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.