[@rivaan][@Shoe Thief][@Sigil][@Arty Fox] Let's review: Here are the items that were made available to the party, which were not claimed by our dashing Bard or present NPCs. I mention this purely because, at present, no one has stepped up to officially claim the items in question. I assure you that, within the context of IC interactions, it has been established that you're free to use the stuff available, and frankly, I need to know where they're all going. If anyone's feeling a little frisky, I'm sure NPC's wouldn't mind a piece of magic to elevate their lives - but that might be misconstrued as un-adventurish of you. Otherwise, anything not specifically claimed by the end of this posting cycle will be retained by Lizbeth. To be as open as possible with the items in question, the unclaimed ones are listed here, with images and descriptions: [hider=Wand of Move Earth] [img]https://i.ibb.co/KcYsbqDz/1767902381504.jpg[/img] Wand of Move Earth Wand, uncommon This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the Mold Earth cantrip. While you carry the wand, your clothes and gear magically repel non-magical mud, dust, and dirt. Even after a long day of digging or trekking through a swamp, you remain as clean as when you started. This effect immediate, constant, and does not require a charge to function. All expended charges are regained daily, at dawn. The wand is carved from a piece of ironwood that has petrified into dark, heavy stone; it feels weightier than it looks. Its surface is deeply ridged, resembling a twisted tree root or braided branch. Five rough-cut amber stones are embedded along its spiral, glowing with a dim, earthy light when a charge is expended. When held, you can feel a faint vibration in the handle, like a quiet tremor upon solid ground. Secondary name: "Amber Trowel" [/hider] [hider=Wand of Disturbing Smiles] [img]https://i.ibb.co/SX0ZgZHb/1768046436944.jpg[/img] Wand of Disturbing Smiles Wand, uncommon This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a Humanoid you can see within 30 feet of you. The target must succeed on a DC 15 Charisma saving throw or be forced to smile for 1 minute. On a failed save, the target's features don't gently form into a warm smile; they are violently pulled upward into a wide, toothy, quite possibly deranged grin that looks exactly like the carvings on your wand. As they smile, you hear the faint, wet sound of a dozen tiny mouths giggling from the palm of your hand. Note that only the person using the wand can hear these maddening little giggles. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of scowls (disturbing). This wand is a disturbing sight to behold. Crafted from dark, twisted wood, its length is studded with several eerily realistic human mouths that seem caught in mid-sneer. The wand's tip curves like a sickle and is made of a pale, bone-like material lined with sharp, serrated teeth. As you hold the leather-wrapped grip, the faint scent of old parchment and damp bone lingers in the air, and the mouths along the shaft seem to twitch as if waiting for a reason to laugh. [/hider] [hider=Wand of Growth and Diminution] [img]https://i.ibb.co/fGQdF6b5/1767927570388.jpg[/img] Wand of Growth and Diminution Wand, uncommon (requires attunement by a Spellcaster) This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the Enlarge/Reduce spell from it. Duration remains one minute, and the caster may dismiss the spell at any time. Save DC is 15, or the spellcaster's spell save DC (whichever is higher). As a bonus action, the wand may emit bright light for five feet and dim light for an additional five feet beyond, allowing for a controlled source of subtle illumination. This use of the wand requires no charges, and the light may be dismissed at will. All expended charges are regained after a Long Rest. This is a 12-inch wand of dense, bone-white holly, featuring a tight, spiraling grain of deep crimson. The shaft tapers elegantly to a crown of organic wooden prongs that cradle a large, emerald-cut Ametrine. The gemstone displays a sharp, bicolor transition from vibrant golden-yellow to deep royal purple. When held, the wand emits a very faint, rhythmic phosphorescence, and the crystal appears to shift in size and color depth depending on the angle of the light. Secondary name: "Ilexxian Taper" [/hider] [hider=Wand of Wonder] [center][/center] [img]https://i.ibb.co/1YScmZPg/1768016586215.jpg[/img] Wand of Wonder Wand (arcane focus), rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens. [b][i](UNTIL FURTHER NOTICE, TABLE OF EFFECTS IS STANDARD.)[/i][/b] If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already. If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed. [/hider] [hider=Boots of the Misty Step] [img]https://i.ibb.co/TDdpKNdV/copilot-image-1773123598553.jpg[/img] Boots of the Misty Step Wondrous Item, uncommon (requires attunement) These soft, silver‑threaded boots shimmer faintly, as though wrapped in a thin veil of fog. The Boots of the Misty Step hold 3 charges. While wearing them, you may expend 1 charge to cast Misty Step on yourself as a bonus action. The boots regain 1d4–1 expended charges after a Long Rest. [/hider] [hider=Geta of the Long Kick] [img]https://i.ibb.co/4n9ySt08/1763746981273.jpg[/img] Geta of the Long Kick Weapon (light hammer, sort of), rare (requires attunement by a Monk.) You have a +1 bonus to attack and damage rolls made with this magic weapon. The Geta of the Long Kick are a pair of reinforced wooden sandals that usually come with matching tabi. The tabi are not necessary for any of the features of the Geta to function. They are made of rich hardwood and fine, stylized cords, with metal strips across the bottom of the sole for possible defensive purposes. They are slightly concave to suit the feet of the wearer, which customizes to anyone attuned to them, as does the size and overall fit. These geta serve two main functions. Firstly, they increase the speed of anyone attuned to them by 5 feet. Secondly, they can be used to make a thrown attack (20/60) as if they were monk weapons. The damage is equal to the monk's martial arts damage +1, or 1d4+1, whichever is higher. Damage inflicted by the Geta of the Long Kick is considered magical and bludgeoning. Upon completing an attack, successful or not, they will fly immediately back to the wielder's feet as if possessing the Returning property. Despite being essentially wooden slippers held on by cord, The Geta of the Long Kick will absolutely not accidentally come off of the feet of one attuned to them. Even if at a dead sprint, flying through the air, making a formidable attack, or falling from a high place. One cannot be knocked out of these sandals. They are very steadfast and reliable footwear. The Geta of the Long Kick were originally created for the adventuring Monk, Lachan Cla, by grateful craftsfolk from the nation of Shadowmist. They are therefore known colloquially as "Lachancla," or "Lachancla Sandals." The legendary Monk himself was lost some time during the early Necromantic Wars, and his sandals with him. [/hider] There are three other items which have been recovered from the "study" downstairs, but your friendly neighborhood Ritual Identifier only discussed them in passing, and/or were claimed. The first one was mentioned out loud as a "Bloodwell Vial", briefly mentioned in the notes of Arnaud L'Rose as "The Well." The other items not reside in Victoria's possession. One is a set of hair combs, the other is a wand made from a shard of obsidian with a wire wrap handle. As she did not leave written information about those, one needs to either guess from post details/dialogue what they do, or resort to IC conversation. [hider=Claimed Item Images] [center][img]https://i.ibb.co/CKP23ppT/Bloodwell-Vial.png[/img] [img]https://i.ibb.co/ZzWVYF6p/Comb-of-Beauty.jpg[/img] [img]https://i.ibb.co/F4PZd52k/Wand-of-Inflicting-Wounds.jpg[/img][/center] [/hider] ANYWAY, you all know the drill. Get with me in our Discord for questions, clarifications, die rolls, etc., and best of luck with the upcoming.