fu_npcs (fu_npcs) wrote in freedem_uni, @ 2010-09-01 11:04:00 |
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Entry tags: | #delivery, #plot, #text message, blaze, emma bishop, liadan quinn, locke lamora, margaret "mags" myles, sayuri saitou, touya sasaki, tsurugi kudou, ty (trinity young) |
Your items.
Around 9am a text message is sent each one your characters on the special phones from Professor Van Der Vinne:
"All items have been identified. Since you discovered them as a group I would like to meet as a group. Let me know when you all are free."
~~~~~~
When everyone gets there all of the items are laid out with tags on each of them.
Amulet: Amulet of Tears
Stick: Wand of Acid Arrow (25 charges)
Coin: Coin of combat
Vial: Vial of Silversheen
Vial: Potion of cure moderate wounds
Backpack: Hewards Handy Haversack
Clear spindle stone: Ioun Stone of Sustenance
Cloak: Resistance +1
Tan pouch: Tan bag of tricks
Professor Van Der Vinne then will explain the function of each item and how to use it. However before launching into that she casts "Comprehend Language" on any student who might need it. This spell allows the recipent to understand any spoken language for the next 3 hours. You can not speak any language but you can understand any language.
Amulet of Tears:
An amulet of tears has 3 charges which are renewed each day at dawn. Spending 1 or more charges grants you temporary hit points as described. These hit points last for up to 10 minutes and don't stack with any other temporary hit points.
1 charge: 12 temporary Hit points
2 charge: 18 temporary Hit points
3 charge: 24 temporary Hit points
Temporary hit points can allow you to stand through more attacks and take more damage. However there is a downside to temporary hit points, when they disappear all the damage you've taken remains. There have been cases in which people who had temporary hit points instantly died when the spells faded away because they had taken too much damage for their bodies to normally handle. -- This item however can be used by anyone.
Wand of Melf's Acid Arrow:
Only an arcane caster or people trained in using magic items can handle this item. The wand can cast the spell "Acid Arrow" 25 times at the casters desire, after the spell has been cast 25 times from the wand it reverts to being a useless stick. There are no spell components required and no special circumstances other than holding the wand and waving it in the direction you want to cast the spell.
Acid Arrow: This spell does 2d4 acid damage!
Coin of Combat:
This coin can be activated once a day to supply the user more effective at attacking and damaging their opponents 1 minute. This period of 1 minute must be consecutive. The coin must be carried on the person for these bonuses to be useable. This item appears to be able to be used once a day and can be used by anyone.
Potion Cure Moderate Wounds:
When drank this potion will cure the drinker of damage received in combat. Wounds will magically close up to a point. (Aka hit point restoration) -- This is a one time use item and can be used by anyone who can drink it.
Vial of Silversheen:
When applied to a weapon it will give the weapon the properties of alchemical silver for 1 hour, replacing the properties of any other special material it might have. One vial will coat a single melee weapon or 20 units of ammunition. This item can be used by anyone.
Backpack: Hewards Handy Haversack:
A backpack of this sort appears to be well made, well used, and quite ordinary. It is constructed of finely tanned leather, and the straps have brass hardware and buckles. It has two side pouches, each of which appears large enough to hold about a quart of material. In fact, pouch can actually hold material of as much as 2 cubic feet in volume or 20 pounds in weight. The large central portion of the pack can contain up to 8 cubic feet or 80 pounds of material. Even when so filled, the backpack always weighs only 5 pounds. (You can carry 120lbs of goods in this backpack in total.)
While such storage is useful enough, the pack has an even greater power in addition. When the wearer reaches into it for a specific item, that item is always on top. Thus, no digging around and fumbling is ever necessary to find what a haversack contains. This item can be used by anyone and it's special properties are always active unless magically destroyed.
Clear Spindle Stone:
This crystalline stone will always float in the air and must be within 3 feet of their owner to be of any use. When a person first acquires a stone, it must be held and then released, whereupon it takes up a circling orbit 1-3 feet from the persons head. Thereafter, a stone must be grasped or netted to separate it from its owner. The owner may voluntarily seize and stow a stone (to keep it safe while she is sleeping, for example), but she loses the benefits of the stone during that time.
This stone specifically will sustain one create without need for food or water as long as its in use. If the stone is taken away for sleeping the user does not automatically become hungry or thirsty. This item can be used by anyone.
Cloak of Resistance:
This garment offers magic protection when attempting to resist magic, disease or poison manipulation. This is a low level cloak and only offers a small resistance bonus against these things. It will not protect the wearer completely and will take effect immediately as soon as it is put on. This item can be used by anyone and as long as it is worn it is constantly active.
Tan bag of tricks:
This small sack appears normal and empty. However, anyone reaching into the bag feels a small, fuzzy ball. If the ball is removed and tossed up to 20 feet away, it turns into an animal. The animal serves the character who drew it from the bag for 10 minutes (or until slain or ordered back into the bag), at which point it disappears. It can follow any of the commands described in the Handle Animal skill ( http://www.d20srd.org/srd/skills/handle
Animals produced are always random, and only one may exist at a time. Up to ten animals can be drawn from the bag each week.
The possible animals produced may be: Brown bear, Lion, Heavy warhorse, Tiger or Rhinoceros. This item can be used by anyone.
The first option is that each student takes and keeps one magic item for their reward.
The second option if the majority feels some items may be better than others and would like things to be divided perfectly evenly amongst each member of the group, would be for all the items to be turned into the school, which in return will offer 1 full year of paid: tuition, fees, books, school supplies (notebooks, folders, poster board, dorm room decorations, etc), dorm, best meal plan (3 meals a day +$1,000 USD in 'meal points' for snacks, drinks and extra food at the snack bar), $2000 to spend on weapons/spell components/other power appropriate required or desired course materials and give each student $5,000 USD in straight cash. Bills to make up aforementioned $5,000USD can be of the students choice. If you want $5,000 one dollar bills for strippers, we don't care. (Yes she does make this joke)
For those who don't want or feel any of the items are particularly helpful to them, but the majority votes to take the items, they can take an item and then turn it in for an appropriate cash value.
Professor Van Der Vinne will clearly state that some of the items do cost significantly more than some of the other items and asks that the group takes a vote for if they want an item or if they want the year of fees paid.