Weapons and Armour
Weapons
Battle Axe – Cost: 7gp, Weight: 50
Club – Cost: 3gp, Weight 50
Crossbow – Cost: 30gp, Weight 50
Dagger – Cost: 3gp, Weight 10
Hand Axe – Cost: 4gp, Weight 30
Holy Water Vial – Cost: 25gp
Javelin – Cost: 1gp, Weight 20
Lance – Cost: 5gp, Weight 120
Long Bow – Cost: 40gp, Weight 30
Mace – Cost: 5gp, Weight 30
Oil Flask, Burning – Cost: 2gp per flask
Pole Arm – Cost: 7gp, Weight 150
Short Bow – Cost: 25gp, Weight 30
Short Sword – Cost: 7gp, Weight 30
Silver Dagger – Cost: 30gp, Weight 10
Sling – Cost: 2gp, Weight 20
Spear – Cost: 3gp, Weight 30
Staff – Cost 2gp, Weight 40
Sword – Cost 10gp, Weight 60
Torch – Cost 1gp
Two-handed sword – Cost 15gp, Weight 150
War hammer – Cost: 5gp, Weight 30
Ammunition:
Arrows (quiver of 20) – Cost 5gp
Crossbow bolts (case of 30) – Cost 10gp
Silver Tipped Arrow – Cost 5
Sling stones – Cost: free
Armour
Leather – AC 7, cost 20gp, weight 200
Chainmail – AC 5, cost 40gp, weight 400
Plate Mail – AC 3, cost 60gp, weight 500
Shield – +1bonus, cost 10gp, weight 100
Weapon Qualities
Blunt: May be used by clerics
Brace: Bracing against the ground doubles damage against charging monsters.
Charge: On horseback, moving at least 60′ in a round and attacking doubles any damage done with a successful hit.
Melee: Close quarters weapons (5′ or less).
Missile: Thrown or fired weapon (greater than 5′ distance). The distances for short (+1 to hit), medium, and long (-1 to hit) range are shown in parentheses.
Reload: requires a round to reload between shot, can only be fired every second round.
Slow: The character acts last in each combat round.
Splash weapon: O a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for two rounds, as the liquid drips onff.
Two handed: Requires both hands, the character cannot use a shield.