"Oh?" Aria smiled as Kass squeezed her and mentioned some of the thoughts floating through her head. She reached up to suggestively slide the sunrod up and down in Kass's cleavage a few times. "Was that what this was really for then?..."<br/><br/>She returned the kiss, tongue darting inside Kass's mouth several times and twisting about artfully, while she her self grind against Kass's upthrust thigh  bit below. She was reluctant to break it off, especially with the prospect of a bumpy camel ride to get back to.<br/><br/>The ride was mercifully uneventful after the led they untethered and led the camels down the mountainside onto the flat sands, with the sun now past its zenith but fortunately not yet low enough in the sky to be in their eyes for the westward ride.<br/><br/>After the two hours' ride they were greeted eagerly at the temple; word it seemed had spread enough for most all the clergy to know whom they were. Kass would find both the real Rana and the impostor in much the same state as they'd been left; the former sleeping peacefully after her ordeal, the latter unconscious and bound.<br/><br/>Aria decided to use the library for experimenting with the monocle and found that, indeed, looking through it seemed to 'sharpen' the effects of her arcane sight (and would likely have done the same for Kass's magic detection cantrip) such that she could identify the properties o fthe other magic items, and do so far more quickly than she'd been able to with her wand.<br/><br/>The Draconic tomes were each scholarly affairs about magic, arcana, or draconic heraldry; none obviously relevant to their current retrieval mission.  One of the two Common tomes treated current-century history of piracy in the Moonsea, the other, about relics, had four numbered dog-eared pages. The one numbered first was a holy talisman rumored to be in possession of a rather unholy pirate captain; the second the Adon statue in Siwa; the third in fourth were each in cities in the neighboring old empire of Chessenta, a rod supposedly somehow imbued by the touch of the wine-god of the Olympic pantheon worshipped in that region and few places else in Toril, Dionysus, and the fourth was a shield which had supposedly belonged to some ancient hero.<br/><br/>While she worked, Arsinoe came in unbidden but not unwelcome, serving her water with crushed mint, and offering a foot and calf rub which after the camel rides was readily accepted.<br/><br/><br/><br/>EDIT: added note on 'the Ranas' as per your post before. Also Aria healing (from 65 dmg): uses belt of healing for 21 (from 6d8), then 4 more wand charges for 21+4x11=65 exactly. She's now used 26 charges on one wand and 11 on the other.<br/><br/>Bag of holding type IV (5K)<br/>Efficient quiver (900)<br/>Pair of Sending stones: these stones come in pairs. Each opal may, once per day, be used to send a message (as the spell Sending) to the possessor other stone. If the other stone is currently in no creature's possession, the usage is wasted. The sender can not distinguish between a lack of receiver and one who chose not to reply. (4500)<br/>Pair of Reciprocal compasses: these compasses come in pairs; each compass always points toward the other. The needle vibrates when the compass is held at an angle such that the needle cannot directly face the other. (1000)<br/>Potion of lesser restoration (150)<br/>ring of evasion (12.5K)<br/>rod of the viper (9.5K)<br/>staff of charming (2 charges left) (330)<br/>cloak of the manta ray (10K)<br/>pipes of pain (6K)<br/>artificer's monocle (750)<br/>(except for the monocle I used a treasure generator for the dragon's hoard....the ring of evasion was great luck! I had already been planning to suggest Kass buy one at some point)<br/><br/>Artificer's Monocle (Magic Item Compendium, page 72; Body Slot: Face)<br/>Putting on a monocle is a standard action. While wearing an artificer's monocle, whenever you successfully use your artificer knowledge class feature (ECS 31) to detect an item's magical aura or you cast detect magic and have at least 5 ranks of Knowledge (arcana), you can spend 1 additional minute studying the item. If you do, you can identify the abilities of that item as if you had cast identify upon it.[/i]<br/><br/><br/>(Arcane Sight subsumes Detect Magic, and with a DC 20 Use Magic Device 'emulate a class feature' check, either girl can spoof the 'artificer knowledge' requirement. Come to think of it that removes the need for the Detect Magic; it's 'artificer knowledge' or '5 K(a) ranks + Detect Magic').<br/><br/>Charming<br/><br/>Made of twisting wood ornately shaped and carved, this staff allows use of the following spells:<br/>Charm person (1 charge)<br/>Charm monster (2 charges)<br/><br/><br/>Cloak of the Manta Ray<br/><br/>This cloak appears to be made of leather until the wearer enters salt water. At that time the cloak of the manta ray adheres to the individual, and he appears nearly identical to a manta ray (as the polymorph spell, except that it allows only manta ray form). He gains a +3 natural armor bonus, the ability to breathe underwater, and a swim speed of 60 feet, like a real manta ray.<br/><br/>Although the cloak does not enable the wearer to bite opponents as a manta ray does, it does have a tail spine that can be used to strike at opponents behind the wearer, dealing 1d6 points of damage. This attack can be used in addition to any other attack the character has, using his highest melee attack bonus. The wearer can release his arms from the cloak without sacrificing underwater movement if so desired.<br/><br/><br/>Pipes of Pain<br/><br/>These appear to be like any other standard set of pipes with nothing to reveal their true nature. When played by someone who succeeds on a DC 15 Perform (wind instruments) check, the pipes create a wondrous melody. All within 30 feet must make a DC 14Will save or be fascinated by the sound. (This is a mind-affecting sonic compulsion.)<br/><br/>As soon as the piping stops, all those affected are stricken by intense pain at even the slightest noise. Unless a character is in a totally silent area, she takes 1d4 points of damage per round for 2d4 rounds. During this time, damage from sonic attacks is doubled. Thereafter, the least noise causes an affected character to become shaken (except when she is in a totally silent area). This hypersensitivity is a curse and therefore hard to remove (see the bestow curse spell).<br/><br/><br/>Rod of Splendor<br/><br/>The possessor of this rod gains a +4 enhancement bonus to her Charisma score for as long as she holds or carries the item. Once per day, the rod creates and garbs her in clothing of the finest fabrics, plus adornments of furs and jewels.<br/><br/>Apparel created by the magic of the rod remains in existence for 12 hours. However, if the possessor attempts to sell or give away any part of it, to use it for a spell component, or the like, all the apparel immediately disappears. The same applies if any of it is forcibly taken from her.<br/><br/>The value of noble garb created by the rod ranges from 7,000 to 10,000 gp (1d4+6 × 1,000 gp)—1,000 gp for the fabric alone, 5,000 gp for the furs, and the rest for the jewel trim (maximum of twenty gems, maximum value 200 gp each).<br/><br/>In addition, the rod has a second special power, usable once per week. Upon command, it creates a palatial tent—a huge pavilion of silk 60 feet across. Inside the tent are temporary furnishings and food suitable to the splendor of the pavilion and sufficient to entertain as many as one hundred persons. The tent and its trappings last for one day. At the end of that time, the tent and all objects associated with it (including any items that were taken out of the tent) disappear.<br/><br/><br/>Rod of the Viper<br/><br/>This rod strikes as a +2 heavy mace. Once per day, upon command, the head of the rod becomes that of an actual serpent for 10 minutes. During this period, any successful strike with the rod deals its usual damage and also poisons the creature hit. The poison deals 1d10 points of Constitution damage immediately (Fortitude DC 14 negates) and another 1d10 points of Constitution damage 1 minute later (Fortitude DC 14 negates). The rod only functions if its possessor is evil.