TEXT: Equipment and Weapons:
  Some artwork copyright Daniel F. Walthall, used with permission.
  Weapons can either add to a Hero’s Fighting roll total, the damage they deal, or both.  Daggers, Axes, 
  Tridents, and Spears can be thrown.
  Hand Weapons: 
  Name
  Cost in GP
  + Fighting
  + Damage
  Range
  Hands 
  used
  Club
  10
  +1
  1
  Dagger
  15
  +1
  20 feet 
  1
  Sword
  30
  +1
  +1
  1
  Ax
  20
  +1
  15 feet 
  1
  Great Sword
  50
  +2
  +1
  2
  Battle Ax
  60
  +1
  +2
  2
  Pole Ax
  55
  +2
  +1
  2
  Trident
  40
  +1
  +2
  15 feet 
  1
  Spear
  35
  +1
  +1
  20 feet 
  2
  Shooting Weapons:
  Name
  Cost in GP
  + Fighting
  + Damage
  Range
  Throwing stars 5
  20 feet thrown
  Throwing Knife 15
  +1
  20 feet thrown
  Bow
  25
  +1
  50 feet
  Crossbow
  35
  +1
  +1
  40 feet
  
  Arrows
  10 per 15
  Bolts for 
  crossbow
  15 per 10
  Armor: 
  All minuses are subtracted from damage.
  Name
  Cost in GP
  - Damage
  Cloth
  10
  -1
  Padded
  20
  -2
  Leather
  50
  -3
  Chain mail
  80
  -4
  Plate mail
  100
  -6
  Shields:
  Characters wielding a 2-handed weapon cannot carry a shield.  They can be wood or metal.
  Name
  Cost in GP
  -Damage
  Small shield
  30
  -1
  Medium shield
  40
  -2
  Large shield
  50
  -3
  If a Hero is hit in a fight and take damage, armor and shields can help lessen it by subtracting the 
  number in the -damage box.  An elf wearing leather armor and carrying a medium shield gets -3 for the 
  armor and -2 for the shield for a total of -5.  If they get hit for 6 points of damage the armor and shield 
  stop -5 of it so the elf only takes 1 point of damage.  If the points of damage is less than the total of how 
  much their armor and shield stop then they don’t take any damage at all.
  
  Equipment:
  This is the other stuff you may need during adventuring.  The items are listed as name, cost in GP, 
  and notes, if there are any.
  Name
  Cost in GP
  Notes
  Torches
  1
  50 feet of rope
  1
  100 feet of rope
  2
  Back pack
  5
  Carrying bag
  3
  Belt pouch
  2
  Flint and steel
  3
  1 week of food
  3
  Crowbar
  6
  +1 damage if used as a weapon
  Fishing kit
  2
  Grappling hook 
  10
  10 foot pole
  4
  Flask
  1
  Shovel
  2
  +2 damage if used as a weapon
  Pick
  2
  Mirror
  1
  Heavy cloak
  10
  Light cloak
  6
  Cape
  4
  Hooded cape
  6
  
  Mini Bestiary
  Name
  Danger
  Level
  Heart
  Points
  Number
  Appearing
  Description
  Bugaboo
  1
  8
  1-4
  These 1 foot long beetles.  They can be found inside 
  caves or dungeons as well as dark forests.
  Dungeon Jelly
  3
  13
  1
  A big blob that lives in the darkest dungeons.  They 
  come in many different colors.
  Firelings
  2
  10
  1-3
  2' tall man-like creatures made from lava and fire.  They 
  can appear deep in caves or near extremely hot areas.  
  They can melt metal with a touch.  You figure out how to
  fight them.
  Giant Emu
  4
  18
  1
  Giant emus are 7-9 feet tall flightless birds.  
  Giant Silverfish
  1
  6
  A large centipede-ish bug that loves damp and 
  dark places.
  Goblins
  1
  8
  1-8
  Small humanoid creatures that have scaly skin, pointed 
  ears, and yellow eyes. 
  Orc
  2
  12
  1-20
  Ugly man sized creatures with beast like features.  They 
  are slightly larger than humans in all respects.  Orcs  are 
  like everyone else just nastier. 
  Roc
  4
  30
  A huge, massive bird that have been known to 
  throw boulders  at ships and castles.
  Scorpiants
  2
  12
  1-3
  Two foot long ants with scorpion tails.
  Slitherer
  1
  10
  1-2
  3 foot long creatures that have a head and two front legs
  like a lizard but a body and tail like a snake.
  Wargs
  3
  18
  1-6
  Overly large nasty wolves.
  
SOURCE: textdata/thevault/Kid Friendly/7. RPGs/Ages 6-8 (Attention Span of 1-2 hours, Can count over 20, Understands basic addition & subtraction, Beginning readers)/Wundor/Wundor - Weapons & Equipment.pdf