The Weapons of Krynn, The weapons of DragonLance!

NOTE: Weapons that are not mentioned such as battleaxes, have just the same stats as they do in the Player's Handbook. The weapons that are listed below are ones which are unique to Krynn, or have differenr stats used in Krynn than in other gaming worlds.

Dwarven Weapons

Caff (Dmg 1d6/1d6; Spd 7; Type P) This 3' long weapon combines a short pick and gaff hook. The caff has a half pick head on one end and a leather thong on the other. It dangles from the belt of spelunking dwarves -- a perfect tool for climbing, prying, and probing. In addition to hooking upon ledges on an ascent, the caff can be hooked around a climbing rail, allowing the dwarf to slide down.

Gapper (Dmg 1d2/1; Spd 5; Type B) This 6' long flat metal bar has metal cuffs and thumbscrews at each end. Dwarven explorers often carry these bars for vaulting barriers, sliding down holes, and linking to form a chasm bridge.

Prybar (Dmg 1d4/1d4; Spd 5; Type B) This flat bar has bent bevelled ends to wedge and pry things open. The dwarven prybar adds the dwarf's Str score to the Bend Bars/Lift Gates percentage. The prybar also supplies a +2 bonus to the dwarf's Str for prying open doors, chests, and wooden items. The prybar doubles as a mace in combat at a -- 1 penalty to hit and damage.

Weighted Sword (Dmg 1d6+ 3/1d6+ 3; Spd 8; Type S) The blade of this sword is heavily weighted toward the end, adding +3 to damage when it strikes. The momentum caused by the blade forces the target to make a Str check or be driven back. If the sword is swung downward, the dwarf must make a Str check or opponents gain a +1 to hit while the dwarf recovers his sword. If swung sideways and the Str check fails, the dwarf spins about, performing one involuntary attack on everyone in a 4' radius.

Kender(!) Weapons

Battak: (Dmg 1d8/1d8; Spd 7; Type B) The battak (slapstick) is a walking stick with a variety of items fastened along its length. It is the favorite tool of young kender. Shaped like a miniature studded club, this tool sports a small metal wedge at its tapered end and studs around the wide end. A wooden plug that fits into the broad tip unscrews and inverts to bear a short knife blade. The nether chamber that holds this club also stores sling bullets, which may be batted at one's target with great force (Dmg 1d4+2/1d6+2). Bells, chimes, and whistles fasten along the club, producing music and making a fearsome jangle in battle. Typical uses for this tool include

- batting bullets at targets, - prying with the wedge, - spearing with the blade, - climbing by wedging it in the ground, and - creating percussive music.

Bollik: (Dmg 1d4+2/1d3+2; Spd 6; Type B) The bollik (bola belt) is a webbed rope belt worn about the waist on a leather sash and buckle. The bollik hangs from a series of quickrelease loops. On one end of the bollik, three weighted balls of leather hang on short strands of rope, forming a bola. When the bollik is worn, these bola balls are tied to the large metal buckle. The bollik can be tugged free with a simple snapping motion and can be relaced in two rounds. Typical uses include

- flailing enemies, - using as a bola (-2 to damage), - threshing grain, - grappling walls, - entangling enemies, - climbing as a rope ladder, - storing items in pockets of leather strap, and - playing as a wind thrummer

Chapak: (Dmg 1d6+1/1d4+1; Spd 4; Type B/S) The chapak (snapper axe) is a combination hand axe and slingshot. Its single-bladed axe head rests on a hollow haft of ironwood. The back of the axe blade forms two prongs that support a cat-gut slingshot (Dmg 1d4/1d4). The hollow haft has fingerholes drilled along its length and can be played as a flute if the end plugs are removed. Typical uses of this tool include

- splitting wood, - shooting as a slingshot, - prying with the butt, - play as a flute, - snorkeling (with holes corked), - shooting as a blowgun (with holes corked) (Dmg 1/1; produces sleep), and - grappling (with a spidersilk rope).

Hachak: (Dmg 2d4+1/2d6+1; Spd 8; Type P/S) The hachak (pole axe) is heaviest of the kender tools and is used by woodcutters. On one end of its 6' segmented pole rests a hammer, spike, and piercing beak. The other end of the pole holds a broad axe backed by a hammer head and a saw blade. Metal rings circle the shaft at 1 foot intervals along its length. The shaft itself may be separated into three sections if necessary. Just below the axe blade, a sheepskin wrap stores 6 throwing darts. The hammer and beak can be used as weapons (Dmg 2d4/1d6). The shaft darts have the normal range for a thrown dart and do moderate damage (Dmg 1d4/ 1d4). Common uses include

- cutting and 'splitting wood, - hammering nails, - climbing as a ladder, - pruning trees, - planing wood, - throwing darts, and - playing as a chime by hammering on the blades.

Hoopak: (Dmg 1d6+2/1d4+2; Spd/Type 2/PB) The hoopak (sling-staff) is the most common of kender tools. This 5', ironwood staff has a short spike attached to its tip, which doubles as a spear or bo stick and inflicts the noted damage. The staff's other end is forked and laced with gut. A stone may be flung by either planting the blade end of the hoopak in the earth and bending the staff back to sling the stone, or whirling the hoopak overhead as a traditional sling-staff. This tool acts like a bullroar when whirled in the air, creating a low thrumming sound. Its uses include

- throwing as a spear, - striking as a staff, - shooting or slinging stones, - prying with the blade, - picking apples with the gut, and - whirling as a bullroar.

Polpak: (Dmg 1d8/1d10; Spd 6; Type P/S) The polpak (swordstaff) has an 8' pole that sports a short-sword blade. Triggering a catch and giving the blade a half-turn releases it so that it can function as a sword. The blade has one serrated edge and doubles as a saw or pruner. The crosspiece for the sword is a double recurved crescent. Iron rings appear around the shaft at 1 foot increments to aid in gripping and climbing. A dozen caltrops are laced on a rod in the crosspiece. Typical uses include

- pruning trees, - spearfishing with the blade, - using the blade as a short sword, - sawing with the serrated face, - climbing as a ladder, - striking as with a staff, and - playing as a musical saw.

Sashik: (Dmg 1d8+1/1d10+1; Spd 5; Type B/S) The sashik (sashwhip) is a beaded, weighted sash-of laced rope. Worn across one shoulder, the sashik bears weighted pouches on one end. Two dozen large wooden beads that line one edge of the sashik can be pulled loose and thrown. The mesh of the sash is coarse and netlike. Common uses include

- flailing enemies, - scourging by attaching hooks, - - entangling enemies, - climbing as a rope ladder, - throwing wooden beads, - fishing as with a net, and - playing as a xylophone. Sithak: (Dmg 2d4/2d6; Spd 3; Type P/S) The sithak (swordbow) was originally a yoke used for carrying water in buckets. Now, its ends bear two blades, allowing it to serve as a double scythe. A recurving hook rests beneath each blade. A bowstring laced across the yoke allows short field-arrows to fire through a hole in the haft. Typical uses include

- carrying buckets as with a yoke, - harvesting crops, - furrowing ground, - slashing enemies, - shooting field arrows (Dmg 1d4+2/1d4+1), and - strumming as a stringed instrument.

Whippik: (Dmg 1d2+2/2; Spd 4; Type P/S) The whippik (whip-bow) is a thin wand of ironwood that holds a short length of looped catgut on its end. It looks much like a riding whip. The whippik is the most popular tool among female kender. Short darts may be fired from this whip bow. With additional lengths of gut and various hooks, grapples, and snares the whippik performs various functions:

- shooting darts (Dmg 1d4+1/1d6+1), - whipping or scourging enemies, - snaring game, - hanging criminals, - fishing, and - strumming as a stringed instrument.

Minotaur Weapons

Forpann: (Drng 1d8+1/3d6; Spd 8; Type P) This 8', twohanded trident has a rope attached to its base from which trails a 10' wide, weighted throwing net. The warrior uses the net to tangle his foe's weapon or feet, as well as to pin him. A specialist can also catch a foe's weapon with the trident and attempt to disarm him.

Kausin: (Dmg 1d8+2/1d6+2; Spd 6; Type B) This 6' long "whipping rod" is a chain of 6 iron bars linked together and attached to a guarded handle. It functions like a flail but can wrap around a foe's shield or back to strike a crushing blow. The kausin causes full damage to buildings.

Mandoll: (Dmg 1d4+2/1d3+2; Spd 2; Type P/S/B) The mandoll is a minotaur cestus: an iron gauntlet with spikes on the knuckles and a dagger blade along the back of the thumb. This champion's weapon requires close fighting and relies on the warrior's Strength. A Mandoll can inflict bruising, slashing, and piercing damage. It is deadly when used with a katar, the so-called "punch sword."

Polearm, Lajang: (Dmg 1d10+1/1d10+1; Spd 6; Type P/S/ B) This 7' polearm holds a recurved crescent blade at each end of its shaft. The shaft may parry attacks or bludgeon foes. The blades can slash on a forward or a backward stroke, catch and turn weapons, pin or trip foes, and impale targets on double prongs. In the hands of a minotaur with Str 16 or more, it can even be hurled as a spear.

Sanguine: (Dmg 1d8+1/1d10+1; Spd 6; Type P/S/B) This 7' long gladiator weapon has a serrated spearhead at both ends, and a small buckler with a razor-edged crescent at its middle. In the hands of a master the sanguine can be used one-or two-handed to parry attacks, trip foes, fight multiple foes, or slash, bludgeon, or pierce foes. It cannot be thrown.

Shatang: (Dmg 1d6+2/1d8+2; Spd 6; Type P/S) Shatang are 5' long, barbed, throwing spears. Shatang are basically heavy javelins. A master can fight with one in each hand without penalty. Arena combatants often wear a rack of four shatangs strapped to their backs.

Sword, Clabbard: (Dmg 2d6+2/1d8+2; Spd 5; Type S) This 6' broadsword is sized to a minotaur's needs. Its cutting edge is backed by a serrated saw edge. A blood channel runs the length of the blade, making it easier to withdraw from an impaled foe. The saw edge can cut through leather and hide armors with ease (+1 bonus to hit) and, in the hands of a master, can catch and break a foe's weapon.

Sword, Katar: (Dmg 1d6+2/1d4+2; Spd 3; Type P/S) This weapon is more a dagger than a sword. The blade is 6" long on an H-shaped hilt. The warrior grasps the hilt at the crossbar and two side-hilts guard the hand and wrist. The blade may be used to punch or slash a foe, or catch and turn a foe's weapon.

Tessto: (Dmg 1d8+ 2/1d8+2; Spd 6; Type B) The tessto is a 6'-long studded club with a loop of rope at its hilt. Using this weapon offensively requires great Strength. A cunning master can use the tessto defensively by spinning it around its center like a baton, and using its loop to snag feet, hands, and heads.

Desert Barbarian Weapons

Garrotte (Dmg 1d4/1d6; Spd 2; Type Strangle) Desert thugs use lengths of knotted cloth to strangle unsuspecting victims. This weapon must be used from behind on a victim with an exposed neck. Victims in combat who are aware of the attack may save vs. paralysis with a +4 bonus to break free. Damage is rolled for each round the victim is garrotted. After the first round, the victim must make a Con check at a cumulative -- 1 per round, or fall unconscious. The victim suffers a cumulative -- 1 penalty to all actions per round.

Kala, Death's Tooth (Dmg 1d6/1d4; Spd 4; Type P) This short-handled, straight-bladed sickle serves as a hoe and harvester. It doubles as a knife and hides easily in one's sash. Desert thugs and assassins use it most.

Scimitar (Dmg 1d8/1d8; Spd 4; Type S) This curved, saberlike sword has a sharp outer edge. Its heavy weight makes it ideal for deflecting opponent's blows and slicing through armor. When an attack does full damage, the victim must make a Str check or be knocked down.

Throwing Blades (Dmg 1d6/1d4+1; Spd 5; Type S; Range 2/4/6) This three-bladed weapon folds down to the size of an axe blade. Thrown like a throwing axe, the blade's sleek shape adds a +1 bonus to hit at medium range and a +3 bonus to hit at long.

Weighted Sash (Dmg 1d6+2/1d4+2; Spd 6; Type S) This easily concealed silk sash contains metal weights in both ends. The weighted sash batters like a flail and entangles (save vs paralysis) like a whip.

Ice Barbarian Weapons

Crossbow, Ice (Dmg 1d6/1d4+1; Spd 6; Type B; Range 4/8/12) This miniature, hand-held catapult flings icicles and large ice bullets. Ice crossbows have a +1 bonus to hit. Icicles and bullets shatter on impact, hitting all within 5' with shrapnel that does 1d4 -- 1 points of damage.

Flasks, Ice (Dmg 1d2/round; Spd 4; Type Freezing; Range 1/2/3) These flasks of hollowed bone contain salt water, ash, and oil and are kept warm beneath one's furs. The flask breaks on impact (saves at 16, +4 if soft target) soaking the victim, who freezes for 1d2 points per round until donning warm clothes. Victims splashed in the face (save vs breath) are blinded. For 1d6 rounds, the oil may be ignited with fire,inflicting half normal oil-flame damage.

Frostreaver (Dmg 1d8+4/1d8+4; Spd 8; Type S) These heavy battle axes consist of very dense ice. Only Revered Clerics of the Ice Folk can craft them. A frostreaver takes one month to create, using thanoi oil and files to thin and harden the ice. The axe has a +4 bonus to hit, but will melt in 1d6 hours of warm weather, losing 1 point of bonus per hour.

Grenade, Ice (Dmg 1d12 (3' radius), 1d4 (splash); Spd 5; Type S/S; Range 2/4/8) These metal spheres contain water and are stored beneath furs to keep them from freezing. When exposed to subzero temperatures and a high windchill, the water freezes in 1 round, bursting the sphere and pelting those in a 3' radius. Other targets within 8' are hit with a -2 penalty for 1d4 points.

Throwing Stones (Dmg 1d6 -- 1/1d6 -- 1; Spd 3; Type B; Range 1/3/5) By packing a ball of snow around a stony core and shaping an icy handle, ice folk make an ice club that can be hurled up to 50 yards. Hitting with these provides a 5% chance of knock out per point of damage inflicted.

Bow, Pellet (Dmg 1d4/1d4; Spd 5; Type 8; Range 6/12/18) A small sling pouch woven into the center of the bowstring allows this bow to fire sharpened stones of flint. The bow forms a slight Y-curve that allows the stone to shoot past. Crook Blade (Dmg 1d8/1d8; Spd 4; Type S) The curve of this blade make it useful for chopping, digging, and combat. The machetelike bend of the blade allows leverage blows that gain a +2 bonus to hit.

Warpipe (Dmg 1d4+2/1d3+2; Spd 3; Type B; Range 1/2/3) This weapon doubles as an iron smoking pipe. Mountain barbarians smoke black root, a mild intoxicant, during peacetime and swing this pipe like a club in war. It also functions as a blow-gun, firing a dart (dmg 1) coated in black root extract (must make a system shock roll of fall unconscious 1d6 turns; if makes system shock, must save vs poison with a - 2 penalty or grow disoriented and loose balance; if loses balance, must make a Dex check every round to stay standing).

Plains Barbarian Weapons

Bolas (Dmg 1d4/1d3; Spd 6; Type B; Range 2/4/6) A leathercovered stone is tied at each end of this 3' leather thong. A small stone ring at the midpoint provides a handle. Bolas are spun overhead and flung at a target. Bolas can also be used for a hand-held flail attacking at -- 2. Victims must save vs paralysis or become entangled. A Str check the next round allows the victim to break free. On a called shot ( -- 4 to hit), a hit to the legs trips the victim, a hit to the arms pins the arms, and a hit to the head functions as a garrotte attack. (See "Desert Barbarian.")

Lasso (Dmg Sp+1/Sp; Spd 10; Type Entangling; Range 10') This length of rope has a slip-knotted loop tied at one end. The barbarian twirls the loop in the air and then throws it to snare a target. The victim must save vs paralysis or become entangled and suffer 1 point of constricting damage. A mounted victim who fails the save will be pulled from his mount. A target lassoed and dragged suffers 1d4 points each round. A called shot that hits the head strangles the victim for 1d4 points per round. A called shot that hits an arm pins it; a - 4 Str check allows escape. A called shot that hits a leg trips the target. A Str check on subsequent rounds allows the victim to break free. The lasso may be cut by 2 points of slicing damage (AC 8).

Teeth Chains, (Dmg 1d6+1/ 2d4; Spd 7; Type B) A handle attaches to one end of this heavy chain. Each link in the chain has a barb that catches and rends flesh. Victims must save vs paralysis with a +4 bonus or be stunned by the pain for one round, in addition to the normal damage done by the chains.

Throwing Sticks (Dmg 1d3+1/ ld4+1; Spd 3; Type B; Range 2/5/10) These bent, flat hunting sticks have a bevelled inside edge and one long end. A skilled plainsman holds the long end and flings the stick to clip a target in the head or leg and bring it down. A correct throw (Dexcheck) makes a missed shot return to the hunter.

Sea Barbarian Weapons

Belaying Pin (Dmg 1d3/1d3; Spd 4; Type 8) This rod of metal or wood inserts in holes in a ship's rail for tying off lines. Used as a weapon, it functions as a club.

Fang/Gaffhook (Dmg 1d6/1d4; Spd 4 Type P/B) The fang is a modification ot the gaffhook, a tool used for hauling fish into a boat (a gaffhook suffers a -- 1 penalty to hit and damage). A fang is an iron rod with a spike on one end and a hooked blade below. The heavy rod can land a bashing blow and the spike or hook can easily pierce armor (+ 1 to hit). The hook may also be used to trip foes or as an aid in climbing rigging.

Hookshaft (Dmg 1d6/1d4; Spd 4; Type B) This 6' long wooden shaft has a three-hooked rake at one end. It aids in climbing rigging, hooking items, and dismounting a foe (save vs petrify).

Sword: Sabre (Dmg 1d6+1/1d8+1; Spd 4; Type C) This single-edged, curved sword is a favorite of human pirates.

Elven Weapons

All races of land elves favor the long bow. They are master archers and huntsmen. Sea elves rely on the light crossbow. So skilled are the elves with the bow that they have developed a variety of arrows that only they can master.

Armor piercing (Dmg 1d4+1/1d4; Spd Varies; Type P; Range 3/5/8) These arrowheads are narrow and spiked, adding a +2 bonus to hit all forms of armor.

Blunt (Dmg 1d4/1d4; Spd Varies; Type P; Range 4/8/15) These broad ironwood arrowheads causes bashing damage. They are less deadly than common arrows.

Forked (Dmg 1d6/1d3; Spd Varies; Type P; Range 5/9/16) These razor-sharp, Y-shaped heads cut ropes, banners, legs, and arms and shoot small birds.

Leaf (Dmg 1d8/1d6; Spd Varies; Type P; Range 4/8/15) These flanged arrowheads inflict greater damage, and add a +1 bonus for firing through concealing brush.

Singing (Dmg 1d2/1; Spd Varies; Type P; Range 3/7/14) This arrowhead is fitted with a hollow metal bulb that gives a piercing shriek when fired. The sound can be heard up to a mile away. Singing arrowheads may also be filled with a flaming oil rag and used as a fire arrow.

Elves also fight with swords and daggers, which the stats can be found for in the Player's Handbook.