Gear

Nodwick

Availability

Having a sack of money does not guarantee one can purchase goods anywhere in Eadar. Many steads and villages are self-sufficient in basic goods, but lack the materials, craftsmen, and desire to produce certain goods. In a major city, on the other hand, one is likely to be able to find all but the rarest items.

Most goods are rated Village (which also covers steads), Town, or City. On the various tables, these are coded as V, T, and C respectively. This is the minimum size settlement in which one can find these goods readily for sale. Special (S) refers to specific types of settlement, such as only being able to purchase blessed armor through a temple.

During character generation, heroes may ignore these codes—it’s assumed they’ve managed to acquire the goods through brave deeds, journeys, lucky finds, family heirlooms, and such like.

Double Weapons

Double weapons are an exotic commodity in most communities of Eadar as there are few willing to train to use them properly. These are weapons that have two sources of damage, usually one at each end of a haft or long handle. Weapons identified as being double can be used to make 2 attacks with one action in combat, so the attacker rolls 2 Fighting dice but still only 1 Wild Die. Using a double weapon in this fashion incurs a -2 penalty.

Note that off-hand penalties do not apply when using a double weapon.

Armor & Weapons

Here is a list of gear available to heroes.

Armor

Type Armor Wgt Cost Notes Avail
Hide +1 15 75 Covers torso, arms, and legs; see notes V
Leather suit +1 10 50 Covers torso, arms, and legs V
Leather shirt +1 3 20 Covers torso V
Reinforced leather +2 (+1) 20 150 Covers torso, arms, and legs, loses 1 Armor if hit with a raise C
Chain hauberk +2 20 300 Covers torso, arms, and legs T
Chain shirt +2 10 200 Covers torso and arms T
Chain leggings +2 8 100 Covers legs T
Chain sleeves +2 6 75 Covers arms T
Reinforced chain +3 (+2) 40 400 Covers torso, arms, and legs, loses 1 Armor if hit with a raise C
Scale hauberk +2 25 200 Covers torso, arms, and legs V
Plate corselet +3 20 400 Covers torso C
Plate bracers +3 8 300 Covers arms C
Plate greaves +3 12 200 Covers legs C
Helmet
Chain coif +2 3 50 75% chance of protecting head T
Pot helm +3 4 75 50% chance of protecting head T
Full helmet +3 8 150 Covers head C
Shields
Small shield 8 25 +1 Parry V
Medium shield 12 50 +1 Parry, +2 Armor against ranged attacks V
Large shield 20 200 +2 Parry, +2 Armor against ranged attacks T

Melee Weapons

Weapon Damage Wgt Cost Notes Avail
Primitive Weapons
Antler staff Str+d6 10 300 Parry +1; Reach 1; 2 hands; see notes V
Bear claw Str+d4 8 200 +1 Parry; see notes V
Toothpick, double Str+d6 5 150 See notes V
Toothpick, twin Str+d8 5 200 See notes V
Blades
Boot spikes Str+d4 3 10 Kick attack only, see Gear Notes V
Dagger Str+d4 1 25 V
Flail Str+d6 8 200 Ignores shield Parry and Cover bonuses V
Great flail Str+d8 25 600 AP 2 vs rigid armor, -1 Parry, 2 hands, ignores Shield Parry bonus C
Great sword Str+d10 12 400 Parry –1; 2 hands T
Long sword Str+d8 8 300 V
Bastard sword Str+d8 10 350 Parry -1, can be 2 hands for +1 damage C
Short sword Str+d6 4 200 V
Twin sword Str+d6 8 400 2 hands, double weapon C
Rapier Str+d4 3 150 Parry +1 T
Axes
Axe Str+d6 2 200 V
Battle axe Str+d8 10 300 V
Great axe Str+d10 15 400 AP 1; Parry –1; 2 hands T
Double axe Str+d6 12 500 AP 1, 2 hands, double weapon C
Hammers & Maces
Mace Str+d6 4 200 V
Maul Str+d8 20 400 AP 2 vs. rigid armor; Parry –1; 2 hands V
Warhammer Str+d6 8 250 AP 1 vs. rigid armor T
Pole Arms
Halberd Str+d8 15 250 Reach 1; 2 hands T
Lance Str+d8 10 250 AP 2 when charging; Reach 2 T
Pike Str+d8 25 300 Reach 2; 2 hands T
Spear, long Str+d6 5 100 Parry +1; Reach 1; 2 hands V
Spear, short Str+d6 3 75 Reach 1 V
Staff Str+d4 8 10 Parry +1; Reach 1; 2 hands, double weapon V

Ranged Weapons

Type Range Damage Cost Wgt Min Str Notes Avail
Axe, throwing 3/6/12 Str+d6 50 2 V
Bow 12/24/48 2d6 100 3 d6 V
Bow, long 15/30/60 2d6 200 5 d8 V
Bow, elven 15/30/60 2d6 500 4 d6 S
Hand crossbow 6/12/24 2d4 200 3 AP 1 C
Crossbow 15/30/60 2d6 300 10 d6 AP 2; 1 action to reload T
Sling 4/8/16 Str+d4 10 1 V
Short spear 3/6/12 Str+d6 75 3 d6 As short spear in melee V
Throwing knife 3/6/12 Str+d4 25 1 T

Gear

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