Dark Sun: Grave Burden II
3E Weapons Archive
Athasian weapons are unique to the Dark Sun setting. These weapons are common throughout the tablelands. The weapons presented here do not include every unique weapon found on Athas.
Simple Melee Weapons
|Bard’s Friend||10 cp||1d4||19-20 x2||—||2 lb.||S/P||Finesse weapon|
|Talid||5 cp||1d4||x2||—||1 lb.||B|
|Quabone||2 cp||1d4||x2||—||1 lb.||B|
|Widow’s Knife||25 cp||1d4 (blade)/1d3 (prongs)||19-20 x2/x3||10 ft./30 ft.||1 lb.||P||Finesse weapon|
|Wrist Razors||5 cp||1d4||x3||—||1 lb.||P||Finesse weapon|
Martial Melee Weapons
|Alhulak||20 cp||1d8||x3||—||5 lb.||P|
|Carrikal||15 cp||1d8||x3||—||6 lb.||S|
|Gauntlet Axe||25 cp||1d6||x2||—||3 lb.||S||+1 to DR when blocking|
|Impaler||10 cp||1d8||x4||—||5 lb.||P|
|Net||20 cp||Entangle||x3||10 ft.||6 lb.||Special|
|Puchik||3 cp||1d6||19-20 x2||—||1 lb.||P|
|Singing Stick||40 cp||1d6||x2||—||2 lb.||P|
|Tortoise Blade||10 cp||1d6||19-20 x2||—||4 lb.||P||+1 shield bonus to AC|
|Calhulaks||25 cp||1d8/1d8||x3||10 ft.||8 lb.||P||Double weapon|
|Datchi Club||20 cp||2d6||x2||—||10 lb.||B/P||Str 13+ requirement|
|Dragon Paw||40 cp||1d8/1d6||x3||—||8 lb.||P||Double weapon|
|Gouge||30 cp||2d6||x2||—||12 lb.||S/P||Str 13+ requirement|
|Gythka||25 cp||1d8/1d8||x2||10 ft.||9 lb.||P/S||Double weapon|
|Lotulis||20 cp||1d8/1d8||x2||—||8 lb.||P/S||Double weapon|
|Trikal||25 cp||1d10||x3||—||10 lb.||S||Str 13+ requirement|
Exotic Melee Weapons
|Master’s Whip||10 cp||1d4||x3||—||2 lb.||P||Finesse weapon|
Simple Ranged Weapons
|Dejada||10 cp||1d8||x2||—||2 lb.||B||Load free (as sling)|
Exotic Ranged Weapons
|Chatkcha||10 cp||1d4||x3||30 ft.||1 lb.||P|
Alhulak: The alhulak is primarily a rope with a four-bladed grappling hook on one end. The other end of the 5-foot rope is secured to a 2-foot long handle, which can also be used to block attack from other weapons. The four-bladed head of the alhulak is commonly carved from mekillot ribs (the price given here is for a steel set of blades). The haft securing it to the rope is usually of wood or bone. You can use the alhulak to grapple opponents. This does not provoke an AoO and you can drop the weapon if the attempt fails.
Bard’s friend: Popularized by the bards of Balic, this weapon sports several blades and prongs. The blades are carved from obsidian, then strapped and mounted to a wooden grip. The prongs are made of sharpened wood, though fangs can be used to similar effect. The grip either has finger holes or leather straps for gripping. Bards normally coat the blades with poison.
Cahulaks: A pair of four-bladed heads tied to either end of a 12-foot length of rope, this weapon can be employed in melee or as a thrown weapon. As a melee weapon, the wielder holds one blade cluster in each hand and swings them in unison or in succession at his opponent. As a thrown weapon, cahulaks tangle around its target and also cause damage when the blades strike. The blades are carved bone, usually, mekillot, while the hafts are solid lengths of wood or sturdy bone.
Carrikal: The carikkal is made by lashing a length of mekillot bone to the jawbone of a jozhal. The sharp ridges of teeth run down half the length of the bone handle, while the hinges of the jaw are sharpened to a keen edge. This makes the carikkal resemble a battle axe with both heads pointing in the same direction. A leather thong protrudes from a hole drilled in the bottom of the bone shaft, so that the user may retain his grip in even the bloodiest of battles. The jagged teeth along the upper haft of the weapon can be used to inflict 1d4 damage.
Chatkcha: This thri-kreen throwing weapon is common among the steppes tribes. Chatkchas are crystal wedges that can be thrown long distances. Due to its spin and effect upon the air, a chatkcha returns to a proficient thrower if it misses the target.
Datchi club: This specialized arena weapon inflicts horrible wounds. A 4- to 5-foot-long head made of either dried insect hive or dried roots is attached to a 3-foot-long wood or bone handle. Teeth, claws, or (rarely) metal razors are embedded into the head, which is then swung with lightning-quick strokes.
Dragon’s paw: This weapon, made popular in the arenas of Tyr and Urik, has two blades, one attached to either end of a 5 to 6-foot-long wood shaft. The blades can be fashioned from any suitable material. A centrally located curved bar or basket protects the wielder’s hand and features a protruding blade that juts perpendicularly to the shaft.
Forearm axe: Worn on the forearm like a buckler, this weapon consists of a large, double-bladed axe on either end of a bracer with a spike protruding perpendicularly from the upper sheath. This weapon is particularly formidable in close-quarter fighting.
Gouge: The shoulder-strapped gouge was developed by the army of Nibenay for use by its infantry. A wide bone, obsidian, or chitin blade is mounted on a 3-foot-long wood shaft. The weapon requires a two-handed grip: a small handle bar that protrudes from the shaft, just behind the blade, and a grip at the rear of the shaft.
Gythka: This thri-kreen polearm has wicked blades at either end. The weapon’s thick shaft allows it to be used like a quarterstaff against similarly armed opponents.
Impaler: An impaler is a weapon related to the pick. Impalers are developed for arena combat. It has a single shaft about 4 feet long with a pair of long pointed blades, splitting to each side and forming a deadly “T”. The weapon can be swung horizontally or vertically over the head.
Lotulis: Crescent blades with barbed spikes near the points and mounted at either end of a long shaft make this a particularly nasty melee weapon.
Master’s whip: Used by task masters and arena guards, the master’s whip has a carved bone or ivory handle inlaid with decorative elements appropriate to the rank of the wielder. The whip is fashioned from leather or giant’s hair (the latter increasing the cost by 15 cp). A bone head sports five separate hollow-tipped barbs, setting this weapon apart from normal whips.
Puchik: This punching and parrying weapon is designed for close-quarter fighting. It’s a 2-foot-long dagger with hand guards and a grip positioned perpendicularly to the length of the blade.
Quabone: This weapon is constructed from four identical shanks of bone, lashed together to form a radially symmetrical, sword-length rod. With its lightness and crudely sharpened end, the quabone is a fairly ineffective weapon. However, it’s often used in arena situations where combat is intended to be drawn out for a long period of time.
Singing sticks: Singing sticks are used in pairs, one wielded in each hand. Each stick is made from a springy, straight wood and measures 1 inch in diameter and 2½ feet long. The ends are slightly wider than the center. Extremely light, singing sticks rely more on agility and ability than on brute force (and so they are considered finesse weapons). When twirled, the sticks produce whistling and moaning sounds, thus giving them their name.
Tortoise blade: This weapon is basically a small shield with a protruding blade. Though named for a specific creature, its protective shell can be carved from bone or chitin, or fashioned from hardened leather. The blade, made from stone, bone, or sometimes metal, is mounted to the underside of the shell, and the entire ensemble is worn on the forearm. The shell counts as a buckler and thus grants +1 shield bonus to AC.
Trikal: This small polearm is a 6-foot-long, mostly wood shaft. The uppermost 12 inches consist of three blades projecting from a central shaft. Beneath the blades is a series of sermtions, generally extremely sharp. The other end of the shaft is weighted to increase the momentum of the weapon.
Widow’s knife: Named for a similar-looking harvesting tool used in the verdant belts, this weapon has a wide blade on one end of a wood or an ivory handle. Hidden within the handle are two spring-loaded prongs. A thumb latch on the handle releases the prongs. It takes a full round to reload them. The widow’s knife can also be thrown.
Wrist razor: Wrist razors consist of a trio of blades that protrude from a heavy arm band. The razors project out over the back of the hand, are extremely sharp, and can be up to 6 inches long. Wrist razors can be worn on one or both forearms.
Weapons risk being damaged when a result of 1 or 20 is rolled. When a threat (either fumble or critical) is confirmed on these rolls, roll a separate amount of damage and apply it to the weapon’s hardness and subsequently its HP (if the damage exceeds the weapon’s hardness). This damage is never multiplied. Apply all normal damage bonuses to the result, including strength bonuses, weapon enhancement bonuses, and misc. bonuses. However, do not apply special damage like the added damage from flaming/frost/shock/acidic weapons.
Remember that each enhancement bonus the weapon has adds +2 to its hardness and grants it an additional +10 HP. This means magic/psionic weapons are harder to break. Below is a chart detailing all weapon HP values.