Armoury
A stuttering Tiefling named Felix runs this shop.
Medium Armour
Hide Armour – 10 gp
AC 12 + Dexterity modifier (max +2) 12 lb.
Rough furs and thick animal hides stitched together. Primitive, but sturdy and popular among barbarians and druids.
Chain Shirt – 50 gp
AC 13 + Dexterity modifier (max +2) 20 lb.
A short hauberk of interlocking metal rings worn under normal clothes or a tabard. Protects vital areas without restricting movement too much.
Scale Mail – 50 gp
AC 14 + Dexterity modifier (max +2) Stealth disadvantage; 45 lb.
Overlapping metal scales on a leather backing. Good protection but noisy; every step gives a soft clink of metal.
Spiked Armour – 75 gp
AC 14 + Dexterity modifier (max +2) Stealth disadvantage; 45 lb.
Scale or similar armour fitted with cruel metal spikes. Ideal for grapplers and bruisers who want enemies to regret getting close.
Breastplate – 400 gp
AC 14 + Dexterity modifier (max +2) 20 lb.
A finely crafted metal chest plate with lighter protection on the rest of the body. Offers solid defence while staying relatively quiet and mobile.
Half Plate – 750 gp
AC 15 + Dexterity modifier (max +2) Stealth disadvantage; 40 lb.
Layered metal plates over key areas with gaps filled by chain and leather. Excellent protection, but the metal clatter makes stealth a challenge.
Heavy Armour
Ring Mail – 30 gp
AC 14; Stealth disadvantage; 40 lb.
A leather or cloth base with heavy rings sewn on. Crude and heavy, but cheaper than proper chain.
Chain Mail – 75 gp
AC 16; Strength 13 required; Stealth disadvantage; 55 lb.
Full suit of interlocking steel rings, including coif and leggings. Reliable protection for front-line fighters who don’t mind the weight.
Splint Armour – 200 gp
AC 17; Strength 15 required; Stealth disadvantage; 60 lb.
Metal strips riveted to a backing of leather and cloth. Rigid, heavy, and very protective—favoured by knights and temple guards.
Plate Armour – 1,500 gp
AC 18; Strength 15 required; Stealth disadvantage; 65 lb.
A masterpiece of fitted steel plates. Maximum protection for those who can afford it, turning blows that would fell lesser warriors.
Shield
Shield – 10 gp
+2 bonus to AC; 6 lb.
A sturdy wooden or metal shield in various shapes. When wielded, it turns near-misses into solid deflections—simple, effective, and beloved by anyone who likes not dying.


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