Magic Items Handed Out
Exalted Chain Mail +1 (Durkon)
+1 AC Enchantment
Power (Daily * Healing): Minor Action. Until the end of your turn, each character healed by one of your encounter powers or daily powers regains additional hit points equal to 1d10 + your Charisma modifier
Tyr's Bag of Endless Rations (Durkon)
After an extended rest, you open the bag, creating enough food and water to feed five medium or small creatures (or one large creature) for 24 hours.
Thunderburst Longbow +1 (Beros)
+1 to attack and damage rolls: +1d6 Thunder damage on critical hits
Power (Daily * Thunder): Minor Action. The next ranged basic attack you make with this weapon before the end of your turn becomes a burst 1 centered on the target. Use your normal attack bonus for the basic attack, but against Fortitude. Each target hit takes thunder damage equal to the normal damage you would deal with a ranged basic attack with this weapon.
Catstep Boots (Durkon via Poe)
When you fall or jump down, you take only half normal falling damage and always land on your feet.
Power (Daily): Free Action. Gain a +5 power bonus to your next acrobatics check or athletics check.
Ancient Frost blade of the Cyrstal Captain +1 (Poe via Durkon)
Ancient blade worn by a captain of the crystal kingdom at the time of the sundering.
+1 to attack and damage rolls: +1d6 cold damage on critical hits
Power (At Will * Cold): Free Action. All damage dealt by this weapon is cold damage. Another free action returns the damage to normal.
Power (Daily * Cold): Free Action. Use this power when you hit with the weapon. The target takes an extra 1d8 cold damage and is slowed until the end of your next turn.
Symbol of Hope +1 (Durkon)
+1 to attack and damage rolls: +1d6 damage on critical hits.
Power (Daily): Immediate Reaction. You can use this power when you or an ally within 5 squares of you is hit by an effect that a save can end. You or the ally gains a +5 power bonus to saving throws against the effect.
Resounding Quarterstaff +1 (Kleister Fokken)
+1 to attack and damage rolls: +1d6 thunder damage on critical hits
Power (Daily): Free action. Use this power when you hit with the weapon. The target is dazed until the end of your next turn.
Amulet of Protection +2 (Ron)
+2 defense to Fortitude, Reflex, and Will.
Bashing Shield (Guss)
Power (Daily): Free action. Use this power when you hit an enemy with a melee attack. Push the enemy 1d4 squares after applying teh attack's effects.