Amulet of Protection (#11/31, #193/365) [EA:V2] (Enchanted Item)
This is a silver jewelled amulet that radiates protective power. Anyone who wears it gains a bonus of both +2 STAMINA and +1 LUCK. These bonuses are immediately cancelled if the Amulet of Protection is removed from the wearer's neck. One was known to be worn by an evil Gnome in the forests north of Gundobad. Using dire sorcery, the Gnome had evicted a Sprite Queen from her sacred tree, chopped the tree down and dug a burrow beneath the tree's dying roots. Here he laired until slain by the Warrior Prince Clovis, who had embarked upon the Trial of Kingship, and claimed the Amulet of Protection for his own.
Unavailable to buy
Ring of Warlock Power (#12/31, #194/365) [EA:V2] (Enchanted Item)
This is a gold ring engraved with a seal depicting the symbol of infinity, otherwise known as a "lazy eight", looking like the number 8 lying on its side. Any Warlock who wears this ring can cast two Battle Spells per combat instead of one, but they must still deduct the Magic Points of both spells from their current total and make a Magic-Warlock Special Skill roll for each spell to see if they succeed in casting it. Lother the Warlock-Prince of Gundobad won such a ring by slaying an evil Djinn who dwelt in a white hilltop villa on the borders of the Northern Waste.
Unavailable to buy
Fine Iron Shield (#13/31, #195/365) [EA:V2] (Enchanted Item)
This is a finely-wrought iron shield, of excellent craftsmanship. This shield is a Large Shield and requires the Armour Special Skill to use properly. In addition to having a regular Large Shield Armour Roll, it also grants its user a bonuses of +1 to both their SKILL and LUCK scores. These bonuses are lost if the owner does not bear the shield upon their non-weapon arm at all times. Some claim these shields were used by the elite Legionaries of the Kabeshian Empire, and they occasionally turn up across Khul as treasured keepsakes or found curios. Lothar, Warlock-Prince of Gundobad, discovered such a shield in the cellars of the villainous publican Sweeney Todd, and gave it to his brother Clovis the Warrior-Prince as a gift, while they both were questing on the Trial of Kingship.
Unavailable to buy
Hammer of Thunder (#14/31, #196/365) [EA:V2] (Artefact)
This is a large, finely-crafted Greathammer, requiring two hands to use in close combat. It has a long, ornately carved shaft made from oak and a rectangular brick-shaped head forged from solid iron. Anyone wielding the Hammer of Thunder in comabt gains a +2 bonus to both their SKILL and STAMINA scores and also a +1 bonus to their LUCK score. These bonuses are lost if the bearer is not using the Hammer of Thunder in combat. In addition, the weapon can be thrown if its bearer has the Strength Special Skill, with the same range as a Throwing Dagger, and returns to its bearer's hands regardless of whether it hits its target or not. Finally, once per day, the bearer of this weapon may summon a deafening thunderclap that terrifies all animals in the immediate vicinity, while all combatants must lose 1-6 STAMINA points and reduce their SKILL by -2 for the remainder of the combat. The Hammer of Thunder was reputed to have been lost a millenia ago, by a Barbarian chief plundering a Dwarf mine in northern Khul, until recovered by the Warrior-Prince Clovis of Gundobad who had ventured forth on his Trial of Kingship.
Unavailable to buy
Staff of Two Pieces (#15/31, #197/365) [EA:V2] (Enchanted Item)
This is a medium-sized fighting-staff, requiring two hands to wield in combat, made from a solid but unknown type of metal (some scholars suspect White Steel). The staff has magical properties - as well as inflicting regular Quarterstaff damage to a foe's STAMINA score, it will also reduce their SKILL score by 1 point for every successful hit. If their SKILL score reaches zero before their STAMINA score does, they have died. The staff gets its name from its ability to unscrew and detach into two separate metal rods, one rod of which ends in a tightly coiled screw while the other rod has a threaded indentation to accommodate it. In this separated form it was discovered by the Warlock-Prince Lothar on his Trial of Kingship, among the volcanic wastes near Dragon Hove, and now likely resides in the treasury of Gundobad.
Unavailable to buy
Mechanical Bird (#16/31, #198/365) [EA:V2] (Enchanted Item)
This is a small mechanical bird whose parts are made from pieces of copper and crystal. When thrown into the air, it will animate into a MECHANICAL BIRD (SKILL 4 STAMINA 3, 1 Attack, Small Bite, -2 to the Damage Roll, Light Armour, can fly). The Mechanical Bird will follow all spoken commands faithfully for 10-60 minutes before deactivating. It will have 2-12 uses left when found, and will deactivate permanently when these are all used up. Technomancers have been known to craft Mechanical Birds that are permanently animated (or at least able to recharge from time to time) to act as Familiars, as per Return to the Pit (p. 10, pp. 68-78).
20gp
Dirk of Anti-Sorcery (#17/31, #199/365) [EA:V2] (Enchanted Item)
These long, iron-bladed daggers count as magical weapons when used in combat. When two of them are employed in battle, one in each hand (and thus requiring the Ambidextrous Talent), by a single combatant, they generate an anti-magic field that neutralizes spells and similar magic. No spells, priestly powers or bard songs may be employed during the battle (Psionics remain unaffected however). The legendary witch-hunter, anti-sorcerer and part-time demon-slayer Dragesima was known to employ such weapons when battling the wizards and warlocks of northern Khul.
Unavailable to buy
Armour of Obduracy (#18/31, #200/365) [EA:V2] (Enchanted Item)
This is a complete suit of magical plate armour that gleams blood-red in colour. Only the helmet is missing. As well as providing an Armour Roll equivalent to Plate Armour if its wearer has the Armour Special Skill, this suit also provides the wearer with a +2 bonus to their SKILL score, a +3 bonus to their STAMINA score, and a +1 bonus to their LUCK score. These bonuses are lost when the suit of armour is removed. However, Armour of Obduracy is very heavy. Anyone who wears it can only carry five other items, excluding Provisions or Gold Pieces. While embarked upon the Trial of Kingship, the Warrior-Prince Clovis found this armour stashed near the bottom of a well in the northern wilderness of Khul.
Unavailable to buy
Slavegrabber (#19/31, #201/365) [EA:V2] (Enchanted Item)
Serfs, outcasts, and other unfortunates all fear the vicious slavers of northern Khul who are armed with long silvery Animated Ropes known as a Slavegrabber. This is a looped lariat that is tossed into the air while the command phrases are uttered: "Slavegrabber, take them! Catch them quickly!" If this happens in combat, roll a die every Attack Round, on a 6 Slavegrabber will fly forth and ensnare their designated target such that the victim is completely immobilized. If the victim is fleeing or standing still, they must Test their SKILL to avoid the magic rope. The rope has a range of six metres centred around its owner.
Unavailable to buy
Sword of Frost (#20/31, #202/365) [EA:V2] (Artefact)
This is a long iron sword with an ornately-wrought hilt and a straight blade that glows faintly with a luminous green light. If wielded in combat, its bearer gains a +2 bonus to their SKILL score and a +1 bonus to their LUCK score as long as they hold the sword in their hands. In addition, anyone hit by the Sword of Frost suffers an extra STAMINA point of damage as the sword's biting cold greenish edge sears the wound. This damage is doubled for any creatures from the Magical Plane of Fire, such as Devlins, Fire Sprites and Fire Elementals. The Sword of Frost was believed to be interred in a treasure-filled barrow-tomb in the wilderness north of the golden city of Gundobad, though some say the barrow's guardian Wight was destroyed by the Warrior-Prince Clovis, who had embarked upon the Trial of Kingship.
Unavailable to buy
Rod of Holiness (#21/31, #203/365) [EA:V2] (Artefact)
This is a long white rod made from ivory with a large blue diamond embedded at its tip. It is used by high priests and others dedicated to the Gods of Good to banish Demons and counter their powers. The Rod of Holiness has three main powers, each of which can be used once per day:
- Allow its bearer to Teleport as per the spell
- Banish: This causes all Demons within eight metres to Test their LUCK. Any that fail this test will be banished back to the Pit. For Demons with Essence this means they must lose 1 Essence point to reform at a safe distance.
- Counter: This shoots a beam of pure white light at a Demonic creature to prevent it using its Pit-given powers. The beam hits on a roll of 1-5 on a d6. A Demon hit by this beam is unable to use any of its magical special abilities for four Attack Rounds, although non-magical abilities are unaffected. Thus a Demonic Steed would not be able to breathe out its foul smoke but would still be able to make two hooved attacks.
Unavailable to buy