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Goods and Services

Adventuring Gear

Disclaimer:

Many of the items below did not have capacity information in Pathfinder so they have been copied from the 3.5 SRD (or from here)
Some of the pieces of adventuring gear found on Table: Goods and Services are described below, along with any special benefits they confer.

Backpack (empty)

A standard backpack is constructed of water resistant, reinforced leather and costs 2gp, weighs 2 pounds, and holds 1 cubic ft. or 60 lbs. of gear.

Banner/Standard

Fan Content


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content or a fan conversion.
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Seen especially among members of an order, banners are rectangular, square or triangular-shaped cloth with the symbol of the order the character belongs to, or the symbol of his god, appearing upon them. By itself, a banner has little effect but, when carried by a paladin, it can inspire others when it is seen in a large combat. A standard bearer customarily carries a banner but sometimes the paladin himself carries it. In oriental cultures, the banner is strapped to the warrior’s back to free his hands for combat. Common banners are nothing more than symbols but sacred banners have special effects for paladins. A paladin can pour positive energy into a sacred banner by spending lay on hands uses. Doing so results in his aura of courage extending an additional 10 feet per use expended for a number of rounds equal to his paladin level. A sacred banner must be blessed by a cleric of the paladin’s religion (or alignment) in a simple ceremony.
Banner: 350 gp; 10 lb.
Source: Ultimate Equipment Guide Volume 1 by Mongoose Publishing

Barrel (empty)

A common barrel is constructed of wood with metal ring reinforcements and costs 2gp, weighs 30 pounds, and holds 10 cubic ft. or 650 lb. of materials.

Basket (empty)

A common basket is constructed of wicker, costs 4sp, weighs 1 pound, and holds 2 cubic ft. or 20 lbs. of materials.

Bedroll

A bedroll constructed of a layer of durable outer cloth sewn to a softer inner cloth and rolls up and ties to a conveniently carry-able size. It costs 2gp and weighs 2 pounds.

Bell

A common bell.

Belt, Potion

Fan Content


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content or a fan conversion.
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Holding up to 10 vials for easy access, the potion belt allows an adventurer to down vital concoctions during pitched battle. One potion may be removed and drunk from a potion belt as a free action each round. 65 gp, 1 lb.
Source: More Ultimate Equipment by Mongoose Publishing.

Blanket, winter

This is a fur blanket large enough for one person.

Block and tackle

A block and tackle can be used to aid in lifting heavy objects.

Bottle, glass

A glass bottle holds 1/2 pint and weighs 1.5 lb. when full.

Bucket (empty)

A simple bucket holds 1 cubic ft. or up to 65 lb. of liquid or material and when full.

Caltrops

A caltrop is a four-pronged metal spike crafted so that one prong faces up no matter how the caltrop comes to rest. You scatter caltrops on the ground in the hope that your enemies step on them or are at least forced to slow down to avoid them. One 2-pound bag of caltrops covers an area 5 feet square.

Each time a creature moves into an area covered by caltrops (or spends a round fighting while standing in such an area), it runs the risk of stepping on one. Make an attack roll for the caltrops (base attack bonus +0) against the creature. For this attack, the creature's shield, armor, and deflection bonuses do not count. If the creature is wearing shoes or other footwear, it gets a +2 armor bonus to AC. If the attack succeeds, the creature has stepped on a caltrop. The caltrop deals 1 point of damage, and the creature's speed is reduced by half because its foot is wounded. This movement penalty lasts for 24 hours, until the creature is successfully treated with a DC 15 Heal check, or until it receives at least 1 point of magical healing. A charging or running creature must immediately stop if it steps on a caltrop. Any creature moving at half speed or slower can pick its way through a bed of caltrops with no trouble.

Caltrops may not work against unusual opponents.

Candle

A candle dimly illuminates a small area, increasing the light level in a 5-foot radius by one step (darkness becomes dim light and dim light becomes normal light). A candle cannot increase the light level above normal light. A candle burns for 1 hour.

Candelabra

Candelabras are designed to hold four, eight, or sixteen candles in an aesthetically pleasing arrangement. Four candles illuminate a 10-foot radius, eight candles illuminate a 15-foot radius, while sixteen candles illuminate a 20-foot radius. Price 10/20/25 gp; Wt. .5/1/3 lb.

Candle Mold

There are several different versions of these large wooden molds. A single mold can form eight tapers, two pillar candles, or twelve votive candles. The mold does not come with wax. It requires Craft (candlemaking) to use properly. Price 12 sp; Wt. 5 lb.

Candle, Insectbane

This heavily scented candle smells pleasant to humans and humanoids but is repellent to insects. Non-monstrous vermin will not approach within a 5-foot radius of a burning candle. It burns for 1 hour. Price 1 sp; Wt. -

Canvas

Per square yard.

Case, map or scroll

A wood and bone tube used for holding scrolls or maps.

Chain

Chain has hardness 10 and 5 hit points. It can be burst with a DC 26 Strength check.

Chalk

1 piece

Chest (empty)

A wooden chest holds up to 2 cubic ft. or 200 lb. of materials.

Crowbar

A crowbar grants a +2 circumstance bonus on Strength checks made to force open a door or chest. If used in combat, treat a crowbar as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Firewood

per day

Fishhook


Fishing net

25 sq. ft.

Fishing Tackle

More than a mere fishhook, this set includes birch poles, silk line, sinkers, hooks,
lures, and tackle box. It grants a +1 circumstance bonus on Survival checks when gathering food around bodies of water that contain fish.
Price 20 gp; Wt. 5 lb.

Flask

A flask holds 1 pint of liquid and weighs 1 lb. when full.

Flint and Steel

Lighting a torch with flint and steel is a full-round action, and lighting any other fire with them takes at least that long.

Grappling Hook

Throwing a grappling hook requires a ranged attack roll, treating the hook as a thrown weapon with a range increment of 10 feet. Objects with ample places to catch the hook are AC 5.

Hammer

If a hammer is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a spiked gauntlet of its size.

Helmet, Lantern

Fan Content


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content or a fan conversion.
See here for more details.
It is an eternal problem for dungeon-delving adventurer parties who are comprised almost entirely of fighters and other combat-orientated individuals – who holds the lantern so the whole party can see in lightless tunnels, when everyone is holding both weapon and shield? The lantern helmet is a deceptively simple device that mounts a hooded lantern on a somewhat precarious structure above a character’s head. This can either be worn directly on a naked head or be adjusted to perch on top of an existing helm. In all ways, the lantern helmet functions as a hooded lantern. Cost: 19 gp; Weight: 3 lb.

Source: Ultimate Equipment Volume 1 by Mongoose Publishing.

Holy Text

This is a non-magical religious text, containing scripture, stories, and teachings of a particular faith. The price given is for a very simple copy, with few, if any, illuminations. Fancier versions increase drastically in price. Price 10+ gp; Wt. 3+ lb.

Hourglass


Ink

Ink in colors other than black costs twice as much.

Inkpen


Jug, Clay

This basic jug is fitted with a stopper and holds 1 gallon of liquid.

Ladder, 10-foot


Lamp/lantern (common)

A lamp illuminates a small area, providing normal light in a 15-foot radius and increasing the light level by one step for an additional 15 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A lamp does not increase the light level in normal light or bright light. A lamp burns for 6 hours on one pint of oil. You can carry a lamp in one hand.

Lamp/lantern (bullseye)

A bullseye lantern provides normal light in a 60-foot cone and increases the light level by one step in the area beyond that, out to a 120-foot cone (darkness becomes dim light and dim light becomes normal light). A bullseye lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand.

Lamp/lantern (hooded)

A hooded lantern sheds normal light in a 30-foot radius and increases the light level by one step for an additional 30 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A hooded lantern does not increase the light level in normal light or bright light. A lantern burns for 6 hours on one pint of oil. You can carry a lantern in one hand.

Lock

The DC to open a lock with the Disable Device skill depends on the lock's quality: simple (DC 20), average (DC 25), good (DC 30), or superior (DC 40).

Manacles, Standard and Masterwork

Manacles can bind a Medium creature. A manacled creature can use the Escape Artist skill to slip free (DC 30, or DC 35 for masterwork manacles). Breaking the manacles requires a Strength check (DC 26, or DC 28 for masterwork manacles). Manacles have hardness 10 and 10 hit points.

Most manacles have locks; add the cost of the lock you want to the cost of the manacles.

For the same cost, you can buy manacles for a Small creature. For a Large creature, manacles cost 10 times the indicated amount, and for a Huge creature, 100 times the indicated amount. Gargantuan, Colossal, Tiny, Diminutive, and Fine creatures can be held only by specially made manacles, which cost at least 100 times the indicated amount.

Marbles

About two dozen assorted glass, flawed rock crystal, or clay spheres in a leather pouch. They are commonly used as toys but are also useful for checking the slope in a dungeon corridor (just set one down and see which way it rolls), or as a non-damaging alternative to caltrops. One bag covers an area 5 feet square. Creatures moving through or fighting in the area must make Acrobatics checks (DC 15). A creature that fails is unable to move for 1 round (or may fall; see the Acrobatics).

The DM judges the effectiveness of marbles against unusual opponents. Creatures that are Huge or larger tend to crush the marbles into dust, while those with multiple legs can scramble along without falling. Price 2 sp; Wt. 2 lb.

Mirror (small steel)


Mug/Tankard, clay


Oil

A pint of oil burns for 6 hours in a lantern or lamp. You can also use a flask of oil as a splash weapon. Use the rules for alchemist's fire (see Special Substances and Items on Table: Goods and Services), except that it takes a full-round action to prepare a flask with a fuse. Once it is thrown, there is a 50% chance of the flask igniting successfully.

You can pour a pint of oil on the ground to cover an area 5 feet square, provided that the surface is smooth. If lit, the oil burns for 2 rounds and deals 1d3 points of fire damage to each creature in the area.

Paper (sheet)


Parchment (sheet)


Pick (miner's)

If a miner's pick is used in combat, treat it as a two-handed improvised weapon that deals piercing damage equal to that of a heavy pick of its size.

Pitcher, clay


Piton


Pole (10-foot)


Pot, iron


Pouch (belt)

A belt pouch is crafted of soft cloth or leather. They typically hold up to 10 lb. or 1/5 cubic ft. of items.

Ram, Portable

This iron-shod wooden beam gives you a +2 circumstance bonus on Strength checks made to break open a door and allows a second person to help, automatically increasing your bonus by 2.

Rations, (trail, per day)


Rope (hemp)

Just So You Know...

The DC to escape ropes is equal to 20 + the CMB of the creature that tied the bonds. Ropes do not need to make a check every round to maintain the pin. If the DC to escape is higher than 20 + the tying creatures CMB, the tied up creature cannot escape from the bonds, even with a natural 20 on the check.
This rope has 2 hit points and can be burst with a DC 23 Strength check.

Rope (silk)

This rope has 4 hit points and can be burst with a DC 24 Strength check.

Sack (empty)

A sack is a cloth bag that weighs 1/2 lb. empty and holds 1 cubic ft. or 60 lbs. of contents full.

Sealing wax


Sewing needle


Shovel/spade

If a shovel is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a club of its size.

Signal whistle


Signet ring


Sledge


Soap (per lb.)


Spyglass

Objects viewed through a spyglass are magnified to twice their size. Characters using a spyglass take a –1 penalty on Perception skill checks per 20 feet of distance to the target, if the target is visible.

Tent, One-person

A tent designed to shelter one Medium-size humanoid. Price 5 gp; Wt. 10 lb.

Tent, Four-Person

A large tent that can comfortably fit four Medium-size humanoids. Price 20 gp; Wt. 40 lb.

Tent, Pavilion

A huge open-air canopy, plus stakes, poles, and ropes. It can comfortably fit twenty Medium-size humanoids underneath. Price 100 gp; Wt. 300 lb.

Torch

A torch burns for 1 hour, shedding normal light in a 20-foot radius and increasing the light level by one step for an additional 20 feet beyond that area (darkness becomes dim light and dim light becomes normal light). A torch does not increase the light level in normal light or bright light. If a torch is used in combat, treat it as a one-handed improvised weapon that deals bludgeoning damage equal to that of a gauntlet of its size, plus 1 point of fire damage.

Vial

A vial is made out of glass or steel and holds 1 ounce of liquid.

Water Clock

This large, bulky contrivance gives the time accurately to within half an hour per day since it was last set. It requires a source of water, and it must be kept still because it marks time by the regulated flow of droplets of water.

Waterskin

A water or wineskin holds 1/2 gallon of liquid and weighs 4 lb when full.

Whetstone


Table: Goods and Services

Adventuring Gear
Item Cost Weight
Backpack (empty) 2 gp 2 lbs.1
Banner/standard
 30 gp+
10 lb.
Barrel (empty) 2 gp 30 lbs.
Basket (empty) 4 sp 1 lb.
Bedroll 1 sp 5 lbs.1
Bell 1 gp
Blanket, winter 5 sp 3 lbs.1
Block and tackle 5 gp 5 lbs.
Bottle, glass 2 gp 1 lb.
Bucket (empty) 5 sp 2 lbs.
Caltrops 1 gp 2 lbs.
Candle 1 cp
Canvas (sq. yd.) 1 sp 1 lb.
Case, map or scroll 1 gp 1/2 lb.
Chain (10 ft.) 30 gp 2 lbs.
Chalk, 1 piece 1 cp
Chest (empty) 2 gp 25 lbs.
Crowbar 2 gp 5 lbs.
Firewood (per day) 1 cp 20 lbs.
Fishhook 1 sp
Fishing net, 25 sq. ft. 4 gp 5 lbs.
Flask (empty) 3 cp 1-1/2 lbs.
Flint and steel 1 gp
Grappling hook 1 gp 4 lbs.
Hammer 5 sp 2 lbs.
Hourglass 25 gp 1 lb.
Ink (1 oz. vial) 8 gp
Inkpen 1 sp
Jug, clay 3 cp 9 lbs.
Ladder, 10-foot 2 sp 20 lbs.
Lamp, common 1 sp 1 lb.
Lantern, bullseye 12 gp 3 lbs.
Lantern, hooded 7 gp 2 lbs.
Lock
Simple
20 gp 1 lb.
Average
40 gp 1 lb.
Good
80 gp 1 lb.
Superior
150 gp 1 lb.
Manacles

Normal
15 gp
2 lbs.
Masterwork
50 gp 2 lbs.
Mirror, small steel 10 gp 1/2 lb.
Mug/Tankard, clay 2 cp 1 lbs.
Oil (1-pint flask) 1 sp 1 lbs.
Paper (sheet) 4 sp
Parchment (sheet) 2 sp
Pick, miner's 3 gp 10 lbs.
Pitcher, clay 2 cp 5 lbs.
Piton 1 sp 1/2 lb.
Pole, 10-foot 5 cp 8 lbs.
Pot, iron 8 sp 4 lbs.
Pouch, belt (empty) 1 gp 1/2 lb.1
Ram, portable 10 gp 20 lbs.
Rations, trail (per day) 5 sp 1 lb.1
Rope, hemp (50 ft.) 1 gp 10 lbs.
Rope, silk (50 ft.) 10 gp 5 lbs.
Sack (empty) 1 sp 1/2 lb.1
Sealing wax 1 gp 1 lbs.
Sewing needle 5 sp
Shovel or spade 2 gp 8 lbs.
Signal whistle 8 sp
Signet ring 5 gp
Sledge 1 gp 10 lbs.
Soap (per lb.) 5 sp 1 lb.
Spyglass 1,000 gp 1 lb.
Tent 10 gp 20 lbs.1
Torch 1 cp 1 lb.
Vial, ink or potion 1 gp
Water clock 1,000 gp 200 lbs.
Waterskin 1 gp 4 lbs.1
Whetstone 2 cp 1 lbs.
Special Substances and Items
Item Cost Weight
Acid (flask) 10 gp 1 lb.
Alchemist's fire (flask) 20 gp 1 lb.
Antitoxin (vial) 50 gp
Everburning torch 110 gp 1 lb.
Healy Myrrh
 50 gp
 
Holy water (flask) 25 gp 1 lb.
Smokestick 20 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Tanglefoot bag 50 gp 4 lbs.
Thunderstone 30 gp 1 lb.
Tindertwig 1 gp
Tools and Skill Kits
Item Cost Weight
Alchemist's lab 200 gp 40 lbs.
Artisan's tools 5 gp 5 lbs.
Artisan's tools, masterwork 55 gp 5 lbs.
Climber's kit 80 gp 5 lbs.1
Disguise kit 50 gp 8 lbs.1
Healer's kit 50 gp 1 lb.
Holly and mistletoe
Holy symbol, wooden 1 gp
Holy symbol, silver 25 gp 1 lb.
Magnifying glass 100 gp
Musical instrument, common 5 gp 3 lbs.1
Musical instrument, masterwork 100 gp 3 lbs.1
Scale, merchant's 2 gp 1 lb.
Spell component pouch 5 gp 2 lbs.
Spellbook, wizard's (blank) 15 gp 3 lbs.
Thieves' tools 30 gp 1 lb.
Thieves' tools, masterwork 100 gp 2 lbs.
Tool, masterwork 50 gp 1 lb.
Clothing
Item Cost Weight
Artisan's outfit 1 gp 4 lbs.1
Cleric's vestments 5 gp 6 lbs.1
Cold-weather outfit 8 gp 7 lbs.1
Courtier's outfit 30 gp 6 lbs.1
Entertainer's outfit 3 gp 4 lbs.1
Explorer's outfit 10 gp 8 lbs.1
Monk's outfit 5 gp 2 lbs.1
Noble's outfit 75 gp 10 lbs.1
Peasant's outfit 1 sp 2 lbs.1
Royal outfit 200 gp 15 lbs.1
Scholar's outfit 5 gp 6 lbs.1
Traveler's outfit 1 gp 5 lbs.1
Food, Drink, and Lodging
Item Cost Weight
Ale
Gallon
2 sp 8 lbs.
Mug
4 cp 1 lb.
Banquet (per person) 10 gp
Bread, loaf of 2 cp 1/2 lb.
Cheese, hunk of 1 sp 1/2 lb.
Inn stay (per day)
Good
2 gp
Common
5 sp
Poor
2 sp
Meals (per day)
Good
5 sp
Common
3 sp
Poor
1 sp
Meat, chunk of 3 sp 1/2 lb.
Wine
Common (pitcher)
2 sp 6 lbs.
Fine (bottle)
10 gp 1-1/2 lbs.
Mounts and Related Gear
Item Cost Weight
Barding
Medium creature
×22 ×12
Large creature
×42 ×22
Bit and bridle 2 gp 1 lb.
Dog, guard 25 gp
Dog, riding 150 gp
Donkey or mule 8 gp
Feed (per day) 5 cp 10 lbs.
Horse
Heavy
200 gp
Heavy (combat trained)
300 gp
Light
75 gp
Light (combat trained)
110 gp
Pony 30 gp
Pony (combat trained) 45 gp
Saddle
20 gp 30 lbs.
5 gp 15 lbs.
10 gp 25 lbs.
Saddle, Exotic
60 gp 40 lbs.
15 gp 20 lbs.
30 gp 30 lbs.
Saddlebags 4 gp 8 lbs.
Stabling (per day) 5 sp
Transport
Item Cost Weight
Carriage 100 gp 600 lbs.
Cart 15 gp 200 lbs.
Galley 30,000 gp
Keelboat 3,000 gp
Longship 10,000 gp
Rowboat 50 gp 100 lbs.
Oar 2 gp 10 lbs.
Sailing ship 10,000 gp
Sled 20 gp 300 lbs.
Wagon 35 gp 400 lbs.
Warship 25,000 gp
Spellcasting and Services
Service Cost
Coach cab 3 cp per mile
Hireling, trained 3 sp per day
Hireling, untrained 1 sp per day
Messenger 2 cp per mile
Road or gate toll 1 cp
Ship's passage 1 sp per mile
Spellcasting Caster level × spell level × 10 gp3
— No weight, or no weight worth noting.
1 These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.
2 Relative to similar armor made for a Medium humanoid.
3 See spell description for additional costs. If the additional costs put the spell's total cost above 3,000 gp, that spell is not generally available. Use a spell level of 1/2 for 0-level spells to calculate the cost.

Capacity of Containers

The following information was not included in the Pathfinder Roleplaying Game rules so it has been copied from the 3.5 rules.

Fan Content


This is fan-created

content or a fan conversion.
See here for more details.

Table: Container Carrying Capacity

Item Cost Empty Weight Holds or Carries
Dry Goods
Backpack 2 gp 2 lb.1 1 cubic ft./60 lb.1
Barrel 2 gp 30 lb. 10 cubic ft./650 lb.2
Basket 4 sp 1 lb. 2 cubic ft./20 lb.
Bucket 5 sp 2 lb. 1 cubic ft./65 lb.3
Chest 2 gp 25 lb. 2 cubic ft./200 lb.
Pouch, belt 1 gp 1/2 lb.1 1/5 cubic ft./10 lb.1
Sack 1 sp 1/2 lb.1 1 cubic ft./60 lb.1
Saddlebags 4 gp 8 lb. 5 cubic ft./250 lb.
Spell component pouch 5 gp 1/4 lb.1 1/8 cubic ft./2 lb.
Liquids
Bottle, glass 2 gp -- 1/2 pint/1.5 lb.
Flask 3 cp -- 1 pint/1 lb.
Jug, clay 3 cp 1 lb. 1 gallon/8 lb.
Mug/tankard, clay 2 cp -- 1 pint/1 lb.
Pitcher, clay 2 cp 1 lb. 1/2 gallon/4 lb.
Pot, iron 5 sp 2 lb. 1 gallon/8 lb.
Vial, ink or potion 1 gp -- 1 ounce/--
Waterskin 1 gp -- 1/2 gallon/4 lb.1
Vehicles
Cart 15 gp 200 lb. 1/2 ton
Sled 20 gp 300 lb. 1 ton
Wagon 35 gp 400 lb. 2 tons

-- No weight worth mentioning

1 When made for Medium characters. Weighs one-quarter the normal amount when made for Small characters. Weighs twice the normal amount when made for Large characters. Containers carry one-quarter the normal amount when made for Small characters.

2 A barrel filled with liquid holds about 75 gallons.

3 A bucket filled with liquid holds about 7 gallons.

Other Wealth

Merchants commonly exchange trade goods without using currency. As a means of comparison, some trade goods are detailed on Table: Trade Goods.

Table: Trade Goods

Cost Item
1 cp One pound of wheat
2 cp One pound of flour, or one chicken
1 sp One pound of iron
5 sp One pound of tobacco or copper
1 gp One pound of cinnamon, or one goat
2 gp One pound of ginger or pepper, or one sheep
3 gp One pig
4 gp One square yard of linen
5 gp One pound of salt or silver
10 gp One square yard of silk, or one cow
15 gp One pound of saffron or cloves, or one ox
50 gp One pound of gold
500 gp One pound of platinum

Miscellaneous Odds and Ends

Fan Content


This is fan-created

content or a fan conversion.
See here for more details.

Table: Odds and Ends

Item Weight
Armchair 20 lb.
Chair, simple 5 lb.
Door, iron 3,200 lb.
Door, stone 2,200 lb.
Door, simple wooden 150 lb.
Door, good wooden 225 lb.
Door, strong wooden 350 lb.
Footstool 2 lb.
Petrified creature x8 lb.
Spirits, cask 18 lb.
Spirits, hogshead 750 lb.
Spirits, keg 90 lb.
Spirits, barrel 375 lb.
Statue, Colossal metal 1,750 tons
Statue, Colossal stone 1,250 tons
Statue, Gargantuan metal 875 tons
Statue, Gargantuan stone 625 tons
Statue, Huge metal 112 tons
Statue, Huge stone 80 tons
Statue, Large metal 14 tons
Statue, Large stone 10 tons
Statue, Medium metal 3,500 lb.
Statue, Medium stone 2,500 lb.
Statue, Small metal 420 lb.
Statue, Small stone 300 lb.
Table, banquet 225 lb.
Table, small 60 lb.
Tapestry 100 lb.
Workbench 300 lb.
Note: The contents of the above table are not from the Pathfinder rules but were instead copied from http://www.wizards.com/default.asp?x=dnd/rg/20051101a