Those Wizards Want That +1 Lute, Big Time
Okay, let's just say you'll trade in Sarah's non-magical but valuable necklace to the wizards of the R'haull'tho'zh
aar Tower of Powerful Magycks for identification. Here's the updated rundown:
Gauntlets of +1 ST (Mike, being a zombie thief, has no use of them)
Lute +1
Golden longsword +1, +2 vs. adventurers
Ring of Big Healing (+1 hp on all healing dice rolled for spells)
Robes of Light (AC 5 for LG, burst into flames if not LG)
The rest of the stuff you already know about. The wizards seem a little suspicious that you have all this stuff Of The Jug, but don't really give you too much grief.
Any two of those items will be good enough to cover training and special training for y'all. I'm guessing the robes and the lute, but let me know how ya wanna do it.