22; Melee +2 flaming scimitar +14/+9 (1d6+5/18–20 plus 1d6 fire); Ranged mwk sling +11/+6 (1d4+3);CMD 25.
STATISTICS
Str 16, Dex 12, Con 14, Int 11, Wis 18, Cha 16
Base Atk +9; CMB +12; CMD 27
Skills Diplomacy +18, Heal +19, Knowledge (religion) +15
Languages Common, Kelish
SQ aura, healer's blessing
Combat Gear potion of eagle's splendorpotion of remove blindness/deafnesspotion of remove cursepotion of remove diseasescroll of break enchantmentscroll of neutralize poisonscroll of water breathingwand of cure moderate wounds (50 charges), thunderstone (2); Other Gear +4 mithral breastplate+2 flaming scimitar, masterwork sling with 10 bullets, belt of physical perfection +2cloak of resistance +3horn of goodness/evil,pearl of power (3rd level), phylactery of positive channelingring of protection +2, antitoxin, backpack, bedroll, silver holy symbol, spell component pouch, trail rations (2), waterskin, 138 gp

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