Items
Melee Weapons
Non-Magical
2.6
5 Votes

4xp


Hits: 3655
Comments: 5
Ideas: 0
Rating: 2.6
Condition: Normal
ID: 1699

Submitted:

Updated:
January 16, 2007, 5:17 pm

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Dogpick

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This heavy iron war-pick is was common in the the Pretender Wars

Full Item Description
This heavy iron war-pick is a relatively recent creation, possibly from the Pretender Wars in {insert kingdom}- evidence to this use is a string of decade-old {kingdom}ian prayer-beads wrapped around the handle of the pick.

The people of {kingdom} call this weapon a Dogpick because it is usually forged with a howling hound’s head releasing the blade of the pick. The pommel of the war-pick seems to be a wolf or dog’s head, carved with a vareity of artistry. Most are badly scarred or broken off, setting the Dogpick’s balance slightly off.

Magic/Cursed Properties
None



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Comments ( 5 )
Commenters gain extra XP from Author votes.

Voted Maggot
November 20, 2005, 4:37
Only voted
Voted Cheka Man
November 20, 2005, 7:58
0xp
Simple, solid and useful.
Voted Pariah
November 20, 2005, 15:25
0xp
I like.
Voted Scrasamax
November 26, 2005, 17:40
0xp
This is a good idea, but could have been executed better.
Voted valadaar
May 8, 2014, 12:52
Only voted

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Random Idea Seed View All Idea Seeds

The Maze

       By: sirgarberto

As far as everyone knows, the Maze has always been there; the strange pair of gates set in the side of a mountain a common feature in every painting of the area, no matter how ancient. One white, one red, nobody knows what they're made of but they resist any attempt to damage them; they’re always slightly cool to the touch no matter the weather, they have a very reflective surface, and if you look at them in a bright light, sometimes it looks as if they glow on their own.

The important thing is what’s on the other side of them, of course. The Maze itself is a strange place where the normal rules are suspended, and its own set takes their place. It’s a place filled with puzzles and riddles, monsters and traps; it’s always consistent with itself in any single run but is never the same two times around, and sometimes you could swear it has a sadistic streak, delighting in tricking the unwary adventurer.

It is a dangerous place, as so many people will rush to tell you; most people who go in never come out, and even those who do usually end up scarred for life. They also bring out with them enormous piles of riches, which is why people keep going in anyway.

Ideas  ( Dungeons ) | January 16, 2016 | View | UpVote 5xp


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