Stone Gauntlets crafted from the hands of a Stone Golem that are both beneficial and a burden to the user…
Twin elvish short swords. Used in the same manner as Drizzt Do’Urden fights. Slightely curved tips etched in runes. Wielded by Hathil.
Three shuriken carved from the skull of a dragon, they say they never miss the heart…
Ever wish you looked a little tougher than you actually are? Well, the Cowl of False Reputation has you covered.
A cleaver the size of a large shield.
Simple cloth armour with a not so simple secret.
A short metal rod connected to a longer wooden handle by ... nothing. The rod floats in the air close to the handle.
This is it. The one that started them all. The very first flaming weapon.
The great warrior Golden Pinions Youhei once carried this sword. It is said that on the day his wife, Elex, died, he leapt into the sea and sank to the bottom, taking this sword with him.
A simple leather harness covered with an odd assortment of axes.
A guaranteed life-saver in some situations, a good armor anytime. Several miraculous death-and-return situations were observed on its wearers, but seldom attributed to the simple leather armor.
Normal small knives modified to give fast attacks. Enchanted versions are even more deadly.
A pilgrim’s protection, an assassin’s friend, a weapon of no great power.
A weapon of surprise.
Long lost beneath the raging seas, the Sword holds the pure power that nobody could ever contain.
An over sized blowgun with a matching specialized bag of holding. This blowgun is halfling made and it should be noted that “whiffle” is the halfling word for gerbil.
A startling red ruby with fine cuts that sparkle brilliantly in any light. When successfully balanced on the flat of a blade it rises into the air a swirls around protecting the wielder.
A well worn ornamental axe that has been used beyond its intended ritual uses. Reason being that it has an aura around it that negates all magic.
A full suit that can absorb one magic spell at a time. When a spell is cast at the wearer the armor sucks up the spells affects and stores them until the wearer directs them somewhere else.
You meet a large number of villagers, walking and weeping beside the coffin of an old bearded man (or adapt to your funeral customs). If asked properly, you learn about an old wizard, a wise man that long helped the tiny village to grow and prosper. Even after death he shows his favour: he gave most of his possesions to the poorer members of the community. All the villagers show him now respect this way. Why do you ask, are you adventurers? (As a last wish, he left a tiny case for the first group of adventurers that crosses the village).