EQUIPPABLE TO NECK
Amulet
of Protection +2 (?)
Description
unknown. Player’s Note: It is suspect to be equipable to the neck at this time.
Movement
Rate: ?
No.
Per Backpack Slot: ?
Defense Bonuses:
Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?.
Value: ?/?gp
Bone
Fetish (?)
I
examined the Fetish. A simple necklace made from twine and bits of bones from
various creatures from the Frontier. Created long ago by the medicine men of a
tribe now extinct it has magical properties that can strengthen the bones of
those who wear them so that they can take more damage. Warning: this charm
boosts health, removing it when badly hurt may kill you! Player’s Note: Grants
+4 to max health.
Movement
Rate: Not Affected
No.
Per Backpack Slot: 12
Value: ?/?gp
Cheap Medallion (?)
These medallions were in vogue in Crownheart a few
years back, when the sons of minor landowners and artisans with ideas above
their station would wear them to impress people with their taste and style.
This failed, these medallions being too big, the gold plate tending to flake
and the large green gemstone being obviously cut glass. People wearing them
tend to now be considered laughable figures of fun.
Movement
Rate: Not Affected
No. Per Backpack Slot: 12
Value: ?/3gp
Copper Necklace (893)
I took a look at the copper necklace. This is a plain
and simple piece of jewellery. Copper is said to absorb all sorts of impurities
from the blood, though whether this is true or not I have no real idea.
Adventurer’s report they can be purchased at a copper smith in any city for
10gp using the order ‘B 893 0’. Player’s Notes: There are no obvious effects
upon equipping a copper necklace.
Movement
Rate: Not Affected
No. Per Backpack Slot: 12
Value: 10/5gp
Dark
Hand Scarf (?)
This
plain black silk scarf is worn by masters of the Dark Hand. A reward is paid
for them by the King and thus they are worth 40 gold. Player’s Note: Dwarven
Fighters cannot equip them.
Movement
Rate: Not affected
No.
Per Backpack Slot: 12
Defense Bonuses:
Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?.
Value: ?/40gp
Diamond
Collar (84)
I
peered at the Diamond Dog Collar, it was a lovely piece of work. A fine but strong silver chain studded with
tiny but beautiful diamonds. Ideally an animals neck, unless your character is
seriously kinky. This item gives a bonus of +1 to every type of defense due to
the mystical power of diamonds. Adventurers can wear them too, if they wanted
to be a dog, but ended up human by accident of birth.
Movement
Rate: Not affected
No.
Per Backpack Slot: ??
Defense Bonuses:
Normal=1, Fire=1, Cold=1, Chemical=1, Magical=1, Mental=1.
Value: 150/90gp
Eye of Khsu (?)
The Eye of Khsu is a
legendary magical artifact. It is a pendant which hangs on a thin, but
incredibly strong golden chain. The body of the pendant is a red gemstone with
yellow and orange streaks running through it. Legend has it that the Eye was
created by an evil sorceror who attempted to enchant it with the ability to
control the dead. The spell failed and the Sorceror discarded the item thinking
it a failure. When worn the Eye gives great power to its wielder. It grants
increased Strength and Willpower (+1 and +2 respectively), an additional 10
points of magical max health and a strange blue aura which floats around the
body when in combat, granting the wearer +10 defense against mental attacks.
Movement
Rate: ?
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: -
Normal=0, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=10.
Fang
Talisman (?)
Description
unknown. Player’s Note: It is suspected to be equipable to the neck at this
time.
Movement
Rate: ?
No.
Per Backpack Slot: ?
Defense Bonuses:
Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?.
Value: ?/?gp
Feather Fetish (?)
This is a small fetish
made of three feathers woven together. It is said that Shanna, who hates the
demon corruption of the birds, will bless such a fetish when it is made,
offering protection for the wearer. It is her reward to those who would slay
the demon birds from which the feathers come.
Movement
Rate: Not Affected
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: -
Normal=5, Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
Fire Ward (?)
Khij Wards are demonic
talismans, worn about the neck, which offer some protection from a specific
attack type or circumstance. Khij Wards do not last very long as the magic is
unstable at best.
Movement Rate: ?
No. per backpack slot:
12
Defense Bonuses:
Normal=0, Fire=30, Cold=0, Chemical=0, Magical=0, Mental=0.
Value: ?/?gp
Fox Pouch (?)
Medicine pouches are made by various primitive
cultures. The shaman will gather various parts of the animal that the pouch is
to be dedicated to and then, in a suitable ceremony, call the power of the
totem into the pouch. These pouches are worn around the neck on a leather thing
by the young warriors and hunters of the tribes and impart abilities to them
according to the nature of the animal. The pouches are not common, though
sometimes they do find their way out of the cultures which created them and
anyone is capable of wearing them. Player’s Note: Reports indicate that it
offers +1 vision, +5 to normal defense, +1 to dexterity, and +1 to
intelligence.
Movement
Rate: Not affected
No.
Per Backpack Slot: ?
Defense Bonuses: Normal=5,
Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0.
Value: ?/?gp
Golden Torc (?)
The golden torc appears to be very valuable: it is
heavy gold and studded with rubies. Looking at it, though, it became clear to
me that the rubies are cut glass and that, through the gold plate, the lead
underneath is starting to show. Perhaps there is a moral there somewhere.
Still, I suppose the thing is worth a bit.
Movement
Rate: Not Affected
No. Per Backpack Slot: 8
Value: ?/79gp
Heart Medallion (?)
A Heart Medallion is an unusual and interesting
magical item. It was supposedly made for an ancient guild of righteous warriors
who served the goddess Bethseline, the Queen of Love. When one of these holy
artifacts is worn, the wielder feels a warm tingling all over her body. From
then on, so it is said, the Goddess protects the wearer from magical cold
attacks by giving them +5 in their defense against cold. The goddess also shows
her deep and undying love for her faithful by granting them +5 Health. This can
be dangerous though. If the medallion is removed the health drops again
immediately, possibly resulting In death if the wearer is injured already.
Equippable Area: Neck
Movement
Rate: Not Affected
No. Per Backpack Slot: 12
Value: ?/?gp
Defense
Bonuses: - Normal=0, Fire=0, Cold=5, Chemical=0, Magical=0, Mental=0.
Ice
Ward (?)
Khij
Wards are demonic talismans, worn about the neck, which offer some protection
from a specific attack type or circumstance. Khij Wards do not last very long
as the magic is unstable at best.
Movement
Rate: ?
No.
per backpack slot: 12
Defense
Bonuses: Normal=0, Fire=0, Cold=30, Chemical=0, Magical=0, Mental=0.
Value: ?/?gp
King’s Body Guard Pendant (?)
The King’s Bodyguard Pendant is a powerful artifact
given to the King’s Bodyguard upon his or her appointment. The Pendant grants
enhancements on the wearer to aid them in battle to protect the king. The
wearer of the Pendant gains +50 Health. The power also grants +5 Damage on
every successful blow he or she strikes in combat and +20 points on his or her
attack and defense skills. If the wearer of the pendant is ever slain, it
teleports itself back to the king. The king also can recall the pendant at any
time if they deem it necessary.
Movement
Rate: Not Affected
No. per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: - Normal=20, Fire=20, Cold=20, Chemical=20, Magical=20, Mental=20.
Lodestone Amulet (?)
These amulets were made a century ago by the dwarves,
using metal taken from a meteorite, which fell in the barbarian lands and was
sold to them in exchange for fine metal weapons. The meteoric metal showed
curious anti-magic properties. The dwarves worked this metal into various
weapons of renown, each of which was capable of cutting through most
enchantments. The fragments left over were made into amulets, such as this one,
which repel magical forces. For this reason no mage can wear one of these, but
others can benefit from the great protection against magic they give.
Movement
Rate: Not Affected
No. Per Backpack Slot: 12
Value: ?/?gp
Defense Bonuses: - Normal=0, Fire=0, Cold=0, Chemical=0, Magical=6, Mental=0.
Lord Crusaders Pendant
(?)
The Lord Crusaders
Pendant is a powerful holy artifact given to a Lord Crusader upon their
appointment as head of their arm of the Church’s Crusaders. The Lord's Pendant
grants holy enhancements on the wearer to aid them in their battle for their
deity. The wearer of a Lord’s Pendant gains +50 Health. The power of their
deity also grants +5 Damage on every successful blow they strike in combat and
+20 points on their attack and defense skills. If the wearer of a lords Pendant
is ever slain, it teleports itself back to the High Church. The current High
Priest can recall the pendant at any time if they deem it necessary.
Movement Rate: Not Affected
No. per Backpack Slot:
12
Value: ?/?gp
Defense Bonuses: -
Normal=20, Fire=20, Cold=20, Chemical=20, Magical=20, Mental=20.
Merl Talisman (?)
In the early days of the
crusaders certain noble families developed traditions whereby their second son,
or daughter, would be inducted into a particular crusader
order. This persisted
for several generations , though has now pretty much died out. In order to help
their offspring in their new offices, certain families had
protective amulets made,
worn around the neck, bearing the symbol of the god the crusader had chosen to
follow. Some of these amulets survive, though many
have fallen into dark
hands and been lost. Any crusader can wear any amulet (even one of another
god): the gods are not jealous in this. The different
talismans protect
against different things. Only crusaders can wear them.
Movement Rate: Not
Affected
No. per Backpack Slot:
12
Value: ?/?gp
Defense Bonuses: -
Normal=3, Fire=3, Cold=3, Chemical=3, Magical=3, Mental=3.
Opal Amulet (?)
An Opal Amulet is an
ornate piece of jewelry, which is worn about the neck. Its chain is steel but
the setting for the stone is usually platinum with a clear opal glittering in
its clutches. Although not particularly popular amongst nobles, these amulets are
often worn as seals of office by members of the clergy. They have no known
magical powers. If you find one of these amulets there is a good chance is has
been lost by the clergy. If you go to a trader or courtyard and issue the order
'X 468 0' you can claim a reward of 125 gps for the item.
No. per backpack slot:
12
Equip to: Neck
Value: ?/60gp
Ravens Choker (?)
The Raven Choker is a magical item whose creation
dates back a couple of hundred years to the time of the Black Sorcerer, Khassu.
A figure of many dark tales, Khassu had a fascination with carrion birds. He
created a series of Raven Chokers for his minions to wear which had certain
magical effects, although what those effects might be is unknown. Legend says
that once donned, the Raven Chokers could never be removed... Khassu liked to
make sure his servants stayed in his service! Although long dead it is rumored
that the Raven Chokers can still be found and their magic is still functional.
These chokers can’t be removed. Its effect increases strength and dexterity by
1 at the cost of –4 (3) Willpower.
Movement
Rate: Not Affected
No. per Backpack Slot: 6
Value: ?/0gp
Relm Unholy Symbol (?)
It is made of silver and shows a simple oval,
representing the open mouth of the god Relm, Master of Greed. These amulets are
used to store the souls of those the wearer slays. Though the rituals used to
do this are only known to Crusaders of Relm. When worn, the symbol adds the
power of the dead to the wearer, making them much tougher and generally more
skilled. Warning, this item adds to health, if removed when you have low health
it may prove fatal. (Player’s Notes: Reports tell this symbol provides +5 health,
+5 attack, +5 to all defenses, +1 damage, and +1 to every statistics.)
Movement
Rate: Not Affected
No. Per Backpack Slot: 12
Value: ?/100gp
Defense Bonuses: - Normal=5,
Fire=5, Cold=5, Chemical=5, Magical=5, Mental=5.
Silver Chain (?)
This is a simple silver chain without adornment.
Movement
Rate: Not Affected
No. per Backpack Slot: 12
Value: ?/12gp
Silver Stone Necklace (?)
This simple necklace consists of a silver chain and a
stone with a hole in it. Folklore would have it that these items are lucky,
giving some protection against malefic magic. The order ‘X 1211 0’ slide the
stone over the simple necklace. It would be very bad luck to split them apart
again, so I will not.
Movement
Rate: Not Affected
No. per Backpack Slot: 12
Defense Bonuses: - Normal=1, Fire=0, Cold=0, Chemical=0, Magical=3, Mental=0.
Value: ?/?gp
Steel Rat Pendant (?)
Description Unknown. (Player’s Note: Reports tell this
pendant provides +2 dexterity, +1 wisdom, and +4 to normal defense.)
Movement
Rate: Not Affected
No. Per Backpack Slot: ?
Value: ?/?gp
Defense Bonuses: - Normal=4, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0.
Studded
Collar (302)
A
studded collar is the mark of a tough dog! These suave doggy items are the
ultimate status symbol for the heroic hound. Although they have little value
other than the fact that they look pretty cool. A low-level enchantment is
placed in Studded Collars to grant a dog +5 protection against “normal”
attacks. Dogs and Wolves can only equip studded collars.
Movement
Rate: Not affected
No.
Per Backpack Slot: ??
Defense Bonuses:
Normal=5, Fire=0, Cold=0, Chemical=0, Magical=0, Mental=0.
Value: 50/?gp
Talisman of Earth (?)
It feels very heavy for it’s size. It is dull brown
color with a few coppery highlights in it. Player’s Note: It is report that
this item boosts the wearer’s damage potential and resilience. (i.e. +2 damage
& +1 damage reduction)
Movement
Rate: Not Affected
No. Per Backpack Slot: 6
Value: ?/?gp
Talisman of Flame (?)
I took a look at the talisman of flame. It is red and
decorated with a stylized flame image. The thing feels hot and the idea of
putting it on is somewhat daunting. Minimum willpower 15 to equip.
Movement
Rate: Not Affected
No. Per Backpack Slot: 6
Value: ?/?gp
Defense Bonuses: - Normal=?, Fire=?, Cold=?, Chemical=?, Magical=?, Mental=?.
Talisman of Lamari (?)
I looked at the Talisman. This silver disc is on a
chain made from silver wire, but covered in sharp metal thorns. Wearing it
would hurt, I think. Holding it, though, it seems to radiate power. Engraved on
the disc is the face of a beautiful woman, but the face is contorted in pain.
When the talisman is equipped, the adventurer experiences: I slipped on the
Talisman and was instantly hit with waves of agony. I doubled over. After a
while, the pain faded. In fact, I started to like it. I realize that, with so
much pain all the time, any creature will have a hard time hurting me more than
I am being hurt already! The pain distracts me though and slows me down.
Adventurer’s report the overall resistance in pain is reflected in an ability
to take more damage (i.e. +15 health bonus), while the slowing affect inhibits
dexterity (-2) and vision (-1) rather than an adventurer’s ability to move. GM
NOTE: The talisman boost health. Be careful when removing it: the health
will be lost, which may kill you!
Movement Rate: Not Affected
No. Per Backpack Slot: 6
Value: ?/?gp
White
Amulet (?)
I looked at the white amulet. It appears to be
made of some sort of ceramic material, almost like glazed pottery. It is white
in color with a blue pattern on it. The pattern looks like swirls and whorls
but, from certain angles a women's face can be seen in the pattern. This
amulets are said to be a gift to the living from the so called 'snow queen',
who was turned to stone by a demon in the Time of Thunder. Player’s Note:
Reports indicate that the amulet does enhance the handsomeness or beauty of the
wearer. (+1 Appearance)
Movement
Rate: Not affected
No.
Per Backpack Slot: 12
Defense Bonuses:
Normal=0, Fire= -5, Cold=10, Chemical=0, Magical=0, Mental=0.
Value: ?/100gp
E 5 0
I slid
on the White Amulet. I seemed to feel my body chill as I did so, which brought
a healthy flush to my cheeks.