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<blockquote data-quote="Deuce Traveler" data-source="post: 5690230" data-attributes="member: 34958"><p>The confused party members take a moment to pick through the bodies for useful tools. Much has been destroyed, shattered from explosive magic forces. At certain places the scroungers find what appears to be epicenters of explosions at the center of large circles or the starting points of long, V-shaped scorch marks. Often they find the shattered remnants of staves at those locations, as if wizards had decided in a suicidal moment of desperation to shatter their devices and unleash cataclysmic magic.</p><p></p><p>Still they are able to recover, and Mellisande is able to identify all of the following:</p><p>3 <em>Girdles of Shield</em> which act just like a <em>Wand of Shield</em>, but is worn around the waste. Each girdle has 50 charges. Any character who is normally unable to use wands, but has at least one skill point in Use Magic Device can make a skill check to activate the girdle properly and use one charge. Or else the character can announce that he will spend time using the girdle until he learns to use it without requiring further skill checks. He will use up a number of charges doing so, but will be able to use any other Girdle of Shield without skill checks in the future.</p><p></p><p>The party also finds a <em>Club+1 of Electricity</em> with 50 charges. This metal club has an electrified band on the top. The club functions as a club+1, but each strike removes a magical charge and inflicts an extra 1d10 points of electrical damage on its target. Once all the charges are spent, the club becomes a masterwork club that grants a +1 bonus to hit and damage.</p><p></p><p>The party also finds <em>Acrobat Boots</em> (similar to that found in 3.5E Magic Compendium). The boots have 30 charges left. A user can expend 1 to 3 charges in order to gain the following for one round:</p><p>1 charge = 10 foot move bonus</p><p>2 charges = 15 foot move bonus</p><p>3 charges = 20 foot move bonus</p><p></p><p>At the farthest end of the battlefield you find a number of several muscular serpent men. They have the lower bodies of snakes and lack feet. Something about them sparks a memory or recognition in your minds. They are called the Yuan-Ti and they seemed to have been surrounding and protecting a much smaller and thin serpent-like man. The appearance of the smaller serpent man fills you with sudden dread and foreboding. </p><p></p><p>You recognize the race as not only an enemy, but The Enemy. The Enemy seeks your races destruction and you have been at war for a long, long time. Unlike the larger Yuan-Ti, it is fully clothed in a uniform that seems to have melted into its skin. It wears a mask, also grafted from intense heat, and large oval-like goggles. Somehow two wands tied to its hip seemed to have survived. One is a <em>Wand of Cure Light Wounds [level 1]</em> with 50 charges and the other is a <em>Wand of Melf's Acid Arrow</em>. Like the girdles, if a PC's class cannot use one of these wands, but the PC has point in Use Magical Device, the PC can opt to expend some time and charges until he gains enough proficiency to use any such wand of the particular spell effect without making future skill checks.</p></blockquote><p></p>
[QUOTE="Deuce Traveler, post: 5690230, member: 34958"] The confused party members take a moment to pick through the bodies for useful tools. Much has been destroyed, shattered from explosive magic forces. At certain places the scroungers find what appears to be epicenters of explosions at the center of large circles or the starting points of long, V-shaped scorch marks. Often they find the shattered remnants of staves at those locations, as if wizards had decided in a suicidal moment of desperation to shatter their devices and unleash cataclysmic magic. Still they are able to recover, and Mellisande is able to identify all of the following: 3 [i]Girdles of Shield[/i] which act just like a [i]Wand of Shield[/i], but is worn around the waste. Each girdle has 50 charges. Any character who is normally unable to use wands, but has at least one skill point in Use Magic Device can make a skill check to activate the girdle properly and use one charge. Or else the character can announce that he will spend time using the girdle until he learns to use it without requiring further skill checks. He will use up a number of charges doing so, but will be able to use any other Girdle of Shield without skill checks in the future. The party also finds a [i]Club+1 of Electricity[/i] with 50 charges. This metal club has an electrified band on the top. The club functions as a club+1, but each strike removes a magical charge and inflicts an extra 1d10 points of electrical damage on its target. Once all the charges are spent, the club becomes a masterwork club that grants a +1 bonus to hit and damage. The party also finds [i]Acrobat Boots[/i] (similar to that found in 3.5E Magic Compendium). The boots have 30 charges left. A user can expend 1 to 3 charges in order to gain the following for one round: 1 charge = 10 foot move bonus 2 charges = 15 foot move bonus 3 charges = 20 foot move bonus At the farthest end of the battlefield you find a number of several muscular serpent men. They have the lower bodies of snakes and lack feet. Something about them sparks a memory or recognition in your minds. They are called the Yuan-Ti and they seemed to have been surrounding and protecting a much smaller and thin serpent-like man. The appearance of the smaller serpent man fills you with sudden dread and foreboding. You recognize the race as not only an enemy, but The Enemy. The Enemy seeks your races destruction and you have been at war for a long, long time. Unlike the larger Yuan-Ti, it is fully clothed in a uniform that seems to have melted into its skin. It wears a mask, also grafted from intense heat, and large oval-like goggles. Somehow two wands tied to its hip seemed to have survived. One is a [i]Wand of Cure Light Wounds [level 1][/i] with 50 charges and the other is a [i]Wand of Melf's Acid Arrow[/i]. Like the girdles, if a PC's class cannot use one of these wands, but the PC has point in Use Magical Device, the PC can opt to expend some time and charges until he gains enough proficiency to use any such wand of the particular spell effect without making future skill checks. [/QUOTE]
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