Reminder - Feat selection, Review new abilities
Interrogating Winona:
1) She was just trying to protect her brother
2) She had spoken to sheriff
3) She will let people know where camp is (diplomacy, bluff, sense motives)
Mayor (All) Payton descends on the inn for dinner. Townfolk take of hats and bow to him in passing. It will take him only a few moments to find out about the new arrivals and search them out.
"Excuse me, I heard you made it past the indians to get to our town. would you be interested in joining me for dinner? I am curious about your journey here." He is well dressed with a ruffled shirt and pressed pants. He is obviously better dressed than any of the villagers but he neither as tall or as handsom as the portrait on the Ernest money would make him seem (Perception 10 to tell it is the same man) he seems comfortable in the saloon and nods to a few of the regulars.
He offers 10 dollars (ernest) per head even if shorn or 100 dollars (ernest) if they chase them off. He doesn't particularly care if they are killed or scared off though he prefers that they not be able to return once the group has left. He will up his offer to real cash but he will twitch and squirm while doing so. There is honestly very little real cash in the town. He will offer 200 ernest before 100 real cash. he may even explain the logic behind ernest money. (prevent banditry, encurage people to buy local, reduced taxes (slightly illegal), he will not state that is also makes it very hard to emmigrate out of the town even though it is a major factor.)
When the party is ready to leave town to deal with indians the reporter will take a picture of the group before they leave. "For the news"
Leaving town the group ride into the wastes picking their way around natural bluffs and scrub brush. The land here is dry and the vegitation scragly and covered with prickers of grasping vines.
Indian Attack - Perception 25 to see Ambush group (3 indians with large hide shields, one archer, and one medicine man who stays in the back and shoots a blowgun at people with poisoned darts.)
Shaman ( poison darts have rattlesnake venom, he also has a stick of dynamite that looks like the type used in mining.) The 3 indians with shields are fearless and ignore pain.
(Use stats from module)
Skirmisher Level 1 Skirmisher
Initiative +5 Senses Perception +0; darkvision
HP 27; Bloodied 13 (-5)
AC 15; Fortitude 11, Reflex 14, Will 13
Speed 6
m Spear (standard; at-will) ✦ Weapon
+6 vs. AC; 1d8 damage; see also mob attack.
Combat Advantage
The skirmisher deals +1d6 damage when it has combat advantage
Mob Attack
The skirmisher gains a +1 bonus to attack rolls per ally adjacent to target
Shifty (minor; at-will)
shift 1 square.
3 x Dragonshield Level 2 Soldier
Initiative +4 Senses Perception +2; darkvision
HP 36; Bloodied 18 ( , 6, )
AC 18; Fortitude 14, Refl ex 13, Will 13; see also trap sense
Resist 5 (Acid)
Speed 5
mShort Sword (standard; at-will) ✦ Weapon
+7 vs. AC; 1d6 + 3 damage, and the target is marked until the
end of the kobold dragonshield’s next turn.
Dragonshield Tactics (immediate reaction, when an adjacent enemy shifts ir moves
enemy shifts away or an enemy moves adjacent; at-will)
The dragonshield shifts 1 square.
Mob Attack
The dragonshield gains a +1 bonus to attack rolls per ally adjacent to target
Shifty (minor; at-will)
shift 1 square.
Shaman Level 3 Artillery (Leader) -2 to attack
Initiative +4 Senses Perception +4; darkvision
HP 36; Bloodied 18
AC 17; Fortitude 13, Refl ex 15, Will 15; see also trap sense
Speed 6
m Spear (standard; at-will) ✦ Weapon
+7 vs. AC; 1d8 damage.
R Energy Orb (standard; at-will) ✦ see text
Ranged 10; +6 vs. Refl ex; 1d10 + 3 damage of a chosen type
(based on the dragon served).
C Incite Faith (minor; encounter)
Close burst 10; kobold allies in the burst gain 5 temporary hit
points and shift 1 square.
C Dragon Breath (standard; encounter) ✦ see text
Close blast 3; +6 vs. Fortitude; 1d10 + 3 damage of a chosen type
(based on the dragon served). Miss: Half damage.
Shifty (minor; at-will)
shift 1 square.
Skills Stealth +10, Thievery +10
Equipment hide armor, spear, bone mask
Loot - 5 scalps, 1 goatskull with beads and charms attatched to it.
Info - this was raiding party. Faces were panted in death masks. Heads shorn so scalps were less valuable. (still worth 8 bucks) Perception 15 reveals the shieldmen had very thick blood also perception 20 reveal a jug of some strong drug nearby. Shamans goat skull could be worth 80 dollars to a collector. The drug has a large percentage of blood in it of divine origin. This "drug" is being supplied by Calarial and is part of why magic is trickling back into the area.
Any player who comes in contact with the drug will see strange visions and be affected in bizarre ways. Elevate magical abilities but push them closer to their true nature. (demons grow horns, elves get ears, etc)