The old bloke were propped in his chair, snorin’ like a bulldog. And there, leanin’ against the table, were a fancy cane, callin’ to me. Well, how could I say no? So I nicks it right quiet-like, tippy-toes past the droolin’ geezer, and legs it out the window.
Soon as I’m clear, I give the stick a waggle. “Go on then,” I says. Next thing I know, me feet’s buzzin’, and I’m tearin’ down the road fast as a horse. Buildings blurrin’, wind in me ears. Felt like I could outrun the moon if I fancied. Then I spots a guards up ahead, and what’s a gob to do but show off a bit?
I twirls the cane, shouts some wizardy words, and I’m jumpin’ up the courtyard wall. The guards start gawpin’, jaws flappin’. “Catch me if ya can, slowpokes!” I yells, leapin’ off the other side. They didn’t even bother givin’ chase as I sprints into the forest.
Now I’m layin’ low in a cave, polishin’ me new treasure. Reckon that old codger won’t miss it much. And if them guards comes lookin’? Well, I got the quickest feet in the realm now. Best job I ever pulled, this. Might go back tomorrow and see what else them wrinklies got lyin’ about.
Hurry Cane
Staff, Rare (Requires Attunement by a Spellcaster)
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, your Speed is increased by 10.
Spells. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.
Spell | Charge Cost |
---|---|
Expeditious Retreat | 1 |
Freedom of Movement | 4 |
Haste | 3 |
Jump | 1 |
Longstrider | 1 |
Wind Walk | 6 |
Call Hurricane. While holding the staff, you can take a Magic action and expend 2 charges to cause swift winds to fill a 20-foot Emanation originating from you. The winds remain for 1 minute, making the area Difficult Terrain for creatures other than you. The winds disperse gas or vapor, and extinguish candles and similar unprotected flames in the area.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
Check out last week’s item: the spellbookler.