At the conclusion of play the PCs had spent the evening talking to Chastity Marblemill at the home of Margera Draidoch.
MAGIC ITEMS:
At one point during the evening Chastity disappeared outside and returned with a swag of items. He explained that these were magic items for which he had no use, but that the party might benefit from.
In addition to any other items already noted, Chastity gave the party the following items:
Belt of Vigor
http://www.wizards.com/dndinsider/compendium/item.aspx?id=541
Level: 2
Price: 520 gp
Item Slot: Waist
Property: You gain a +1 item bonus to your healing surge value.
Published in Player's Handbook 1, page(s) 253.
Amulet of Resolution
http://www.wizards.com/dndinsider/compendium/item.aspx?id=2925
Level: 2
Price: 520 gp
Item Slot: Neck
Enhancement: +1 Fortitude, Reflex, and Will
Power (Daily): No Action. Use this power when you fail a saving throw. Reroll the saving throw, using the second result even if it’s lower.Published in Adventurer's Vault 1, page(s) 149.
Reading Spectacles
http://www.wizards.com/dndinsider/compendium/item.aspx?id=2872
Level: 2
Price: 520 gp
Item Slot: Head
Property: You can read any language while wearing this item.
Published in Adventurer's Vault 1, page(s) 14
Gold and treasure:
Although the party has not yet returned to Nerris, to save hassle here is the tally of gold received as reward, (combined with treasure recovered from the adventure itself.):
Base - all players have a base of 520GP. Adam, Tina and Pete have an additional 100GP, comprising 30GP in coin and one of the 70GP vials of residuum. (This bonus is to compensate for the XP they effectively lost when I regraded everyone to the same XP level.)