AD&D Equipment

By Carbunkl

Armor
Combat Shield
Gauntlets of Diox(Air)
Gauntlets of Diox(Earth)
Gauntlets of Diox(Water)
Stone Armor

Miscellaneous
Astronomy Telescope
Flash Powder
Gardening Bag
Holy Book
Smokescreen Crystal
Weighted Dice

Weapons
Dagger of Companionship
Deadeye Dagger
Double-jointed Axe
Dragon Blade
Dwarven Molotov Cocktail
Edge Blade
Ethereal Hammer
Fire Bomb
Hand Guisarm
Irregular Quarterstaff
Lunar Blade
Moogle Weapons
Plant Gauntlet
Rune Broadsword of Krulan
Skandrian Grenades
Spider Sword
Thrumble
Triple Crossbow
Witchwood Staff

Combat Shield
Type: Shield
AC Bonus: -2
Size: Medium (approx. the size of a M. shield)
Weight: 2 Lbs.
Special Properties: Can be used to block all attacks in a round.
Description: Made of witchwood, the Combat Shield is the most versatile tool for defense in melee combat. The combat shield is extremely light, allowing for immediate movement to parry. The shield's size also allows for a -2 to the player's AC versus projectile attacks.

Gauntlets of Diox(Air)
Centuries ago, an elven mage also skilled in the arts of war set out to tap the elements and use them for the defense of the elven empires. The result of this quest was the creation of a set on gauntlets, a pair for each element. Air is a more defensive element, allowing the user to dodge better, thus a -1 AC adjustment. Once per turn the user may use the "Jump" spell. The "fly" spell is available once per day. Both spells function as a 16th level caster.

Gauntlets of Diox(Earth)
Centuries ago, an elven mage also skilled in the arts of war set out to tap the elements and use them for the defense of the elven empires. The result of this quest was the creation of a set on gauntlets, a pair for each element. Earth is a more defensive element, granting a +6 temporary hit points that are lost before normal hitpoints. They are recovered 2 per day whether or not the character rests. In addition, the character is granted the "spider climb" ability at will.

Gauntlets of Diox(Water)
Centuries ago, an elven mage also skilled in the arts of war set out to tap the elements and use them for the defense of the elven empires. The result of this quest was the creation of a set on gauntlets, a pair for each element. Water is a more defensive element, granting a -1 AC. In addition, the user is able to cast the "water breathing" spell upon herself twice per day.

Stone Armor
This provides an AC of 4. Because of its weight, it halves the users speed. However, it grants she/he/it protection from acid.

Astronomy Telescope
Cost: 10 gp
Weight: 5 lb
This devise is a very valuable tool for a navigator or an astronomer. Any one with the navigation or astronomy proficiencies can determine direction, speed, and location of the user on a successful check. Also using this devise gives them +2 to any checks of that nature. (Note: it only works on clear or semi-clear nights).

Flash Powder
This powder is a fine dust that burns extremely fast, it also comes in several different colors. Igniting it will create a bright but short-lived burst of light. If a small pouch is ignited near the character's eyes, within five feet, they must save vs. paralysis or be stunned for a round. Larger amounts will increase the possibility of being stunned. An alchemist was the first to create this concoction but gnomes and mages have been fiddling around with this powder for the several years it's been around, trying to find more refined uses for it.

Gardening Bag
Cost: 15 gp
Weight: 3 lb
This bag contains everything and anything you need for gardening. Having possesion of this bag gives a character with the Agriculture proficiency +1 to all his checks. Also it can be used to heal 1d2 points of damage to plant based monsters once a day.

Holy Book
Cost: 200 gp for non-priests, 20 gp for the first one for priests
Weight: 2 lbs
This book contains religious songs, passages, and knowledge. It gives the user +2 to his religion proficiency checks. Clerics get them really cheap for the first one and not so cheap for each additional one. It is about 200 pages with 20 blank pages in the back for the priest to keep a journal.

Smokescreen Crystal
This appears to be just a small chunk of smoke-tainted quartz to those not familiar to this item. When thrown on the ground, it creates a 2'' thick screen of smoke-like gas. If used outdoors, it is 10' by 10' and simply prevents vision through it for 2d10 rounds, and then dissipates. However, if used in a corridor no larger than 10' by 10', the gas is thick enough to not only prevent vision between it, but movement for a short period of time. It then has 1d8 "Hit points". If someone just tries to walk through it, it takes 1 hit point of damage per round. If a weapon is used on it, it also takes 1 hit point of damage. Somone ramming it will deal 1d4 points of damage. It will automatically dissipate in 3d10 rounds indoors. This item is usable once.

Weighted Dice
Cost: 10 gp per die
Weight: * These items weigh little. Ten of them weigh 1 pound.
These dice as you can guess are weighted. They give a charachter with the gambaling proficiency +1 to the check. Only theives or people with connections to the black market of your world can get these things without finding or stealing them.

Dagger of Companionship
The Dagger of companionship appears to be a normal dagger. It, when verbally commanded, will fly towards the recipients' hand. It will not cut through objects without being wielded i.e it will not cut through rope or anything else it will just move into your hand. This is very useful for thieves though is not restricted to any class or race. If the dagger needs to navigate its way to the owner it should be counted as int: 5.

Deadeye Dagger
This dagger functions as a normal dagger, but once per day may be used to "lock on" to a target. If this is done when thrown, the dagger absolutely cannot miss. In addition, the dagger does 1d8 points of damage when locked on, because it searches out the most vital point of the target.

Double-jointed Axe
Cost: 15 gp
Weight: 8 lbs
Size: M
Type: S
Speed: 5
Dam: 1d6/1d4.
Note that this is only for one attack.
This is a special kind of hand axe used primarily by half-gnolls. It is a hand axe with longer shaft and another axe blade ant the opposite end of the shaft on the other side. It is spun in the hand so that you get 2 attacks in the place of one. If a character would already get more than one attack a round double that if using a double-jointed axe.

Dragon Blade
Price: 55,000gp
Height: 48"
Handle: 10"
Blade width: 4"
Damage Caused: 1d45+3
Normal Price: 500,000gp
With a blade little under 5 feet long this blade causes massive damage at a low, low price.

Dwarven Molotov Cocktail
The dwarves of the Kalarhast Mountains use these weapons of destruction extensively. Taking a round glass vial, they fill it with a HIGHLY flammable substance, called slirth , and stuff a rag soaked with it into the top. To use, the dwarves light the end of the rag, and let it start burning, then throw the vial at the target. The vial shatters on impact with almost anything, spilling the slirth over them. The flaming rag then lights the slirth, and BOOOM. Opponent is toast. Opponent takes 2d6 damage on first round, then 1d8 damage every round after they until they can put the flames out. Putting the flames out takes two rounds of rolling on the ground, one round with someone helping or one round if completely doused with water. A Dwaven Molotov Cocktail is a very dangerous weapon in the right hands.

Edge Blade
GP Value: 7,000
Weight: 10
Size: 54" long blade
Damage: 1d6+2
This is a sword that looks like a long sword, but with a large sharp point at the end. Each sword is enfused with a special power(DM's choice) very rare, they actually cost 20, 000 GP

Ethereal Hammer
An Ethereal Hammer appears to be a Hammer+1 with no other magical propeties until a command word is spoken. when that word is spoken, eveything but the handle "phases out" as if it had ben rubbed down with "oil of etheralness" this allows full damage to ethereal beings(ie: ghosts, haunts, those imbued with "oil of etherealness", etc.). In a similar manner it allows the holder to "phase out" with it for 1D4 rounds, once per day.

Fire Bomb
Weight: 5 lb
Speed Factor: 11
Dam. vs. Med. & Small: 1d4+1d6
Dam. vs. Large: 1d3+1d6
Type: p/special
Cost: 80 gp
Size: small
Fire bombs are small clay balls filled with an explosive substance made by alchemists (which explains the price). There is a fuse sticking out of them. When the fuse is lit the bomb must be thrown or the thrower will take the damage. On impact the ball shatter causing flame damage (1d6) to all with-in 5 feet for 1d4 rounds. Also the clay shards hit the person if the attack roll succeeds. That is what causes the 1d4. A common tactic with these is to load many in a catapult, lighting the fuse, shooting it, and watching the fireworks.

Hand Guisarm
Type: slashing\piercing(special)
Speed: 12
Weight: 22lbs
Range: Melee
Damage: Special (on horseback same as a great lance)
STENGTH= 1-10 11-14 15-17 18-20 21-25 Because of the weapons size it's damage is directly affected by the strength of the user, as well it's accuracy is affected.

S.\M. 1d6 1d10 1d12 2d10 3d10
     L. 1D8 2d6  2d8   3d8   2d20
To hit.... Hindrance -6 -4 -2 -1 0
Note: An attack roll, which fails with a 1,2,3,4, results in loss of attack for one round. Wild swings don't sit well with a weapon of this size.

This is a weapon, which did actually exist in Europe in the early dark ages, was in essence a lance sized double edged blade, it's was generally used in place of lance during real combat. In some rare cases men of great and sometimes legendary strength used these in place of smaller swords. Because of it's huge size 8-12 feet it was extremely slow, however it did extraordinary damage when it met its target. Depending on the strength of the character attempting to use this sword the damage will change based on how much they can brace themselves to follow through on their swing.

P.S This weapon is in no way related to the glaive guisarm in the D&D books ,and it is based on a real but extremely rare weapon.

Irregular Quarterstaff
A somewhat cold and rancid metal that all blacksmith have no use for at the end of the day is used to cover a staff in. It does add 4 mor pounds of weight, but must be dipped twice on each end to balance out, staff is now a hellofalot harder to break and instead of a d4 dmg, it is now a 2d4 +1, Str requirement of 11.

Lunar Sword
The Lunar Blade is a magical long sword with varied strength depending on the phase of the moon. On a new moon, it has a +1 enchantment, on a quarter moon, it has a +2 enchantment, on a half-moon, it has a +3 enchantment, and on the full moon, it has a +4 enchantment. A moonlight spell casted upon it will raise the enchantment by +1.

Moogle Weapons
-Boomerang-W: Less than 1, costs 3g, 1d4/1d3. this is a normal boomerang.
-Chakram-W: 1,costs 5g, 1d4/1d6+1. This circular steel circle has 3 triangular blades coming off it.
-Full Moon-W: 3, costs 20g, 1d8/1d10, on a natural roll of a twenty, and only an unmodified twenty the weapon has an 80% of severing a limb. This weapon is a closed circular disk with razor sharp ends. Special steel gauntlets must be worn when handling (W:3, +1 to punching damage) or risk slicing your hand.
-Stout axe-W: 5, costs 7g,1d8/1d8+1, this is a small 1 handed battle axe.
-Moogle pike-W: 6, costs 10g, 2d4/1d10, this is a small trident where the middle spike is shortest.

Plant Gauntlet
(for clerics and mages only)
Cost: special
Weight: 1 lb
Size: M
Type: P/B
Speed Factor: 4
Damage: 1d4+1/1d4-1
This is a special gauntlet made of plants. It attaches itself to the owner for protection. The fingertips have thorns on them. However, this rare item can not be bought. It must be found or raised. One last special power on the gauntlet is that it can sustain the owner for 1 full day once a week just with sunlight and water. But their is a catch to this too. While wearing the gauntlet the owner must at twice as much as normal or the gauntlet will die. Note: Mostly the only people to wear these items are Flora Followers.

Rune Broadsword of KrulanGP Value: N/A
This a long purple broadsword that does 1d10+2 damage. This does double damage against mages. It also grants the user +2 saving throw against offensive magic spells. The purple blade is deep as is the swords history. The sword was created at the death of a preist who was opposed to magic. Since then, it has changed hands many times.

Skandrian Grenades
Weapon Type: Explosive
Weight: 40 GP
Cost/Sell: -/150
Range: Thrown=30, sling=100
Dmg: 1d20 (fireball), 1d6 (shrapnel)
Desc: The Skandrian's are an elf-like race deep in the heart of Krynn. The grenades they possess are made of wood and contain a magical fireball, that, when thrown, explodes into a 30x30 area, causing 1d20 dmg. The shrapnel covers a 60x60 area, causing 1d6 dmg.

Spider Sword
Normal Poisonous Full Powered
Cost: 800 gp 2,500 gp non-
purchasable
Weight: 5 lbs 5 lbs 5 lbs
Size: S S S
Damage(S/M): 1d6
(+special)
1d6
(+special)
1d6
(+special)
Damage(L): 1d8
(+special)
1d8
(+special)
1d8
(+special)

The Spider Sword was originally crafted by Drow’s for Drow thieves. It is now produced by many blacksmith’s, though not with it’s full power. Only the Drow’s still know how to craft it to it’s full potential, though some can harness some of the power. The sword is the size of a normal short sword, but it looks nothing like one. The blade has a set of four "legs" on each side of it that each add damage. The "legs" are about ½ inch apart and increase in size as they reach the hilt. They have an upwards curve to them and are razor sharp. The blade and the legs are a metallic-black and there is a spider carved into the base of the blade, which is metallic-silver. The sword is meant to be jabbed , not slashed with, to do the full damage potential. This is so the legs can all slice into the target increasing the wound size and adding up to 6 points of damage. The depth depends on the characters strength(see below). If used in a backstab or if a critical hit is made, all eight legs are jabbed in. Also, the target must save vs. paralyzation or be incapacitated for 1d6 rounds. If the wielder has a strength of greater than 18, than the pluses are doubled along with the normal damage and the target must also save vs. death magic at +1 or have their insides ripped out. If this happens, they must be healed in 1d10 minutes or die. Strength Number Additional Total of Legs Damage 18 4(8) +2 +6

There are three forms of the sword: normal, poisonous and original. Roll 1d10 to see which is discovered.
d10 result Sword Form
1-5 Normal
6-8 Poisonous
9 or 10 Original
Normal: This is the weakest form of the sword. There is no additional powers granted into this form and it can be wielded by any class.
Poisonous: This is the second form of the sword. It can be wielded by any rouge class or sub-class. It is known as the poisonous sword because if hit, the target must save vs. poison or be stunned for 1d4 rounds. If a critical hit is rolled, they are stunned for 1d4+1 rounds, with no save.
Original: This, as the name states, is the original form of the sword. Few of these still exist, but can be made by the right Drow. Not only does it have two times the powers of the poisonous, but it also has the ability to conjure spiders once per day. Roll 1d8 to determine what kind of spider is summoned and check the MM to see how many appear(DM may alter the result if the spider would not fit in the area, or something else illogical would happen). The type summoned differs every time. The poison ability, as said above, is doubled, which means that if the save is not made, the target is stunned for 1d8 rounds. On a critical hit, there is a 50% chance of death. If death can happen, they must save vs. poison or be killed in 1d8 hours. If it doesn’t, they are stunned for 1d8+1 rounds, with no save. Only a thief may use this form, and they must be at least part elf.
d8 resultType of spider
(pg. 326 in the Monstrous Manual)
1Hairy Spider
2Large Spider
3Huge Spider
4Giant Spider
5Phase Spider
6Sword Spider
7Gargantuan Spider
8DM’s Choice

Thrumble
These tiny balls are about an inch or two in diameter and are almost completely covered with extremely thin thorns. The exterior actually covers the seed of the Temper weed, which is harvested for use as a weapon. Boiling the exterior and seed together and then drying them for several days creates a thrumble. Usually these balls are thrown at an enemy, usually doing no more than 1 point of damage, the thorns will almost always stick to the creature, unless it has an extremely tough hide. Unless the thorns are carefully removed the ends will bury themselves into the host and cause infection, as well as extreme pain. The thorns are usually dipped in poison so that the thrumble can do much more damage. Especially small thrumbles have been known to be used with blowpipes. Not much is known about the peoples who use this weapon except that they are most likely elves or fairy folk.

Triple Crossbow
Weapon: Triple Crossbow
Ammo: Quarrels, 1-3/shot

Damage:
1d4+1 / 1d6+1
1d4+1 / 1d6+1
1d4+1 / 1d6+1

Range: As Heavy Crossbow (8/16/24)
Rate Of Fire: Special (3 shots on first round, reload on 2nd round, 3 shots on 3rd round, etc...)
Cost: 275 GP
Weight: 15 Lbs.
Size: Medium
Type: Crossbow - (Quarrels: P)
Speed Factor: 10
Notes: For each quarrel fired, a separate attack roll must be made. To create a triple crossbow, it takes 120% the cost to make a heavy crossbow, as well as 150% more time. This weapon is only allowed at the DM's discretion.

Witchwood Staff
Type: Weapon
Cost: 20 gold
Size: Large
Weight: 2 Lbs.
Type: Blunt
Damage: 2d4 / 2d4
Special Properties: The Witchwood staff is (of course) made of witchwood, which holds certain magical properties. It is not technically a magical weapon, but against protected enemies, the staff acts as a quarterstaff +1 (it does not gain a +1 to hit and damage, it merely can hit that creature).