Customized Warehouse Picking Equipment

Taizhou Ruihong Metal Products Co., Ltd
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Customized Warehouse Picking Equipment

Does the True Polymorph spell form a creature with equipment?

When a spellcaster transforms an object or creature into a creature using the True Polymorph spell, does that creature form with equipment?

Example: if a spellcaster used True Polymorph to transform a twelfth level fighter into an Erinyes, would the Erinyes form with the plate armor, magical longsword, or rope of entanglement listed in its statistics block?

This isn’t clear to me from True Polymorph‘s text, which notes the “target’s game statistics, including mental ability scores, are replaced by the statistics of the new form”, but this doesn’t address equipment.

True Polymorph – Change Shape and Equipment

Nuanced question about True Polymorph and dragons changing shape:

I have a wizard who has a simulacrum. Wizard TP’s the sim into an adult bronze dragon, which can then Change Shape into a humanoid or beast of its CR or below. TP says the sim retains personality and alignment, so it still holds loyalty to me. I have it transform into, say, an Evoker (CR 9 humanoid wizard with spellcasting prepared).

Upon changing shape, does the Evoker gain its default equipment (quarterstaff) and would other humanoid forms gain their default equipment as well? Since it’s a polymorph, I would work under the assumption that the entire statblock is taken. Source:

  • “The dragon magically polymorphs into a humanoid or beast that has a challenge rating no higher than its own…”
  • “Its statistics and capabilities are otherwise replaced by those of the new form…”


One of the Evoker’s prepared spells is stoneskin, which requires a material component of 100gp’s worth of diamond dust. Would I have to provide that, or would it be assumed that the Evoker automatically comes with its own material components? (The “entire statblock” thing.)

Or is the above question irrelevant? Would an Evoker’s prepared spells fall under “Class Features”, and therefore an Archmage’s/Archdruid’s as well? Source:

  • “…except any class features or legendary actions of that form.”

Magic equipment vs sellable treasure in 5e

My group recently finished playing through the Tomb of Annihilation published adventure. It was most of our players’ first time with 5e (including mine), and one of the differences I noticed compared with previous editions was how limited the availability of magic items appears to be. In 4e, characters regularly collect powerful magic items as quest and combat rewards. They are expected to have, at minimum, a magic weapon, magic armor, and a magic neck slot item; and typically have many more (arms, feet, head, waist, etc). But by the end of ToA, we were level 9, yet not all characters even had a magic weapon, much less armor or protective items. We did pick up some items, but most were not broadly useful and would have been classified as “Wondrous Items” in 4e.

I’m not sure if this is a limit of the adventure, an accident of how my party approached the adventure, or an attribute of the 5e system itself. ToA doesn’t provide much equipable treasure from encounters; most of its rewards are miscellaneous sellables. Additionally, my group accidentally took the most direct possible path through the adventure, bypassing almost all sidequests and spending little to no time in any location other than the Tomb. So we were never in a position to sell those various gems and artworks, either to buy gear or do anything else.

However, from what I’ve read of 5e overall, it’s a much lower-magic system than previous editions. Magic items are considered rare and priceless, and there are few places to buy or sell them. On top of that, 5e’s “bounded accuracy” model means the system doesn’t expect players to stack up lots of small bonuses. This suggests 5e doesn’t require players to wield powerful magic weapons to fight high-level mosters; or to wear powerful magic armor to defend against deadly attacks. But that raises the question of, what are all those sellables for, if not to buy magic items?

I’m considering running a game in a homebrew setting, and trying to decide whether 5e is the right system to use (versus attempting to run 4e without access to all those lovely but unfortunately Silverlight-based web tools). The setting is fairly high-magic but does not contain a lot of large cities where players could do anything useful with sellable treasure, or find those rare few places to buy magic gear or other items.

Is it expected in 5e that players mostly receive sellables as rewards? If so, are players expected to sell the sellables for cash and then buy magic items? (And if so to that, then where do players buy magic items?) Or are players expected to not ever need magic items, and any cash they can get from sellable rewards is just a nice retirement cushion?

On the other hand, is Tomb of Annihilation an outlier in treasure distribution and in a different setting, players could expect to receive more magic items directly?

Gold per encounter with looted equipment

Here’s my scenario: CR 1 encounter (fast-paced) party is to receive 400 gold for the encounter. If I use, for example, a troglodyte, equipment is listed as 1 club, and 3 javelins for a total equipment value of 3 gold.

When rewarding the remaining gold for the encounter should I assume half price for equipment sold, or full price as purchased? That is, is the remaining gold 398.5 or 397?

How does spending cred work in The Sprawl when shopping for mission equipment?

My players have each bet 3 cred on the assassination mission they’ve taken, for a totally of 9.

During the legwork phase they decide to posion the target, and one of them hits the street to buy a contact neurotoxin. Due to bad rolls, this is going to cost them 8 cred.

Does this cred come out of the cred they have leftover after the mission bet? Or does it come out of the 9 cred they bet on the mission?

If it came out of the cred bet on the mission, does this affect the results of the get paid move at all?

Secure operation of IoT equipment?

In the light of recent events around Mirai not being the only IoT botnet, but being joined by IoTroop / IoT_reaper (see here and here ), I wondered what steps need to be taken to securely operate an IoT device. Obviously, just plugging the device into your public-IP internet connection is unwise. But I don’t feel that this is the usual deployment scenario. My personal setup is a rather typical home-user’s: ISP -> cable modem -> wireless router, and all computers/devices behind this router. This means that there is some firewalling between any given device and the internet. As far as my experience from several companies and universities goes, there is a similar amount of firewalling, if you’d plug your IoT device into any of their company-in-house-network sockets.

So, the first part amounts to the question: What (network) attack vectors need to be considered?

In the above-mentioned setup I regarded the IoT-device as not directly accessible from the internet. This does not seem to be true in the presence of an UPnP-enabled router. On several sites I found that deactivating UPnP increases your security. By my mediocre understanding what UPnP does, this seems very logical, as I don’t want insecure devices to poke holes into my firewall. But the same sites that suggest turning UPnP off, never seem to mention what possible side-effects this might have. (I read that some software like Windows Live Messenger relys on UPnP?)

Without UPnP, and without manually redirecting any ports to my IoT device, it seems that my IoT-device would need to make active connections. I can imagine two reasons to make such connections: Connecting to an automatic firmware upgrade mechanism, and to connect to a manufacturer/third-party service, which allows the device to be available from outside of my LAN (e.g. like the Ivideon service).

So, the second part of the question is: Do these active connections pose a threat? (Given that any accounts on such sites have decent passwords.) Does one need to be afraid of man-in-the-middle attacks on the FW-upgrade mechanism, or maliciously altered FW-images?

But what else am I missing out?

[ Of course, there are two most-basic suggestions, one hears on a daily basis: Change default passwords and apply firmware updates (if the manufacturer even cares to provide them). ]

Can a Skeleton created by Animate Dead use different equipment? [duplicate]

This question already has an answer here:

  • Can animated undead wear armor and use weapons? 5 answers

The description of the Animate Dead spell states:

The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the DM has the creature’s game statistics).

Assuming this means that the skeleton should use the statistics listed in the MM, I’d expect that a skeleton is able to use a shortsword and a shortbow. Would an animated skeleton be able to use any of the following equipment instead? Would it be considered proficient in said equipment if so?

  • A weapon of a different type (e.g. a longsword, longbow, crossbow)
  • A magic weapon of the same type (e.g. a +1 shortsword)
  • A shield
  • Armour

Can you repair magical equipment that has been damaged by a Zorbo?

Zorbos (from Tomb of Annihilation, p. 41) have the following Destructive Claws attack (emphasis mine):

Melee Weapon Attack: +3 to hit, reach 5 ft., one target. Hit: 8 (2d6+1) slashing damage, and if the target is a creature wearing armor, carrying a shield, or in possession of a magic item that improves its AC, it must make a DC 11 Dexterity saving throw. On a failed save, one such item worn or carried by the creature (the targets choice), magically deteriorates, taking a permanent and cumulative -1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.

Is it possible to repair a magical piece of equipment (+X armor, +X shield, ring of protection, etc.) that has been damaged by the zorbo’s Destructive Claws attack?