Lambda | Proposal | Rules | Archetypes | Equipment | Character Generation | The Setting

Equipment

Weapons | Armor | Gear | Miscellaneous

Arms and Armor for Lambda.


Weapons

weapons

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.


Armor

armor

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.


Gear

equipment

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.

Miscellaneous Goods

Here are other things you might spend your coin on:

Animals

camel

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.

Vehicles

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.

Services

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.