Mundane stuff in my rogue's bag of goodies

Sqwonk

First Post
I am creating a 2nd level rogue for an all-dwarf campaing that will be starting soon.
Part of my "schtick" is to have a weird variety of semi-useful stuff in my bag. Like Felix the Cat. The items must be small & light (encumbrance) and non magical.

My list so far:
  1. crowbar
  2. smallmirro on a stick for around corners
  3. chalk
  4. playing cards - naked bearded dwarf women
  5. cards- marked
  6. dice
  7. dice- loaded
  8. tinderwigs
  9. whistle
  10. dog whistle
  11. acid in steel flask
  12. needle and thread
  13. sunrod
  14. kazoo
  15. empty scroll tubes
  16. small lump of clay
  17. bell
  18. ball of yarn
  19. empty sack
  20. salt & pepper
  21. extra pair of socks
  22. tweezers

Can you - the ENWorld throbbing brain think of more?
Mercee Buckets
 

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Carry a few small spindles of differently-colored string. Could be useful at some point for a trail, and could blend in with the environment to be used for traps, alarms, or for leaving a trail for yourself that other folks/monsters might not see on the same-color ground, and which they might not think to look so closely for. Probably make sure it's fairly strong string, could be used at some point for some device or other. Carry a few small bells that can be easily taken apart, so they don't make noise except when you put them together and set them up on the strings around your camp's perimeter or something. Maybe carry a few short wooden stakes, or some climbing pitons, for tying the string around at some point for these little perimeter alarms. And stakes might be useful if you encounter a vampire. :^D

Bring a small coil of maybe 10 feet of rope (might smaller and lighter than a normal coil, since it's so short). Never know when you might need a short length of rope to escape a pit, help an ally out of a pit, cross a pit (grappling hook or something to stick it on the other side, a few pitons to secure the end on your side). Could also use a short rope to tie onto a lever or the like, then yank on it from a short distance to avoid any short-reaching traps.

A handaxe (aka hatchet) or small hammer of some sort might come in handy eventually. One or two dozen nails would also be good. A small vial of glue or solvent could also prove handy in some situations.

A pet spider or three, of the hand-sized varieties, in a small wooden box (make sure it has plenty of tiny ventilation holes on a few sides, of course), because you never know when you'll need to spook some girl, child, or pansy. Or some cooks in the kitchen. Or some foppish aristo who doesn't know the difference between a fist-sized furry spider and a deadlier kind of spider. Who knows, it might even be an enticing morsel for bribing a goblin, kobold, or the like, into helping you or giving you directions.

A flask of grease or oil, likely of the sort normally used with cooking utensils or something, would probably be reasonably cheap and could be useful in covering an escape route to slow down pursuers or something, or for some impromptu traps. You could also set the stuff on fire probably with a tindertwig if necessary for a particular distraction or obstacle, or for scaring off trolls, insects, and wild animals (even dire animals will be extremely hesitant to go near or through flames to reach a meal).

A tiny bag of pollen, spores, dust, pepper, or the like could be handy for opening and tossing at nearby enemies, particularly those with the Scent ability, as a serious distraction (I imagine the sneezing and/or coughing and/or eye-rubbing would probably be statistically the same as the Nauseated status). A vial of fish oil could probably throw off a scent trail or something.

A small bag or two of marbles, perhaps. Likely made from wood or cheap stone. Might find a use for them in a pinch.

A rock. Maybe fist-sized or half that. You never know when you might want to chuck a rock at something to dislodge it, make a distracting noise, break something, taunt an opponent with a painful incentive, or test a potential pressure-plate or other suspicious spot from a safe distance.

A sizeable chunk of pyrite (fool's gold). Might serve the same purpose as the previous suggestion, and could use to bribe someone in a pinch, since it's hard to tell the difference between it and real gold unless you're pretty mineral-savvy or follow certain professions. Pyrite is going to be immensely cheaper to acquire than an equal-sized chunk of gold. As an alternative, you might carry a small bag filled with pyrite dust, fulfilling one of the aforementioned uses for powder, while also being useful for less-than-honest bribery.

Bring a sheet or three of paper, and some black chalk/coal or something to rub out patterns or whatnot on it, in case you need to copy something quickly. Even if you can't read or decipher it, you might be able to find a sage who can.

A compass could be handy, if they exist in the campaign setting.

Go-go Dwarf MacGuyver! :lol:
 

Don't forget the small bag/pouch of flour for revealing invisible foes and/or those times when you REALLY need cookies.

A corkscrew. Just because you never know what something like that might be useful for.

Flint and steel.

Possibly a bit of sulfur or something similar you can burn if you're in need of a minor distraction.

Too bad duct tape and chewing gum don't generally exist in D&D campaigns...
 

Sqwonk said:
The items must be small & light (encumbrance) and non magical.

My list so far:
  1. crowbar
  2. small mirror on a stick for seeing around corners
  3. chalk
  4. playing cards - naked bearded dwarf women
  5. cards- marked
  6. dice
  7. dice- loaded
  8. tinderwigs
  9. whistle
  10. dog whistle
  11. acid in steel flask
  12. needle and thread
  13. sunrod
  14. kazoo
  15. empty scroll tubes
  16. small lump of clay
  17. bell
  18. ball of yarn
  19. empty sack
  20. salt & pepper
  21. extra pair of socks
  22. tweezers

Can you - the ENWorld throbbing brain think of more?

1) Combine a Handaxe, Hammer, Throwing Axe, and Prybar into one; a Hammer-backed Handaxe with the Prybar sticking out of the top of the handle. Add the prices of all four, then Masterwork it, and have it balanced for throwing, as a Throwing Axe, as well. Besides its obvious uses in combat, the Masterwork Prybar will add +4 to STR rolls for opening doors, etc.

2) Do the same thing with a Shortsword and throwing Dagger.

3) Have a MW Grapnel made for you, which folds, and is less bulky (1#).

4) MW Thieves' Tools. Even if you can't use them.

5) A roll of four colors of snare wire (black/grey, brown, sand, and green), 40' each, on a spool.

6) Baking Soda. Will do everything flour will, and is good for neutralising acid, as well.

7) Rope. No excuse not to have it!

8) Lime wood strip. Useful for slipping between a door and its frame, for raising latches, bars, opening some locks (like a modern credit-card), etc.

9) Candles. Yes, I know Dwarves have Darkvision, but it's color-blind. You can't tell Green Slime from black! Candles are cheap, and light.

10) It's magical, but the Everburning Torch will last longer than anything else, and is easy enough to get. The Sunrod should only be used in an Anti-Magic area.

11) Candle Lantern. Keeps it from being blown out, allows it to be hung, allows light to be hidden, at need, etc.

12) Smokestick. No cover to hide in? Make your own! (Tape or tie a Tindertwig to it, for quick & easy lighting!)

13) Oil. For oiling things.

14) Alchemist's Fire. For burning Trolls, and things.

15) Holy Water. For burning what fire and acid can't.

16) Tanglefoot Bags. For blocking doors, stopping (or at least slowing) opponents, etc.

17) Thunderstones. For nixing casters with the 20% Spell Failure chance, and "blinding" things like Dire Bat Druids.

18) If you have a Dwarven Rogue, ask the GM if he can get a custom-made suit of (Studded) Leather Armour with a Climber's Kit built-in (no extra weight) for the +2 Circumstance Bonus to Climb checks.

19) If an archer, take Point Blank Shot & Rapid Shot. Have arrows rigged up with special heads and/or hollow shafts. Alchemist's Fire Arrows, Match-head Arrows, Holy Water Arrows, Match-headed Smokestick Arrows, etc.

20) Take a braided steel wire and attach rings to a piece about 30" long. Between the two rings suspend a piece of beaded necklace chain, holding the saw in a circle. Put the whistle and mirror on this chain, along with a small, sharpened piece of steel which can be used for cutting bonds, in a pinch. Add a couple of Snap-swivels hanging from the rings, and attach a compass to one (if the GM allows them), and the flint & steel (or better yet, a tinderbox) to the other. Wear this necklace (and if it becomes hung up when you fall, the beaded chain will break). If you add the tinderbox, you can add some tinder, Tindertwigs, and small things like a candle, needle, and chalk, too.

21) Vest. If you can't/won't get a magical Vest of Escape, a simple vest of many pockets, such as is used by Fishermen, will allow for the carrying of many small, useful items.

22) Waterproofed leather cloak, with hood, with a button-in wool liner, buttons down one side and button-holes down the other, grommets along the outer edges for staking it down in high winds... Two of these, buttoned together face-to-face, will yield a small two-Dwarf tent, if needed. Otherwise, it can serve as a makeshift sleeping bag/liner in damp conditions, and keep the rain off your heads.

23) You may or may not want to include a box of caltrops, for slowing pursuit.
 
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Sqwonk said:
  1. acid in steel flask

Just for the sake of using my position as chemist for something gaming related...acid and metal don't get along that well. Glass or ceramic is your best bet. While yes, Nitric acid is used to passivate stainless steel, stainless wasn't really created until 1913...well into our industrial revolution. Keeping acid in a steel vial is asking to have a chemical burn at some time in the future.
 

Never hurts to have a fish hook or two. Useful for snagging light objects, fitting in at a piercing festival, or lowering the wizard's mouse familiar down a well.

If you ever get into magical items, a +2 fishhook of bass slaying can be quite useful.
 


Most of my answers have been taken but here are a few goodies for the coniving rogue:

1) Skunk anasee - nothing better for throwing bloodhounds off your trail than good 'ol skunk pee.
2) Dog pepper - A special blend of spices guarenteed to mess up 'ol Fido's sense of smell for a good long time
3) Glass beads cut into gem like shapes - makes a great semi-intelligent monster distractor in dungeons, even better in a crowded city street when you're being followed - instant riot
4) Weaponblack - alchemical substance used to hide the glint of steel until after its too late (first weapon use)
5) Housbreakers dagger - a wide thin knife used to jam in between bricks in a wall or the like, instant hand holds to add to your climb (useless in combat though)
6) Twine - rope is fine but it makes lousy tripwire for traps - Piano wire also works well
7) Soap (bar) - great for crafting make-shift official seal stampers (needs sealing wax)
8) Sealing wax - how else can you forge official seals (see #7 above)
9) Sewing needles - great for "dart" traps when used with contact poisons
10) Knife - lousy for combat, great for crafting items usable in traps, cutting ropes, carving wood or soap (see #7), etc
11) Charcoal - great for covering up shine on exposed skin
 

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