| Brannart Teskerwill |
Brannart drops the Faceless Stalker he is carrying. It shimmers into view as the invisible warrior drops it.
There is the sound of a sword being drawn, and then Brannart appears striking at the enemy leader.
Attack, IC +2, PA -2, Bless +1, Invisible +2, vs flat-footed: 1d20 + 11 + 2 - 2 + 1 + 2 ⇒ (8) + 11 + 2 - 2 + 1 + 2 = 22
Damage: 1d8 + 6 + 2 + 6 ⇒ (3) + 6 + 2 + 6 = 17
He lands a solid blow.
Sho is up!
| GM Aldizog |
Am I able to use my bow in those close quarters or not?
Yes. You are not within the threatened area of any foes, so you won't provoke any AOOs for shooting a bow.
You have a clear shot on Red. He is in melee with allies, but you have Precise Shot to ignore that penalty.The other ones have cover against you, and you would need Improved Precise Shot (which you don't have) to ignore that penalty.
| GM Aldizog |
Botting Sho as it has been several days.
Sho fires at Red.
Manyshot, DA, IC +2, Bless: 1d20 + 10 - 2 + 2 + 1 ⇒ (8) + 10 - 2 + 2 + 1 = 19
Damage: 2d8 + 4 + 8 + 4 ⇒ (4, 5) + 4 + 8 + 4 = 25
Iterative: 1d20 + 10 - 2 - 5 + 2 + 1 ⇒ (9) + 10 - 2 - 5 + 2 + 1 = 15
Damage: 1d8 + 2 + 4 + 2 ⇒ (7) + 2 + 4 + 2 = 15
All three arrows hit, dropping the Faceless Stalker.
The leader, not liking having to fight Brannart, backs up out of the Grease to regroup with his other allies (Withdraw action).
Acrobatics DC 10: 1d20 + 9 ⇒ (16) + 9 = 25
Ramona casts Vanish on herself and moves through the party - you can see by the stools that are bumped that she is moving up near the front of the room.
Round 2
Leader
Vexas
Ramona
Sosche
Fenna
Faceless Stalkers
Sho
Brannart
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Bless (60r), Inspire (+2)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (2/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
”What is it with these guys and burning things!” Sosche swears. For now, he’ll focus on the enemies and not the fire, but that’s going to have to change quickly. He 5’ steps and attacks the prone teal.
Ranseur: 1d20 + 6 + 1 ⇒ (1) + 6 + 1 = 8 (bless) vs prone
Damage P: 2d4 + 11 ⇒ (1, 4) + 11 = 16
Sadly, Sosche nearly trips into the grease himself and has to use his ranseur for balance, totally botching his attack.
Remember everyone, +1 att/saves vs fear from bless.
| Vexas Flamespark |
Mirror images 4
The five Vexas lunge forward, thrusting matching copies of the small rapier at the nearest of the faceless.
[standard] attack BLACK
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (17) + 9 = 261d4 + 5 ⇒ (3) + 5 = 8
IF that takes it out he will step N
| Fenna Pender |
Since fire now blocks Fenna from continuing on to her right as she had planned, she goes back left instead. She thrusts her spear at the same creature Vexas is assaulting Black.
Attack: 1d20 + 7 + 2 + 1 ⇒ (7) + 7 + 2 + 1 = 17
Damage: 1d8 + 3 + 2 ⇒ (7) + 3 + 2 = 12
Also rememeber the +2 attack & damage for Inspire Courage.
| GM Aldizog |
Both Fenna and Vexas land hits on the Faceless Stalker.
Black at -22.
The one stuck in the Grease tries to stand and exit the spell effect.
Acrobatics DC 10: 1d20 + 1 ⇒ (3) + 1 = 4
Reflex DC 15: 1d20 + 2 ⇒ (18) + 2 = 20
It fails to move, but does not fall this time.
One Faceless Stalker tries to end the threat of Sho's bow, stepping up to the archer.
Black Longsword: 1d20 + 5 ⇒ (10) + 5 = 15
Black Slam: 1d20 ⇒ 10
It fails to hit.
The other one tries to take down Vexas, and manages to disrupt one of his Mirror Images.
Green Longsword: 1d20 + 5 ⇒ (13) + 5 = 18
Green Slam: 1d20 ⇒ 15
West fire: 1d20 ⇒ 15 Does not grow this round
East fire: 1d20 ⇒ 5 Grows 1 square to the west.
Round 2
Leader
Vexas
Ramona
Sosche
Fenna
Faceless Stalkers (Black -22)
Sho
Brannart
| Brannart Teskerwill |
Brannart moves up next to Sho and strikes at her foe. His movement opens him up to its sword.
AOO: 1d20 + 5 ⇒ (18) + 5 = 23
Fortunately, he turns away the blow with his buckler.
Attack, PA -2, IC +2, Bless +1: 1d20 + 11 - 2 + 2 + 1 ⇒ (11) + 11 - 2 + 2 + 1 = 23
Damage: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17
Already wounded by Fenna and Vexas, the creature falls.
Sho is up!
Sho"yarhine Nebdhel
|
Manyshot on Green, Bless, IC, DA: 1d20 + 10 + 2 + 1 - 2 ⇒ (7) + 10 + 2 + 1 - 2 = 18
dmg, DA, IC: 2d8 + 4 + 8 + 4 ⇒ (6, 1) + 4 + 8 + 4 = 23
2d arrow: 1d20 + 5 + 2 + 1 - 2 ⇒ (11) + 5 + 2 + 1 - 2 = 17
dmg: 1d8 + 2 + 4 + 2 ⇒ (1) + 2 + 4 + 2 = 9
Sho nods her thanks to Brannart for killing the closest foe, and immediatly shoots at the one attacking Vexas
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Bless (60r), Inspire (+2)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (2/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche stands firm, and continues to strike at teal, though he's worried about that fire.
Ranseur: 1d20 + 6 + 3 ⇒ (20) + 6 + 3 = 29 (bless, inspire)
Damage P: 2d4 + 11 + 2 ⇒ (4, 2) + 11 + 2 = 19 (inspire)
critthreat Ranseur: 1d20 + 6 + 3 ⇒ (12) + 6 + 3 = 21 (bless, inspire)
Damage P: 4d4 + 22 + 4 ⇒ (2, 3, 1, 4) + 22 + 4 = 36 (inspire)
Remember everyone, +1 att/saves vs fear from bless.
| Vexas Flamespark |
Vexas is also getting nervous about the fire, and it causes him to lose focus for his next stabbing motion.
[standard] attack GREEN
+1 rapier attack, piercing damage: 1d20 + 9 ⇒ (3) + 9 = 121d4 + 5 ⇒ (4) + 5 = 9
IF flanking sneak attack: 2d6 ⇒ (3, 5) = 8
| Vexas Flamespark |
In which case Vexas weaves through the patches of fire to apply the above attack to the remaining foe (no sneak attack)
| Fenna Pender |
Fenna steps back to maintain distance and thrusts her spear at the creature next to Sosche.
Attack: 1d20 + 7 + 2 + 1 ⇒ (3) + 7 + 2 + 1 = 13
Damage: 1d8 + 3 + 2 ⇒ (5) + 3 + 2 = 10
5' step back to new location shown on map. Standard to attack. Inspire Courage is still running due to Lingering Performance so that +2 attack and damage for everyone.
| GM Aldizog |
@Vexas - Green (the one you originally attacked) is still on the map. Teal (the one that had been stuck in the Grease) is the one Sosche dropped. I put you back where you were.
Both Vexas and Fenna miss.
The remaining Faceless Stalker attacks Sosche, to no effect.
Longsword: 1d20 + 5 ⇒ (9) + 5 = 14
Slam: 1d20 ⇒ 2
It then falls to the ground.
West Fire: 1d20 ⇒ 18 Does not grow
East Fire: 1d20 ⇒ 1 Does not grow
Luck is with the party, and the fires do not spread.
However, the smoke is starting to get thick, at least for those adjacent to the flames.
Vexas Fort: 1d20 + 4 ⇒ (14) + 4 = 18
Vexas resists the choking fumes for now.
Round 3
Leader -5
Vexas
Ramona
Sosche
Fenna
Sho
Brannart
| Vexas Flamespark |
ah, apologies. I must've misinterpreted a post about one of the other enemies going away.
Sho"yarhine Nebdhel
|
Multishot, IC, DA: 1d20 + 10 + 2 - 2 ⇒ (2) + 10 + 2 - 2 = 12
dmg, IC, DA: 2d8 + 4 + 8 + 4 ⇒ (1, 6) + 4 + 8 + 4 = 23
Last shot: 1d20 + 5 + 2 - 2 ⇒ (12) + 5 + 2 - 2 = 17
dmg, IC, DA: 1d8 + 2 + 4 + 2 ⇒ (5) + 2 + 4 + 2 = 13
The smoke hinders the ranger's aim, the second arrow being just a little more precise than the firsts
| Brannart Teskerwill |
Attack, PA -2, IC +2, Bless +1: 1d20 + 11 - 2 + 2 + 1 ⇒ (7) + 11 - 2 + 2 + 1 = 19
Brannart moves up and strikes, but the false Carver Hastings is elusive and dodges the blow.
| GM Aldizog |
Sho's arrows having likewise missed, the Faceless Stalker leader might be feeling emboldened, but his allies have all fallen. Still, he has few good options.
He draws his sword and tries to strike down Brannart.
Longsword: 1d20 + 12 ⇒ (10) + 12 = 22
He then tries to step towards the stairs, but something blocks his way (the invisible Ramona).
She shimmers into view attacking him and landing a hit!
Machete, Invisible, IC +2, Bless +1, vs Flat-footed AC: 1d20 + 7 + 2 + 2 + 1 ⇒ (7) + 7 + 2 + 2 + 1 = 19
Damage: 1d6 + 1 + 2 ⇒ (5) + 1 + 2 = 8
Round 4
Leader -13
Ramona
Vexas
Sosche
Fenna
Fires spread
Sho
Brannart
| Vexas Flamespark |
Could Vexas pull out his waterskin and start working on the fire or is it too big for that?
| GM Aldizog |
By the rules, you need 20 waterskins to extinguish one square. Larger containers such as buckets full of dirt or water are more efficient (only 4 needed) and there are buckets around the Government House.
I would allow a DC 15 Survival check to try to smother the flames with something like a bedroll (which Vexas has). Success would not fully extinguish a square, but keep it from spreading that round.
If Vexas hasn't used his Bonded Item casting today, then Hydraulic Push would extinguish a square.
Create Water extinguishes one square per casting at this level.
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Bless (60r), Inspire (+2)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (2/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
Seeing as the battle seems well in hand, Sosche will again Create Water to try and dampen the fire.
Remember everyone, +1 att/saves vs fear from bless.
| Vexas Flamespark |
Right!
Vexas incants a gush of water at the fire in front of him, and then steps up next to Sosche.
| Fenna Pender |
Fenna stays in the fight, advancing on the previously supposed Carver with her spear.
Attack: 1d20 + 7 + 2 + 1 ⇒ (6) + 7 + 2 + 1 = 16
Damage: 1d8 + 3 + 2 ⇒ (3) + 3 + 2 = 8
| GM Aldizog |
West Fire: 1d20 ⇒ 8 Does not grow
East Fire: 1d20 ⇒ 12 Grows 2 squares to the west... but it cannot spread into areas where it has already been extinguished. So no further spread this round
Sosche and Vexas's efforts keep the fire at bay, and even when more flaming rubble falls down from the balcony, it does not catch.
| Brannart Teskerwill |
Brannart attacks the enemy leader.
Longsword, PA -2, IC +2, Bless +1: 1d20 + 11 - 2 + 2 + 1 ⇒ (10) + 11 - 2 + 2 + 1 = 22
Damage: 1d8 + 6 + 6 + 2 ⇒ (8) + 6 + 6 + 2 = 22
Iterative: 1d20 + 6 - 2 + 2 + 1 ⇒ (12) + 6 - 2 + 2 + 1 = 19
Damage: 1d8 + 6 + 6 + 2 ⇒ (3) + 6 + 6 + 2 = 17
He hits once, leaving a gash across the leader's chest.
Enemy leader at -35.
Sho is up! Note that the enemy leader has cover at this point against your arrows, so that might impact your decisions to use Deadly Aim or Rapid Shot.
Sho"yarhine Nebdhel
|
Manyshot, Cover, DA, IC, RF: 1d20 + 10 - 4 - 2 + 2 + 2 ⇒ (15) + 10 - 4 - 2 + 2 + 2 = 23
dmg: 2d8 + 4 + 4 + 8 + 4 ⇒ (1, 3) + 4 + 4 + 8 + 4 = 24
shot, Cover, DA, IC, RF: 1d20 + 10 - 4 - 2 + 2 + 2 ⇒ (10) + 10 - 4 - 2 + 2 + 2 = 18
dmg: 1d8 + 2 + 4 + 2 + 2 ⇒ (4) + 2 + 4 + 2 + 2 = 14
Sho concentrates on her last target Ranger Focus, and shoots
| GM Aldizog |
Sho hits with the Manyshot.
Enemy at -59.
The false Carver Hastings steps towards Fenna and swings at her.
Longsword: 1d20 + 12 ⇒ (8) + 12 = 20
Damage: 1d8 + 6 ⇒ (1) + 6 = 7
Slam: 1d20 + 6 ⇒ (1) + 6 = 7
Ramona adjusts her position and readies to strike.
Damage: 1d6 + 1 + 2 ⇒ (2) + 1 + 2 = 5
Round 5
Leader -59
Ramona
Vexas
Sosche
Fenna -7
Fires spread
Sho
Brannart
| Fenna Pender |
Fenna moves back to get away from False Carver and attacks again.
5' step back, standard to attack. Inspire Courage through Lingering Performance is over.
Attack: 1d20 + 7 + 1 ⇒ (1) + 7 + 1 = 9
Damage: 1d8 + 3 ⇒ (8) + 3 = 11
| Sosche Pinn |
Weapon Equipped = Ranseur
Conditions = Bless (57r)
Ranseur: Attack: BAB 4 Str +3 Magic +1 (PA -2) Damage: Str +4 Magic +1 (PA +6) Crit: x3
Greatsword: Attack: BAB 4 Str +3 MW +1 Focus +1 (PA -2) Damage: Str +4 (PA +6) Crit: 19-20
Heavy Pick: Attack: BAB 4 Str +3 (PA -2) Damage: Str +3 (PA +4) Crit: x4
Javelin: Attack: BAB 4 Dex +1 Damage: Str +3 Range: 30’
Mnemonic Vestment (1/1d)
Spells Memorized (Caster Level 6, Concentration +11, DC 13+lvl)
. . cantrip: Create Water, Detect Magic, Light, Mending, Purify Food and Drink, Read Magic, Spark
. . 1st (2/7): Bless, Cure Light Wounds, Divine Favor, Enlarge Person, Liberating Command, Remove Fear
. . 2nd (5/6): Burst of Radiance, Cure Moderate Wounds, Endure Elements Communal, Fog Cloud
. . 3rd (4/4): Cure Serious Wounds, Free Swim, Magic Vestment
Sosche double moves up the stairs to fight fire as he can’t quite make it with a single move, and there’s no more fire on the first floor.
Remember everyone, +1 att/saves vs fear from bless.
| Vexas Flamespark |
Vexas steps up to flank the faceless imposter, lunging at it with his stabber.
[step] NE
[standard] attack
+1 rapier attack (bless, flank), piercing damage (sneak attack): 1d20 + 9 + 1 + 2 ⇒ (13) + 9 + 1 + 2 = 251d4 + 5 + 2d6 ⇒ (3) + 5 + (4, 6) = 18
Bleeding Attack +2 (Ex) Sneak attacks also deal 2 bleed damage/round.
| GM Aldizog |
| 2 people marked this as a favorite. |
Vexas stabs the creature through the heart. It falls to the ground, bleeds, shudders, and expires.
Technically it would have another round or two before being dead-dead (that -Con buffer does a lot of work at this level), but the AP makes it impossible to interrogate this creature. It will starve itself to death rather than talk. I believe there are design reasons for that. So I think in the interest of the story and not derailing the AP, it dies here.
The party is able to extinguish the remaining fire before it can spread too much.
There are six remaining Alchemists' Fires between the four basic Faceless Stalkers.
The leader had Oil of Darkness, one remaining Potion of Cure Moderate Wounds, Glamered Leather Armor, Boots of Elvenkind, 2 Bottles of Messages, Dust of Tracelessness a Wayfinder, a spyglass, a Masterwork Longsword, and a Masterwork Light Crossbow.
The plan of the Faceless Stalkers has been thwarted by the party's early discovery of them. "Thank you for all you have done," says Ramona.
Pieces of evidence begin to fall into place. The missing manifest documents and resupply schedule that Medrinnah had ditched with the satchel? Likely taken by the Faceless Stalkers to know who to target for impersonation. The footprints from that theft led into the water to lose trackers, just as did the footprints from the lamprey-mouthed creature that had drained blood from the goats.
Why the resupply schedule? Because, Ramona surmises, burning the supply ship would have greatly delayed any subsequent outside interference. As it is, the plan was interrupted before the supply ship arrived.
The party has only a short time to rest...
End of Book 2
While there are a couple of minor side quests (one a basically diplomatic mission), this encounter is normally the end of Book 2, and Book 3 begins a few hours later. You level up to 7th and I can hand over GM duties to our new GM, and go back to being a full-time player. Thank you for bearing with me!
| Vexas Flamespark |
There are six remaining Alchemists' Fires between the four basic Faceless Stalkers.
Vexas takes one of these.
The leader had Oil of Darkness, ... 2 Bottles of Messages, Dust of Tracelessness
These seem up Vexas' alley too. GM Is it clear that the bottles of messages are not already imbued with messages?
Masterwork Light Crossbow.
GM What size? Medium or small? Scratch that. His underwater light crossbow is already masterwork anyway.
... and Book 3 begins a few hours later..
Got it. Sounds like there is no real downtime then.
| Sosche Pinn |
”Well that makes a few things clearer! Good heavens, to think they were infiltrating us so successfully. Is there some sort of test? There might be others…” He frets a little as he leans on his ranseur.
”Anybody injured? I have some spells left yet, and a new skill I’m eager to try out.” He grins, though he’s just as eager to get some rest before they head back out the next day to continue their investigations of this place.
| GM Pauljathome |
The next morning Ramona calls all of you to her home for a private meeting.
"With soot on her face and blood on her jacket, Ramona Avandth wearily nods a greeting when she opens the door to her house. “Thank you for saving our colony and dealing with those... monsters. If it hadn’t been for your efforts and bravery, we would have lost many of our
people. But as you probably guessed, I didn’t ask you to meet me only because I wanted to thank you. We mustn’t give up hope that there may still be a way to find the people that those aberrant horrors had taken. I feel that they are still alive somewhere.
During the last while, you’ve shown your importance to the colony, and many of you have exhibited incredibly useful talents that can help us further. I would like for you look for clues about the missing colonists’ whereabouts. Studying the bodies and equipment of the shapeshifting creatures you defeated may reveal something useful. It’s
also possible that people here in the colony might have seen something that may help you. Last, you might want to search the colony and the surrounding area for any suspicious-looking tracks, signs of struggle, or drag marks that might point us to the right direction, but it may be like trying to find a needle in a haystack unless you have an idea of where to start looking.
I’m afraid I have to ask you to hurry, since we don’t know why these monsters were kidnapping our people. If they wanted food or destruction, they wouldn’t have taken the victims alive. As you can imagine, everyone tends to assume the worst, and every passing hour is painful to those whose friends and family are missing. Please bring me back good news as soon as possible, but at the latest in six days from now. I don’t believe I can keep the people calm much longer than that, and those taken might have died from hunger or thirst by then.
I must return to my duties—I’ll try to do whatever I can to help the people recover from the attack. The recent events have caused morale to plummet in the colony, and some people just want to go home. But before I go, please tell me if there is something I can do to help you with
the investigation"
| Brannart Teskerwill |
"We now have some idea of what their tracks look like, having seen the ones from the goat farm and from the satchel. So that's something. But let's start with the bodies."
Brannart will examine the body of the dead 'Carver Hastings' for any clues - unusual sand or foliage in his clothing, perhaps, that might give a clue to where the creature had been.
Perception: 1d20 + 8 ⇒ (16) + 8 = 24
| Vexas Flamespark |
Vexas frowns, not sure what he could figure out from the bodies of the faceless. But, he won't know if he doens't look. He joins Brannart in examining one of them.
See anything there yet? he asks softly while looking over the warrior's shoulder.
Perception: 1d20 + 15 ⇒ (15) + 15 = 30
GM: Might something else like Knowledge (arcana) or similar apply to the inspection?
| Sosche Pinn |
Sosche can do little to aid in such a search, being overly focused on combat and not investigation. Still, he'll help organize what they have, carry things out of the way, shift things to a better order, etc.
Aid another?
Perception to aid: 1d20 + 9 ⇒ (16) + 9 = 25 vs DC 10
| GM Pauljathome |
"We now have some idea of what their tracks look like, having seen the ones from the goat farm and from the satchel. So that's something. But let's start with the bodies."
Brannart will examine the body of the dead 'Carver Hastings' for any clues - unusual sand or foliage in his clothing, perhaps, that might give a clue to where the creature had been.
[dice=Perception]1d20+8
From all the perception checks
Studying "Carver" you notice the body has numerous little pock marks probably coming from burns or blisters. They probably come from some kind of environment where they got frequently burned (heat or radiation being the most likely source of said burns).
You might well already know the following.
You also notice that their flesh and cartilage are very resistant to bludgeoning damage (DR piercing/slashing). so you can possibly detect them by carefully applying bludgeoning damage.
On "Carver's" body you also notice some purple flower petals stuck to the soles of the boots, flowers that grow in patches in a number of places on the nearby beaches.
His crossbow has the initials C. H. on it and has been somewhat personalized (slightly shortened to better fit a precise arm length)
You also discover a mirror on him. It is square and palm sized with a hole in the centre. You think that this belongs to Saymor Landis and NOT Carver. An appraise, craft glass or profession sailor or soldier check would reveal more.
He has a spyglass that bears a small golden symbol on it which most likely was issued to a high ranking crew member on the Liberty's Herald.
| Vexas Flamespark |
Vexas inspects the mirror physically and with detect magic...
Mirror, appraise/craft glass, untrained: 1d20 + 3 ⇒ (11) + 3 = 14
After which he visits other various new objects in turn. Vexas is always one to take a careful inventory of "loot."
Spyglass, appraise, untrained: 1d20 + 3 ⇒ (14) + 3 = 17 and detect magic
Longsword, appraise, untrained: 1d20 + 3 ⇒ (2) + 3 = 5 and detect magic
Breastplate, Spellcraft: 1d20 + 11 ⇒ (17) + 11 = 28
Potions, Spellcraft: 1d20 + 11 ⇒ (15) + 11 = 26
| GM Pauljathome |
The breastplate has the glamered ability so that the user can change its appearance at will. If it is reset to "default" then the armour is NOT the same as that worn by the colonial soldiers but something signficantly fancier.
The potions look like they are NOT those made in Andor (they look like they were made with different ingredients and are in unusual containers).
| Sosche Pinn |
"Well, my specialty isn't potions, but let me take a look."
Sosche casts detect magic and tries to identify the potions.
Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
Spellcraft: 1d20 + 10 ⇒ (10) + 10 = 20
I knew I should have just taken-10! Hehehe.