The dark selection of Daggers
Collection of guild daggers.
The weapons and methodology of close quarters combat in an era of spaceships, giant robots, and parapsychic powers.
Ever wanted to see through someone else's eyes. Well now you can!
Not all armour works as it should do, and these thirty suits of armour all have something wrong with them. (Until I can get it fixed somehow, only the main page link to this submission is working.)
Lifting the more impressive, absurd, and ridiculous weapons from games and movies.
Thirty books, some the kind you could pick up in your local library, others that are carefully hidden away from the general public for good reasons.
Ever wanted to simply mess with your players? Here's an item that will have them looking every gift horse in the mouth from now on.
A means to deliver a pointed message...
A class of cybernetic prosthetics worn over the face
It's not that common that humans gain gifts from the Fair Folk, but it does happen.
A curious piece of technology that is both disturbingly retro-horror and cutting edge arcanotech, the head in a jar.
“No! I didn’t steal those! It was the bleedin’ cloak I tell you!”
A fine brass ring adorned with the figures of pigeons and doves.
More than just a 30, I crafted a whole campaigns worth of ideas for the rational, theory and history of all the magic weapons of a world that has a low knowledge base of crafting and a high mana level. Suitable for a rare item, low powered world.
Sub contains a fair amount of system neutral stats in the body of the sub, and a small amount of game specific stats for any version of D&D/Pathfinder in an idea scroll at the bottom
A seemingly helpful ring with harmful effects. Not the best of party favors.
Seven sharp, steely swords to stab, stick and slice with.
The Xan-Axe is said to be a wonderful weapon-those who wield this battle axe seemingly fell no fear. Until, that is, they put it down, if only for a short time.
A conventional war drum, or is it?
A very useful tool for a worker of magic.
The old clock tower stands tall, but the bulk of the uppermost storey is crumbling and unsafe, with gaping cracks in the walls. The metal struts and girders supporting the great bronze bells are still intact, though, and the bells survive. The grotesque gargoyles and arabesques which decorated the original design have either fallen into the street (once or twice a year more bricks fall from the tower, prompting calls for its demolition) or have been defaced, but the main doors to the clock tower are still intact and show signs of being kept in working order. This is the home of The Captains, clad in raggedy clothes, with sooty faces, and perpetually runny noses. But behind each set of eyes is the look of a survivor. They live to stick together and make it through each day. Older than their years in many ways, the friendship they share with each other and Wims ghost keeps the core of a childs innocence and hope alive in each. But they are still very suspicious of outsiders. They are a group of street children who live in the clock tower. Some are orphans, some runaways, and some nomads who occasionally return to their homes. But they’re all poor, dirty and perpetually hungry, as well as being wily, unscrupulous and mischievous in a fairly brutal way. Enough of them have suffered at the hands of adults for all of them to be wary of any grown-ups, particularly ones who ask too many questions, although with hard work and a lot of food it might be possible to win the confidence or even the trust of a few of them.