Recently, a player asked if there's a way to "upgrade" their equipment or buy better weapons.
My eyes went black.
"Upgrade?" I shouted. "Better equipment?"
I jumped from my seat and knocked over a bowl of chips.
The group went quiet. I pointed my finger in the players face and then slammed it on the table, where a copy of Moldvay Basic happens to be open to page B27.
"You see where it says 'sword?'"
He nodded.
"That's every sword. This isn't some video game where you ditch your iron weapon once you find a steal one. The 'sword' on the equipment list is every sword. Every quality. Every make."
I leaned in so close my breath fogged his eyes.
"And that's is the only one you get."
The player started to sob.
I cleared my throat and addressed the table. "If you want a better weapon, find a magic one."
---
But something in me recognizes this is an unsatisfactory answer. It wasn't the first time someone raised the question in one of my campaigns. Some part of me suffers from the same addled mindset, conditioned by video games to place starting gear at the lowest rung of an imagined equipment hierarchy.
At first I borrowed masterwork weapons from 3.5e, one of the rules which occasionally surfaces in my mind when I think back to those halcyon days pouring over D&D for Dummies at the local library as a recently literate youth.
A masterwork weapon is a mundane (meaning nonmagical) weapon of the highest quality, granting +1 to attack with no bonus to damage.
This makes total intuitive sense. A weapon of the highest quality weapon should absolutely be more effective than a standard one, even if it's not magically enhanced. Masterwork weapons make great boss weapons and treasure, and also preserving magic weapons' majesty. The fantasy of an enchanted blade is somewhat dimmed if every fancy schmuck had one.
But, as many a past girlfriend will tell you, I have a tendency to make things more "complicated" than they "need to be." So I figured, why stop at a flat +1 when situational yet substantial bonuses are more exciting?
High situational bonuses provide tactical justification for keeping a variety of weapons, reduce mundane weapon redundancy once magic weapons are in the picture, and grant circumstantial advantages which can shape how players approach combat. And if Dark Souls taught us anything, it's that people love learning about a world through 1–3 sentence item descriptions.
Masterwork weapons are limited in supply, so won't be able to outfit war bands or mercenary troupes with them. In the olden days masterwork weapons might have been easier to manufacture, but in these benighted times such advanced weaponry is rare and coveted.
Each weapon is valued at 50x the price of their mundane counterpart, with some variation from seller to seller.
- ! next to a damage dice indicates exploding damage — an additional dice is rolled on a max result.
- i next to a damage dice indicates imploding damage — an additional dice is rolled on a 1.
- Silver weapons harm were-beasts and add +2 to damage rolls against foes with supernatural HD.
Swords
Crab Sword (1d8, +2 to attack foes armed with one-handed weapons)
A dashing weapon favored by the pirates of the Seething Coast. The pincers on the guard are designed to catch enemy weapons.
Sold along the Seething Coast
Hivelander Estoc (1d8, +2 to attack insects and heavily armored foes)
An overlong tine-like blade, built to find its way through the thickest carapace and heaviest plate.
Sold in the Hivelands
Sickle Sword (1d8, +2 to attack humanoid foes, +1 AC penalty)
The hook-like swords of the Suul nomads are a pure extension of their fast and ruthless fighting style.
Traded by the Suul nomads
Elven Flyssa (1d6!, unencumbering, Elves can fire it from a bow)
Elven arms are to human weapons as calligraphy is to a child’s script. The elegance of this sword cannot hide its bite.
Traded by Elves
Regal Dueling Sword (1d6, +1 to NPC reactions)
The ornate dueling swords of the Nevelornian nobility are as decorated as they are deadly. Wearing one is a sign of imposing sophistication.
Sold by private weapons dealers in Nisk and Linrik
Two-handed Swords
The strikes from this wavy, flame-like blade send severe turbulence down a foe’s weapon. Considered by some a dishonorable sword, by others overly theatrical—but none speak against its efficacy.
Offered as a prize at the traveling Mirthfair
Every detail of this weapon, from its serrated edge to its secondary cross guard, is included solely for the purpose of slaying night-stalking beasts.
Sold by the old hunters of Cainwick
Daggers
Cat’s Claw (1d4!)
A slim dagger styled after one carried by a legendary thief. Despite its simple appearance, few smiths can achieve the subtle curvature of the blade.
Sold by thieves' guild dealers if you tell them the right passcode
Caber (1d4, returns to the wielder when a thrown attack is missed)
A curious throwing knife shaped such that it returns when thrown. Crafting one and catching it without losing a finger is a rite of passage in Tulk culture.
Traded by the Tulk barbarians
Bistoury (Does not deal damage. Instead, foes with equal or fewer HD than the damage roll save vs. death or die)
A small, extremely sharp knife used by contract killers and headsmen. Impractical for all but throatslitting.
Sold at the black markets in Nisk and Vellaine
Spears
Lion Spear (1d6i, +2 to attack charging foes and foes ogre-sized or larger)
Its heavy head accounts for nearly half of the mighty spear’s length. Carrying one won't make you courageous, but it can certainly help.
Sold by the old hunters of Cainwick
Telescopic Spear (1d6, collapses down to the size of a dagger)
A trick spear with a spring-loaded interlocking mechanism. Ostensibly for easy storage, but just as easily concealed.
Sold by the tinkerers of Imbre
Falarica (1d6, can be filled with flaming oil or alchemical substances to disperse on hit)
The head of this spear is designed with a special globe-shaped chamber to release incendiary charges on its target.
Found in old battlefields
Axes
Headhunter (1d8, +2 to attack foes with less than 10 hp.)
A wicked axe with a concave head designed for swift decapitations.
Offered as a wager by cocky (or desperate) headsman in the city of Velaine
Barbarian Axe (1d8i)
The Tulk forego decorating their formidable axes. The might of their weapons speaks for itself.
Traded by the Tulk barbarians.
Ogring Axe (1d8, +2 to attack foes ogre-sized or larger)
The preferred weapon of the legendary giant-slayers of Ogrehead. The design based on those carried by the very ogres these axes were made to slay.
Sold by the weaponsmiths in Ogrehead
Hand axes

Whorlbat (1d6, tethered to the wielder; may be retrieved the round after throwing)
A distinctive throwing axe attached to a sturdy chord. Additional blades protrude from the head at odd angles.
Sold by the weaponsmiths in Ogrehead
Lantip Axe (1d6, +2 to attack foes in rank formation)
Where this axe swings, a skirmish line breaks. The Lantip knights were a marvel to behold on the battlefield, yet after the Seven Wars there were none left to pass on their legacy.
Found in old battlefields
Maces
Aspergillum (1d6, silver, can be filled with holy water to disperse on a successful hit)
A ceremonial weapon used as often in rituals as for vanquishing the foes of Law
Sold to Clerics of at least 3rd level at the Holy Fortress
Halfling Shillelagh (1d6i, roll 1d12 when damage implodes, Halflings can sunder to avoid one attack)
Too short for a human to use as a walking stick, but it packs a wallop all the same.
Traded by Halflings
Skull Mace (1d6, -1 to enemy morale)
The glowering skull mace-head is said to doom those it strikes.
Sold in secret in the catacombs under the Holy Fortress
Hammers
Lucerne (1d6, +2 to attack heavily armored foes) The four-pronged head punches through armor with ease. Sold by the weaponsmiths of Ogrehead
Dwarven Hammer (1d6, can be thrown like a handaxe, Dwarves wielding one may charge as if mounted)
A sturdy hammer so well-balanced it feels like it swings itself.
Traded by Dwarves
Crossbows
Balestrino (1d6, 40’/80’/120’, unencumbering. Can be fired with one hand.)
A compact crossbow granted remarkable strength due to its flexible mithril construction. Built to be concealed, but beautiful enough to show off.
Sold in the black market and by private weapons dealers in Nisk
Gearbow (1d6, holds six bolts at a time. Three bolts can be fired at once, adding +3 to the damage roll.)
An ingenious loading mechanism allows this crossbow to hold multiple bolts at once and fire in quick succession.
Sold by the tinkerers of Imbre
Bows
They say the Suul archer is limited only by how far they can see.
Traded by the Suul nomads
Bow lance (1d6, deals 1d4 damage in melee combat. Treated as a spear when unstrung.)
The Tulk add metal points to the end of their bows for when the quiver runs empty or foes are too near to shoot. Such stark pragmatism embodies the barbarians' temperament.
Traded by the Tulk barbarians.









