Vorratskammer des Quartiermeisters
Truhe (Holz) für den Verkauf von einfachen Waren:Spoiler (Anzeigen)Contains 5 Bedroll, Compass, Backpack, 12 Gold earrings, 3 Bullseye lantern, 7 Lucky rabbit’s foots, 4 Bicorne hats, 34 days of trail rations, Paper (40 sheets), 3 Pirate Outfits, 1 Softpaw Boots, 2 Eyeglasses, 5 Eye patches, 10 Soaps, 1 Shaving Kit
Truhe (Holz in schlechtem Zustand) mit abgenommenen Gegenständen:Spoiler (Anzeigen)Rosie Cusswell’s meisterarbeit geige, drei entermesser (meisterarbeit), eine keule (meisterarbeit), broken Pistol, Double-Barreled, Gunsmith Kit, 2x Powder Horn, Bulletbag: 30 GM, 1/2pfd (30 Kugeln), Rucksack [mrb] 50 GM, 4lbs., 1 Langschwert, 1 Laute [mrb], Rapier
+ a starknife, 3 flasks of acid, 6 flasks of alchemist’s fire, four sets of thieves tools (one of
which is masterwork), and a battered iron box containing six candles.
Truhe (Holz) für den Verkauf von Tränken und Hochwertigen:Spoiler (Anzeigen)Contains 4 potions, a masterwork climber’s kit, a disguise kit, 4 flasks of holy water, a magnifying glass, a set of manacles, and two tanglefoot bags.
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7x Bladeguard (40 gp): Straight out of the Advanced Player's Guide and into your martially inclined character's inventory. This clear resin protects a weapon from harmful attacks from oozes, rust monsters, and similar effects that corrode or melt weapons, rendering the weapon immune for 24 hours. One pot can coat one two-handed weapon, two one-handed or light weapons, or 50 ammunition items. Applying it takes 1 full round. Immersing the weapon in water or similar liquid washes it off. That's pretty useful for its cost.
4x Smelling Salts (25 gp): Speaking of Advanced Player's Guide goodness, one last entry is the useful smelling salts. These sharply scented gray crystals cause people inhaling them to regain consciousness. Smelling salts grant you a new saving throw to resist any spell or effect that has already rendered you unconscious or staggered. If exposed to smelling salts while dying, you immediately become conscious and staggered, but must still make stabilization checks each round; if you perform any standard action (or any other strenuous action), you take 1 point of damage after completing the act and fall unconscious again. A container of smelling salts has dozens of uses if stoppered after each use, but depletes in a matter of hours if left opened. That's just nifty.
1x Potion of Touch of Sea (50 gp): For a measly 50 gp, you get a 30-foot swim speed, +8 competence bonus on Swim checks, the ability to take 10 on Swim checks even when distracted or endangered, and even use the run action while swimming. While this is more than enough to leave the poor elixir of swimming curled up in a corner, the one caveat is that it doesn't enable you to breath underwater, but for 1 minute of duration, you are bloody well near a seal.
5x Elixirs (250 gp): These are pretty well known, but just in case, for a paltry 250 gp you can pack potions for a +10 competence bonus on Acrobatics Perception, Stealth, and Swim checks. Handy, but keep in mind the swimming one is sort of overshadowed by the touch of sea potion below.
1x Pathfinder's Pouch (1,000 gp): This little gem from Seekers of Secrets functions as a small bag of holding, allowing one to store up to 10 pounds of items within its 2-cubic-feet limit. Why is it special? Because detect magic ain't got nothing on this pro—thus, a Pathfinder can keep important or dangerous items safe in its confines with little worry from guards, customs, and random searches. Even if the pouch is opened and turned upside down with a shake, as long as the proper command word remains unspoken, nothing in the extradimensional space will fall out.
1x Air Crystal (50 gp): An inexpensive personal bottle of air. Find yourself underwater, in a void, or otherwise bereft of air? Pop some of these beauties in your mouth and you've got 1 minute of breathing space to plan your escape (note that you can't talk while chewing on these crystals).
3x Antiplague (50 gp): Getting diseased can be really bad. Use this if you know you're moving into an area where such might be likely. For an hour, you receive a +5 alchemical bonus on Fort saves against disease. Even better, if you're already diseased, this will let you make two saves (no +5 bonus though) and use the better result. Good thing to have.
Truhe (Holz) für den Verkauf von hochwertigen Waffen:Spoiler (Anzeigen)Contains a masterwork light crossbow, three masterwork cutlasses (see Pirates of the Inner Sea), 31 daggers, 1 Pepperbox-Pistol, 1 Double-Barreled Pistol, 2 Normal Pistols, three masterwork daggers, 43 masterwork darts, four saps, a masterwork sap, 120 arrows, 20 masterwork arrows, six +1 arrows, and 200 crossbow bolts
Truhe (Metall) für den Verkauf von hochwertigen Rüstungen:Spoiler (Anzeigen)Contains a suit of masterworked banded mail, a masterworked breastplate, two chain
shirts, masterwork leather armor, three suits of masterworked studded leather armor, 12 bucklers, two masterwork bucklers and
Bracers of Archery, Lesser (5,000 gp): A wrist slot that offers +1 to hit with a bow you're already proficient with is okay, but the hidden gem is that it works like the greater variety in terms of providing you proficiency with ANY bow (excluding crossbows). For characters without any bow proficiency or chaffing under a short bow only restriction, save the feat, drop 5,000 gp, and be happy!
Truhe (Metall) für den Verkauf von hochwertigen magischen Dingen:Spoiler (Anzeigen)Contains a +1 animalbane dagger* (Grok thinks this is just a normal +1 dagger), a +1 short sword, a +1 cutlass, a +1 warhammer, 2 scrolls of cure moderate wounds, 3 scrolls of mage armor, 1 scroll of magic missile, 1 scroll of scorching ray and a wand of bless weapon (16 charges)
Fass mit Rum:leer (0 Liter noch von 350 Liter)
Fass mit hochwertigen Rum:voll (30 Liter)
Fass mit gewässerten Wein:voll (50 Liter)