Gear and Equipment (Moon of Five Suns Supplement)

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Equipping Characters[edit]

Characters need to be prepared for anything, whether it's a challenging battle that requires particular tactics or a nigh impassable physical obstacle or puzzle. This is where the gear, vehicles, mounts, and especially magical items are essential for a character on the Moon of Five Suns.

For this campaign setting, classes have new starting gold.

New Starting Gold

Class Starting Gold Class Starting Gold
Class Starting Gold Class Starting Gold

Gear[edit]

Table: Weapons[edit]

Simple Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Unarmed Attacks
Gauntlet 2 gp 1d2 1d3 ×2 1 lb. Bludgeoning
Unarmed strike 1d23 1d33 ×2 Bludgeoning
Light Melee Weapons
Dagger 2 gp 1d3 1d4 19–20/×2 10 ft. 1 lb. Piercing or slashing
Dagger, punching 2 gp 1d3 1d4 ×3 1 lb. Piercing
Gauntlet, spiked 5 gp 1d3 1d4 ×2 1 lb. Piercing
Mace, light 5 gp 1d4 1d6 ×2 4 lb. Bludgeoning
Sickle 6 gp 1d4 1d6 ×2 2 lb. Slashing
One-Handed Melee Weapons
Club 1d4 1d6 ×2 10 ft. 3 lb. Bludgeoning
Mace, heavy 12 gp 1d6 1d8 ×2 8 lb. Bludgeoning
Morningstar 8 gp 1d6 1d8 ×2 6 lb. Bludgeoning and piercing
Shortspear 1 gp 1d4 1d6 ×2 20 ft. 3 lb. Piercing
Two-Handed Melee Weapons
Longspear4 5 gp 1d6 1d8 ×3 9 lb. Piercing
Quarterstaff5 1d4/1d4 1d6/1d6 ×2 4 lb. Bludgeoning
Spear 2 gp 1d6 1d8 ×3 20 ft. 6 lb. Piercing
Ranged Weapons
Crossbow, heavy 50 gp 1d8 1d10 19–20/×2 120 ft. 8 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Crossbow, light 35 gp 1d6 1d8 19–20/×2 80 ft. 4 lb. Piercing
Bolts, crossbow (10) 1 gp 1 lb.
Dart 5 sp 1d3 1d4 ×2 20 ft. 1/2 lb. Piercing
Javelin 1 gp 1d4 1d6 ×2 30 ft. 2 lb. Piercing
Sling 1d3 1d4 ×2 50 ft. 0 lb. Bludgeoning
Bullets, sling (10) 1 sp 5 lb.
Martial Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Axe, throwing 8 gp 1d4 1d6 ×2 10 ft. 2 lb. Slashing
Hammer, light 1 gp 1d3 1d4 ×2 20 ft. 2 lb. Bludgeoning
Handaxe 6 gp 1d4 1d6 ×3 3 lb. Slashing
Kukri 8 gp 1d3 1d4 18–20/×2 2 lb. Slashing
Pick, light 4 gp 1d3 1d4 ×4 3 lb. Piercing
Sap 1 gp 1d43 1d63 ×2 2 lb. Bludgeoning
Shield, light special 1d2 1d3 ×2 special Bludgeoning
Spiked armor special 1d4 1d6 ×2 special Piercing
Spiked shield, light special 1d3 1d4 ×2 special Piercing
Sword, short 10 gp 1d4 1d6 19–20/×2 2 lb. Piercing
One-Handed Melee Weapons
Battleaxe 10 gp 1d6 1d8 ×3 6 lb. Slashing
Flail 8 gp 1d6 1d8 ×2 5 lb. Bludgeoning
Longsword 15 gp 1d6 1d8 19–20/×2 4 lb. Slashing
Pick, heavy 8 gp 1d4 1d6 ×4 6 lb. Piercing
Rapier 20 gp 1d4 1d6 18–20/×2 2 lb. Piercing
Scimitar 15 gp 1d4 1d6 18–20/×2 4 lb. Slashing
Shield, heavy special 1d3 1d4 ×2 special Bludgeoning
Spiked shield, heavy special 1d4 1d6 ×2 special Piercing
Trident 15 gp 1d6 1d8 ×2 10 ft. 4 lb. Piercing
Warhammer 12 gp 1d6 1d8 ×3 5 lb. Bludgeoning
Two-Handed Melee Weapons
Falchion 75 gp 1d6 2d4 18–20/×2 8 lb. Slashing
Glaive4 8 gp 1d8 1d10 ×3 10 lb. Slashing
Greataxe 20 gp 1d10 1d12 ×3 12 lb. Slashing
Greatclub 5 gp 1d8 1d10 ×2 8 lb. Bludgeoning
Flail, heavy 15 gp 1d8 1d10 19–20/×2 10 lb. Bludgeoning
Greatsword 50 gp 1d10 2d6 19–20/×2 8 lb. Slashing
Guisarme4 9 gp 1d6 2d4 ×3 12 lb. Slashing
Halberd 10 gp 1d8 1d10 ×3 12 lb. Piercing or slashing
Lance4 10 gp 1d6 1d8 ×3 10 lb. Piercing
Ranseur4 10 gp 1d6 2d4 ×3 12 lb. Piercing
Scythe 18 gp 1d6 2d4 ×4 10 lb. Piercing or slashing
Ranged Weapons
Longbow 75 gp 1d6 1d8 ×3 100 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Longbow, composite 100 gp 1d6 1d8 ×3 110 ft. 3 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow 30 gp 1d4 1d6 ×3 60 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Shortbow, composite 75 gp 1d4 1d6 ×3 70 ft. 2 lb. Piercing
Arrows (20) 1 gp 3 lb.
Exotic Weapons Cost Dmg (S) Dmg (M) Critical Range Increment Weight1 Type2
Light Melee Weapons
Kama 2 gp 1d4 1d6 ×2 2 lb. Slashing
Nunchaku 2 gp 1d4 1d6 ×2 2 lb. Bludgeoning
Sai 1 gp 1d3 1d4 ×2 10 ft. 1 lb. Bludgeoning
Siangham 3 gp 1d4 1d6 ×2 1 lb. Piercing
One-Handed Melee Weapons
Sword, bastard 35 gp 1d8 1d10 19–20/×2 6 lb. Slashing
Waraxe, dwarven 30 gp 1d8 1d10 ×3 8 lb. Slashing
Whip4 1 gp 1d23 1d33 ×2 2 lb. Slashing
Two-Handed Melee Weapons
Axe, orc double5 60 gp 1d6/1d6 1d8/1d8 ×3 15 lb. Slashing
Chain, spiked4 25 gp 1d6 2d4 ×2 10 lb. Piercing
Flail, dire5 90 gp 1d6/1d6 1d8/1d8 ×2 10 lb. Bludgeoning
Hammer, gnome hooked5 20 gp 1d6/1d4 1d8/1d6 ×3/×4 6 lb. Bludgeoning/piercing
Sword, two-bladed5 100 gp 1d6/1d6 1d8/1d8 19–20/×2 10 lb. Slashing
Urgrosh, dwarven5 50 gp 1d6/1d4 1d8/1d6 ×3 12 lb. Slashing/piercing
Ranged Weapons
Bolas 5 gp 1d33 1d43 ×2 10 ft. 2 lb. Bludgeoning
Crossbow, hand 100 gp 1d3 1d4 19–20/×2 30 ft. 2 lb. Piercing
Bolts (10) 1 gp 1 lb.
Crossbow, repeating heavy 400 gp 1d8 1d10 19–20/×2 120 ft. 12 lb. Piercing
Bolts (5) 1 gp 1 lb.
Crossbow, repeating light 250 gp 1d6 1d8 19–20/×2 80 ft. 6 lb. Piercing
Bolts (5) 1 gp 1 lb.
Net 20 gp 10 ft. 6 lb.
Shuriken (5) 1 gp 1 1d2 ×2 10 ft. 1/2 lb. Piercing
  1. Weight figures are for Medium weapons. A Small weapon weighs half as much, and a Large weapon weighs twice as much.
  2. When two types are given, the weapon is both types if the entry specifies “and,” either type (player’s choice at time of attack) if the entry specifies “or,” or each end of the double weapon is a different type if the entry specifies “/.”
  3. The weapon deals nonlethal damage rather than lethal damage.
  4. Reach weapon.
  5. Double weapon.

Table: Armor and Shields[edit]

Armor Cost Armor/
Shield Bonus
Maximum
Dex Bonus
Armor Check
Penalty
Arcane Spell
Failure Chance
Speed Weight1
(30 ft.) (20 ft.)
Light Armor
Padded 5 gp +1 +8 0 5% 30 ft. 20 ft. 10 lb.
Leather 10 gp +2 +6 0 10% 30 ft. 20 ft. 15 lb.
Studded leather 25 gp +3 +5 –1 15% 30 ft. 20 ft. 20 lb.
Chain shirt 100 gp +4 +4 –2 20% 30 ft. 20 ft. 25 lb.
Medium Armor
Hide 15 gp +3 +4 –3 20% 20 ft. 15 ft. 25 lb.
Scale mail 50 gp +4 +3 –4 25% 20 ft. 15 ft. 30 lb.
Chainmail 150 gp +5 +2 –5 30% 20 ft. 15 ft. 40 lb.
Breastplate 200 gp +5 +3 –4 25% 20 ft. 15 ft. 30 lb.
Heavy Armor
Splint mail 200 gp +6 +0 –7 40% 20 ft.2 15 ft.2 45 lb.
Banded mail 250 gp +6 +1 –6 35% 20 ft.2 15 ft.2 35 lb.
Half-plate 600 gp +7 +0 –7 40% 20 ft.2 15 ft.2 50 lb.
Full plate 1,500 gp +8 +1 –6 35% 20 ft.2 15 ft.2 50 lb.
Shields
Buckler 15 gp +1 –1 5% 5 lb.
Shield, light wooden 3 gp +1 –1 5% 5 lb.
Shield, light steel 9 gp +1 –1 5% 6 lb.
Shield, heavy wooden 7 gp +2 –2 15% 10 lb.
Shield, heavy steel 20 gp +2 –2 15% 15 lb.
Shield, tower 30 gp +43 +2 –10 50% 45 lb.
Extras
Armor spikes +50 gp +10 lb.
Gauntlet, locked 8 gp Special 4 +5 lb.
Shield Spikes, Light or Heavy +10 gp +5 lb.
  1. Weight figures are for armor sized to fit Medium characters. Armor fitted for Small characters weighs half as much, and armor fitted for Large characters weighs twice as much.
  2. When running in heavy armor, you move only triple your speed, not quadruple.
  3. A tower shield can instead grant you cover. See the description.
  4. Hand not free to cast spells.

Table: Adventuring Gear[edit]

Item 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 1/2 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 1-1/2 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 1 lb.
- Very simple 20 gp 1 lb.
- Average 40 gp 1 lb.
- Good 80 gp 1 lb.
- Amazing 150 gp 1 lb.
Manacles 15 gp 2 lb.
Manacles, masterwork 50 gp 2 lb.
Mirror, small steel 10 gp 1/2 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 1/2 lb.
Pole, 10-foot 2 sp 8 lb.
Pot, iron 5 sp 10 lb.
Pouch, belt (empty) 1 gp 1/2 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 1/2 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.
  1. These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

Table: Special Substances and Items[edit]

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.
Holy water (flask) 25 gp 1 lb.
Smokestick 20 gp 1/2 lb.
Sunrod 2 gp 1 lb.
Tanglefoot bag 50 gp 4 lb.
Thunderstone 30 gp 1 lb.
Tindertwig 1 gp

Table: Tools and Skill Kits[edit]

Item Cost Weight
Alchemist’s lab 500 gp 40 lb.
Artisan’s tools 5 gp 5 lb.
Artisan’s tools, masterwork 55 gp 5 lb.
Climber’s kit 80 gp 5 lb.1
Disguise kit 50 gp 8 lb.1
Healer’s kit 50 gp 1 lb.
Holly and mistletoe
Holy symbol, wooden 1 gp
Holy symbol, silver 25 gp 1 lb.
Hourglass 25 gp 1 lb.
Magnifying glass 100 gp
Musical instrument, common 5 gp 3 lb.1
Musical instrument, masterwork 100 gp 3 lb.1
Scale, merchant’s 2 gp 1 lb.
Spell component pouch 5 gp 2 lb.
Spellbook, wizard’s (blank) 15 gp 3 lb.
Thieves’ tools 30 gp 1 lb.
Thieves’ tools, masterwork 100 gp 2 lb.
Tool, masterwork 50 gp 1 lb.
Water clock 1,000 gp 200 lb.
  1. These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

Table: Clothing[edit]

Item Cost Weight
Artisan’s outfit 1 gp 4 lb.1
Cleric’s vestments 5 gp 6 lb.1
Cold weather outfit 8 gp 7 lb.1
Courtier’s outfit 30 gp 6 lb.1
Entertainer’s outfit 3 gp 4 lb.1
Explorer’s outfit 10 gp 8 lb.1
Monk’s outfit 5 gp 2 lb.1
Noble’s outfit 75 gp 10 lb.1
Peasant’s outfit 1 sp 2 lb.1
Royal outfit 200 gp 15 lb.1
Scholar’s outfit 5 gp 6 lb.1
Traveler’s outfit 1 gp 5 lb.1
  1. These items weigh one-quarter this amount when made for Small characters. Containers for Small characters also carry one-quarter the normal amount.

Table: Food, Drink, and Lodging[edit]

Item Cost Weight
Ale
- Gallon 2 sp 8 lb.
- Mug 4 cp 1 lb.
Banquet (per person) 10 gp
Bread, per loaf 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 lb.
- Fine (bottle) 10 gp 1-1/2 lb.

Table: Poisons[edit]

Poison Type Initial Damage Secondary Damage Price
Nitharit Contact DC 13 0 3d6 Con 650 gp
Sassone leaf residue Contact DC 16 2d12 hp 1d6 Con 300 gp
Malyss root paste Contact DC 16 1 Dex 2d4 Dex 500 gp
Terinav root Contact DC 16 1d6 Dex 2d6 Dex 750 gp
Black lotus extract Contact DC 20 3d6 Con 3d6 Con 4,500 gp
Dragon bile Contact DC 26 3d6 Str 0 1,500 gp
Striped toadstool Ingested DC 11 1 Wis 2d6 Wis + 1d4 Int 180 gp
Arsenic Ingested DC 13 1 Con 1d8 Con 120 gp
Id moss Ingested DC 14 1d4 Int 2d6 Int 125 gp
Oil of taggit Ingested DC 15 0 Unconsciousness 90 gp
Lich dust Ingested DC 17 2d6 Str 1d6 Str 250 gp
Dark reaver powder Ingested DC 18 2d6 Con 1d6 Con + 1d6 Str 300 gp
Ungol dust Inhaled DC 15 1 Cha 1d6 Cha + 1 Cha1 1,000 gp
Insanity mist Inhaled DC 15 1d4 Wis 2d6 Wis 1,500 gp
Burnt othur fumes Inhaled DC 18 1 Con1 3d6 Con 2,100 gp
Black adder venom Injury DC 11 1d6 Con 1d6 Con 120 gp
Small centipede poison Injury DC 11 1d2 Dex 1d2 Dex 90 gp
Bloodroot Injury DC 12 0 1d4 Con + 1d3 Wis 100 gp
Drow poison Injury DC 13 Unconsciousness Unconsciousness for 2d4 hours 75gp
Greenblood oil Injury DC 13 1 Con 1d2 Con 100 gp
Blue whinnis Injury DC 14 1 Con Unconsciousness 120 gp
Medium spider venom Injury DC 14 1d4 Str 1d4 Str 150 gp
Shadow essence Injury DC 17 1 Str1 2d6 Str 250 gp
Wyvern poison Injury DC 17 2d6 Con 2d6 Con 3,000 gp
Large scorpion venom Injury DC 18 1d6 Str 1d6 Str 200 gp
Giant wasp poison Injury DC 18 1d6 Dex 1d6 Dex 210 gp
Deathblade Injury DC 20 1d6 Con 2d6 Con 1,800 gp
Purple worm poison Injury DC 24 1d6 Str 2d6 Str 700 gp
  1. Permanent drain, not temporary damage.

Vehicles and Mounts[edit]

Table: Mounts and Related Gear[edit]

Item Cost Weight
Barding
- Medium creature ×2 ×1
- Large creature ×4 ×2
Bit and bridle[1] 2 gp 1 lb.
Dog, guard 25 gp
Dog, riding 150 gp
Donkey or mule 8 gp
Feed (per day) 5 cp 10 lb.
Horse
- Horse, heavy 200 gp
- Horse, light 75 gp
- Pony 30 gp
- Warhorse, heavy 400 gp
- Warhorse, light 150 gp
- Warpony 100 gp
Saddle
-- Military 20 gp 30 lb.
- Pack 5 gp 15 lb.
- Riding 10 gp 25 lb.
Saddle, Exotic
- Military 60 gp 40 lb.
- Pack 15 gp 20 lb.
- Riding 30 gp 30 lb.
- Saddlebags 4 gp 8 lb.
Stabling (per day) 5 sp
====Table: Transport====
Item Cost Weight
Carriage 100 gp 600 lb.
Cart 15 gp 200 lb.
Galley 30,000 gp
Keelboat 3,000 gp
Longship 10,000 gp
Rowboat 50 gp 100 lb.
Oar 2 gp 10 lb.
Sailing ship 10,000 gp
Sled 20 gp 300 lb.
Wagon 35 gp 400 lb.
Warship 25,000 gp

Magic Items[edit]

Other[edit]

Special Materials[edit]

Table: Spellcasting and Services[edit]

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
Spell, 0-level Caster level x5 gp1
Spell, 1st-level Caster level x10 gp1
Spell, 2nd-level Caster level x20 gp1
Spell, 3rd-level Caster level x30 gp1
Spell, 4th-level Caster level x40 gp1
Spell, 5th-level Caster level x50 gp1
Spell, 6th-level Caster level x60 gp1
Spell, 7th-level Caster level x70 gp1
Spell, 8th-level Caster level x80 gp1
Spell, 9th-level Caster level x90 gp1
  1. 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.
Coach Cab[edit]

The price given is for a ride in a coach that transports people (and light cargo) between towns. For a ride in a cab that transports passengers within a city, 1 copper piece usually takes you anywhere you need to go.

Hireling, Trained[edit]

The amount given is the typical daily wage for mercenary warriors, masons, craftsmen, scribes, teamsters, and other trained hirelings. This value represents a minimum wage; many such hirelings require significantly higher pay.

Hireling, Untrained[edit]

The amount shown is the typical daily wage for laborers, porters, cooks, maids, and other menial workers.

Messenger[edit]

This entry includes horse-riding messengers and runners. Those willing to carry a message to a place they were going anyway may ask for only half the indicated amount.

Road or Gate Toll[edit]

A toll is sometimes charged to cross a well-trodden, well-kept, and well-guarded road to pay for patrols on it and for its upkeep. Occasionally, a large walled city charges a toll to enter or exit (or sometimes just to enter).

Ship’s Passage[edit]

Most ships do not specialize in passengers, but many have the capability to take a few along when transporting cargo. Double the given cost for creatures larger than Medium or creatures that are otherwise difficult to bring aboard a ship.

Spell[edit]

The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.

The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell.

If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.

Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.

In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, a large city for 5th- or 6th-level spells, and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells.



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