1001 things any adventurer worth his salt wouldn't leave town without

Post/Author/DateTimePost
#1

gwalchvad

Aug 17, 2009 13:00:39
So here is the game...

item, quantity, cost, weight
no more than three items per post, can be related or not.
mundane items only magic armor and weapons are expected
max price for a single item 1000gp

ready go;
1 Explorers Outfit 10gp 8lbs
1 Backpack 2gp 2lbs
1 Winter Blanket 5sp 3lbs
#2

jimmy_631

Aug 17, 2009 13:42:16
Here is the 4e bag of basic crayola.

Standard adventurer’s kit 15 gp 33 lb.
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Flint and steel 1 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (10 days) 5 gp 10 lb.
Rope, hempen (50 ft.) 1 gp 10 lb.
Sunrods (2) 4 gp 2 lb.
Waterskin 1 gp 4 lb.

Convert to... 2.75th edition.

Alternatively, you can let the find Handy Haversacks as part of treasure. They can't put anything in them because they are curiously full. And since they don't know what is in them, it's a dice roll every time they reach in and and try to pull out what they are thinking of.
#3

ADHadh

Aug 17, 2009 14:24:24
Alternatively, you can let the find Handy Haversacks as part of treasure. They can't put anything in them because they are curiously full. And since they don't know what is in them, it's a dice roll every time they reach in and and try to pull out what they are thinking of.

And change it's name to Presto's Hat :P
I'll write something on-topic later.
#4

sockmonkey66

Aug 17, 2009 14:37:49
A crowbar.
Why the heck it isn't listed in the character builder I'll never know.
#5

williamtanner

Aug 17, 2009 15:26:03
Gonna need a simple knife.

Cutting a slice of waybread with the same sword you just killed an orc with isn't very hygenic.
#6

koradzi

Aug 17, 2009 15:48:10
3 Bars of Soap - 15sp, 3lb
1 Iron Cookpot - 5sp, 10lb
5 Pieces of Chalk - 5cp, <1lb
#7

shadow_viper

Aug 17, 2009 17:11:04
http://forums.gleemax.com/showthread.php?t=1220260


http://forums.gleemax.com/showthread.php?t=187216
#8

oxybe

Aug 17, 2009 17:13:55
from my own actual backpack:

writing kit - pencils and a notepad in my case. i also carry a sharpener & case to hold the shavings. for an adventurer this would be ink & inkpen/chalk and paper/scroll/empty spellbook. keeping notes is always nice. you never know when some bit of information will come up and you don't want to forget it.

and for an adventurer, a quick etching of something now, or writing down a riddle when you find it can mean less backtracking later.

a towel/terrycloth - a nice thick towel can serve multiple uses: pillow, covers harmful things you might step on (broken glass, ect...), dries you off, cover stuff with it, ect...

sewing kit - needles, scissors/cutting tool, thread, pins, extra buttons, patches, ect... i'm not ashamed to say that i never leave home without it.

first aid kit - i do have one on me. it has various bandages, sanitary wipes, ibuprofen, a few antacids, ect... for an adventurer this would be a compartmentalized grouping of herbs/roots/leaves/ect...

knife - i carry my exacto-knife with me. why? because a blade is nice to have. for an adventurer this would be a "masterwork" dagger type thing.

lighter - i'm not a smoker, but a light is nice to have. the flint/tinter covers this for your average adventurer. a torch/candle also benefits from this.

eating utensils - ok, it's a spare pair of chopsticks that i only have because the Thai food place either forgets to give you one or gives you an extra. they're weird like that. still nice to have.

a mug with a cover - i use it to carry my drink at work & at play. a thirsty oxybe is a grumpy oxybe. a dehydrated adventurer is one in deep trouble. always have a full waterskin if you can.

things not in my backpack that an adventurer should have:

thick leather gloves - to handle sharp/dangerous things you don't want on your fingers

survival kit - fishing line+hook, flint/tinder, compass, small blade, ect... even though you're not in a situation where you need to survive, the tools inside are great

a prybar/crowbar - fear the lever! also a club! the fighter's answer to the "thievery" skill!

a hammer - make sure it has a claw to help remove what you drove in.

pitons (used with hammer) - used with rope, you have climbing gear. used with fishing line, you have a tripwire. used with a cloth, you have a marker. can also act as a makeshift wedge.
#9

themocaw

Aug 17, 2009 17:40:58
Salt.

Seriously.
#10

RPJesus

Aug 17, 2009 19:31:13
Gonna need a simple knife.

Cutting a slice of waybread with the same sword you just killed an orc with isn't very hygenic.

This. One of my mantras is "Always bring a dagger."
#11

sockmonkey66

Aug 17, 2009 23:40:26
A change of clothes. Seriously, no innkeeper is going to let you in decked out in full armor and weapons because it makes you look like you're just begging for trouble.
#12

baconated

Aug 17, 2009 23:43:46
Not sure of costs or weight.. but... "off the wall" items I usually carry


2 pieces of chalk
1 Five-Foot length of chain
1 pair of manacles
1 bar of soap
1 large plain candle
1 signet ring
1 blank signet ring (un-carved)
1 10 square foot patch of canvas
1 Holy symbol for each of the 3 major religions of the country
2 flasks of oil
1 tin flask
2 waterskins

When I play a Rogue in a game where the DM allows poison, I carry a flute with me, with poison needles stashed in tiny sheaths inside it.


A change of clothes. Seriously, no innkeeper is going to let you in decked out in full armor and weapons because it makes you look like you're just begging for trouble.

Thats why I LOVE the Summoning Armor.. after the fighting's done, it Poofs away as a minor action. When Combat begins again, I poof it back as a minor action. Dont have to worry about being ambushed while sleeping and fighting unarmored either.
#13

kenlar

Oct 20, 2009 3:04:27

Additions from my own experience:


Spare clothes: You never know when you'll need it.


First Aid Kit: As someone else mentioned. Even in DnD, healing word or lay on hands isn't going to fix a broken arm easily. Or a foot.


A torch: Good for finding your way in dark areas. Or for putting your "allies" on fire.


Standard Adventurers Kit: If you have it, you may not need it. If you don't have it, you will need it.

#14

lordicefalcon

Oct 21, 2009 16:10:53

A personal favorite of mine is Caltrops. though they havent been put into effect in 4E, These little guys really help me escape some really sticky situations. Here are some things I would never leave without:


Disguise kit - +2 to bluff checks when sneaking around. awesome


A grappling hook


belt pouches (3-5) great for small items


residuum - great for casters


Fancy clothes - for those times you will need to attend balls and such or have a hot date with a noble lady


Chalk


Inkwell and quill


Signet rings


candles for rituals


 

#15

deadplatypus

Oct 21, 2009 16:23:24

Gonna need a simple knife. Cutting a slice of waybread with the same sword you just killed an orc with isn't very hygenic.

This. One of my mantras is "Always bring a dagger."


Same, except I always say, "You can never have enough daggers."

On topic:


A game of some sort to pass the time. Just a simple deck of cards is usually enough.

#16

kenlar

Oct 23, 2009 2:35:37

A spoon: You don't know if you'll ever be needing it.


Extra shoelaces: Shoelaces tend to snap when you don't want them to. Alternately, use your bowstring (though ranged attacks will be difficult).


A few commoners/bards: You need someone to annoy the crap out of you. Also, they make good one-shot meatshields.

#17

The-Mage-King

Oct 23, 2009 7:31:17

...Gonna need more rope...

#18

CaptainX

Oct 23, 2009 7:33:06

What, no 10' pole?

#19

gagnrath

Oct 23, 2009 11:04:34

Shovels and bags almost no one else carries a shovel and vew others carry bunches of cloth bags they are both cheap and useful.

#20

frostwolf

Oct 24, 2009 0:14:35

3 jugs of shapesand. Ta daa! Now your a wisdom check away from any non magical items with a total weight of up to 36 pounds. Like a set of cloths. keep in mind, you don't count the weight of the cloths you are wearing.

#21

lord_raziere

Nov 01, 2009 11:49:54

Standard Adventurers Kit


Everburning Torch


knife, you don't know how many problems these things can solve.


good thick warm clothing in the case the weather decides to be a jerk.


10 ft long pole no wait, make that 11 foot.


extra boots, always get extra boots.


healing potions.

#22

oxybe

Nov 01, 2009 12:53:37

the 10 ft pole isn't that useful. the Fishing Gaff is the superior choice as it can both poke/prod AND hook things.

#23

tkxmuse

Nov 01, 2009 19:07:17

An adventurer couldn't possibly carry all those things, right? I reccommend BAG OF HOLDING, you can never have enough extradimensional space!