APPENDIX A: MAGIC ITEMS
This appendix describes new magic items that appear
in the adventure, and which are presented here in alpha-
betical order.
Several of these items are found in the possession of
specific NPCs:
- Aurinax has the dragonstaff of Ahghairon.
- jalester Silve rmane has a badge of the Watch.
- Jarlaxle Baenre has a bracer of daggers, a feather of
diatryma summoning, a knave's eye patch, and a ring
of truth telling. - Meloon Wardragon has Azuredge.
- Vajra Safahr has the Blackstaff.
AZUREDGE
Weapon (battleaxe), legendary (requires attunement)
Forged by the archwizard Ahghairon, this intelligent
battleaxe was crafted lo defend Watcrdeep. Jts current
wielder is a former member of Force Grey named
Meloon Wardragon (see appendix 8), but the weapon is
searching for a new owner.
Azuredge has a solid steel handle etched with tiny
runes, wrapped in blue dragon hide with a star sapphire
set into the pommel. The axe head is forged from silver,
electrum, and steel alloys whose edges constantly shim-
mer with a deep blue luminescence.
You gain a +3 bonus to attack and damage rolls made
with this magic weapon. The shield spell provides no de-
fense against the axe, which passes through that spell's
barrier of magical force.
When you hit a fiend or an undead with the axe, cold
blue flames erupt from its blade and deal an extra 2d6
radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend
1 charge and make a ranged attack with the axe, hurling
it as if it had the thrown property with a normal range of
60 feet and a long range of^180 feet. Whether it hits or
misses, the axe flies back to you at the end of the current
turn, landing in your open hand or al your feet in your
space (as you choose). The axe regains all expended
charges daily at dawn.
mummation. While holding the axe, you can use an
action to cause the axe to glow blue or to quench the
glow. This glow sheds bright light in a 30-foot radius
and dim light for an additional^30 feet.
Sentience. Azuredge is a sentient lawful neutral
weapon with an Intelligence of 12, a Wisdom of 15, and
a Charisma of 15. It has hearing and darkvision out to a
range of 120 feet.
The weapon communicates telepathically with its
wielder and can s peak, read, and understand Common.
It has a calm, delicate voice. The weapon can sense the
presence of non-lawful creatures within^120 feet of it.
Personality. Azuredge is sworn to protect Waterdecp,
and it desires to be wielded by a law-abiding per son
willing to dedicate everything to the city's defense.
The weapon is patient and takes its time finding its
ideal wielder.
If someone tries to use Azuredge against its will, the
axe can become ten times heavier than normal, and
can magically adhere to any Medium or larger object or
surface it comes into contact with. Once it does so, the
axe can't be wielded. Nothing s hort of a wish spell can
separate the axe from the item or s urface to which it is
adhered without destroying one or the other, though the
axe can choose to e nd the effect at any time.
BADGE OF THE WATCH
Wondrous item, rare (requires attunement by someone
designated by the Open Lord of Waterdeep)
A badge of the Watch is given only to those who have
earned the trust of the Open Lord of Waterdeep. The
badge, signifying the rank of captain in Waterdeep's City
Watch, bears the emblem ofWaterdeep and is meant to
be worn or carried.
While wearing the badge, you gain a +2 bonus to AC if
you aren' t using a shield.
If the badge is more than 5 feet away from you for
more than I minute. it vanishes and harmlessly reap-
pears on a surface within 5 fee t of the Open Lord. While
holding the badge, the Open Lord knows your location,
provided the two of you are on the same plane of exis-
tence and your attunement to the badge hasn't ended.
As an action, the Open Lord can touch the badge and
end your attuncment to it.
6AOGE OF THf WATCH
APPENDIX A I MAGIC ITEMS