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armour_and_weapons

Armour and Weapons

Armour

Armour Cost (gp) AC Weight Bulk
Unarmoured 10 None
Leather 20 12 200 Light
Bark 30 13 300 Light
Chainmail 40 14 400 Medium
Pinecone 50 15 400 Medium
Plate mail 60 16 500 Heavy
Full plate 1,000 17 700 Heavy
Shield 10 1 100 None

Italics: Usually only made and worn by mosslings.

Bulk: Denotes which characters can use this type of armour.

Ammunition

Ammunition Cost (gp) Weight
Arrows (quiver of 20) 5 20
Quarrels (case of 20) 10 20
Sling stones Free 1 each

Singles: A single arrow costs 25cp and a single quarrel costs 5sp.

Retrieving ammunition: When trying to gather fired ammunition after a battle, characters can retrieve 50% of fired rounds. Others are smashed or shattered—unusable.

Weapons

Weapon Cost (gp) Damage Weight Size Qualities
Battle axe 7 1d8 100 Medium Melee
Club 3 1d4 20 Medium Melee
Crossbow 30 1d8 50 Medium Armour piercing, Missile (80′ / 160′ / 240′), Reload, Two-handed
Dagger 3 1d4 10 Small Melee, Missile (10′ / 20′ / 30′)
Hand axe 4 1d6 20 Small Melee, Missile (10′ / 20′ / 30′)
Holy water vial 25 1d8 10 Small (See p116) Missile (10′ / 30′ / 50′), Splash
Lance 5 1d6 100 Large Brace, Charge, Melee, Reach
Longbow 40 1d6 40 Large Missile (70′ / 140′ / 210′), Two-handed
Longsword 10 1d8 30 Medium Melee
Mace 5 1d6 40 Medium Melee
Oil flask (burning) 1 1d8 10 Small (See p116) Missile (10′ / 30′ / 50′), Splash
Polearm 7 1d10 140 Large Brace, Melee, Reach, Two-handed
Shortbow 25 1d6 20 Medium Missile (50′ / 100′ / 150′), Two-handed
Shortsword 7 1d6 20 Medium Melee
Sling 2 1d4 10 Small Missile (40′ / 80′ / 160′)
Spear 3 1d6 30 Medium Brace, Melee, Missile (20′ / 40′ / 60′)
Staff 2 1d4 40 Medium Melee, Two-handed
Torch (flaming) 1 for 3 1d4 10 Medium (See p116) Melee
Two-handed sword 15 1d10 140 Large Melee, Two-handed
War hammer 5 1d6 40 Medium Melee

Weapon Qualities

Armour piercing: +2 Attack against targets wearing non-magical metal armour.

Brace: When attacking a target that charged into melee with the wielder this Round, inflicts double damage due to bracing the weapon against the ground.

Charge: Charge attacks from a suitable mount (see Horses and Vehicles), double any damage inflicted.

Melee: Close quarters weapon, only usable within 5′ of an opponent.

Missile: Thrown or fired weapon, only usable at greater than 5′ from an opponent. The distances for short (+1 Attack), medium, and long (–1 Attack) range are shown in parentheses.

Reach: Can be used to attack from the second rank, from behind one or more allies in front. Incurs a –2 Attack penalty if the ally in front is of equal size or larger than the wielder or is using a two-handed weapon.

Reload: Can only be fired once every 2 Rounds, requiring a Round to reload between shots.

Splash: On a successful attack, the container smashes and douses the target with the liquid. The listed damage is inflicted for 2 Rounds, as the liquid drips off.

Two-handed: Requires both hands to wield. The character cannot carry anything (e.g. a shield) in the other hand.

Armour

Bark armour: Thick layers of tough, lichen-encrusted bark, with flexible joints of young birch bark or bottle corks laced together. Typically only available in small size, designed for mosslings.

Chainmail: A suit of interlocking metal rings over a backing of quilted fabric.

Full plate armour: Perfectly interlocking plates of metal over a backing of chain mail and padding. Only the most expert armourers can craft full plate armour, and each suit must be tailored and balanced for a specific individual (takes 1 month). Wearing another person’s full plate armour is awkward and only grants AC 16.

Leather armour: A breastplate of hardened leather, with soft leather covering the rest of the body.

Pinecone armour: An intricate scale-work of hardened pine scales threaded onto a cloth backing. Typically only available in small size, designed for mosslings.

Plate mail: Metal plates shaped to the contours of the body. Sections of chainmail provide flexibility at the joints.

Shield: Made of metal or reinforced wood.

Unarmoured: Standard clothing.

Tailoring Armour

Custom crafting: If armour suited to a character’s size is not available for purchase, an armourer may be able to craft custom-fitted armour. This has no extra cost, but it takes 2d6 days.

Adapting armour: An armourer can adapt an existing suit of armour to a character of different size. This process takes 2d6 days and costs half the armour’s full price. For example, tailoring a suit of human-sized chainmail to fit a woodgrue would cost 20gp.

Weapons

Battle axe: A heavy axe with a 3′ haft.

Club: A 2–3′ length of stout wood with a heavy head.

Crossbow: A bow mounted horizontally on a wooden shaft, with a winding mechanism to pull back the string and nock a quarrel. May be kept in the loaded position.

Dagger: A 1′ long, two-edged blade.

Hand axe: A 2′ long hatchet suitable for use in melee or for throwing.

Lance: A 10′ shaft of strong wood tipped with a pointed, leaf-shaped blade. Designed for use on horseback, but may also be used on foot.

Longbow: A bow of around the wielder’s height, typically 6′ in length. Fires arrows.

Longsword: Typically double-edged and around 3–4′ in length.

Mace: A 2–3′ haft with a studded, flanged, or spiked head.

Polearm: A long haft (8′ or longer) tipped with a stabbing point or slashing blade. Many types of polearms exist, but all are treated as one weapon type for simplicity.

Shortbow: A bow of around 4′ in length. Fires arrows.

Shortsword: 2′ blades designed as thrusting and stabbing weapons.

Sling: A strap of leather or fabric used to twirl and launch normal stones at high speed.

Spear: A haft of strong, flexible wood, typically around 5′ long, tipped with a stabbing metal point.

Staff: A stout length of wood, typically 6–8′ long. Staves often double as walking sticks, but those designed for combat may be shod with metal end caps.

Two-handed sword: A great, heavy sword, 5–6′ in length.

War hammer: A 2–3′ haft tipped with a heavy metal hammer head, often with a spike on one side.

Weapons of Special Metals

Adventurers in Dolmenwood sometimes seek out weapons forged of cold iron or silver, as those metals are harmful to fairies or certain undead monsters.

Time: Cold iron and silver weapons must be crafted to special order, incurring a delay of 2d6 days.

Cold Iron Weapons

Cost: Double the weapon’s normal price.

Damage: Cold iron weapons gain a +1 damage bonus against fairies and demi-fey, but suffer a –1 damage penalty against other creatures. For example, a cold iron shortsword inflicts 1d6+1 damage on a fairy or demi-fey (rather than the standard 1d6) and 1d6–1 damage against other creatures.

Construction: Cold iron weapons are made of pure iron, forged in flames of ancient yew wood, and doused in water infused with mandrake root.

Silver Weapons

Cost: Ten times the weapon’s normal price.

Damage: Silver weapons inflict normal damage on all foes, but certain foes can only be harmed by silver (or magic) weapons.

Using Disallowed Weapons and Armour (Optional Rule)

Characters may sometimes wish to use weapons or armour not allowed by their Kindred or Class. This may be handled as follows.

Weapons: –4 penalty to Attack Rolls.

Armour and shields: –2 Armour Class penalty. The character cannot use Kindred or Class capabilities reliant on stealth, reactions, or agility or of a magical nature (e.g. glamours, spell casting).

armour_and_weapons.txt · Last modified: 2024/08/17 18:50 by admin

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