Mark Plemmons
Explorer
Goods and Gear: the Ultimate Adventurer's Guide has the following info on bronze and other materials, which I post here as a preview (minus the many armor tables). 
Special Materials (from Chapter 2: Weaponry)
Though the details on making special weapons from such materials as adamantine, darkwood and mithral can be found on pages 283-285 of the D&D Dungeon Master’s Guide, other substances have innate properties as discussed here.
On Tellene, bone, stone and wooden weapons are primarily wielded by primitives and savage jungle tribes, such as those in the Obakasek and Vohven Jungle. Where wood is rare, such as in the Elos and Khydoban deserts, bone, stone and bronze often takes its place. Most Dejy and Fhokki tribes and nomads also use bronze, along with iron and stone.
In other lands, the use of bronze weapons is now more of affectation or tradition, having been surpassed by iron and steel. Steel weapons are most predominent in Brandobia, the current and former Kalamaran Empire, Svimohzia and Zoa. Where there is less accknowledge or mastery of steel-making, iron is the most common metal for forging weapons.
For weapons that make use of metal blades or other damage inflicting surfaces, the selection of materials other than iron can affect various aspects of the weapon properties as shown in Table 2-13: Weapon Material Modifiers. For example, a heavy (iron) mace deals 1d8 damage and weighs 12 pounds. However, a heavy (bronze) mace would deal 1d8-1 damage, though its weight would not change. Crafting a normally wooden item with bronze would raise its bonuses and double its weight. A standard bird’s head (wood) club does 1d6 damage and weighs 3 pounds, but a bird’s head (bronze) club deals 1d6+1 damage and weighs 6 pounds.
The weapons listed in Chapter Two: Weapons already have these numbers factored in based on their stated material – the player or DM does not need to apply these additional bonuses or penalties to these standard weapons. Only apply the modifiers seen on Table 2-1: Weapon Material Modifiers if the players craft, find or purchase one of these unusual weapons. (Note that if a weapon description does not specify what it is made of, it can generally be assumed to be iron.)
Note that changing the weapon’s size also affects its damage properties, as seen on page 114 of the D&D Player’s Handbook and page 28162 of the D&D Dungeon Master’s Guide.
Table 2-13: Weapon Material Modifiers (modified for web formatting)
Wood, bone, horn or stone: Dmg -2, Att -2, Wt Mod x1/2
Bronze: Dmg -1, Att -1, Wt Mod 0
Iron: Dmg 0, Att 0, Wt Mod 0
Steel: Dmg +1, Att 0, Wt Mod 0
Special Armor Materials
Bronze
Bronze armors were commonly used for some time in Tellene’s history, as the Dejy of the Elos and Khydoban worked in bronze 1000 years before the arrival of the other humans on the main continent. While the knowledge of effectively crafting iron and steel was long known by the elves and dwarves, bronze was state of the art in human development.
In an area where copper is plentiful relative to iron, such as the Elos and Khydoban deserts, one would expect to find more items crafted of bronze. Although bronze armor and shields are generally known to be inferior to similar iron or steel designs, such armors are only half the price of iron ones.
Making armor out of bronze results in a -1 penalty to AC below the values listed for standard iron armor in Table 3-1: Armor. The armor types for which bronze versions are available include: banded mail, backplate, breastplate, chain shirt, chainmail, frontplate, full plate, half-plate, scale mail and splint mail. For information on crafting armor, see page 71 of the D&D Player’s Handbook. The DC associated with crafting bronze armor is 9 + the AC bonus. Bronze shields are equivalent to iron shields of the same size, though they can only take 1d4 hits before becoming unusable.
Iron and Steel
Most standard metal armor in the world of Tellene is made from iron. Certain expert craftsmen have the knowledge and skill to produce hardened steel by carefully controlling the carbon content of the alloy and using proper quenching, working techniques and tempering. Making armor out of high quality steel triples the cost (except for steel scale mail, which is four times the cost). However, it does result in a +1 AC bonus above and beyond those values listed for standard iron armor in Table 3-1: Armor. As noted above, iron and steel shields are essentially the same – though the iron versions of standard shields are cheaper and require more maintenance.
High quality steel versions of the following armor types are available: backplate, banded mail, breastplate, chain shirt or chainmail (additional armor bonus only good against slashing attacks), frontplate, full plate, half-plate, scale mail and splint mail. For information on crafting armor, see page 71 of the D&D Player’s Handbook. The DC associated with crafting steel armor is 11 + the AC bonus.
Adamantine
Adamantine is an extremely hard metal that enhances the protective properties of armor even more than steel. Its properties, as well as information on adamantine weapons and other items, are described on page 283 of the D&D Dungeon Master’s Guide. The armor types for which adamantine versions are available include: banded mail, backplate, bezainted, breastplate, brigandine, chain shirt, chainmail (any), coat, dwarven plate, frontplate, full plate, half-plate, lamellar, ring mail, scale mail, splint mail and studded leather. Game statistics associated with adamantine armor are tabulated in Table 3-6: Adamantine Armor.
Adamantine armor gives a natural enhancement bonus to the wearer’s AC, but this does not stack with any other enhancement bonuses. Armor crafted with adamantine is treated as a masterwork item with regard to cost and creation time only. The masterwork quality of adamantine armor does not affect the wearer’s armor check penalty.
Darkwood
Darkwood is a rare magic wood that is very light, while still being as hard as normal wood. More information on its special properties, including fashioning weapons and items, can be found on page 283 of the D&D Dungeon Master’s Guide. The armor types for which darkwood versions are available on Tellene include the wooden breastplate, lamellar and splint mail. The game statistics for each of these armors are listed in Table 3-7: Darkwood Armors. Armor crafted with darkwood is treated as masterwork with regard to cost and creation time only. The masterwork quality of darkwood armor does not affect the wearer’s enhancement bonus or armor check penalty.
Llorannion
Wood from the llorannion tree is the rarest of all woods on Tellene. The first llorannion tree began as a simple seed, from the most perfect oak tree that Lohroni, its elven keeper, could find. He planted it in a sacred grove and tended it every day, refusing to tell the exact nature of his tending. For years, he watched it grow, watered it, fed it and poured his soul into it. As the tree grew stronger and taller, Lohroni grew more stooped, more decrepit and more insane. He ordered “lesser” forms of life removed from the area and other trees taken away. Some even suggested that he used his brethren in preparing special forms of mulch and compost for it. When the elders announced Lohroni must be removed, and the tree left to its own devices, Lohroni refused, attacking all those who tried to approach. Eventually, he was defeated, and the tree burned. But not quickly, and not completely.
His last apprentice refused to let the beauty of the tree die. The druidess, named Rannion, salvaged some of its seeds and fled into the night. Legends say that she dropped the seeds in at least three places before dying. Hardier than most trees, they grew in unusual locations. One is said to grow in a lost oasis in the Elos Desert, one somewhere in the Elenon Mountains and one on an island now lost. Even these remnants of the perfect tree, they say, can bring the hardest of hearts to tears at the sight of its splendor. Some still quest to find them, just for a single look.
All armors formed from a llorannion tree grant a +6 enhancement bonus to the wearer’s Charisma rolls that affect how others see or trust him. The arcane spell failure from wearing such armor is reduced by 20. The armor types for which llorannion versions are available on Tellene include the wooden breastplate, lamellar and splint mail. The game statistics for each of these armors are listed in Table 3-8: Llorannion Armors.
Armor crafted with wood from the llorannion tree is treated as a masterwork item with regard to cost and creation time only. The masterwork quality of llorannion armor does not affect the wearer’s enhancement bonus or armor check penalty. Because of their rarity, finding the llorannion tree and crafting these armors may only occur with DM approval.
Mithral
Mithral is a strong, yet lightweight, metal that is ideal for creating armor and other items. Its special properties, including information on mithral shields and other items, are described on page 284 of the D&D Dungeon Master’s Guide. The armor types for which mithral versions are available include: banded mail, backplate, bezainted, breastplate, brigandine, chain shirt, chainmail (any), coat, dwarven plate, frontplate, full plate, half-plate, lamellar, ring mail, scale mail, splint mail and studded leather. Game statistics associated with mithral armor are tabulated in Table 3-9: Mithral Armor. Armor crafted with mithral is treated as a masterwork item with regard to cost and creation time only. The masterwork quality of the armor does not affect the armor’s enhancement bonus or armor check penalty.
Monsterhide
Along with metal, bone and other organic materials, armor may also be crafted from certain monster hides or scales. These armors function like their masterwork versions, except that the material possesses some special property similar or identical to the properties of the once-living monster. To craft such an item, the character must succeed at a Knowledge (monsters) check (DC 25). See page 74 of the Kingdoms of Kalamar Player’s Guide for more information on this skill. A successful check indicates the character knows the special properties the dead creature’s body still possesses, as well as how to properly skin the beast and craft the special armor. A failed check indicates he does not know this information. (Use of this skill does not allow the character to craft other, more common types of armor.)
The monsters listed on Table 3-10: Monsterhide Armors produce enough material for one masterwork suit of the following: brigandine, hide (normal, bezainted or studded), lamellar, skins, tinker and sometimes scale mail armor for a character up to one size smaller than the creature itself. Dragons produce the same, plus enough material for any one suit of the following: masterwork banded mail for a character up to two sizes smaller, masterwork half-plate for a character up to three sizes smaller, masterwork full plate for a character up to four sizes smaller or one masterwork breastplate. If the dragon is at least Large size, the character will have enough leftover material to produce a small or large masterwork shield, as well. The prices on this table include the masterwork cost.
While other types of monsterhide armors are possible, the properties of such armors are unknown at this point – even among those with specialized knowledge of monsters. It is also possible to manufacture magical suits (such as dragon scale mail) from exotic creatures, with an even wider range of powers that those described in Table 3-10. Though this tome does not deal with such armors, an example of magical dragon scale mail is described on page 78 of the Kingdoms of Kalamar adventure Lost Tomb of Kruk-Ma-Kali.
Unless otherwise noted, the monsters listed are described in the D&D Monster Manual. Armors marked by [Evil] may be worn by anyone, but are typically worn only by characters of evil alignment. A paladin wearing armor made from the hide of a devil may be feared, shunned or praised depending upon the nature of the viewer. The Special Property column lists what special property the armor possesses – usually Extraordinary (Ex) or Supernatural (Su) as defined in the D&D Dungeon Master’s Guide.

Special Materials (from Chapter 2: Weaponry)
Though the details on making special weapons from such materials as adamantine, darkwood and mithral can be found on pages 283-285 of the D&D Dungeon Master’s Guide, other substances have innate properties as discussed here.
On Tellene, bone, stone and wooden weapons are primarily wielded by primitives and savage jungle tribes, such as those in the Obakasek and Vohven Jungle. Where wood is rare, such as in the Elos and Khydoban deserts, bone, stone and bronze often takes its place. Most Dejy and Fhokki tribes and nomads also use bronze, along with iron and stone.
In other lands, the use of bronze weapons is now more of affectation or tradition, having been surpassed by iron and steel. Steel weapons are most predominent in Brandobia, the current and former Kalamaran Empire, Svimohzia and Zoa. Where there is less accknowledge or mastery of steel-making, iron is the most common metal for forging weapons.
For weapons that make use of metal blades or other damage inflicting surfaces, the selection of materials other than iron can affect various aspects of the weapon properties as shown in Table 2-13: Weapon Material Modifiers. For example, a heavy (iron) mace deals 1d8 damage and weighs 12 pounds. However, a heavy (bronze) mace would deal 1d8-1 damage, though its weight would not change. Crafting a normally wooden item with bronze would raise its bonuses and double its weight. A standard bird’s head (wood) club does 1d6 damage and weighs 3 pounds, but a bird’s head (bronze) club deals 1d6+1 damage and weighs 6 pounds.
The weapons listed in Chapter Two: Weapons already have these numbers factored in based on their stated material – the player or DM does not need to apply these additional bonuses or penalties to these standard weapons. Only apply the modifiers seen on Table 2-1: Weapon Material Modifiers if the players craft, find or purchase one of these unusual weapons. (Note that if a weapon description does not specify what it is made of, it can generally be assumed to be iron.)
Note that changing the weapon’s size also affects its damage properties, as seen on page 114 of the D&D Player’s Handbook and page 28162 of the D&D Dungeon Master’s Guide.
Table 2-13: Weapon Material Modifiers (modified for web formatting)
Wood, bone, horn or stone: Dmg -2, Att -2, Wt Mod x1/2
Bronze: Dmg -1, Att -1, Wt Mod 0
Iron: Dmg 0, Att 0, Wt Mod 0
Steel: Dmg +1, Att 0, Wt Mod 0
Special Armor Materials
Bronze
Bronze armors were commonly used for some time in Tellene’s history, as the Dejy of the Elos and Khydoban worked in bronze 1000 years before the arrival of the other humans on the main continent. While the knowledge of effectively crafting iron and steel was long known by the elves and dwarves, bronze was state of the art in human development.
In an area where copper is plentiful relative to iron, such as the Elos and Khydoban deserts, one would expect to find more items crafted of bronze. Although bronze armor and shields are generally known to be inferior to similar iron or steel designs, such armors are only half the price of iron ones.
Making armor out of bronze results in a -1 penalty to AC below the values listed for standard iron armor in Table 3-1: Armor. The armor types for which bronze versions are available include: banded mail, backplate, breastplate, chain shirt, chainmail, frontplate, full plate, half-plate, scale mail and splint mail. For information on crafting armor, see page 71 of the D&D Player’s Handbook. The DC associated with crafting bronze armor is 9 + the AC bonus. Bronze shields are equivalent to iron shields of the same size, though they can only take 1d4 hits before becoming unusable.
Iron and Steel
Most standard metal armor in the world of Tellene is made from iron. Certain expert craftsmen have the knowledge and skill to produce hardened steel by carefully controlling the carbon content of the alloy and using proper quenching, working techniques and tempering. Making armor out of high quality steel triples the cost (except for steel scale mail, which is four times the cost). However, it does result in a +1 AC bonus above and beyond those values listed for standard iron armor in Table 3-1: Armor. As noted above, iron and steel shields are essentially the same – though the iron versions of standard shields are cheaper and require more maintenance.
High quality steel versions of the following armor types are available: backplate, banded mail, breastplate, chain shirt or chainmail (additional armor bonus only good against slashing attacks), frontplate, full plate, half-plate, scale mail and splint mail. For information on crafting armor, see page 71 of the D&D Player’s Handbook. The DC associated with crafting steel armor is 11 + the AC bonus.
Adamantine
Adamantine is an extremely hard metal that enhances the protective properties of armor even more than steel. Its properties, as well as information on adamantine weapons and other items, are described on page 283 of the D&D Dungeon Master’s Guide. The armor types for which adamantine versions are available include: banded mail, backplate, bezainted, breastplate, brigandine, chain shirt, chainmail (any), coat, dwarven plate, frontplate, full plate, half-plate, lamellar, ring mail, scale mail, splint mail and studded leather. Game statistics associated with adamantine armor are tabulated in Table 3-6: Adamantine Armor.
Adamantine armor gives a natural enhancement bonus to the wearer’s AC, but this does not stack with any other enhancement bonuses. Armor crafted with adamantine is treated as a masterwork item with regard to cost and creation time only. The masterwork quality of adamantine armor does not affect the wearer’s armor check penalty.
Darkwood
Darkwood is a rare magic wood that is very light, while still being as hard as normal wood. More information on its special properties, including fashioning weapons and items, can be found on page 283 of the D&D Dungeon Master’s Guide. The armor types for which darkwood versions are available on Tellene include the wooden breastplate, lamellar and splint mail. The game statistics for each of these armors are listed in Table 3-7: Darkwood Armors. Armor crafted with darkwood is treated as masterwork with regard to cost and creation time only. The masterwork quality of darkwood armor does not affect the wearer’s enhancement bonus or armor check penalty.
Llorannion
Wood from the llorannion tree is the rarest of all woods on Tellene. The first llorannion tree began as a simple seed, from the most perfect oak tree that Lohroni, its elven keeper, could find. He planted it in a sacred grove and tended it every day, refusing to tell the exact nature of his tending. For years, he watched it grow, watered it, fed it and poured his soul into it. As the tree grew stronger and taller, Lohroni grew more stooped, more decrepit and more insane. He ordered “lesser” forms of life removed from the area and other trees taken away. Some even suggested that he used his brethren in preparing special forms of mulch and compost for it. When the elders announced Lohroni must be removed, and the tree left to its own devices, Lohroni refused, attacking all those who tried to approach. Eventually, he was defeated, and the tree burned. But not quickly, and not completely.
His last apprentice refused to let the beauty of the tree die. The druidess, named Rannion, salvaged some of its seeds and fled into the night. Legends say that she dropped the seeds in at least three places before dying. Hardier than most trees, they grew in unusual locations. One is said to grow in a lost oasis in the Elos Desert, one somewhere in the Elenon Mountains and one on an island now lost. Even these remnants of the perfect tree, they say, can bring the hardest of hearts to tears at the sight of its splendor. Some still quest to find them, just for a single look.
All armors formed from a llorannion tree grant a +6 enhancement bonus to the wearer’s Charisma rolls that affect how others see or trust him. The arcane spell failure from wearing such armor is reduced by 20. The armor types for which llorannion versions are available on Tellene include the wooden breastplate, lamellar and splint mail. The game statistics for each of these armors are listed in Table 3-8: Llorannion Armors.
Armor crafted with wood from the llorannion tree is treated as a masterwork item with regard to cost and creation time only. The masterwork quality of llorannion armor does not affect the wearer’s enhancement bonus or armor check penalty. Because of their rarity, finding the llorannion tree and crafting these armors may only occur with DM approval.
Mithral
Mithral is a strong, yet lightweight, metal that is ideal for creating armor and other items. Its special properties, including information on mithral shields and other items, are described on page 284 of the D&D Dungeon Master’s Guide. The armor types for which mithral versions are available include: banded mail, backplate, bezainted, breastplate, brigandine, chain shirt, chainmail (any), coat, dwarven plate, frontplate, full plate, half-plate, lamellar, ring mail, scale mail, splint mail and studded leather. Game statistics associated with mithral armor are tabulated in Table 3-9: Mithral Armor. Armor crafted with mithral is treated as a masterwork item with regard to cost and creation time only. The masterwork quality of the armor does not affect the armor’s enhancement bonus or armor check penalty.
Monsterhide
Along with metal, bone and other organic materials, armor may also be crafted from certain monster hides or scales. These armors function like their masterwork versions, except that the material possesses some special property similar or identical to the properties of the once-living monster. To craft such an item, the character must succeed at a Knowledge (monsters) check (DC 25). See page 74 of the Kingdoms of Kalamar Player’s Guide for more information on this skill. A successful check indicates the character knows the special properties the dead creature’s body still possesses, as well as how to properly skin the beast and craft the special armor. A failed check indicates he does not know this information. (Use of this skill does not allow the character to craft other, more common types of armor.)
The monsters listed on Table 3-10: Monsterhide Armors produce enough material for one masterwork suit of the following: brigandine, hide (normal, bezainted or studded), lamellar, skins, tinker and sometimes scale mail armor for a character up to one size smaller than the creature itself. Dragons produce the same, plus enough material for any one suit of the following: masterwork banded mail for a character up to two sizes smaller, masterwork half-plate for a character up to three sizes smaller, masterwork full plate for a character up to four sizes smaller or one masterwork breastplate. If the dragon is at least Large size, the character will have enough leftover material to produce a small or large masterwork shield, as well. The prices on this table include the masterwork cost.
While other types of monsterhide armors are possible, the properties of such armors are unknown at this point – even among those with specialized knowledge of monsters. It is also possible to manufacture magical suits (such as dragon scale mail) from exotic creatures, with an even wider range of powers that those described in Table 3-10. Though this tome does not deal with such armors, an example of magical dragon scale mail is described on page 78 of the Kingdoms of Kalamar adventure Lost Tomb of Kruk-Ma-Kali.
Unless otherwise noted, the monsters listed are described in the D&D Monster Manual. Armors marked by [Evil] may be worn by anyone, but are typically worn only by characters of evil alignment. A paladin wearing armor made from the hide of a devil may be feared, shunned or praised depending upon the nature of the viewer. The Special Property column lists what special property the armor possesses – usually Extraordinary (Ex) or Supernatural (Su) as defined in the D&D Dungeon Master’s Guide.