Adventurers Toolbox [Archive] - Wizards Community

Post/Author/DateTimePost
sevenlittlelambs

04-17-07, 04:32 PM
Hey all...

I had what i think is a pretty cool idea a short while ago... enter the adventurers toolbox:

The purpose of the Adventurers Toolbox is to supplement the basic starting package and expand such to include various other items of both magical and other natures in order to allow a party to function in virtually any situation.

so far i have the following:

(THE LIST IS FROM MY OWN CAMPAIGN, SO PLEASE FORGIVE REFERENCES TO CHARACTERS)

Mundane

Weapons and Armour

· Morning star. It’s a single handed weapon with good damage (1d8) useable by all classes (simple melee weapon). It also provides both bludgeoning and piercing damage so it is useful for overcoming damage reduction related to either.
· A Sickle. Its light, simple and cool. Also useful against 10/slashing creatures.
· Dagger. Simple weapon usable in grapples with a decent critical. Can also be used as an emergency thrown weapon. Is also a combo piercing & slashing. Useful against damage reduction creatures.
· Light crossbow and 10 bolts – usable by all and decent damage and range increments for emergencies.
· Sap. Could be useful against other party members in enchantment situations. It also appears to have damage of 1d63! (pg 116 PHB if you don’t believe me)
· A chain shirt. Can sleep in. Best of the Light armour and least likely to negatively affect anyone who uses it.
· A buckler. Best of the shields, usable by most classes.

Equipment

· Caltrops. Just useful.
· Candles. Useful… if dark vision fails us… also provide wax... which could be useful… come on… they are so cheap!!!
· A flask. For urine samples or other liquids we need to carry.
· Hammer. For pitons.
· Pitons. For hammer.
· 50 foot silk rope. Cos you never know how deep that pit is.
· A common lamp
· Oil for the lamp or for creating slippery surfaces.
· A chain, a lock and manacles. For really slippery bring them back alive missions.
· An expandable pole. For high jumping or poking at the floor when Kalthar is missing…
· A portable ram. (But hey? Isn’t that bordek?) this baby gives you +2 on breaking down doors and can be used by two people, only one having to roll, giving you a further +2 bonus!
· A tent… for cold weather… (I don’t care if the sun don’t shine, ‘cos I get my loving in the evening time).
· A Sledge. Just is case we need to kill Bordek.
· Signal Whistle and Bell. To wake up others or indicate location.


Alchemical / Special

· A couple of Antitoxins. Useful when going to the cave of spiders with foreknowledge.
· Smokesticks. For confusions sake
· Tanglefoot bags. Might be useful in torture situations.
· Sunrods. These can be dropped down deep dark holes, beyond the extent of darkvision…
· Thunderstones. Useful distractions.

Tools and Skill Kits

· Masterwork (+2) Climbers Kit
· Masterwork (+2) Disguise Kit
· Masterwork (+2) Healers Kit.
· Masterwork (+2) Repair Kit. For warforged?


Magical

Basic Equipment

· Day strider capsules – good for long walks (complete scoundrel Pg 110).
· endurance elixer – good for long walks (complete scoundrel 110).
· Gut mites – destroy swallowing creatures! (complete adventurer 118).
· Rust monster wand - eat through locks or walls (complete adventurer 120).
· Noxious smoke stick - Like smoke stick but cooler. (121 eberron campaign setting).
· Safewing emblem – 250 gp = featherfall for free. (Races of the wild pg 173).

Potions

· Cure Critical Wounds. For when Bordek goes down. Sincere
· Potions of healthful rest @ 50gp – new spell potion – double hit points regained during the day. (Complete Adventurer).

________________________________________ _________________________

Anyhow, i was hoping some people may have suggestions as to further items.

ta.

N