Showing posts with label Season 1. Show all posts
Showing posts with label Season 1. Show all posts

Season 1, Episode 4A

Party heads to town

Party sees a campsite..
—————————————————
overhears some members of the gang ask why they are in a camp when theres a perfectly good
inn over yonder in town. 
“Just because _____ is superstitious?”

Party member feels the voice is familiar

Before they can pin point it, they hear some guns cocking. 

They definitely know who these people are. 

“Why, isn’t it our old pals from Merc & Co”
“Remember me?”

(how good is their memory?)
Tracked this gang to the Glass Valley, a place down south where the sun is so hot, sand forms into sharp glass, and even the rocks were like blades. They made their hideout within.

Looks like you exchanged yer knight for a native. Business mustn’t be doing so well. 
——————————————————
Encounter with the __________ gang. 

Mounted Archer
Ronin
Barbarian
One armed wand user
(eventually they flee, swearing revenge)
——————————————
Players reach the town, its a ghost town. Not a sound except for the sound of flies. 

Stables - Dead horses, eaten by coyotes, flies
Inn/Tavern - One or two drinks hidden somewhere, everything else was ransacked, tables and chairs strewn over, upstairs as well. 
Bank - emptied, Ransacked
Trading Post - emptied, Ransacked
Smithy - emptied, Ransacked
etc… - emptied, Ransacked


——————————

By Marmoseth | , | A comment?

Recap Episode 3

Weird West Chronicles Episode 3 Recap Cliffnotes

- The world is huge! (1 day = 48hours of daylight, 24hours of night)
- Parties mounts turned into tiny statuettes, can be turned back into mount via command word
  example: Banana-rama
- Cool spirit Sand Rays with custom colours (racing stripes included!)
- Giant Sand Serpent - (The Blind One)
- Marlow Ten dies saving the party, hair was not able to be recovered.
- Party loots body of Marlow (good shit - horse still a statue)
- Party arrives at 'White Fish' camp
- Party gains party member Namid the half elf native in exchange for food,heals,shelter
- Namid shows off power amplifying device. Split second of weird being standing behind namid.
- Body of a giant crow/raven, head of a skull.
- Party levels up as result.
- Party preps to leave camp...what will happen next?
- Stay tuned, same weird west time, same weird west channel.

By Marmoseth | , | A comment?

Season 1, Episode 3A




Once Upon a Time in the Weird West, anarchy reigned supreme.
People were losing hope... in institutions.
Back then.. Corrupted to the bone
There are few who withstand the chaos.
You need either smarts, grit or luck to survive.
and if you have all three... you may even live.
------------------------------------------------
Recap
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.
------------------------------------------------
Season 1:Episode 3A

Since we havent played in awhile, can everyone describe their characters?
For the benefit of Darren
------------------------------------------------
You see before you a native woman. Antinanco, also known as The Watcher. She is the keeper of the
sandwhales. She has dark brown hair adorned with red feathers. Her face has strong masculine features.
Olive green eyes, and dark blue markings on streaked on her eyes, with red markings down her cheeks.

She is wearing nothing but a white skirt-loin cloth. Her body is adorned with red, green and blue tattoos,
geometric patterns (aztecan-navajo hybrid). In her hand is a large harpoon like weapon. Though on her back
she carries both a long bow and two tomahawks. On her waist is a small leather skin pouch.
------------------------------------------------
From it she takes out a turqoise crystal that glows faintly.
She looks at all of you, whispers into it and takes a few steps back.
A wind from nowhere starts to pick up, it almost has a musical quality to it.
Suddenly, the sand errupts as six giant sand rays appear out of the silky sands.

These rays are big enough for one person to ride it comfortably, they seem to have be slightly translucent
and each has an aura that glows slighlty.
[Each choose one, and each can describe how their rays look like.]

Knowledge religion (DC15) - To know that you must bow and ask their permissions
If not, they seem to want to 'swim' away, but Antinanco goes ahead and talks to them in a tounge that only
Zaid sort of knows. (Dialect - only some words are understandable)

Antinanco approaches Naz's snake mount, and asks him.
"May I?"

She then gives a kiss to (Snake mounts name here), and it slowly turns into a statuette like object.
She does the same to the other horses. One given to Dirinni, and one to Lem.
[for the nerds, this acts as a figurine of wondrous power, choose a command word and that'll turn the statuette
back to normal]
------------------------------------------------
She looks back to all of you. With a tone of seriousness in her voice
"Beware trevellers, the faster you get out of the Sinking Sands the better.
This desert is not the biggest, yet it is just as dangerous."

*when the player gets on the ray, its translucency is reduced noticably
*As soon as the party mounts, the rays take off.
The desert floor whizzes past your feet [theres a shot of the party from below, sun at your backs as the rays jump over the sand dunes..like a ski jump]
rocks and cacti and even a bison at one point seem to dissappear in an eye beat.
Some cacti have to be dodged, but you soon realise by shifting your weight left and right it does
aid the Rays in avoiding obstacles.
[this speed and freedome is seriously fun]
------------------------------------------------
Perception check DC15 - a familiar sight appears to the right and left flank of all of you.
The frenzy of sharks has returned.

We will now engage what is known as a skill challenge.
Players will need to convince the GM that a paticular skill your character has
is relevant in doing a particular task or overcoming a particular challenge.

So you will need to describe how it will be done aswell.
*example - There is a cactus smack dab and center to your character, you choose to use the ride skill
to expertly steer the ray away from the cactus and dodge it.

The rules for these are:- You need 8 non-consecutive successes to succeed at the challenge, but only 3 non-consecutive
failures to fail the challenge. You cannot use the same skill as you used the last time, and the next player cannot
use the same skill as the player before them.

Remember you can use items to supplement what you are doing. [for example using your gun to attempt to frighten the sharks]

So all of you are racing your rays through the desert. Sand Sharks surround you.
*roll initiative*
Initiative paints a picture of the position. ((make lem one of the front ones))
If Lem is nat 1, he dies.

A shark appears from beneath and attempts to take a bite at you.
A massive rock formation seems to appear from nowhere due to the speed of the rays.
The rays in an attempt to shake the sharks off, take a sharp left into a cacti forest.
Fins surface around you, they are moving information ahead, like they want to cut you off.
A couple of bigger fins appear out of the sands.
A shark attempts to bite you from beneath, breaching and attempts to push you off your Sand Ray.
A huge sand dune is infront of you, it is steep, and judging from the angle it will be a spectacular jump.
One of the shark appears right in front of you
A huge shark surfaces and is riding side by side you, he attempts to take a side-swipe-bite out of you.
A couple of sharks are infront of you forming a barrier of fins.
You enter a rocky valley.. (loose rocks etc)

*Lem dies here* - Big Alpha shark catches Lems sequined clothing, as the other sharks jump on him.
(let Darren act out the death scene)
The sharks bring dive down into the sand with Lem.
--------------------------------------------------------------------------------
As the sharks now gone, you get a chance to catch your breath. You can even sit on your rays.
(Let players RP reaction to Lems Death)

As late afternoon descends into early evening. You hear a distant beating of drums. It gets louder and louder
as you see light and smoke from a native camp. This camp is situated ontop of a rocky pleateu separate from the
sinking sands.

This must be the place.

The soft sand transitions into hard rock as you ascend upwards to the camp.
As you arrive, you are greeted by several native men, similar decorations and adornments as Antinanco
though not as much jewelery, feathers nor tattoos. Even their cloths are not white but tan in colour.
Their arrows are pointed at each of you.

From behind them an old elderly man appears. His headpiece
looks like the stylised beak of an bird (one that you've never seen before..though chould be the stylistic choice)
Feathers of red, blue, green and black adorn his headpiece.

"Who are you? Who sent you here?"
"Antinanco..my daughter?"
"Why did she send you here?"

He thinks for a moment. "She must've seen something in all of you. She is not one to invite danger, especially
not into our home". "I am Chief Mapiya, leader of the White Fish tribe"

"Come come.. you may be of some use. In exchange for shelter,food, water and to tend to your wounds."
--------------------------------------------------------------------------------------------------
He motions all of you to sit by the big fire in the middle of the camp. He seats crossed legged on a platform slightly raised.
It is made of ivory white tree branches.

Sitting next to him is a man, the people tend to the chief, bringing him his pipe, and filling his cup.
But they do not look at the man next to him in the eye, nor do they tend to him.

-------------------------------
You also notice that this man has ears that are slightly pointed and sharp.

(tell darren that he can ask for water and what not, and they will begrudginly do it, after the chief gives them a
stern stare)
-----------------------------
*Let Darren describe his character. Just physical descriptions, or things that can be seen just by looking at him.

Before we talk business, it is our custom to partake in dinner.
He motions for a young girl Ichtaca she has blue stripped markings on her face, only a tatto on her shoulder
and she is carrying some devil grass (long thick grass used for burning).

"Square please prepare a place for them in the hall for them to rest."
"Come bring on the food!" Mapiya then motions again, as more young girls and boys present you with food and drink.

As you eat there are song and dance, and even telling of folklore tales.
These are:-
Monster Slayer, Coyote kills a giant, A Song of Horses
Chief Mapiya eats and drinks but he seems distracted, his eyes aglazed.

At the end of it all as the people descend into a more chilled mode, the sharing of drinks and pipe.
Chief Mapiya sits up straight and addresses all of you.
"So what is it that you do, and why are you here? We rarely get visited by those outside of the Sinking Sands."

"Now we talk business. To return our favour to all of you, I have but one request."
"My son here is of age, and is anxious to see the world. I ask that you take him under your wing, keep him
safe as he trails with all of you"

(See if darren has anything to say)
-------------------------------------------
Darren brings out an item.
Get Darren to describe how it looks.
He turns it on, and it explodes with ghostly beings seem to come out of it and they crawl like a shadow towards all of you.
The devices starts shaking as soon as it is turned on.
Gasps from the villagers are heard.
-Boom it explodes and the whole camp goes dark-
Before it went dark though, Perception check DCwhatever..(You caught a glimpse of what looked like a giant crow
with a skull for a head behind Namid, as you blink, nothing is there.)

Several screams from some of the villagers, guys and girls alike.
As the shock simmers down, you see a young boy re-light the campfire.
He is a young male squa with brown hair, and green paint across his eyes. Hokk'ee
--------------------------------------------

Chief Mapiya clears his throat.
"Clearly the boy is gifted if not unrefined. But as the rivers smooth and polish stones.. so to might
the outside world bring to Namid"

"Do you agree?"
"Great.. now enough excitement for me. I shall retire for the moment. Ichtaca (the young girl from before) will show
you to your sleep spots."

The Chief gets up to leave, two muscular people dressed in furs, get up too and follow the chief.
(If they hadn't moved you probably would not have seen them)

Eventually as you all lay to bed, you do realise that you feel a little different. Nothing bad, it feels
like your inner power is somehow stronger.
--------------------
Slumber arrives, and you manage to wake up in the middle of the night.
the tribe people are already up and about, with a new campfire roaring in the middle.

You are presented with food.. consisting mostly of maize and a bit of rubbery meat
They also prepared a hot cocoa-coffee drink.
The temperature is cold.

"Before you leave, here take these rations."
"...and also these talismans. These will guide you in times of darkness and to protect you from harm"
The same boy (Hokk'ee) from earlier in the night comes and presents a box with 6 talismans in there.

These cloth talismans are rectangular like an armband, but you can wear them wherever you feel. Sewn in
(in a spectacular way that you can't even grasp how it was done...) are turqoise gems with cracks and
features that seem to slowly shift, as if it were clouds moving along the open plains.

+2 AC, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light)
Worth: 2000gp

By Marmoseth | , | A comment?

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.

By Marmoseth | , | A comment?

Season 1, Episode 2C

PCS are on their way to town when they hear a a coyote shriek horribly loud and strangely unnatural cries. Not long thereafter they discover the cadaver of a man who was killed that same day (with a kife in the back). The only clue about this man is that he probably was a bounty hunter; however there is nothing else obvious, such as whom he was after, or whoever killed him. 

-- Then the PC arrive in town, and they are quickly arrested by a number of armed men who angrily ask them what's their business here. In any case they bring them to their chief, Mr. Walden, a rich man who remains in his house, with guards all around on alert. Walden seems anxious, but speaking with the PCs will somewhat quiet down (unless the PCs behave suspiciously, which may directly lead to some gunfight). For some reason the man fears for his life; he tells the PCs of the "Coyote de la Muerte", which, when it is heard, is a sign of impending death. And Walden strongly believes that the next such announced death will be his own, although if he has a good reason to believe so, he won't explain it. Depending on what the PCs say, he may ask them their help, for example in finding the murderer of the cadaver they found earlier. 

-- In any case, a few hours later, preferably at night when the PCs are in the saloon, they again hear the horrible coyote shrieks. Shortly thereafter Walden is found dead, killed in the same way as the bounty hunter. If they investigate, the PCs will learn / discover, that an ancient Indian book (or buffalo skin, whatever) that Walden had acquired a couple of months ago, has just gone missing. One of his men may tell that the man had for intent to mount an expedition to some mountains not far away, as the book/buffalo skin/whatever looked like it was a map to some sacred place. It appears that Walden was a dabbler in magic, or at least interested in it, and hoped to find some source of mystical power in these mountains... which happen to be in Indian territory. After learning about the missing book/buffalo skin/whatever, the PCs will discover (provided they investigate) that Walden's murder was probably perpretrated by a criminal wanted by the law, and who has a hefty price put on his head. This may be a motivation for pursuing him and the book/buffalo skin/whatever. 

Random Encounter

-- When the PCs reach the mountain area, they will be ambushed by Were-Coyotes.
-- The Book is a source of power for the tribe. But they do not have the book.

Were-Coyote x4


Ashiga
Hastiin
Kilchi
Klah
Tahoma
Tse

Leader is :-
Sicheii 'Grandfather'

(book used to make spirit bullets for the gun the goblins took)

By Marmoseth | , | A comment?

Season 1, Episode 2B

-- When the PCs arrive at the monastery, they find all the monks subject to a worst disease (look like the bubonic plague), some of them already dead, the others agonizing and unable to move. This explains why the tank has not been resupplied. Of course, the PCs could also get the disease, despite it takes some time before they are totally incapacitated. 

-- A monk explains to the PCs what happened: a group of bandits came two weeks ago; they needed some doctor for their leader who was ill. They took almost by force the three monks capable of miraculous healing and left for the hills. The problem was that the bandits were already carrying the disease and infected the monks who then couldn't cure themselves. Of course the monk asks the PCs to go and search for the missing monk healers. 

-- Following the trail in the desert hills, the PCs arrive at the bandits' camp. It's an ancient prospectors' hamlet with a few crumbling houses and a small church. The church reeks of evil... Here is the hamlet's story: long ago a few prospectors settled there, and built a small church to thanks God when they found ghostrock. However, as soon as the church was finished, the prospectors wouldn't extract ghostrock anymore. They prayed to God over and over again, but to no avail as ghostrock was seemingly exhausted or well hidden. At last, in desperation and anger the prospectors decided to forfeit God and pray the Devil instead. The Church was converted to his worship, and the prospectors sold their souls to hell. More ghostrock was discovered thanks to the Devil, but the prospectors fought to the death to get it, and all died. Many years later a group of bandits discovered the place and decided to make it their base of operation. The bandit's leader eventually discovered the corpse of the last prospector who died guarding his ghostrock treasure. The corpse was rotten and moulded, and (probably thanks to the ghostrock effects) carried an horrible disease that the bandit caught. 

-- When the PCs enter the place, the bandits are all dead except for a small number of them who are under a demonic possession. The three monks were unable to cure them, as the plague is supernatural and the bandits cursed by their own evil. So all the bandits died, except for those who accepted to host one of the dead prospectors' undead spirits in exchange for being cured of the plague. These demon-bandits are much more powerful than the hosts were prior to the possession. If exorcized, a possessed bandit returns to normal, but plagued and will soon die. If a possessed bandit is killed, the undead spirit will come out of the body (maybe attacking). The three monks are still alive and kept prisonners for some ulterior gruesome purpose. If they are freed, the monks will be able to heal the PCs, provided these are not tainted by evil.

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Season 1, Episode 2A



wei-huai-xu-wei03.jpg


Train is in the sand now, is slowly sinking into the sand.
Suddenly swallowed by the sand


Nonlethal = HP = Staggered = 1 std act, or 1 move act not both.
Nonlethal > HP = Unconcious


[Read]
The Sun is just rising over the horizon in front of you. The cold dry air gives way to the slow building heat. [Players are facing east, Darkwood is West]


Behind you the cliffs which you all just miraculously survived the fall from, has got to at least 1000 meters in height which opens up to a landscape devoid of anything...

The sunlight illuminates a featureless desert. Every sand dune as big and as identical as the next. As you take a step you notice the sand is soft, very soft.. hampering your walking.




Wander the desert. Get lost, Desert featureless. 20% chance of trap

Heat deals nonlethal damage that cannot be recovered from until the character gets cooled off (reaches shade, survives until nightfall, gets doused in water, is targeted by endure elements, and so forth). Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a hot environment is lethal damage.
A character in very hot conditions (above 90° F) must make a Fortitude saving throw each hour (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per hour).
In severe heat (above 110° F), a character must make a Fortitude save once every 10 minutes (DC 15, +1 for each previous check) or take 1d4 points of nonlethal damage. Characters wearing heavy clothing or armor of any sort take a –4 penalty on their saves. A character with the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the Survival skill in Using Skills). Characters reduced to unconsciousness begin taking lethal damage (1d4 points per each 10-minute period).
A character who takes any nonlethal damage from heat exposure now suffers from heatstroke and is fatigued. These penalties end when the character recovers from the nonlethal damage she took from the heat.


Cold and exposure deal nonlethal damage to the victim. A character cannot recover from the damage dealt by a cold environment until she gets out of the cold and warms up again. Once a character has taken an amount of nonlethal damage equal to her total hit points, any further damage from a cold environment is lethal damage.
An unprotected character in cold weather (below 40° F) must make a Fortitude save each hour (DC 15, +1 per previous check) or take 1d6 points of nonlethal damage. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well (see the skill description).
In conditions of severe cold or exposure (below 0° F), an unprotected character must make a Fortitude save once every 10 minutes (DC 15, +1 per previous check), taking 1d6 points of nonlethal damage on each failed save. A character who has the Survival skill may receive a bonus on this saving throw and might be able to apply this bonus to other characters as well. Characters wearing a cold weather outfit only need check once per hour for cold and exposure damage.
A character who takes any nonlethal damage from cold or exposure is beset by frostbite or hypothermia (treat her as fatigued). These penalties end when the character recovers the nonlethal damage she took from the cold and exposure.
Extreme cold (below –20° F) deals 1d6 points of lethal damage per minute (no save). In addition, a character must make a Fortitude save (DC 15, +1 per previous check) or take 1d4 points of nonlethal damage.

[Read]
Bird sounds? In the distance crossing your view is a flock of birds, flying then diving into the sand. Repeating.. they seem to be hunting. The ground rumbles beneath your feet, and out of the sands a nose, followed by the body. first two, then three humongous beings appear. These are the Sand Whales of legend! It is said that the Sand Whales only appear to those who will become legends, or to people who are about to die. A whole pod of whales all are breaching.

[Perception 15]
You see that the whales are actually being chased...as several fins are sticking out of the sand. They move quickly, faster than the whales.

[Pause to seee if players react]

The fins all at once start to shift direction. They seem to be coming towards all of you. Closer and closer the brown fins are gaining speed. Just before they reach you..they sink beneath the sands.

Sand Trap

Sand shark surprise round!

5x Sand Shark
1x Boss Shark (Appears when defeat 2/4 sharks depends on how they do)

The boss shark jumps, mouth gaping about to swallow X whole when from nowhere, a harpoon pierces the Boss Sharks throat. A figure riding a giant brown Manta Ray. The Manta Ray stops hovering and lands just infront of your feet.

Encounter with The Watcher

You can call me The Watcher. I am the guardian of the Sand Whales. I was taking care of this ones mate when the rest of the frenzy escaped me. When I caught up, I saw you people.

[Where did you come from]
[What are you doing here]
[Where are you headed]

She offers to bring you all to camp.



By Marmoseth | , | A comment?

Antinanco


Name: Antinanco 'The Watcher' 
Race: Human
Tribe: atikamekw (White Fish)
Occupation: Whale Keeper

Antinanco or Anti is a young woman of about 21 years of age. And is part of the atikamekw tribe. They feel it is their duty to take care of the Wildlife in the sinking sands, due to people attacking the Sand Whales for their blubber, and arcane properties. 

Antinanco feels she should be called the Watcher rather than the Keeper (as was officially the name given to her)
as she does more watching and staying clear of the Whales. 


After helping the party with some particularly nasty desert creatures she tells the party where to head to, to get to town. 


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

By Marmoseth | , , | A comment?

Chin Xu Lian




Name: Chin Xu Lian
Race: Ork
Occupation: Leader of the Ork Chin clan.

Chin Xu Lian was born a slave along the 'Iron Snake' rail line.
After 20 long years of working under the thumb of the [???]
Chin finally snapped. One night, he along with 15 other orks,
rised up against the slavers and impaled them along the Iron Snake
rail line.

Chin and his 'tribe' then went on a wild rampage, murdering
pillaging and raiding any and all towns in their path. 

He and his tribe still terrorizes the [???] areas but frequency
of activity has reduced. 




CR8
XP 4,800
LE Large outsider (giant, native, oni, shapechanger)
Init +7; Senses darkvision 60 ft., low-light vision; Perception +13
AC 21, touch 12, flat-footed 18 (+4 armor, +3 Dex, +5 natural, –1 size)
hp 92 (8d10+48); regeneration 5 (fire or acid)
Fort +12, Ref +5, Will +10
SR 19

Speed 40 ft., fly 60 ft. (good)
Melee greatsword +14/+9 (3d6+10)
Ranged composite longbow +10 (2d6+7)
Space 10 ft.; Reach 10 ft.
Spell-Like Abilities (CL 9th)
Constant—fly
At will—darkness, invisibility
1/day—charm monster (DC 17), cone of cold (DC 18), gaseous form, deep slumber (DC 16)
Str 24, Dex 17, Con 23, Int 14, Wis 14, Cha 17
Base Atk +8; CMB +16; CMD 29

Feats Combat Expertise, Combat Reflexes, Improved Initiative, Iron Will
Skills Bluff +14, Disguise +14, Fly +5, Intimidate +14, Knowledge (arcana) +13, Perception +13, Sense Motive+13, Spellcraft +13, Use Magic Device +14
Languages Common, Giant
SQ change shape (Small, Medium, or Large humanoid; alter self or giant form I), flight

Season 1, Episode 2



[Read]
Previously on the Weird West Chronicles,
A unassuming train ride turned to a bar-room brawl, with a automaton with swords for arms, a small army of goblins, a mysterious box, some wild romps in the rooms, and a beaten military man promising a small fortune.

[Players]
Get players to introduce again their characters name, and how they look like. 

[GM][Read]
You are on the [Midnight Sword] a confederate private passenger train.
Next to you all is Irvin, a man dressed in a dark blue confederate military uniform. He is now leaning against the wall, bleeding quite profusely. He looks at [Lem] the embodient of a Sex-Fueled Liberachi in Gnomish form and looks at him as he tells you all..


Stay here, i'll get the strong box.

As soon as he leaves the carriage a loud screech can be heard outside the window, followed by many more screeches and clicks.

[DC 15: Perception]
it is a little challenging to discern this scene, but you manage. You see many black winged shadows against a blue-black starless sky. You can also see two winged figures, flying side by side, illuminated by the crescent blood red moon. A box is seen in between them, attached by ropes.  

[DC 15: Survival]
Judging from the mountain range, and direction of the train; you can tell that the train is moving [north east].

[Read][Only if he was not healed]
Irvin breathing heavily comes back with a metal box, he is also clutching his bloodied side. 


I'm sorry, I must have dropped or lost the key during the scuffle with the goblins earlier. But as promised you can take whatever is inside, along with 2,000gp from my own personal stash. 



[GM]
The party lurches backward as the [Midnight Sword] is going faster and faster.

[Read]
When you rush to the front of the train, you can obviously tell that the controls have been tampered with. What with the driver of the train impaled with a big sword onto the drivers console. 


[GM]

Dwarven - Arcanotech Driver
Wearing blue black overalls with the words [The Eve Company] and a nametag that says [Evald Stoneskin]

[Loot]
Wrench[Price-14GP-[Small-1d6][Medium-1d8][Crit x4][Weight 12lbs][Type:B]







[Skill Challenge]

[Read]
Just as you pick up the wrench, several explosions in quick succession can be heard from the distance. [The Ones Near the Window] From the illumination from the explosion that the [Midnight Sword] is headed towards a valley.

[GM]This is known as a skills challenge. For this one, we'll need 12 successes before 3 failures. 
What you need to do, is choose a skill, and describe what you are attempting with that skill. Then we will resolve that with a roll. 

That roll will be against the difficulty set here. The skills and what you want to do with them must  be logical and make sense in the context of this world and setting. Besides 3 failures earning you all a failed skills challenge, the same skill cannot be used consecutively by the same player, and by other players as well.

For example if Jia Ning used Knowledge: History, that means she cannot use Knowledge:History on her next turn, and also Koon on his turn cannot use Knowledge History.

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Everald Ferree

Name: Sir Everald Ferree
Race: Tiefling
Occupation: Owner, The Eve Company

History:???

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