Arms and Armor for Lambda.
Below is the list of basic weapons.
The weapons are grouped into categories based on relative price.
Peasant’s weapons | ~d4 damage | 1-5 GP | Common items, used by poor folk.
Simple weapons | ~d6 damage | 5-20 GP | Weapons that once saw a smith.
Martial weapons | ~d8 damage | 20-50 GP | Weapons forged for the waging of war.
Heroic weapons | ~d10/d12 damage | 50-100 GP | Weapons forged for a true warrior.
Masterpiece weapons | > d12 damage | 100+ GP | Pieces of art. Extremely rare.
Weapon | Attribute | Damage | Cost | Range | Properties |
---|---|---|---|---|---|
Peasant | |||||
None | Strength | 1 | Free | Melee | |
Dagger | Dexterity | d4 | 2 GP | Melee / Thrown | |
Club | Strength | d4 | 1 GP | Melee | |
Staff / Whip | Strength / Dexterity | d4 | 3 GP | Reach | |
Hatchet | Strength | d4 | 2 GP | Melee / Thrown | |
Sling | Dexterity | d4 | 3 GP | Short | Ammunition |
Common | |||||
Axe / Hammer | Strength | d6 | 5 GP | Melee / Thrown | |
Spear | Strength | d6 | 6 GP | Reach | |
Sword | Strength / Dexterity | d6 | 10 GP | Melee | |
Scimitar | Dexterity | d6 + 1 | 15 GP | Melee | |
Hunting Bow | Dexterity | d6 | 15 GP | Long | Ammunition |
Martial | |||||
Battle Axe / Mace | Strength | d8 | 20 GP | Melee | Two-Handed |
Longspear | Strength | d8 | 30 GP | Reach | Two-Handed |
Longsword | Strength | d8 | 40 GP | Melee | |
Rapier | Dexterity | d8 | 50 GP | Melee | |
Recurve Bow | Dexterity | d8 | 30 GP | Long | Ammunition |
Heroic | |||||
Maul / Hammer | Strength | d12 | 60 GP | Melee | Two-Handed |
Pike | Strength | d10 | 75 GP | Reach | Two-Handed |
War Bow | Dexterity | d10 | 80 GP | Long | Ammunition |
Greatsword | Strength | 2d6 | 120 GP | Melee | Two-Handed |
Masterpiece | |||||
Damascened Blade | Strength | 3d6 | 400 GP | Melee |
Note that this is merely a sampling of the weapons which exist.
Many masterpieces or artifacts are priceless, and are so rare that few people exist who could feasibly buy such a thing.
Load of a weapon is usually calculated by the number of hands required to wield it. 1 Load for one hand, 2 Load for two hands.
Below is the list of basic armors.
Armor | AC | Load | Cost | Properties |
---|---|---|---|---|
None | 11+Dexterity/2 | 0 | Free | |
Light | 13+Dexterity/3 | 2 | 20 GP | |
Medium | 15 | 3 | 30 GP | |
Heavy | 17 | 5 | 50 GP | |
Buckler | +1 AC | 1 | 5 GP | Takes up a free hand. |
Shield | +2 AC | 1 | 15 GP | Takes up a free hand. |
Helm | +1 AC | 1 | 10 GP | Disadvantage on perception. |
Note that more specialized armors exist, for scenarios like wilderness travel and cold / heat resistance. These are mere categories. Most armor has special properties, per suit.
Below is a list of commonly stocked gear in major cities. Villages will have some or none of these things for sale or trade.
Gear | Cost | Load | Properties |
---|---|---|---|
1 Supply | 1 SP | 1/3 | Food and water for one day. |
3 Torches | 5 SP | 1 | |
30 ft. Rope | 1 GP | 1 | |
10 Sling Stones | 1 SP | 1 | Ammunition for slings. |
10 Arrows | 5 GP | 1 | Ammunition for bows. |
10 Lockpicks | 5 GP | 1 | Roll a lockpicking check with advantage. |
Blanket | 1 GP | 1 | Allows for a chance at full rests while in the wilderness. |
Tent | 1 GP | 1 | Negates penalties for sleeping in the rain. |
Shovel | 1 GP | 1 | |
Crowbar | 5 GP | 1 | |
Grappling Hook | 10 GP | 1 | |
6-foot Ladder | 1 GP | 2 | |
10-foot Pole | 1 GP | 1 | |
Whistle | 2 SP | 0 | |
Dice | 1 GP | 0 | |
Smith’s Tools | 5 GP | 1 | Repair or sharpen a dull blade. Single Use. |
Healer’s Kit | 5 GP | 1 | Stabilize a creature without incurring injury. Single Use. |
Other gear is pretty common, but not worth much. Things like butter, buckets, sticks, rocks, fishing poles, that sort of thing.
Here are other things you might spend your coin on:
Pack animals can carry Load for you.
Mounts can carry heroes, increasing your overland travel speed.
Most animals consume supplies at the same rate as a hero.
Donkey/Mule | 8 GP
A Mule carries up to 8 Load, but is unable to be mounted. A Mule travels at a rate of 30 ft.
Draft Horse | 25 GP
A horse is the mount of choice outside the desert. A horse travels at a rate of 40 ft.
Camel | 30 GP
A camel serves as a mount, as well as a pack animal. They can carry up to 4 Load along with a passenger, or otherwise 10 Load.
A camel travels at a rate of 50 ft., and is able to travel through dune fields, which other mounts and most people cannot.
Camels are very hardy creatures, and require very little water. Therefore, they require supplies only every other day.
Cart | 20 GP
A cart can be pulled by two mules or a draft horse. They give up their ability to carry load, but the cart can carry up to three heroes, their equipment, and 10 extra Load, or 40 Load without any heroes.
A cart cannot travel across rivers, streams, rocky terrain, desert, or swamps. In fact, any traversal not on a given road is a risky proposition.
Weapon Master | A swordsmith, fletcher, or other craftsman will repair, hone, or craft weapons for a fair price.
Typically, repair costs are proportional to a weapon’s value, costing about a third of the weapon’s price to repair it. A dull weapon is treated as broken, and costs the same as to repair.
To craft new weapons, a smith typically will charge the usual market value of a weapon, plus a small amount for the services rendered.