Amulet

A key component of the adventures run by the wizards are the amulets given to every adventurer. These magical devices, unimaginatively referred to by most wizards as 'Amulets', are twists of copper wire, looped in a circle, and holding an iron bead in the middle, free to spin and slide along its wire. They are held around the neck on a leather string, and are attuned to the other members of an adventurer's party. Some of the Wizards of the Tower have gone so far as to customise their own, most notably The Ammolite Wizard and The Obsidian Wizard.

Their purpose is to allow adventurers to return home, either upon an adventure's completion, or when the odds are stacked too far against them.

To activate the amulets two requirements must be met:


 * All members of the adventuring party must have used their own action on their previous turn to activate the amulet (dead or unconscious characters automatically qualify).
 * No adventurer may be carrying more than their carrying capacity would allow.

Only once both of these are true does the party instantaneously return to the point from which they left The Material Plane, usually inside the office of the wizard who sent them.