So. magic items and trinkets for Krua and Zelbrun Edit: And Miriam!<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Krua</div><div class="spoiler_body"><strong>Goggles of Night</strong><br/><em>Wondrous Item, uncommon</em><br/>While wearing these dark lenses, you have darkvision out to 60'. if you already have darkvision, its range increases by 60'.<br/><em>The bands of these goggles are made of hand-tooled leather, with telecoping lenses controlled by knobs on either side; the lenses themselves are made of highly-polished dark amethyst cabochons. The metal fittings are worked and polished steel, etched with old dwarven runes; why exactly dwarves would make goggles to see in the dark, you haven't figured out just yet.</em><br/><br/><strong>Wand of Smiles</strong><br/><em>Wand, common</em><br/>This wand has 3 charges. While holding it you can use an action to expend one of its charges and target a humanoid you can see within 30 feet of you. The target must succeed a DC 10 Charisma save, or be forced to smile for one minute. The wand regains all charges daily at dawn; if you expend the wand's last charge, toll 1d20. On a 1, the wand becomes a <em>Wand of Scowls</em> (which functions exactly the same as the wand of smiles, just in reverse; forces people to frown, and has a chance of becoming a <em>wand of smiles</em> if you spend the last charge.) <br/><br/><strong>Trinket:</strong> You have come into possession of an enormous (hand-sized) scale that by all appearances is made of pure mithril... yet bends and flexes like any other stiff scale from a beast...</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Zebrun</div><div class="spoiler_body"><strong>Oil of Slipperiness</strong><br/><em>Potion, uncommon</em><br/>This sticky black unguent is heavy in its container, but flows quickly when poured. The oil can cover a medium or small creature and all of its equipment; applying the oil takes 10 minutes. The affected creature gains the effect of a <em>Freedom of Movement</em> spell for eight hours. Alternatively, the oil can be poured out onto a surface, where it covers a 10-foot square and replicates the effects of the <em>grease</em> spell for eight hours.<br/><em>Strangely, you've found that holding the flask of oil helps you get your bearings; it can function as a compass. You're 100% certain that this is a property of the oil and not the flask it's in.</em><br/><br/><strong>Pole of Angling</strong><br/><em>Wondrous item, common</em><br/>When held and its command word (<em>"Humuhumunukunukuāpuaʻa"</em>) is spoken, this 10-foot pole transforms into a fishing pole complete with hook, reel, and line. Speaking the command word again turns it back into a normal 10-foot pole. <br/><em>Every time you've transformed this thing, it mutters and grumbles at you in Undercommon. Only you can hear it. it seems to be trying to give you advice.</em><br/><br/><strong>Trinket:</strong> You have in your possession a necklace, of a sort; two crooked, mummified raven's feet on an otherwise unadorned leather cord. You've always had it, that you can remember...</div></div><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Miriam</div><div class="spoiler_body"><strong>Rope of Climbing</strong><br/><em>Wondrous Item, uncommon</em><br/>This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.<br/>If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.<br/>The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.<br/><em>This rope looks like it's constantly on the verge of falling part; it's rough, dust and fibers brush and fall off when it's handled, and most unsettlingly, cords snap and fray from the rope when it's used; however it never actually seems to lose <strong>integrity</strong> and despite appearing to be a really crappy rope, it's held up and functioned without a hitch.</em><br/><br/><strong>Clockwork Amulet</strong><br/><em>Wondrous item, common</em><br/>This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts its ear to the amulet can hear faint ticking and whirring noises from within. <br/>When you make an attack roll while wearing the amulet, you can forego rolling the d20 and to instead get a 10 on the die. Once used, this property can't be used again until the next dawn.<br/><br/><br/><strong>Trinket:</strong> You have a curious metallic device, rectangular in shape with rounded corners. At one end are two metal cups that throw sparks when they get wet or when a piece of metal touches both.</div></div><br/>I swear I rolled all of these on the tables in the books.<br/><br/><del>I was kinda hoping for at least a fourth person, but, hey, three people can do stuff</del>! I'll have an IC page up soon; in the meantime if you guys want to work out your party dynamics, now's a good time!