"The level of magic here is nearly an 80. As a mage I can stay here for several hours without any damage as my body is used to it, but the rest of you need either expensive anti-magic amulets or lead plate armor to stay longer then a few minutes-unless you want to risk turning into something like a small purple teapot," the mage told his fellow adventurers. He was exaggerating, but not very much, as his thaumometer clicked and buzzed loudly.
30 more bullets for your PCs to use or face in combat.
Adventurers often encounter giant spiders and their webs, but what is stuck in those webs and is it worth fighting for to obtain?
Thirty types of often magical ink that may be found in books or scrolls or occasionally just scrawled on a wall, with all kinds of uses.
Not all fine gemstones are good to own. Here are seven doomed to bring their owners nothing but ill health, bad luck, misery and death.
Every adventure starts with a good stout pair of boots. Thirty pairs of boots for your PCs to encounter and maybe wear.
30 Shields for the PCs to use, or to face in battle when held by their foes.
Some people drink potions without checking what they are, and this can have many unwanted consequences that can range from funny to fatal.
Seven ships to sail the seven seas.
Thirty+ Knives for your PCs to use or to face in battle.
In the far future, tiny bots injected into the body can do great good-or great harm, depending on what kind of bots they are.
Thirty Scepters, some of them items of great magical powers, others mere symbols of office, and one or two that are more a bane then a boon to their owners.
Not every sword robbed from a tomb, picked up on the battlefield or brought in some out of the way shop is going to be a Master Sword of wonder. Far from it....Here are thirty or more swords that lack that certain something...Some have problems with them in combat, others are good weapons but cause other problems, legal or otherwise, for their owners.
Because the world can never have too many magical swords.
Seven highly magical and dangerous blades of the Ocean, all of them in the hands of the green-tail merpeople of the shallow seas.
Whilst there may be times and places where it is perfectly legally acceptable to swing a sword around and other such weapons, at many times in history weapons have either been limited to the nobility only (as in the Japan of the Tokugawa Shoguns) or outright banned for almost everybody (as in most Western countries today.) Even in more weapon-friendly fantasy worlds, there may be times and places where weapons are banned for most people (such as at the court of a noble, or in certain taverns whose owners really don't want sword fights in their establishment.) With this is mind, here are 30+ items that can be used as weapons.
PCs one way or another often end up disturbing tombs and barrows and robbing graves. So what might they find there?
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.)
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.
It's not that common that humans gain gifts from the Fair Folk, but it does happen.
On a location with numerous webs, and at least one big spider, there is a something inside a cocoon. It is humanoid in shape, still moving. If the heroes free it (not before they kill or drive away the spiders), they meet a ... zombie!
The poor zombie wandered the dungeon alone, and tried to kill a big living creature (= a spider). The spider used the usual treatment, even if this victim did not look tasty. The zombie can be easily killed as any other zombie. It got but several doses of spider-poison, so can be something worth if it is extracted. You can mention to a druid or ranger the fact the spider had no poison anymore.