Must-have adventurer's kit?

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alcyone
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Must-have adventurer's kit?

Post by alcyone »

What's your go-to adventuring kit, something you can buy with 1-2x your starting gold, can carry with a bearable encumbrance penalty, where everything has a reason to be there, especially but not necessarily from the official C&C materials?
My C&C stuff: www.rpggrognard.com

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Rikitiki
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Re: Must-have adventurer's kit?

Post by Rikitiki »

Hmmm...

Belt & 2 belt pouches:
mirror and gloves in one, flint & steel & candles in other
Backpack with:
Rope & hook, torches or lantern, flask of oil (maybe two), iron rations,
Daggers - one in boot, one on belt, throwing one behind neck
Main weapon - depends on class & size:
Fighter/Ranger = Sword & Bow (silver-tipped arrows)
Cleric = Mace, though hammers are better for throwing
Mage = Staff, add daggers when 2nd weaponed
Theif = Sword (short if Hobbit, etc.), daggers (many-many), garotte

That's all I can think of right now...

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Breakdaddy
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Re: Must-have adventurer's kit?

Post by Breakdaddy »

Thats a good list. I'd add spikes/pitons and a bottle or two of holy water. That would likely be good enough for me.
"If you had not committed great sins, God would not have sent a punishment like me upon you."
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Omote
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Re: Must-have adventurer's kit?

Post by Omote »

Always carry two belts. Always.

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Breakdaddy
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Re: Must-have adventurer's kit?

Post by Breakdaddy »

Omote wrote:Always carry two belts. Always.

~O
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Just Jeff
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Re: Must-have adventurer's kit?

Post by Just Jeff »

The handiest things I've ever had in my pack were a 19th level ranger, a 15th level fighter/magic-user/thief, and a 13th level bard. (Fighting our way in wouldn't have gotten us very far, but me burgling us in and then fighting our way out was full of all kinds of win. ;))

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GameOgre
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Re: Must-have adventurer's kit?

Post by GameOgre »

* Below is the minimum requirements for my adventuring needs.

10 man Tent "for those on the road war-room meetings!
Folding chairs and Fold out picnic table.
Portable Forge
10 Shovels"for digging your nightly moat!"*Requires portable endless water source,
Portable wooden palisade walls with removable Gate.
Enchanted Picnic basket with small portal to A list Taverns in Greyhawk"No reason to skimp on Dinner when on the go!"
Fold out Door frame with Mordenkainen's magnificent mansion perm enchantment on it so that deep in the dungeons one can still keep up with a gentleman's standards.
Enchanted Boombox from that time traveling adventure from years ago that plays 1990's rock and roll,now powered by magic! No batteries required!
Air Elemental with both fire and Ice Elemental on stand by for air conditioning"I find that sometimes while deep in a Megadungeon I need that little extra something to fall asleep after a long day.
Soap 2 bars
Perm Continual light stone.
Perm Continual darkness stone.(for times when I need to get to sleep during the daytime)
Perma-charmed mimic that holds the chest form with legs so that he takes care of all our carrying needs. Who wants to lug around all that weight while on the go.

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Relaxo
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Re: Must-have adventurer's kit?

Post by Relaxo »

I think Rikitki has it covered, really.
I always like Chalk and Marbles. sounds silly, but chalk to mark your path thru dungeon, marbles to find slopes if no dwarf, but also as poor man's caltrops and can toss to make little distracting noises. A pot of grease can make an impromptu trap.
Rope, silk if can afford it, cheap Hemp if no encumbrance rules LOL
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Dead Horse
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Re: Must-have adventurer's kit?

Post by Dead Horse »

Equipment bundles


Pack 1, Delvers bundle

Backpack 2g
Bedroll 1s
Belt pouch large 1g
Blanket, winter 5s
Canteen ½ gallon 2g
Flint and steel 1g
Hammer small 1g
Lantern hooded 7g
Oil 6 flasks 6g
Pitons / spikes 10 1g
Rope 50’ hemp 1g
Sack large 2 1s
Torch 5 5c
Whetstone/weapon kit 1g

+provisions cheap

Water skin 1g
Dried Rations 2 weeks 6g

Total 32 gold


+ provisions good

Water skin 1g
Cheese block 2 4s
Rations 2 weeks 6g
Beer ration, daily 7g
Tea 1month supply 1s
Wine, fine 2 bottles 20g
Pipe, and 2 weeks pipe weed 6g

Total 65 gold

Pack 2, Cleric kit

Candle 5 sticks 5c
Holy symbol wood 1g
Incense sticks 6 6g
Prayer beads 2g
Wolves bane 2g

Total 10 gold

Pack 3, Mage kit

Case, scroll or map 2 2g
Chalk dozen pieces 12c
Flask 6 18c
Ink 3oz 24g
Paper 10 sheets 10g
Quill 3 3s
Wax, sealing 3 3g
Tongs 6s
Vial 6 (1oz) 6s

Total 4o gold

Pack 4, Rogue gear

Belt pouch small 2 1g
Case scroll or map 1g
Chalk 3 pieces 3c
Chisel 1g
Cord 50’ 5g
Crowbar 2g
Dust, bag of 3 -
File metal 1g
Pitons/spikes 10 1g
Rogues tools 30g
Sack small 1s
String 50’ 4s
Vial 4 4s

Total 40 gold
Please don't beat me.
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Rikitiki
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Re: Must-have adventurer's kit?

Post by Rikitiki »

Damn! I've been dungeon delving for (counts fingers) 32 years and,
sheesh...yeppers, I forgot spikes an holy H2O <slaps self on forehead>.

That could get me seriously vamped, ghouled, ghasted, etc.
Thanks for that, Breakdaddy...see? 'Tis our party-members who remember what we don't.

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GameOgre
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Re: Must-have adventurer's kit?

Post by GameOgre »

Geez am I the only person playing a 18+ Level Wizard?


or just the only one not helping the OP ....fine fine..looking back over the list....sigh......

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GameOgre
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Re: Must-have adventurer's kit?

Post by GameOgre »

Chalk and Marbles as mentioned above but for sure those two things will make or break your Delve. They both have so many uses its not even funny.

Also the two are some of the most overlooked.

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