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Mundane Melee
    
ArmourACBulkMv
Full Plate1Fairly6
Field Plate2Fairly6
Plate3Bulky6
Bronze Plate4Bulky6
Banded4Bulky9
Splint4Bulky6
Chain5Fairly9
Chain, Elfin5Non12
Scale6Fairly6
Ring7Fairly9
Studded7Fairly12
Leather8Non12
Padded8Fairly9
Shield Only9Non12
None10Non12
All Armour: All Melee Weapons: All Ranged Weapons: Ammunition:
[Mounts] - [Pack Animals] - [Transportation] - [Misc Animals] - [Animal Gear]

[Currency] - [Provisions] - [Containers] - [Stationary]

[All Mundane Items] - [All Magic Items]

Currency conversions: 1cp (0.005gp), 1sp (0.05gp), 1ep (0.5gp), 1pp (5gp). i.e. 200cp = 20sp = 2ep = 1gp = 1/5pp
Swords and BowsDmg S-MDmg L
Bastard Sword2d42d8
Broad Sword2d4d6
Khopesh Sword2d4d6
Long Swordd8d12
Scimitard8d8
Short Swordd6d8
Two-Handed Swordd103d6
Comp. Long Bowd6d6
Comp. Short Bowd6d6
Hand Crossbowd3d2
Heavy Crossbowd4d6
Light Crossbowd4d4
Long Bowd6d6
Short Bowd6d6
[Weapon Properties Chart]
Name Weight Value(gp) Worn Magic Category Description
Aklys 3.5 2 On Hand n Weapon (Base dmg d6/1-3) The aklys is a weighted, shortish club with a stout thong attached to the butt. While it can be used as a hand-held striking weapon, its principal employment is as a missile. Once hurled, the aklys may be retrieved by its thong. Of the hits scored with this weapon, 5% will be of the sort which entangle the target individual. If the target is man-sized or smaller, it will be dismounted or jerked to its knees or side (if not bipedal), at the wielder’s option. Conversely, if the target is larger than man-sized, its actions might well jerk the aklys thrower prone. The weapon is tied to the wielder by a thong or cord of about 10 feet in length. When a hit is scored, a subsequent roll of 20 indicates entanglement. This condition persists until a round can be spent disentangling the aklys and thong, the thong is broken, the thong is severed (which requires 2 points of cutting damage), or the wielder somehow manages to divest himself or herself of the fastened line. Since the thong is usually secured to the wrist or gauntlet, such action can prove to be difficult.
Bardiche 12.5 7 On Hand n Weapon (Base dmg 2d4/3d4)
Battle Axe 7.5 5 On Hand n Weapon (Base dmg d8/d8)
Bec de corbin 10 6 On Hand n Weapon (Base dmg d8/d6)
Bill-Guisarme 15 6 On Hand n Weapon (Base dmg 2d4/d10)
Bo Stick 1.5 0 On Hand n Weapon (Base dmg d6/1-3)
Caltrop 0.3 0.1 On Hand n Weapon (Base dmg 1/1-2) A caltrop is a four-pronged or six-pronged device (which in its latter form resembles a “jack” from the children’s game of ball and jacks). It is about one-half foot in diameter, with three-inch-long, pick-like points radiating at about 70° or 90° from each other. It is tossed or placed on the ground to serve as an impediment to closing attackers. Intelligent creatures aware of caltrops in their path can usually move them aside or otherwise avoid them, although this will surely slow movement by one-half for a round. Unintelligent or unaware opponents will move through the field of caltrops at peril. Human armor class considers only footwear and does not allow for a dexterity bonus. For each foot/paw/hoof of movement through an area of one square yard of caltrops, a check must be made to see if a caltrop is stepped on. This check is made as if each square yard crossed was a 1 + 1 HD monster attacking the foot armor of the character. Any hit has a 25% chance of slowing movement by 25% for four days; hits on two feet/paws/hooves indicate the possibility of virtually no movement for eight days while healing takes place. (Spell use will, naturally, mitigate this.) Caltrops of smaller size can be employed, but these are not particularly effective if under a two-inch prong length, and for game purposes they can be ignored. Because of their size and composition, it is worthwhile to note that it is quite difficult to carry caltrops; they tend to poke through packs and sacks, and falling while carrying them could be disastrous! A box or similar container is usually necessary to transport them. These instruments require no proficiency or special skill to use.
Club 3 0 On Hand n Weapon (Base dmg d6/1-3)
Dagger 1 2 On Hand n Weapon (Base dmg d4/1-3)
Dagger, Silver 1 30 On Hand n Weapon (Base dmg d4/1-3)
Fauchard 6 3 On Hand n Weapon (Base dmg d6/d8) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Fauchard - Fork 8 8 On Hand n Weapon (Base dmg d8/d10) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Fist or Open Hand 0 0 On Hand n Weapon na
Flail, Footmans 15 3 On Hand n Weapon (Base dmg d6+1/2d4)
Flail, Horsemans 3.5 8 On Hand n Weapon (Base dmg d4+1/d4+1)
Fork, Military 7.5 4 On Hand n Weapon (Base dmg d8/2d4)
Garrot 0.1 0.5 On Hand n Weapon (Base dmg d4/d6) A garrot is a strangling device usually made of cord, but which can also be fashioned of cloth or wire. In order to be employed effectively, the wielder of the garrot must strike from behind, and the victim must be either unaware of the impending attack or else unable to take effective defensive action. A target that is completely surprised from behind would be subject to the effects of a successful garrot attack, but such a target engaged in melee with other characters (and as such dodging and evading blows) would not. The victim must be humanoid and have a relatively unprotected neck — even a stout collar of leather will prevent successful use of the garrot. The victim’s neck must be no more than 1 foot above the shoulder height of the wielder of the garrot, and any limb, instrument, or weapon raised to prevent encirclement of the neck will foil that complete encirclement and reduce damage to 1 point. A successful hit will inflict the indicated damage, and will slay the victim at the end of the next round unless the wielder is caused to release the garrot. A successful attack on the garrot-wielder by any individual (the victim can attack, but is −2 to hit), a successful attack by any means of weaponless combat, or the victim’s making a successful bend bars roll against the garrot itself will all spoil the attack and save the target’s life. Unless the victim is normally entitled to more than one attack per round, he or she cannot attempt an attack and a bend bars maneuver in the same round; in this instance, the bend bars attempt counts as one of the victim’s combat maneuvers in that round.
Glaive 7.5 6 On Hand n Weapon (Base dmg d6/d10) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Glaive-Guisarme 10 10 On Hand n Weapon (Base dmg 2d4/2d6) The weapon does twice the damage indicated by the die (dice) roll to larger than man-sized creatures (L) when it is set (firmly grounded) to receive a charging opponent. This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Guisarme 8 5 On Hand n Weapon (Base dmg 2d4/d8) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Guisarme - Voulge 15 7 On Hand n Weapon (Base dmg 2d4/2d4) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Halberd 17.5 9 On Hand n Weapon (Base dmg d10/2d6)
Hammer 5 1 On Hand n Weapon (Base dmg d4+1/d4)
Hammer, Lucern 15 7 On Hand n Weapon (Base dmg 2d4/d6) This weapon capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Hand Axe 5 1 On Hand n Weapon (Base dmg d6/d4)
Harpoon 5 5 On Hand n Weapon (Base dmg 2d4/2d6) This weapon is a form of throwing spear with the head socket detachable in most cases. The head is fastened to a line so as to secure the target creature to the wielder or some object, provided the weapon strikes home. Against most targets, a hit from the harpoon indicates that the barbed head is buried or snagged. (See aklys above for details of this entangling effect, unless the harpoon line is secured to some stout object.) Naturally, the line attached to the harpoon must be of sufficient length to allow hurling to the range needed. Furthermore, this line must be able to run freely when the weapon is hurled (and possibly subsequently moved away with at great rapidity). In general, the following guidelines can be used when dealing with harpoon hits: If the target creature has an intelligence of not less than 2, and likewise has some means of effectuating dislodgement of the weapon head or severance of the line, a saving throw versus poison is allowed. Success indicates the victim has freed itself. Failure indicates continued attachment, 1 point additional damage, and the possibility that the victim will be dragged 1˝ closer to the harpooner if the wielder so desires and the victim is of a size, weight, and strength which enables the harpooner to do so (cf. kuo-toa in the FIEND FOLIO Tome).
Hook Fauchard 8 6 On Hand n Weapon (Base dmg d4/d4) This pole arm is principally useful as a device to dismount or fell opponents. It is a normal fauchard with its tip hook greatly elongated and curved into a sickle shape. The wielder attacks by making a sweeping motion to encompass the target with the hook of the weapon. A successful hit will have a 20% probability of dismounting or toppling (to knees or prone position) the target. This assumes that the wielder is larger than his or her opponent, or at least over 50% of the target’s height and weight.
Knife 0.6 1 On Hand n Weapon (Base dmg 1-3/1-2)
Lance, Heavy Horse 15 6 On Hand n Weapon (Base dmg 3-9/3d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Light Horse 5 6 On Hand n Weapon (Base dmg d6/d8) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Lance, Medium Horse 10 6 On Hand n Weapon (Base dmg d6+1/2d6) This weapon does twice indicated damage against creatures of any size when it is employed by an attacker riding a charging mount.
Mace, Footmans 10 8 On Hand n Weapon (Base dmg d6+1/d6)
Mace, Horsemans 5 4 On Hand n Weapon (Base dmg d6/d4)
Man Catcher 8 25 On Hand n Weapon (Base dmg 1-2/1-2) A man catcher is a two-pronged pole arm. Each prong is curved to encompass a humanoid creature of man-size. Creatures larger or smaller than human size by 50% or more will be unaffected by this arm, for it either will not encompass them or else they can simply drop out of its prongs. The simplest form of man catcher has inward-curving prong ends. These allow entry into the encompassing area, but their inward points prevent egress — especially when the wielder is actively employing the weapon. The more complex form of the device has movable arms which are spread in an open position but close somewhat when the target contacts the lower (shaft area) portion of the man catcher. Both forms have sharpened edges and spikes to both damage the opponent and prevent the use of hands to escape the weapon. Anyone caught in a man catcher loses all shield and dexterity bonuses. Furthermore, he or she can be pulled and pushed about. This pushing and pulling will automatically inflict 1-2 points of damage per round. There is a 25% chance for the victim to be pulled off its feet to either a kneeling or prone position. Anyone caught in a man catcher may attempt to break out by making a successful bend bars roll. Multiple attempts may be made, but the character caught will take 1-4 hp damage with each attempt unless he or she is wearing gloves or other protective devices. Characters other than the one caught may rescue the caught individual by forcing the weapon’s wielder to release grip on the weapon, or by hacking through the pole (6 points cutting damage).
Military Pick, Footmans 6 8 On Hand n Weapon (Base dmg d6+1/2d4)
Military Pick, Horsemans 4 5 On Hand n Weapon (Base dmg d4+1/d4)
Morning Star 12.5 4 On Hand n Weapon (Base dmg 2d4/d6+1)
Partisan 8 10 On Hand n Weapon (Base dmg d6/d6+1)
Pike, Awl 8 3 On Hand n Weapon (Base dmg d6/d12)
Ranseur 5 4 On Hand n Weapon (Base dmg 2d4/2d4) This weapon is capable of dismounting a rider on a score equal to or greater than the “to hit” score.
Sap 1 1 On Hand n Weapon (Base dmg 1-2/1-2) A sap, sometimes called a blackjack, is typically a small leather bag filled with sand or a similar material (such as lead shot). The weapon is useful only as an instrument to concuss the target into unconsciousness, so any form of head covering makes it less effective. In fact, unless the head is uncovered, there is no chance the sap will cause unconsciousness, although damage will occur if a hit is made. An uncovered (or light-cloth covered) head struck by a sap has a 5% chance per point of strength of the wielder to cause unconsciousness. Strength greater than 18 means automatic unconsciousness; i.e., 18/01 strength is sufficient to cause this. A hit anywhere but on the head will inflict half damage only and have no other effect.
Scimitar 4 15 On Hand n Weapon (Base dmg d8/d8)
Spear 5 1 On Hand n Weapon (Base dmg d6/d8) - Dbl dmg if set against a charge.
Spiked Buckler 3.5 10 On Hand n Weapon (Base dmg d4/1-3) The spiked buckler is the only effective form of the armed shield, for larger ones are too difficult to move quickly, and their projections form too easy a hold for opponents. The spiked buckler functions defensively as a standard buckler, capable of aiding the wielder’s protection from one attack. Well-made spiked bucklers will have an edged spike, although the effective attack is by buckler thrust and seldom, if ever, a slash. When the wielder is fighting within arm’s length of an opponent, the spiked buckler can be used for a separate attack during the round. Such attack is always made after the initial weapon attack, if any. Only one such extra attack per round is possible. If the spiked buckler is a second attack mode, the attack is made at −2 hit probability, this penalty cumulative with any others which are applicable.
Staff (Quarter) 5 0 On Hand n Weapon (Base dmg d6/d6)
Sword, Bastard 10 25 On Hand n Weapon (Base dmg 2d4/2d8)
Sword, Broad 7.5 10 On Hand n Weapon (Base dmg 2d4/1d6+1)
Sword, Falchion 7 10 On Hand n Weapon (Base dmg 1d6+1/2d4) The falchion gets its name from its slightly curved, vaguely sickle-like shape. While it could be treated as a scimitar (which term generally encompasses such sword forms as sabre, yatagan, and tulwar), many medieval European falchions were much heavier and the point was actually used for thrusting. It has, therefore, been included in the forms of swords possible in an expanded AD&D game campaign. The Dungeon Master should assume that 25% of magic broadswords are falchions.
Sword, Khopesh 7.5 10 On Hand n Weapon (Base dmg 2d4/1d6) This weapon has no place in medieval warfare, for it is an Egyptian weapon which went out of use around the tenth century B.C. However, it is so interesting and it fits so well into the concepts of the game that it can be added if the DM approves of such. A khopesh has about six inches of handle and quillons. Its blade is then straight from the quillons for about two feet. The blade becomes sickle-shaped at this point, being about two additional feet long but effectively extending the overall length of the sword by only 1˝ feet. The curved portion resembles a squared-off capital letter “D,” complete with upper serif, but with the back (left-hand) bar missing. This makes the khopesh both heavy and unwieldy (thus the high number for speed factor), difficult to employ properly and undoubtedly hideously difficult and slow to recover, particularly after a badly missed blow. Nevertheless, the weapon will not only cause damage, but its sickle-like portion can snag an opponent or an opposing weapon. Unless the opponent is 50% smaller and lighter than the wielder of the khopesh (deducting or adding 5% per point or category over 18 of strength difference to arrive at final mass), the weapon will simply make it impossible for the snagged opponent to get in an effective attack for 10 segments. If smaller and lighter, the opponent will either be pulled to the ground (25%) or impeded in an attack (75%) when snagged.

A weapon can be snagged only if it has protrusions or indentations, but the only smooth weapons for this purpose are daggers, swords, spears, and the like. Just as with snagging an opponent where any hit has a 5% chance to do so, any miss also allows a 5% chance for snagging the opponent’s weapon, if applicable. If an opponent’s weapon is snagged, there is a 10% chance it will be torn from his or her grasp. Failing that, the snagging will either disallow the opponent the opportunity to effectively attack for 10 segments (80%), just as a body/equipment snag would, or else the opponent’s strength and/or leverage would tear the wielder’s grasp (10%).

Because of this weapon’s ancient origin and unusual shape, it is an ideal druidical instrument. The DM should consider placement of both normal and magical khopeshes in the campaign, aiming especially at druidical use. Of all magical scimitars discovered, 10% will be khopeshes.

Sword, Long 6 15 On Hand n Weapon (Base dmg 1d8/1d12)
Sword, Short 3.5 8 On Hand n Weapon (Base dmg 1d6/1d8) This weapon class includes all pointed cutting and thrusting weapons with blade length between 15 and 24 inches.
Sword, Two-Handed 25 30 On Hand n Weapon (Base dmg 1d10/3d6)
Trident 5 4 On Hand n Weapon (Base dmg d6+1/3d4)
Voulge 12.5 2 On Hand n Weapon (Base dmg 2d4/2d4)
Whip 3 3 On Hand n Weapon (Base dmg 1-2/1) The whip is a dangerous weapon only in the hands of a highly skilled and well trained user. To inflict damage, the whip must contact exposed, or lightly covered, flesh. Heavy clothing or thick hair/fur will be of considerable protection until torn away by repeated lashing. (Thick hide, such as that of an elephant, rhinoceros, or hippopotamus, will allow a slight sting at best, with no real damage inflicted.) Heavily scaled or otherwise protected opponents will not even feel the lash of a heavy leather whip, even with a weighted tip.

However, the whip also has another use. It can entangle an opponent’s limb(s) or weapon. Any hit scored on an opponent means that an entanglement of some sort will occur. If the whip is in non-proficient hands, the chance is only 5%. In proficient hands, there is a 5% chance per level of the wielder for entanglement, but only at the wielder’s option. The entanglement will be one limb (50%), two limbs (10%), the weapon arm and weapon (20%), or the head (20%, or 40% in the case of an opponent not using a weapon).

One-limb entanglement indicates no effective attack for 10 segments. Two-limb entanglement indicates the same, with a 25% chance that the opponent will be kneeling or prone for that period and must thereafter recover its feet. A hit on the weapon arm/weapon indicates no effective attack for 10 segments and a 10% chance that the weapon will be lost. (If the weapon is edged, there is a 50% chance that the whip will be severed and useless instead.) A neck hit indicates the opponent can make no effective attack for 10 segments, and additional garrot-type damage will be scored if the opponent has no throat protection such as thick hide, heavy leather, armor, mane-like fur or hair, etc. A proficient wielder can disentangle the whip by rolling his or her dexterity or less on 3d6 minus 2. Otherwise, the whip remains entangled until it is broken or severed, or until the wielder pulls it loose, or until the opponent does so (the chance of this last occurrence is 5% +1 % per point of strength of the victim).

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