OPREMA V DARRINOVEM OUTPOSTU

PREDMETI NA VOLJO

POTIONS

potion of barkskin +2 (300 gp) potion of bear’s endurance (300 gp) potion of bless weapon (100 gp) potion of bless weapon (100 gp) (3x) potion of cat’s grace (300 gp) potion of cure light wounds (50 gp) potion of cure moderate wounds (300 gp) potion of darkvision (300 gp) potion of enlarge person (250 gp) potion of fox’s cunning (300 gp) potion of hide from undead (50 gp) (2x)potion of mage armor (50 gp) potion of mage armor (50 gp) (2x)potion of remove fear (50 gp) (2x)potion of shield of faith +2 (50 gp) potion of shield of faith +2 (50 gp)

SCROLLS

arcane (200 gp) Summon Swarm (l2, cl3) Magic Weapon (l1, cl1) Reduce Person (l1, cl1) arcane (75 gp) Feather Fall (l1, cl1) Magic Weapon (l1, cl1) Summon Monster I (l1, cl1) arcane (50 gp) Sleep (l1, cl1) Charm Person (l1, cl1) arcane (175 gp) Sleep (l1, cl1) Acid Arrow (l2, cl3) arcane (25 gp) Jump (l1, cl1) arcane (175 gp) Blindness/Deafness (l2, cl3) Changeself (l1, cl1) arcane (50 gp) Burning Hands (l1, cl1) Spider Climb (l1, cl1) arcane (25 gp) Sleep (l1, cl1) arcane (25 gp) Shield (l1, cl1) arcane (150 gp) Invisibility (l2, cl3) arcane (325 gp) See Invisibility (l2, cl3) Burning Hands (l1, cl1) Blindness/Deafness (l2, cl3) arcane (175 gp) Mount (l1, cl1) Cat’s Grace (l2, cl3) arcane (300 gp) Summon Swarm (l2, cl3) Locate Object (l2, cl3) arcane (150 gp) Mirror Image (l2, cl3) CURSE: item has no actual magical power other than to delude the user arcane (75 gp) Charm Person (l1, cl1) (scribed 2 times) Ray of Enfeeblement (l1, cl1) arcane (325 gp) Locate Object (l2, cl3) Summon Monster II (l2, cl3) Ray of Enfeeblement (l1, cl1) arcane (550 gp) Ray of Enfeeblement (l1, cl1) Misdirection (l2, cl3) Clairaudience/Clairvoyance (l3, cl5) arcane (450 gp) Bull’s Strength (l2, cl3) Blindness/Deafness (l2, cl3) Summon Swarm (l2, cl3) divine (50 gp) Faerie Fire (l1, cl1) Summon Nature’s Ally I (l1, cl1) divine (425 gp) Calm Animals (l1, cl1) Detect Law (l1, cl1) Invisibility Purge (l3, cl5)

ARMOR
chain shirt +1 (1,250 gp)
large steel shield +1 (1,170 gp)

WEAPON
dagger +1 (2,302 gp)
screaming bolt (267 gp)

Table: Adventuring Gear

These items weigh one-quarter this amount when made for Small characters.
Containers for Small characters also carry one-quarter the normal amount.

Goods Cost Weight
Backpack (empty) 2 gp 2 lb.1
Barrel (empty) 2 gp 30 lb.
Basket (empty) 4 sp 1 lb.
Bedroll 1 sp 5 lb.1
Bell 1 gp —
Blanket, winter 5 sp 3 lb.1
Block and tackle 5 gp 5 lb.
Bottle, wine, glass 2 gp —
Bucket (empty) 5 sp 2 lb.
Caltrops 1 gp 2 lb.
Candle 1 cp —
Canvas (sq. yd.) 1 sp 1 lb.
Case, map or scroll 1 gp ½ lb.
Chain (10 ft.) 30 gp 2 lb.
Chalk, 1 piece 1 cp —
Chest (empty) 2 gp 25 lb.
Crowbar 2 gp 5 lb.
Firewood (per day) 1 cp 20 lb.
Fishhook 1 sp —
Fishing net, 25 sq. ft. 4 gp 5 lb.
Flask (empty) 3 cp 1½ lb.
Flint and steel 1 gp —
Grappling hook 1 gp 4 lb.
Hammer 5 sp 2 lb.
Ink (1 oz. vial) 8 gp —
Inkpen 1 sp —
Jug, clay 3 cp 9 lb.
Ladder, 10-foot 5 cp 20 lb.
Lamp, common 1 sp 1 lb.
Lantern, bullseye 12 gp 3 lb.
Lantern, hooded 7 gp 2 lb.
Lock (very simple) 20 gp 1 lb.
Lock (average) 40 gp 1 lb.
Lock (good) 80 gp 1 lb.
Lock (amazing) 150 gp 1 lb.
Manacles 15 gp 2 lb.
Manacles, masterwork 50 gp 2 lb.
Mirror, small steel 10 gp ½ lb.
Mug/Tankard, clay 2 cp 1 lb.
Oil (1-pint flask) 1 sp 1 lb.
Paper (sheet) 4 sp —
Parchment (sheet) 2 sp —
Pick, miner’s 3 gp 10 lb.
Pitcher, clay 2 cp 5 lb.
Piton 1 sp ½ lb.
Pole, 10-foot 2 sp 8 lb.
Pot, iron 5 sp 10 lb.
Pouch, belt (empty) 1 gp ½ lb.1
Ram, portable 10 gp 20 lb.
Rations, trail (per day) 5 sp 1 lb.1
Rope, hempen (50 ft.) 1 gp 10 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Sack (empty) 1 sp ½ lb.1
Sealing wax 1 gp 1 lb.
Sewing needle 5 sp —
Signal whistle 8 sp —
Signet ring 5 gp —
Sledge 1 gp 10 lb.
Soap (per lb.) 5 sp 1 lb.
Spade or shovel 2 gp 8 lb.
Spyglass 1,000 gp 1 lb.
Tent 10 gp 20 lb.1
Torch 1 cp 1 lb.
Vial, ink or potion 1 gp 1/10 lb.
Waterskin 1 gp 4 lb.1
Whetstone 2 cp 1 lb.

MOUNTS

1x

HEAVY HORSE (200 gp)
Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: 1
Speed: 50 ft. (10 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/
9
Attack: Hoof –1 melee (1d6+1*)
Full Attack: 2 hooves –1 melee (1d6+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Horses are widely domesticated for riding and as beasts of burden.

The statistics presented here describe large breeds of working horses such as Clydesdales. These animals are usually ready for heavy work by age three. A heavy horse cannot fight while carrying a rider.

Carrying Capacity: A light load for a heavy horse is up to 200 pounds; a medium load, 201–400 pounds; and a heavy load, 401–600 pounds. A heavy horse can drag 3,000 pounds.
COMBAT

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

2x

LIGHT HORSE (75 gp)
Size/Type: Large Animal
Hit Dice: 3d8+6 (19 hp)
Initiative: 1
Speed: 60 ft. (12 squares)
Armor Class: 13 (–1 size, +1 Dex, +3 natural), touch 10, flat-footed 12
Base Attack/Grapple: +2/
8
Attack: Hoof –2 melee (1d4+1*)
Full Attack: 2 hooves –2 melee (1d4+1*)
Space/Reach: 10 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +4, Will +2
Abilities: Str 14, Dex 13, Con 15, Int 2, Wis 12, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated or herd (6–30)
Challenge Rating: 1
Treasure: None
Alignment: Always neutral
Advancement: —
Level Adjustment: —

Horses are widely domesticated for riding and as beasts of burden.

The statistics presented here describe smaller breeds of working horses such as quarter horses and Arabians as well as wild horses. These animals are usually ready for useful work by age two.

Carrying Capacity: A light load for a light horse is up to 150 pounds; a medium load, 151–300 pounds; and a heavy load, 301–450 pounds. A light horse can drag 2,250 pounds.
COMBAT

A horse not trained for war does not normally use its hooves to attack. Its hoof attack is treated as a secondary attack and adds only half the horse’s Strength bonus to damage. (These secondary attacks are noted with an asterisk in the Attack and Full Attack entries for the heavy horse and the light horse.)

A light horse cannot fight while carrying a rider.

OPREMA V DARRINOVEM OUTPOSTU

Artesimion campaign Hephaestos Hephaestos