Artifact Events
TODO: Check these...can these actually be found on the map?
- You trip over the Spell Book, dust it off, and stick it in your pack.
- You find an elaborate container which houses an old vellum scroll. The runes on the container are very old, and the artistry with which it was put together is stunning. As you pull the scroll out, you feel imbued with magical power.
- You trip over the Grail, dust it off, and stick it in your pack.
- You trip over the Catapult, dust it off, and stick it in your pack.
- You trip over the Ballista, dust it off, and stick it in your pack.
- You trip over the Ammo Cart, dust it off, and stick it in your pack.
- You trip over the First Aid Tent, dust it off, and stick it in your pack.
Weapons
Centaur's Axe: You see a heavy axe embedded deeply in the ground. After several unsuccessful attempts by your army to remove it, you tightly grip the handle of the axe and effortlessly pull it free.
Blackshard of the Dead Knight: The widow of a former Captain of the Guard admires your quest and gives you the enchanted Sword that her husband relied on during his tour of duty.
Greater Gnoll's Flail: A clumsy Gnoll has killed himself with his own flail. Knowing your superior skill with this weapon, you confidently remove the spectacular flail from the fallen creature.
Ogre's Club of Havoc: At a roadside tavern, a drunken Ogre challenges you to a fight. Not wanting to hurt the creature, you subdue him instead, and take his massive club from him to prevent him from getting into any more trouble.
Sword of Hellfire: During a sudden storm, a bolt of lightning strikes a tree, splitting it. Inside the tree you find a mysterious sword.
Titan's Gladius: A Titan stops you and says, "Pay me 5,000 gold, or I shall slay you where you stand." You refuse. The Titan grabs the sword hanging from its belt, but you duck between its legs. He is so surprised by this maneuver that he trips... falling on his sword and killing himself instantly.
Sword of Judgement: You come upon a battle where a Paladin has been mortally wounded by a group of Zombies. He asks you to take his sword and finish what he started. As you pick it up, it begins to hum, and then everything becomes a blur. The Zombies lie dead, the sword dripping with blood. You strap it to your belt.
Red Dragon Flame Tongue: As you are walking along a narrow path, a nearby bush suddenly bursts into flames. Before your eyes the flames become the image of a beautiful woman. She holds out a magnificent sword to you.
Armageddon's Blade: Deep beneath the earth, you find a vault of the Ancients from before the Silence. Inside, you find a sealed casket, deeply etched with dire warnings. Ignoring them, you break the seal. Inside, you find Armageddon's Blade.
Trident of Dominion: You finally found a well after a long search. Your soldiers could not get the bucket of water out, however. Something was preventing it from coming out. Your banner carrier had to descend in the well himself. It appeared that a trident was blocking the way.
Shields
Shield of the Dwarven Lords: While searching through the rubble of a caved-in mine, you free a group of trapped Dwarves. Grateful, the leader gives you a finely crafted shield.
Shield of the Yawning Dead: Your troops discover an eerie shrine dedicated to the Undead. You bless the shrine, causing the stone shield emblem above the altar to crack. Underneath it is a real shield, which you decide to separate from this unholy place.
Buckler of the Gnoll King: A stone statue of a warrior holds a silver shield. As you remove the shield, the statue crumbles into dust.
Targ of the Rampaging Ogre: You come upon a bridge spanning a dry gully. As you begin to cross, a gigantic, maddened Ogre appears from the other side and charges, forcing you to slay it. You decide to take its shield as a trophy.
Shield of the Damned: Upon cresting a small hill, you come upon a ridiculous looking sight. A Sprite is attempting to carry a Shield that is almost as big as it is. Trying not to laugh, you ask, "Need help?" The Sprite glares at you and answers, "You think this is funny? Fine. You can carry it. I much prefer flying anyway."
Sentinel's Shield You find a large box that seems to be made from some unknown metal. When you touch it, the box opens with a loud hiss, revealing a gleaming shield within.
Lion's Shield of Courage: You've come upon a fight between a Necromancer and a Paladin. The Necromancer blasts the Paladin with a fire bolt, bringing him to his knees. Acting quickly, you slay the evil one before the final blow. The grateful Paladin gives you the shield that saved him.
Dragon Scale Shield: You meet an old Armorer who claims he owes you a favor. Taking him up on it, he pieces together some Dragon scales, forming a well-fashioned shield.
Shield of Naval Glory: You meet an old admiral at the tavern. After a couple of hours full of tales about glorious battles and days long passed he gifts you his parade shield.
Helms
Helm of the Alabaster Unicorn: A traveling tinker in need of supplies offers you a helm with a unicorn's horn on its top in exchange for food and water. Curious, you accept, and later find out that the helm is magical.
Skull Helmet: A brief stop at an improbable rural inn yields an exchange of money, tales, and accidentally, luggage. You find a magical helm in your new backpack.
Helm of Chaos: Your army is ambushed by a small tribe of wild (and none too bright) Orcs. You fend them off easily and the survivors flee in all directions. One of the Orcs was wearing a polished horned helm. Figuring it will make a good souvenir, you take it.
Crown of the Supreme Magi: A mad wizard who has been terrorizing the region has foolishly chosen you as his target today. Realizing that his power comes from his crown, you take aim with your bow, knocking the crown from his head and releasing him from his crazed madness. Grateful to be free, he lets you keep the crown.
Hellstorm Helmet: Your army is ambushed by a small tribe of wild (and none too bright) Orcs. You fend them off easily and the survivors flee in all directions. One of the Orcs was wearing a polished horned helm. Figuring it will make a good souvenir, you take it.
Thunder Helmet: A glint of golden light catches your eye. Upon further investigation, you find a golden helm hidden under a bush.
Helm of Heavenly Enlightenment: You spy a gleaming object poking up out of the ground. You send a member of your party over to investigate. He comes back with a golden helmet in his hands. You realize that it must be the Helm of Heavenly Enlightenment, the only helm ever rumored to be made from solid gold.
Crown of Dragontooth: While out scaring up game, your troops find a mysterious crown levitating about three feet off of the ground. They hand it to you, and you notice an inscription. It reads: "Brains best brawn and magic beats might. Heed my words, and you'll win every fight."
Sea Captain's Hat: An old seaman tells you a tale of an enchanted hat that he used in his youth to rally his crew into fits of efficiency. He then hands you a faded map that shows where he hid it. After much exploring, you find it stashed underneath a nearby rock.
Spellbinder's Hat: You see a Wizard fleeing from a Dragon and riding like the wind. The Wizard opens a portal and rides through, getting his hat knocked off by the edge of the gate. The Dragon follows, and the gate closes. You pick the hat up, dust it off, and put it on.
Crown of the Five Seas: You hardly set a camp, leaving the saddle for the first time for the day, as some critter sneaked up on you and pulled one of your boots in his hole. Swearng silently, you search the hole with your hand. Instead of a boot, you touch something sharp. Amazed, you pull out a crown.
Armor
Breastplate of Petrified Wood: A gang of Rogues is sifting through the possessions of dead warriors. Scaring off the scavengers, you note the Rogues had overlooked a strange breastplate.
Rib Cage: You trip over what was the rib cage of a large creature. Upon further examination, you discover the rib cage to be a piece of armor.
Scales of the Greater Basilisk: You meet an old Armorer who claims he owes you a favor. Taking him up on it, he pieces together some Basilisk scales, forming a well-fashioned breastplate.
Tunic of the Cyclops King: You catch a Cyclops skinny dipping, and as a prank you make off with his clothes. Later, you realize the tunic is magical.
Breastplate of Brimstone: You meet a blacksmith who is in the process of melting down old pieces of armor and weapons to reclaim the metal. When he learns of your quest, he gives you a breastplate that he claims refused to melt, and is therefore of no value to him.
Titan's Cuirass: A Titan stops you and says, "Pay me 5,000 gold, or I shall slay you where you stand." You refuse. The Titan grabs the sword hanging from its belt, but you duck between its legs. He is so surprised by this maneuver that he trips... falling on his sword and killing himself instantly. You relieve him of his belongings.
Armor of Wonder: A gang of Rogues is sifting through the possessions of dead warriors. Scaring off the scavengers, you note the Rogues had overlooked a dirty, but serviceable, breastplate.
Dragon Scale Armor: You meet an old Armorer who claims he owes you a favor. Taking him up on it, he pieces together some Dragon scales, forming a well-fashioned breastplate.
Royal Armor of Nix: You see a fight on a hill nearby. As you get closer, you see two nix. One is winning, and as he is about to land a finishing blow, you intervene. The defeated nix thanks you for your help, and gifts you with his armor. He believes you deserve it more than he does.
Plate of Dying Light: The goblin you met at the tavern is acting incredibly brazenly, and the reason for that is obviously the luxurious armor on his chest. It becomes apparent quickly that the armor offers poor protection from a good kick in the ass, yet it still is good for something - but how would a dumb goblin know that?
Boots
Sandals of the Saint: A Nomad trader seeks protection from a tribe of Goblins. For your assistance, he gives you a finely crafted pair of sandals made from the softest leather. Looking closely, you see fascinating ancient carvings engraved on the leather.
Dragonbone Greaves: You trip over what seem to be the bones of a large Dragon. Upon further examination, you discover the bones to be a pair of greaves.
Dead Man's Boots: Discovering a pair of beautifully beaded boots made from the finest and softest leather, you thank the anonymous donor and add the boots to your inventory.
Boots of Polarity: A Nomad trader seeks protection from a tribe of Goblins. For your assistance, he gives you a finely crafted pair of boots made from the softest leather. Looking closely, you see fascinating ancient carvings engraved on the leather.
Boots of Levitation: Visiting a local wise man, you explain the intent of your journey. He reaches into a chest and withdraws a strange pair of boots which he hands to you.
Boots of Speed: Visiting a local wise man, you explain the intent of your journey. He reaches into a chest and withdraws a strange pair of boots which he hands to you.
Wayfarer's Boots: You meet a wanderer in rugs on a shallow path. He offers you to exchange your cape for his old boots. You agree without much of enthusiasm. As he disappears over the horizon you realize the advantage of the transaction.
Necklaces
Celestial Necklace of Bliss: After rescuing a Sorceress from a cursed tomb, she rewards your heroism with an exquisite jeweled necklace.
Necklace of Dragonteeth: An old shaman stands in the road before you, screaming something in a language you can't understand. He suddenly vanishes in a cloud of smoke. When the smoke clears, there is a long string of Dragon teeth in the spot where he was standing.
Amulet of the Undertaker: A dirty amulet lies next to a freshly dug grave. Upon investigation, you discover it to be the enchanted Amulet of the Undertaker, long thought lost by mortals.
Garniture of Interference: You've come upon a fight between a Necromancer and a Paladin. The Necromancer blasts the Paladin with a fire bolt, bringing him to his knees. Acting quickly, you slay the evil one before the final blow. The grateful Paladin gives you the armor that saved him.
Statesman's Medal: You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a medal with magical properties which he says will, "help people see things your way."
Necklace of Ocean Guidance: An old sea captain is being tortured by Ogres. You save him, and in return he rewards you with a wondrous necklace that will guide you at sea.
Collar of Conjuring: Before you appears a levitating glass case with a golden choker perched upon a bed of crimson velvet. At your touch, the lid opens and the choker floats into your awaiting hands.
Necklace of Swiftness: Visiting a local wise man, you explain the intent of your journey. He reaches into a sack and withdraws a strange necklace which he hands to you.
Pendant of Dispassion: The sound of combat draws you to the scene of a fight between an old Barbarian and an eight-headed Hydra. Your timely intervention swings the battle in favor of the man, and he rewards you with a pendant he used to use to calm his mind for battle.
Pendant of Second Sight: You come upon a very old woman, long blind from cataracts and dying alone. You tend to her final needs and promise a proper burial. Grateful, she gives you a magic pendant emblazoned with a stylized eye. It lets you see with your eyes closed.
Pendant of Holiness: In your wanderings you come across a hermit living in a small, tidy hut. Impressed with your mission, he takes time out from his meditations to bless and give you a charm against curses.
Pendant of Life: A fierce windstorm reveals the entrance to a buried tomb. Your investigation reveals that the tomb has already been looted, but the thieves overlooked an ankh on a gold chain in the dark.
Pendant of Death: A quick and deadly battle with a Necromancer wins you his magical pendant. Later, a Wizard tells you that the pendant protects undead under your control from spells meant to destroy them.
Pendant of Free Will: A brief roadside encounter with a small caravan and a game of knucklebones wins a magic pendant. Its former owner says that it protects against hypnosis.
Pendant of Negativity: You come upon the remains of a small hut which was clearly destroyed by a very large bolt of lightning. Sifting through the debris, you find an undamaged pendant that seems to tingle in your hand.
Pendant of Total Recall: Alongside the remains of a burnt witch lies a beautiful pendant, intricately designed. Approaching the corpse with caution, you add the item to your inventory.
Pendant of Courage: Responding to cries for help, you find river Sprites making a sport of dunking an old man. Feeling vengeful, you rescue the man and drag a Sprite onto dry land for awhile. The Sprite, uncomfortable in the air, gives you a magic pendant to let him go.
Pendant of Downfall: You visit the jeweler's shop. You land your eyes on a bracelet, but the shopkeeper immediately warns you that it is cursed. You fear no curses, and put the bracelet on immediately. The bracelet vanishes in a flash. Enraged, you are about to kill the shopkeeper, but he offers you Pendant of Downfall in return. You agree.
Rings
Quiet Eye of the Dragon: While venturing into a decrepit hut you find the skeleton of a long dead witch. Investigation of the remains reveals a ring with a Dragon's eye set into it.
Still Eye of the Dragon: While venturing into a decrepit hut you find the skeleton of a long dead witch. Investigation of the remains reveals a ring with a Dragon's eye set into it.
Diplomat's Ring: You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a ring with magical properties which he says will, "help people see things your way."
Ring of the Wayfarer: Visiting a local wise man, you explain the intent of your journey. He reaches into a sack and withdraws a strange ring which he hands to you.
Equestrian's Gloves: A brief stop at an improbable rural inn yields an exchange of money, tales, and accidentally, luggage. You find a magical pair of gloves in your new backpack.
Ring of Conjuring: You find a small tree that closely resembles the great Warlock, Brimstone, with a ring around one of its twigs. Scraps of clothing and rotting leather lead you to suspect that it IS Brimstone, transformed. Since you can't help him, you take the magic ring.
Ring of Life: While pausing to rest, you notice a bobcat climbing a short tree to get at a crow's nest. On impulse, you climb the tree yourself and scare off the cat. When you look in the nest, you find a collection of shiny stones and a ring.
Ring of Vitality: While pausing to rest, you notice a bobcat climbing a short tree to get at a crow's nest. On impulse, you climb the tree yourself and scare off the cat. When you look in the nest, you find a collection of shiny stones and a ring.
Ring of Infinite Gems: A cry of pain leads you to a Centaur, caught in a trap. Upon setting the creature free, he hands you a small pouch. Emptying the contents, you find a dazzling jeweled ring.
Eversmoking Ring of Sulfur: You visit an alchemist who, upon seeing your army, is swayed by the righteousness of your cause. The newly loyal subject gives you his eversmoking ring of sulfur to help with the war effort.
Ring of Oblivion: You stand on a field, where a large battle was fought not so long ago. You are troubled by the complete absence of corpses. Amongst the broken swords and armors you discover a ring.
Ring of Suppression: You ordered fried eggs for breakfast. The cook managed to find the eggs for you. He also found a ring in the bird's nest that he passed to you.
Seal of Sunset: It's never nice to get hit in the noggin by a fist with a heavy ring on the finger. Still, that's what happened to you in a friendly sparring with an old hero acquaintance, and after that, you couldn't manage the simplest spell to relieve dizziness for quite a while. During the booze-up after the sparring, the ring migrated over to your digit.
Capes
Ambassador's Sash: You pause to help a diplomat with a broken axle fix his problem. In gratitude, he gives you a sash with magical properties which he says will, "help people see things your way."
Dragon Wing Tabard: Ridding the countryside of the hideous Dragon who made a sport of eating noblemen's Knights, you are honored with a Dragon Wing Tabard.
Vampire's Cowl: You manage to find a Vampire's resting place during the day, and are able to slay him easily. Just for good measure, you take his cowl.
Surcoat of Counterpoise: You've come upon a fight between a Necromancer and a Paladin. The Necromancer blasts the Paladin with a fire bolt, bringing him to his knees. Acting quickly, you slay the evil one before the final blow. The grateful Paladin gives you the cloak that saved him.
Angel Wings: Not really wanting to know where the Angel is who belongs to these wings, you take them and quickly depart.
Cape of Conjuring: Before you appears a levitating glass case with a folded cloak perched upon a bed of crimson velvet. At your touch, the lid opens and the cloak floats into your awaiting hands.
Recanter's Cloak: Responding to the panicked cries of a damsel in distress, you discover a young woman fleeing from a hungry bear. You slay the beast in the nick of time, and the grateful Sorceress weaves a magic cloak from the bear's hide.
Cape of Velocity: A brief stop at an improbable rural inn yields an exchange of money, tales, and accidentally, luggage. You find a magical cloak in your new backpack.
Everflowing Crystal Cloak: Taking shelter from a storm in a small cave, you notice a small patch of crystal in one corner. Curious, you discover that the patch is really a cloak, and when you break a piece off it mysteriously grows back. You decide to take the cloak with you.
Cape of Silence: As you pass the graveyard, you notice an old man mourning over his wife. As you approach him, the old man falls dead. After burying him, you decide to take his cape.
Miscellaneous
Clover of Fortune: While walking across a patch of dried vegetation, you are surprised to find a healthy, green four-leaf clover.
Cards of Prophecy: You meet a traveler who offers to let you draw a card from the strange deck that he carries. When you refuse, he draws one himself. He has a momentary look of surprise on his face, then vanishes with a pop, dropping the cards to the floor. You gather them, and leave.
Stoic Watchman: An old witch who seems to have been expecting you, hands you a small statue and departs, never having said a word.
Badge of Courage: After saving a young boy from a vicious pack of Wolves, you return him to his father's manor. The grateful nobleman awards you with a Badge of Courage.
Crest of Valor: After freeing a princess of a neighboring kingdom from the evil clutches of despicable slavers, she awards you with a Crest of Valor.
Glyph of Gallantry: Ridding the countryside of the hideous Minotaur who made a sport of eating noblemen's Knights, you are honored with the Glyph of Gallantry.
Speculum: A merchant from far away lands trades you a new invention of his people for traveling supplies. It makes distant objects appear closer, and he calls it... a Speculum.
Spyglass: An old man claiming to be an inventor asks you to try his latest invention. He calls it... a Spyglass.
Bow of Elven Cherrywood: A chance meeting with a famous Archer finds you in a game of knucklebones pitting his bow against your horse. You win.
Bowstring of the Unicorn's Mane: An ensnared Unicorn whinnies in fright. Murmuring soothing words, you set her free. Snorting and stamping her front hoof once, she gallops off. Looking down you see that she dropped what appears to be a finely crafted bowstring.
Angel Feather Arrows: Not really wanting to know where the Angel is whose feathers were used for these arrows, you take them and quickly depart.
Bird of Perception: An old witch who seems to have been expecting you, hands you a small statue and departs, never having said a word.
Ladybird of Luck: An old witch who seems to have been expecting you, hands you a small statue and departs, never having said a word.
Emblem of Cognizance: An old witch who seems to have been expecting you, hands you a small talisman and departs, never having said a word.
Charm of Mana: You come upon a caravan of gypsies who are feasting and fortifying their bodies with mead. They call you forward and say, "If you prove that you can dance the Rama-Buta, we will reward you." You don't know it, but try anyway. They laugh hysterically, but admire your bravery, giving you a strange charm.
Talisman of Mana: You come upon a caravan of gypsies who are feasting and fortifying their bodies with mead. They call you forward and say, "If you prove that you can dance the Rama-Buta, we will reward you." You don't know it, but try anyway. They laugh hysterically, but admire your bravery, giving you a strange talisman.
Mystic Orb of Mana: You come upon a caravan of gypsies who are feasting and fortifying their bodies with mead. They call you forward and say, "If you prove that you can dance the Rama-Buta, we will reward you." You don't know it, but try anyway. They laugh hysterically, but admire your bravery, giving you a strange orb.
Orb of Silt: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a strange orb of the elements.
Orb of Tempestuous Fire: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a strange orb of the elements.
Orb of the Firmament: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a strange orb of the elements.
Orb of Driving Rain: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a strange orb of the elements.
Spirit of Oppression: Walking through the ruins of an ancient walled city, you find the instrument of the city's destruction, the Spirit of Oppression.
Hourglass of the Evil Hour: A surprise turn in the landscape finds you in the midst of a grisly scene - vultures picking at the aftermath of a terrible battle. Your cursory search of the remains turns up an enchanted hourglass.
Tome of Air: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a copy of a book of the elements.
Tome of Earth: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a copy of a book of the elements.
Tome of Fire: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a copy of a book of the elements.
Tome of Water: You come across a conjurer who begs to accompany you and your army awhile for safety. You agree, and he offers as payment a copy of a book of the elements.
Golden Bow: A chance meeting with a famous Archer finds you in a game of knucklebones pitting his bow against your horse. You win.
Sphere of Permanence: You meet an old Wizard friend of yours traveling in the opposite direction. He presents you with a gift: An orb that prevents the use of the dispel magic spell on your allies.
Orb of Vulnerability: You meet an old Wizard friend of yours traveling in the opposite direction. He presents you with a gift: An orb that allows nearby magic resistant creatures to be harmed by magic.
Vial of Lifeblood: You find a mystical shrine hidden among the trees. Floating above the altar is a Vial said to contain the blood of life. You very carefully remove it, taking care not to disturb anything else.
Everpouring Vial of Mercury: A brief stop at a hastily abandoned Wizard's tower turns up a magical vial of mercury that always has a little left on the bottom. Recognizing a treasure when you see one, you cap it and slip it in your pocket.
Inexhaustible Cart of Ore: You've found a Goblin weapon smithy making weapons for use against humans. With a tremendous yell you and your army descend upon their camp and drive them away. A search finds a magic cart that never runs out of ore.
Inexhaustible Cart of Lumber: Pausing to rest and light a cook fire, you pull wood out of a nearby lumber cart. As you keep pulling wood from the cart, you notice that its cargo doesn't shrink. You realize to your delight that the cart is enchanted, so you take it along.
Endless Sack of Gold: A little leprechaun dances gleefully around a magic sack. Seeing you approach, he stops in mid-stride. The little man screams and stamps his foot ferociously, vanishing into thin air. Remembering the old leprechaun saying 'Finders Keepers', you grab the sack and leave.
Endless Bag of Gold: A noblewoman, separated from her traveling companions, asks for your help. After escorting her home, she rewards you with a bag filled with gold.
Endless Purse of Gold: In your travels, you find a leather purse filled with gold that once belonged to a great warrior king who had the ability to transform any inanimate object into gold.
Head of Legion: Searching a ruin, you are amazed to find a piece of the Statue of Legion. You carefully dust it off before placing it in your pack.
Torso of Legion: Searching a ruin, you are amazed to find a piece of the Statue of Legion. You carefully dust it off before placing it in your pack.
Arms of Legion: Searching a ruin, you are amazed to find a piece of the Statue of Legion. You carefully dust it off before placing it in your pack.
Loins of Legion: Searching a ruin, you are amazed to find a piece of the Statue of Legion. You carefully dust it off before placing it in your pack.
Legs of Legion: Searching a ruin, you are amazed to find a piece of the Statue of Legion. You carefully dust it off before placing it in your pack.
Shackles of War: Walking through the ruins of an ancient walled city, you find the instrument of the city's destruction, the elaborately crafted Shackles of War.
Orb of Inhibition: You stop to help a Peasant catch a runaway mare. To show his gratitude, he hands you a tiny sphere. As soon as you grasp it, you feel the magical energy drain from your limbs...
Vial of Dragon Blood: You find a cave guarded by an ancient dragon. After a fierce battle, you slay him. Dragon blood supposedly has magical properties, so you carefully gather some in a vial.
Hideous Mask: You meet a traveling circus on your way. One of the artists had such a deft disguise that you have drawn a sword, ready to defend yourself. It appeared that a pretty actress was hiding behind the mask. Laughing, she gifts you the mask.
Shaman's Puppet: The day looked not so great from the beginning. You walked under the ladder, met a woman with an empty bucket and stepped on a black cat. Apparently, it is not your misfortune, but the guy in rugs who has been following you. You order to seize the loser, but he runs away. As he vanishes, you notice a strange doll that he dropped.
Demon's Horseshoe: During your overnight stay you hear hooves clatter nearby. You look around in darkness and notice a demon's figure, ready to stab you with its horns. You barely survive the attack and keep his horseshoe as a trophy.
Runes of Imminency: Close by, on a mountain edge you see a mage trying to cast a spell. Fiery symbols are already flashing in the sky, when he, while blinded by the light, trips and falls down. The mage perishes, and you gather the chain of mysterious stones in your backpack.
Horn of the Abyss: This waterfall sounds and looks exactly like a waterfall should. On closer inspection, though, you are amazed to find out the flow is headed upwards. You wonder what it took for such an impressive phenomenon to come into being. Surely a powerful artefact has to be in play? And indeed, an ornate horn is soon found levitating above the crest.
Charm of Eclipse: While messing around with a curious trinket that you managed to trade something equally unneeded for at a peddler, you find that, although it's made of metal, it doesn't reflect the sun rays, but rather absorbs them readily.
Sleepkeeper: You are seeing the same dream for the third night already. A stranger begs you to buy an enchanted broom. You refuse every time, but the dream repeats night by night. You ask the first witch doctor you meet for help, but instead of a potion he gives you a plain statuette, ensuring that it will solve your problem. Having bought the statuette, you suddenly realize the witch doctor is sinisterly similar to the stranger from your dreams.
Combination
Angelic Alliance: You trip over the Angelic Alliance, dust it off, and stick it in your pack.
Cloak of the Undead King: You trip over the Cloak of the Undead King, dust it off, and stick it in your pack.
Elixir of Life: You trip over the Elixir of Life, dust it off, and stick it in your pack.
Armor of the Damned: You trip over the Armor of the Damned, dust it off, and stick it in your pack.
Statue of Legion: You trip over the Statue of Legion, dust it off, and stick it in your pack.
Power of the Dragon Father: You trip over the Power of the Dragon Father, dust it off, and stick it in your pack.
Titan's Thunder: You trip over the Titan's Thunder, dust it off, and stick it in your pack.
Admiral's Hat: You trip over the Admiral's Hat, dust it off, and stick it in your pack.
Bow of the Sharpshooter: You trip over the Bow of the Sharpshooter, dust it off, and stick it in your pack.
Wizard's Well: You trip over the Wizard's Well, dust it off, and stick it in your pack.
Ring of the Magi: You trip over the Ring of the Magi, dust it off, and stick it in your pack.
Cornucopia: You trip over the Town of Plenty, dust it off, and stick it in your pack.
Ironfist of the Ogre: On passing by a small cave you hear deep thumping. You enter the cave and see a juvenile Cyclops cracking nuts with an enormous hammer. Every strike ends in shells and nut pieces being scattered all over the cave. You teach the Cyclops to crack nuts more sparingly by crushing them against each other. Overjoyed with this discovery, the youth gifts you the hammer.
Pendant of Reflection: Soldiers approach you with talks about a miracle. You are intrigued and follow them. You see a strange sight indeed; a wanderer sitting on top of the fire trap, without any harm. You offer him money in exchange for the secret, but he laughs and vanishes in the air. You see a strange pendant left in the middle of the trap.
Diplomat's Cloak: You met an unusual scarecrow today. Instead of scaring the, well, crows, it was intelligently persuading them to leave the field. You agreed to help the scarecrow to find the closest seer in exchange for the secret. The scarecrow gives you its cloak.
Golden Goose: You wander on an abandoned house of a collector in search for a camp place. Most of the goods were long stolen by the marauders, but you were able to find a couple of dusty pet statues. You vaguely recognize one of them. You rub the dust off one of them, and discover a golden goose.
Unused
NOTE: These combination artifacts are partially in the Shadow of Death game files, but are only fully implemented in Horn of the Abyss.
You trip over the Diplomat's Suit, dust it off, and stick it in your pack.
You trip over the Mire of Neutrality, dust it off, and stick it in your pack.
You trip over the Ironfist of the Ogre, dust it off, and stick it in your pack.