Every adventurer needs at least one reliable weapon by her side, preferably more. Example weapons of average quality and price are provided in the tables below. Weapons made of special metals or other materials cost substantially more. ## Properties and Nat 19s Most weapons have some additional properties as noted in their description, and all cause a bonus effect on a natural **1d20 roll of 19**, known as a **“Nat 19”** effect. In most instances, this will be a roll on the appropriate Trauma table, e.g., an axe rolls on the [[Blade Trauma]] table, a hammer rolls on the [[Blunt Trauma]] table, and so on. In some cases, the attacker **may** choose a fixed effect in lieu of the Trauma table roll (marked with an * in the weapons table). For Nat 19 effects that push the target a “short” distance, the GM decides how far. The +2 Initiative granted by daggers, shortswords, etc., does not stack with similar or *Mithral* weapons. > **Example:** *Lothar* swings at a *Dire Wolf* with his heavy hammer and rolls a **Nat 19!** In addition to causing normal damage, *Lothar* may choose to inflict a 1d10+2 *[[Blunt Trauma]]* effect, knock the wolf [[prone]], or push it back a short distance (GM decides how far). He opts for a trauma roll and scores a 12—inflicting a *Skull Crush* and dropping the hound! ## Second Rank Weapons If using a weapon with the **Second Rank** quality, provided an ally is in Melee range of the target, you may stand behind your ally to attack from the second rank. While doing so, you are not in Melee range of the target (subject to GM’s call; may not apply vs large monsters with long reach, etc.). ## Ammunition Rolls Unless the GM prefers that ammo be tracked, if a weapon using arrows, bolts, etc., is fired during combat, **after the battle** there is a **1-in-6** chance the adventurer only has enough ammo left for **one more** fight. The chance increases by 1 each battle. The tally may be reset to 1 by restocking at a village. ## Special Metals Weapons and other objects may be made of special metals. Some examples appear below. Generally speaking, metal properties cannot be combined. The GM determines supply and benefits (if any) when used in armor or shields. | 1d4 | Metal | Cost | Properties | | --- | ---------- | ------- | ----------------------------------------------------------------------------------------- | | 1 | Cold Iron | +500 sp | Bypasses the resistances of *Demons* and *Undead*. | | 2 | Silvered | +300 sp | Bypasses the resistances of *Lycanthropes* and *Aberrant* *Terrors*. | | 3 | Mithral | +800 sp | +2 Initiative bonus and emits a soft phosphorescent glow (Melee range, *[[Near Blind]]*). | | 4 | Adamantine | +800 sp | +1 damage rolls and advantage on checks to resist breaking. | --- # Melee Weapons | 1d20 | Weapon | Cost | DMG | RNG | Nat 19 | Properties | | ---- | ---------------------- | ----- | ----- | ----- | -------------------- | -------------------------------------------------------------------------- | | 1 | Axe, Battle | 5 sp | 1d8 | NA | 1d8+4 [[Blade Trauma]] | +1 damage two-handed. Good for breaking open doors, chests, etc. | | 2 | Axe, Light | 2 sp | 1d6 | Close | 1d12 [[Blade Trauma]] | Also good for kindling. | | 3 | Club | Free | 1d6 | NA | 1d10 [[Blunt Trauma]] | Often masquerades as a branch, fire log, or table leg. | | 4 | Dagger | 1 sp | 1d4 | Close | 1d10 [[Blade Trauma]] | +2 Initiative. Easily concealed. | | 5 | Flail | 8 sp | 1d8 | NA | 1d12* [[Blunt Trauma]] | *Nat 19 alternative: trip or disarm. | | 6 | Great Axe, Great Sword | 30 sp | 1d12 | NA | 1d8+4 [[Blade Trauma]] | Two-handed. -2 Initiative penalty. | | 7 | Great Hammer | 30 sp | 1d12 | NA | 1d8+4 [[Blunt Trauma]] | Two-handed. -2 Initiative penalty. | | 8 | Hammer, Heavy | 10 sp | 1d8 | NA | 1d10+2* [[Blunt Trauma]] | +1 damage two-handed. *Nat 19 alternative: push or knock [[prone]]. | | 9 | Hammer, Light | 3 sp | 1d6 | Close | 1d10* [[Blunt Trauma]] | *Nat 19 alternative: push or knock [[prone]]. | | 10 | Lance | 8 sp | 2d4+1 | NA | Impale, Push, [[Prone]] | Must be mounted. Double damage on charge. Nat 19: knock [[prone]] or push. | | 11 | Polearm | 20 sp | 1d10 | NA | 1d6+6 [[Blade Trauma]] | Two-handed. -2 Initiative penalty. Second Rank weapon. | | 12 | Rapier | 15 sp | 1d8 | NA | 1d12 [[Blade Trauma]] | +2 Initiative bonus. | | 13 | Spear | 3 sp | 1d6+1 | Far | 1d12 [[Blade Trauma]] | +1 damage two-handed. Second Rank weapon. | | 14 | Staff | 1 sp | 1d6 | NA | 1d12 [[Blunt Trauma]] | +1 damage two-handed. Second Rank weapon. Great for monks and the elderly. | | 15 | Sword, Bastard, Long | 15 sp | 1d8 | NA | 1d10+2* [[Blade Trauma]] | +1 damage two-handed. *Nat 19 alternative: disarm. | | 16 | Sword, Short | 6 sp | 1d6 | NA | 1d12* [[Blade Trauma]] | +2 Initiative bonus. *Nat 19 alternative: disarm. | | 17 | Whip | 6 sp | 1d4 | NA | Trip, Pull, Disarm | Nat 19: trip, pull, or disarm. Second Rank weapon. | --- # Ranged Weapons | 1d6 | Weapon | Cost | DMG | Range | Nat 19 | Properties | | --- | --------------- | ------ | ----- | -------- | --------------------- | ---------------------------------------------------------------------------- | | 1 | Bow, Long | 50 sp | 1d8 | Very Far | 1d12 [[Missile Trauma]] | Two-handed. One item slot for bow, one for quiver. | | 2 | Bow, Short | 25 sp | 1d6 | Very Far | 1d10 [[Missile Trauma]] | Two-handed. May use mounted. Easier to hide than longbow. | | 3 | Crossbow, Heavy | 100 sp | 2d8 | Very Far | 1d10+2 [[Missile Trauma]] | Two-handed. Action to reload. Damage during reload round causes action loss. | | 4 | Crossbow, Light | 35 sp | 2d4+1 | Far | 1d10 [[Missile Trauma]] | One-handed firing. Two-handed reloading. Action to reload. | | 5 | Javelin | 3 sp | 1d6 | Far | 1d10+2 [[Missile Trauma]] | May be used as melee weapon (use [[Blade Trauma]] for Nat 19). | | 6 | Sling | 1 sp | 1d4 | Very Far | 1d10 [[Blunt Trauma]] | One-handed firing. Two-handed reloading. Stones are free and abundant. |