When the call for adventurers to come to Westhaven was made, not all those seeking fame and fortune in the new world intended to do so by swinging a sword – some intended to make them. More than half a dozen weapon and armorsmiths, having found little work in an old world currently at peace, made the journey to Westhaven in hopes of crafting needed supplies for adventurers with newly found riches.

In general, masterwork versions of any simple or martial weapons are readily available for purchase, and masterwork suits of armor of all types are ready for fitting. Exotic weapons, armor or weapons made of special substances, or other custom requests need to be crafted. A smithy usually demands half of the finished price to begin crafting an item, with the remaining half payable upon completion. While craft times for custom items varies, craft times for weapons and armor are one week for every 250 gp in the items cost.

To purchase an item with limited availability, negotiate a price, or request a custom creation, post a comment below.

Known Special Substances
Item Type Amount Available Cost
Adamantine 23,250 gp
  Ammunition +60 gp
  Light Armor +5,000 gp
  Medium Armor +10,000 gp
  Heavy Armor +15,000 gp
  Weapon +3,000 gp
  Shield +2,000 gp
Darkwood None +100 gp/lbs.
Dragonhide None
  Armor Cost x4
  Shield Cost x2
Cold Iron 4,950 gp
  Weapon Cost x3
Mithral 400 gp
  Light Armor +2,000 gp
  Medium Armor +9,000 gp
  Heavy Armor +18,000 gp
  Weapon +1,000 gp
  Shield +3,000 gp
Silver, Alchemical No Limit
  Ammunition +10 gp
  Weapon +150 gp


This ultrahard metal adds to the quality of a weapon or suit of armor. Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20. Armor made from adamantine grants its wearer damage reduction of 1/- if it’s light armor, 2/- if it’s medium armor, and 3/- if it’s heavy armor. Adamantine is so costly that weapons and armor made from it are always of masterwork quality; the masterwork cost is included in the prices given below. Items without metal parts cannot be made from adamantine. An arrow could be made of adamantine, but a quarterstaff could not.

Only weapons, armor, and shields normally made of metal can be fashioned from adamantine. Weapons, armor and shields normally made of steel that are made of adamantine have one-third more hit points than normal. Adamantine has 40 hit points per inch of thickness and hardness 20.


This rare magic wood is as hard as normal wood but very light. Any wooden or mostly wooden item (such as a bow, an arrow, or a spear) made from darkwood is considered a masterwork item and weighs only half as much as a normal wooden item of that type. Items not normally made of wood or only partially of wood (such as a battleaxe or a mace) either cannot be made from darkwood or do not gain any special benefit from being made of darkwood. The armor check penalty of a darkwood shield is lessened by 2 compared to an ordinary shield of its type. To determine the price of a darkwood item, use the original weight but add 100 gp per pound to the price of a masterwork version of that item.

Darkwood has 10 hit points per inch of thickness and hardness 5.


Armorsmiths can work with the hides of dragons to produce armor or shields of masterwork quality. One dragon produces enough hide for a single suit of masterwork 3 armor for a creature one size category smaller than the dragon. By selecting only choice scales and bits of hide, an armorsmith can produce one suit of masterwork 5 mail for a creature two sizes smaller, one suit of masterwork 7 for a creature three sizes smaller, or one masterwork 9 for a creature four sizes smaller. In each case, enough hide is available to produce a small or large masterwork shield in addition to the armor, provided that the dragon is Large or larger.

Dragonhide armor grants its wearer energy resistance if the slain dragon was immune to an energy type. Light armor grants resistance 5, medium armor grants resistance 10, and heavy armor grants resistance 15. Dragonhide shields grant resistance 5, which stacks with the benefit from Dragonhide armor.

Dragonhide armor costs four times what masterwork armor of that type ordinarily costs and Dragonhide shields cost twice what a masterwork shield of that type normal costs, but they take no longer to make than ordinary masterwork armor or shields of that type.

Dragonhide has 10 hit points per inch of thickness and hardness 10.

Iron, Cold

This iron, mined deep underground, known for its effectiveness against fey creatures, is forged at a lower temperature to preserve its delicate properties. Because of its unique properties, cold iron weapons cannot benefit from magical enchantments or effects. Weapons made of cold iron cost three times as much to make as a normal masterwork weapon of that type..

Items without metal parts cannot be made from cold iron. An arrow could be made of cold iron, but a quarterstaff could not.

Cold iron has 30 hit points per inch of thickness and hardness 10.


Mithral is a very rare silvery, glistening metal that is lighter than iron but just as hard. When worked like steel, it becomes a wonderful material from which to create armor and is occasionally used for other items as well. Mithral armor offers several benefits -the maximum Dexterity bonus is increased by 2, the armor check penalties are lessened by 3 (to a minimum of 0), and the speed reduction penalty is lessened by 25% (to a minimum of 0). Additionally, most mithral armors are one category lighter than normal for purposes of proficiency and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light.

An item made from mithral weighs half as much as the same item made from other metals. In the case of weapons, this lighter weight does not change a weapon’s size category or the ease with which it can be wielded (whether it is light, one-handed, or two-handed). Items not primarily of metal are not meaningfully affected by being partially made of mithral. (A longsword can be a mithral weapon, while a scythe cannot be.)

Weapons or armors fashioned from mithral are always masterwork items as well; the masterwork cost is included in the prices given below.

Mithral has 30 hit points per inch of thickness and hardness 15.

Silver, Alchemical

A complex process involving metallurgy and alchemy can bond silver to a weapon made of steel so that it bypasses the damage reduction of creatures such as lycanthropes.

On a successful attack with a silvered weapon, the wielder takes a -1 penalty on the damage roll (with the usual minimum of 1 point of damage). The alchemical silvering process can’t be applied to nonmetal items, and it doesn’t work on rare metals such as adamantine, cold iron, and mithral.

Alchemical silver has 10 hit points per inch of thickness and hardness 8.