The Gates Have Opened: Loot and Gear

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https://wiki.rpg.net/index.php/The_Gates_Have_Opened

Gear[edit]

The Wagon Huge Vehicle Speed: Drawn 45(poor) Overland:2.5 mph or 20/day Pilot: Handle Animal(-2) HP: 60 Hardness:5 Reinforced with a variety of wooden shields (Hardness 5, HP 12 section overcome before wagon is damaged) AC:3 Atk: Ram 4d6 Space/ Reach: 10x15/5 Height: 10' Crew:1 Weight: 400 Cargo: 2 tons

This wagon has been modified to include a wood-framed canvas roof and has a variety of wooden shields (both large and small) covering it's exterior in lieu of armored reinforcement. The shields can be removed individually, either for replacement or emergency use. It is also equipped with Speedy Wheels (AEG pg.50), increasing its Speed by 10.

Team of Heavy Horses Large Animal Hit Dice: 3d8+6 (19 hp) Initiative: +1 Speed: 50 ft. 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

3 horses that draw the wagon named Porthos, Athos, and Moe. All are equipped with the necessary tack to pull the wagon.

Contents Party Funds: 306gp, 3sp, 3cp

-Alchemy Lab (stowed in a chest)-An alchemist’s lab always has the perfect tool for making alchemical items, so it provides a +2 circumstance bonus on Craft (alchemy) checks. It has no bearing on the costs related to the Craft (alchemy) skill. Without this lab, a character with the Craft (alchemy) skill is assumed to have enough tools to use the skill but not enough to get the +2 bonus that the lab provides.
-Chest (with Good lock)
-Barrel
-2 Tarps (10'sq)
-Nice Chessboard (valued at 5gp)
-Chain (2 10' lengths)
-Repair Tools
-Bullseye Lantern (10 flasks of fuel)
-Iron Pot
-2 Ever-burning Torches
-Food for 7 people (common meals) for 5 days
-Feed for horses for 5 days
-Firewood (5 day supply)
-10 Sunrods


Healing Supplies[edit]

Rod of Healing. Number of remaining charges unknown. One charge will cure some diseases and neutralize most poisons. Two charges may be needed for worse afflictions.

Potions of healing[edit]

  • Lesser: 2d4+2 hit points: x12
  • Greater: 4d4+4 hp: x 7
  • Superior: 8d4+8 hp: x 8

Mundane supplies[edit]

  • Bandage rolls
  • Bottles of lotions and salves
  • Bottles and jars of ingredients for concocting useful salves
  • Needles and thread
  • Useful sundries

Loot[edit]