Items

Helm's Gauntlet
Definitely exists somewhere

Starting

 * Bone pan flute (Düngar)


 * Abhorsen Bells (Val) - A bandolier of seven bells (different sizes) that serves as Val's arcane focus. Once per day they allow her to cast speak with dead.

From Thundertree area

 * Silver sword (Thorne) - very shiny and seamless, only usable by full-blooded elves. Once per short rest will cast command on a crit (DC 14) with the word "Grovel". Also after a dodge or disengage action can move and extra 5ft.


 * Bagpipes of Shattering (Guil) - Can cast silence and confusion once per day, DC 14 save for confusion only.

From Linu's Repose battle

 * spike off many arrows armor (needs identification).


 * Coded parchment (Zhent Script). Val has it, Celene suggest it must be from the Zhent.


 * Suspicious communications between Zhents and RSOAs.


 * 200GP.


 * Venomous Greatsword (+1 damage, +1d8 poison damage CON DC 16).

From Celine in the Helm Hold catacombs

 * Crest (rendering of Azmodeus, may be triggered by a phrase or something).


 * Elaborate key - LATER OPENS THE CHEST IN STARRED CLOAK TOWER.


 * Longsword that shatters then merges onto Thorne’s blane. Creepy voice “strongest deserves victory, bring us victory”.


 * Old dented helmet (Guil finds it, identifies it as darkvision and +1, gives to Yglesia).

Gifts from Aurelien

 * Val gets a cloak (+2 AC), gains advantage on history checks that have to do with the Zhents.


 * Dungar: enchanted coin (owner can hear whatever is happening where the coin is, can only use 1/day, vanishes after 1hr and returns to owners pocket).


 * Guil: gets a shield (+1 AC if surrounded by two enemies, +1 for every enemy after 2).


 * Yglesia: gets an egg (Linu tells her how to hatch it) Aurelien acquired it on a mission years back and was told only a druid with an affinity for fire would know what to do with it.


 * Thorne: Aurelien removes the inkstain on her face, gives her a burglars cloak (+1 to sleight of hand, investigation checks).


 * Harper Tattoos: 3 abilities once per long rest, invisible except to light up when proving identify to a fellow Harper. Abilities are: locate ally, sending, and alarm.