Magic Items

Flail of the Ages, Head of Fire
Once a three headed monster, this flail was the prized weapon of King Brahqin. His three sons inherited a flail head each upon the King's death. The flame head found its way to Beacon, eventually falling into the possession of the academy's vicious drillmaster - Cladius Briggs.

The head of this flail has an unusual shape. Rather than baring spikes, the flail head has a hollow honeycomb shape that allows for the passage of air within it. The flail shaft has three nubs with the honeycombed flail head linked to one of the three by a silver chain. You sense that this weapon could become more powerful if the proper flail heads are found and reattached.

Effects
You have a +1 bonus to attack and damage rolls made with this magic weapon. Additionally, the flail deals fire damage.

Possession
Jottenheim

Attunement
Yes, requires attunement by a the wielder must pray to Ghol with the flail at a Gholian holy site

Gate Crasher
This maul served as a battering ram that could be wielded by a single soldier. It was forged by a student of Kord and proved useful during Kord's campaign of liberation.

Effects
You have a +1 bonus to attack and damage rolls made with this magic weapon. You have advantage to attack rolls against non-sentient, non-equipped, inanimate objects and all damage done to such objects is doubled.

Possession
Sylfir

Attunement
Yes, requires attunement by a the wielder must spend an hour destroying a wall

Staff of the Adder
Hadid Al Zi, a diplomat and traitor from Nim't, used this staff against the party when they attempted to interrupt his arms deal.

Effects
You can use a bonus action to speak the staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its animate form.

Possession
Synkronos

Attunement
Yes

Cloak of Protection +1
Sansarya pilfered this cloak off of Lord Collingsley, after defeating the patriarch of her family's rival family.

Effects
You gain a +1 bonus to AC and saving throws while you wear this cloak.

Possession
Sansarya

Attunement
Yes

Hide of the Owlbear, +1
This hide suit of armor was once the pride of the elven hunters of Hart Woods, who crafted the quote from one of their 8 most prized queries.

Effects
You have a +1 bonus to AC while wearing this armor.

Keen Sight and Smell. The wearer has advantage on Wisdom (Perception) checks that rely on sight or smell.

Possession
Jottenheim

Attunement
Yes, requires attunement by a the wearer must meditate in a forest clearing under the moon for one hour

Shield of the Elements
This shield is an exquisite example of orc craftsmanship. The outer edge of the shield is lined with fur. The shield itself is bronze but surprisingly sturdy. The face of the shield is divided into slices with a ruin for each elemental damage type inscribed into it - acid, cold, fire, lightning, or thunder damage.

Effects
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Once per day, you can use Absorb Elements as a reaction.

Absorb Elements: The spell captures some of the incoming energy, lessening its effect on you and storing it for your next melee attack. You have resistance to the triggering damage type until the start of your next turn. Also, the first time you hit with a melee attack on your next turn, the target takes an extra 1d6 damage of the triggering type, and the spell ends.

Possession
Synkronos

Attunement
Yes, requires attunement by a a character must spend a short rest cleaning the shield to gain attunement

Amulet of Proof against Detection and Location
Merkorios looted this amulet off of the body off of Lord Collingsley

Effects
While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.

Possession
Merkorios

Attunement
Yes

Candle of the Deep
Upon spotting the candle at Ziqasain The Bountiful's Shop of Extra-Worldly Wonders, Synkronos was immediately fascinated by its ability to burn in water.

Effects
The flame of this candle is not extinguished when immersed in water. It gives off light and heat like a normal candle.

Possession
Synkronos

Attunement
No

Eye of Drist
The party found the Eye in the tomb of Saint Aelfthryth, a devout follower of Deira. Sensing their attachment to the Goddess, the orb called out to Synkronos and Sansarya through telepathic bird songs. Upon touching the orb, the party was transported to Deira's demi plane where she imparted upon them the power and importance the orb possessed. In the Dryad's Grove, the party learned that the orb was one of two components - the stalk of an elder brain being the second - necessary to forge Aelfthryth's staff, a powerful artifact used by the mage to fight off mindflayers.

Effects
The orb has charges equal to your level. You can use one charge to shed bright light in a 10-foot radius and dim light for an additional 20 feet. A second charge, on top of the first, can be spent to reveal Invisible creatures and objects as long as they are in the lantern's bright light. Additional charges can be spent to increase both the radius of bright and dim light by 10ft. The light has a duration of 1 hour and the invisibility effect lasts 10 minutes.

Possession
Synkronos

Attunement
Yes

Horn of Silent Alarm
Jottenheim purchased the horn at Ziqasain The Bountiful's Shop of Extra-Worldly Wonders.

Effects
This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn’s blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn.

Possession
Jottenheim

Attunement
No

A Brewers Guide to the North by Elk Effelwaffle
Alexander was surprised to find, among the more scholarly texts checked out by his father, a guide to breweries. Upon rechecking out the book from the library, he discovered that it likely contained a message from his father coded throughout the pages.

Possession
Alexander