WEAPONS FOR SALE:
Send an E-mail to Primarpg@Hotmail.com with the desired Weapon or Armor's name.
Swords:
Knife: 1d3 (-2 init) 30gp
Dagger: 1d4 (-2 init) 40gp
Main-Gauche: 1d3+1 (-2 init) 50gp
Footman’s Sword: 1d4+1 (-1 init) 60gp
Rapier: 1d6 (Gets a +1dmg bonus if STR is 20) (-2 init) 60gp
Saber: 1d6 (Gets a +3 dmg bonus if STR is 20) (-1 init) 70gp
Cutlass: 1d6 60gp
Scimitar: 2d4 80gp
Long Sword: 1d8+1 100gp
Bastard Sword: 1d10+1 (+1 init) 120gp
Great Sword: 1d12+1 (+2 Init 140gp
Axes:
Hatchet: 1d4 (-1 init) 40gp
Hand Axe: 1d4+2 70gp
Throwing Axe: 1d6 (-1 init) Thrown, 1d4 Melee 50gp
Felling Axe: 1d6+2 (+1 init) 90gp
Large Scythe: 1d6+1 (+2 init) 80gp
War Axe: 1d8+2 (+1 init)110gp
Great Axe 1d12+2 (+2 init) 150gp
Maces/Hammers
Small Hammer: 1d3 (-1 init) 30gp
Morning Star: 1d6+1 80gp
Footman’s Mace: 2d4 (+1 init) 80gp
Spike Hammer 1d8+1 (+1 init) 100gp
Maul: 2d8+1 (+3 init) 180gp
Flails
Ball and Chain: 2d3 60gp
Double Flail: 1d4 (-1 init) (Add Dmg plus half of that Dmg if used 2 handed) 60gp
Horseman’s Flail: 1d6+1 (+1 init) 80gp
Holy Water Sprinkler: 1d6+2 (+1 init) 90gp
Footman’s Flail: 1d8+1 (+2 init) 100gp (Can be used 1 handed at –2Dmg and +4 Init)
Large Holy Water Sprinkler: 3d4 (+2 init) 120gp (Can be used 1 handed at –2dmg and + 4 Init)
Great Flail: 3d6 (+4 init) 180gp
Staves
Light Staff: 1d6-1 (-2 init) 40gp
Quarter Staff: 1d6 (-1 init) 60gp
Blade Staff: 1d6+1 (-1 init) 80gp
Shod Staff: 1d6+2 90gp
Polearms
Spear: 1d8, 1d6-1 as a Staff, (-1 init) Normal Init as a Staff, Can be Thrown with no penalties 60gp
Glaive: 1d10 (+1 init) 100gp
Halberd: 1d12 (+2 init) 120gp
Military Hammer: 3d4 (+3 init) 120gp
Bardiche: 2d6+1 (+3 init) 140gp
Bows/Crossbows come with 100 Arrows/Bolts (Arrows and Bolts increases Damage depending on kind)
Horn Bow: 1d4 STR must be 16 to use (-1 init) 30gp
Bow: 1d6-1 STR must be 16 to use (-1 init) 30gp
Long Bow: 1d6+1 (-1 init) 80gp
Recurve Bow: 1d6 STR must be 18 to use (-1 init) 50gp
Hand Crossbow 1d2+1 Str must be 12 to use (+2 init) 30gp
Light Crossbow 1d4+1 Str must be 14 to use (+1 init) 50gp
Footman’s Crossbow: 1d5+1 Str must be 16 to use (+2 init) 60gp
Heavy Crossbow: 1d6+1 Str must be 19 to use (+2 init) 70gp
Arrows/Bolts: No damage increase 1gp a piece
Large headed arrows/bolts: +1 dmg, 5gp a piece
Barbed arrows/bolts: +2 dmg, 10gp a piece
Slings (Material slung increases Damage depending on kind)
Hand Sling: 1d6-1, -1 dmg against hard-armored targets (+ 1 init) 40gp
Staff sling: 1d6, -1 dmg against hard-armored targets 60gp
Rocks: No Damage Increase(Can be found outside during quests) 100rocks for 10gp
Smooth Rocks: +1 dmg (Can be found inside lakes during quests) 100 Smooth rocks for 50gp
Star Rocks: +2 dmg 10gp a piece
Unusual Weapons
Javelin: 1d6 Melee or Thrown 60gp
Whip: 1d6-1 40gp
Wire Whip: 1d6 60gp
Multi Part Whip: 1d10 (+2 init) 100gp
Rope: 1d4 40gp
Cloak: 1d4 40gp
Blow Pipe: 1d2
Dart: No damage bonus 1gp a piece
Jagged Tip Dart: 1 dmg 5gp a piece
Star Tip Dart: 2dmg 10gp a piece
Double Sticks (2 weapons): 1d4-1 x2 +1/2 (ex 1d4-1 I roll a 3… x2 I get 6 + ½ I get 9) (-1 init) 40gp
Caltrop: 1d3 can throw D9 to the ground at a time to stop pursuers, 10 gp a piece
Armor: For Sale
Partial Leather: 5% Soak 50gp
Light Leather: 10% Soak 100gp
Leather: 15% Soak 150gp
Padded Leather: 20% Soak 200gp
Studded Leather: 25% Soak 250gp
Partial Chain: 30% Soak –5% evade 300gp
Hide: 35% Soak –10% evade 350gp
Chain Mail: 40% Soak –15% evade 400gp
Scale Mail: 45% Soak –20% evade 450gp
Splint Mail: 50% Soak –25% evade 500gp
Accessories:
Small Shield: 1% Soak 10gp
Large Shield: 3% Soak 30gp
Tower Shield: 5% Soak 50gp
Helm: 1% Soak 50gp
Pixie and Fairy Weapons and Armor for Sale
Pixie Knife 1d1 10gp
Pixie Sword 1d2 20gp
Pixie Axe 1d3 30gp
Fairy Leather 5% Soak 50gp
Fairy Shield 1% Soak 10gp
Fairy Helm 1% Soak 50gp