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Island Empire Part 2, Mermaid's Rest
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<blockquote data-quote="Scotley" data-source="post: 3737375" data-attributes="member: 11520"><p><strong>Gnurl's gift</strong></p><p></p><p>OOC: I really should have done this when you first joined the game. You were given a gift by Captain Marin when you first took the job to help rescue his son. It is a messenger type bag with hard sides and a shouder strap. The bag is made of fine leather impressed with a paisley pattern. On the front of the bag is a small patch with an embrodered Marin and Son logo--twin lateen sails marked with a stylized double M on a background of blue that fades from dark navy at the bottom to azure at the top. </p><p></p><p>[sblock=Upon opening the bag you discover]The flap is held down by a lace. The bag has another tightly laced opening under the flap and you suspect that the bag would do an admirable job of keeping the contents dry if properly laced even in rough seas and spray. Inside the flap is a hidden sheath containing a large dagger. The bag contains a money pouch with a ring held to it by a couple of stitches, a tobacco pouch with a pipe protruding and two potion bottles. Some magic cast on the bag at its packing reveals the nature of the contents to Gnurl. The knowledge just springs to mind in a way that is harmless, but disconcerting none the less. The bag can be unfolded to make a lap desk with high quality pens, ink and paper ready to use. It also has a large protected pocket which can store spell a full set of spell books at only a 1/4 the normal thickness and weight. Books thus protected have +1 hardness and +2 hitpoints, are protected from normal water and have energy resistence 10 vs. acid, flame, cold, electric and sonic energy. The pouch is filled with fine tobacco that smells vaguely of apples and spice. The pipe is walrus tusk and covered in scrimshaw etchings of a faces of many different sorts of humanoids. The pipe in addition to being a particularly good one, has the ability to blow special smoke rings up to three times a day that are the equivelent of dust of illusion. Smoker can blow them at willing or unwilling targets (DC: 12 reflex save if unwilling)as well as himself. The dagger is most unusual in design; the hilt has a heavy basket guard with raised studs that would be effective in defense or for punching as a non-lethal weapon. The twin blades are intertwined--one a shiny silver and the other a dull treated blue. (Think of a soft serve ice cream cone mixing chocolate and vanilla swirl.) The points diverge slightly ending about the width of a gnome's least finger apart. The blade has no edge being suited only to fighting with the point. There is a stud on the hilt that when pressed allows a thunderstone to drop out of a compartment, so that it can be pulled free and tossed. The dagger holds two of these at a time and the bag contains 6 more sized to fit. The blades are alchemical silver and cold iron and the weapon is enchanted to be +2 to hit and damage. It is well made and superbly balanced, perhaps as well as any weapon you have ever held. However, the weapon is large for a dagger and heavy due to the twin blades and thick hilt guard making it somewhat awkward to use. (-1 to hit unless you take an exotic weapon proficiency to learn to fight with it.) Because of its size the dagger is able to deal considerable damage for a dagger (1d4 despite being sized for a Gnome) The stout construction of the guard and blade allow the weapon to be used purely for defense as a sort of shield. (+2 to AC if used as a buckler--you must be able to use shields or take the exotic weapon proficiency to use it this way.) The ring is a set with a blue stone and inlayed with a tiny Marin and son twin sail emblem that can only be seen on close inspection. The ring is a magical 'Mage's Ring'. Its power is as a ring of wizardry type I or II (you must decide each day). Additionally, the ring gives its wearer a +3 on spell craft and concentration skill checks. The coin pouch contains 3 pearls worth 100 gp each, assorted lessor gems worth a total of 100 gp and 50 gp in assorted coins. The first potion bottle contains two doses of Displacement, while the second contains two doses of Cure Moderate Wounds. Additionally, there is a payment of a 3000gp bank draft for your services in finding his son.[/sblock]</p></blockquote><p></p>
[QUOTE="Scotley, post: 3737375, member: 11520"] [b]Gnurl's gift[/b] OOC: I really should have done this when you first joined the game. You were given a gift by Captain Marin when you first took the job to help rescue his son. It is a messenger type bag with hard sides and a shouder strap. The bag is made of fine leather impressed with a paisley pattern. On the front of the bag is a small patch with an embrodered Marin and Son logo--twin lateen sails marked with a stylized double M on a background of blue that fades from dark navy at the bottom to azure at the top. [sblock=Upon opening the bag you discover]The flap is held down by a lace. The bag has another tightly laced opening under the flap and you suspect that the bag would do an admirable job of keeping the contents dry if properly laced even in rough seas and spray. Inside the flap is a hidden sheath containing a large dagger. The bag contains a money pouch with a ring held to it by a couple of stitches, a tobacco pouch with a pipe protruding and two potion bottles. Some magic cast on the bag at its packing reveals the nature of the contents to Gnurl. The knowledge just springs to mind in a way that is harmless, but disconcerting none the less. The bag can be unfolded to make a lap desk with high quality pens, ink and paper ready to use. It also has a large protected pocket which can store spell a full set of spell books at only a 1/4 the normal thickness and weight. Books thus protected have +1 hardness and +2 hitpoints, are protected from normal water and have energy resistence 10 vs. acid, flame, cold, electric and sonic energy. The pouch is filled with fine tobacco that smells vaguely of apples and spice. The pipe is walrus tusk and covered in scrimshaw etchings of a faces of many different sorts of humanoids. The pipe in addition to being a particularly good one, has the ability to blow special smoke rings up to three times a day that are the equivelent of dust of illusion. Smoker can blow them at willing or unwilling targets (DC: 12 reflex save if unwilling)as well as himself. The dagger is most unusual in design; the hilt has a heavy basket guard with raised studs that would be effective in defense or for punching as a non-lethal weapon. The twin blades are intertwined--one a shiny silver and the other a dull treated blue. (Think of a soft serve ice cream cone mixing chocolate and vanilla swirl.) The points diverge slightly ending about the width of a gnome's least finger apart. The blade has no edge being suited only to fighting with the point. There is a stud on the hilt that when pressed allows a thunderstone to drop out of a compartment, so that it can be pulled free and tossed. The dagger holds two of these at a time and the bag contains 6 more sized to fit. The blades are alchemical silver and cold iron and the weapon is enchanted to be +2 to hit and damage. It is well made and superbly balanced, perhaps as well as any weapon you have ever held. However, the weapon is large for a dagger and heavy due to the twin blades and thick hilt guard making it somewhat awkward to use. (-1 to hit unless you take an exotic weapon proficiency to learn to fight with it.) Because of its size the dagger is able to deal considerable damage for a dagger (1d4 despite being sized for a Gnome) The stout construction of the guard and blade allow the weapon to be used purely for defense as a sort of shield. (+2 to AC if used as a buckler--you must be able to use shields or take the exotic weapon proficiency to use it this way.) The ring is a set with a blue stone and inlayed with a tiny Marin and son twin sail emblem that can only be seen on close inspection. The ring is a magical 'Mage's Ring'. Its power is as a ring of wizardry type I or II (you must decide each day). Additionally, the ring gives its wearer a +3 on spell craft and concentration skill checks. The coin pouch contains 3 pearls worth 100 gp each, assorted lessor gems worth a total of 100 gp and 50 gp in assorted coins. The first potion bottle contains two doses of Displacement, while the second contains two doses of Cure Moderate Wounds. Additionally, there is a payment of a 3000gp bank draft for your services in finding his son.[/sblock] [/QUOTE]
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