Planning for a long trip

Ovinomancer

No flips for you!
My party is being sent on an exploration adn colonization mission to an "undiscoverd country." It will invlove a long trip by sea, followed by construction of an outpost and exploration of the wilds. We have NO idea what's there, and no way to find out until we get there.

What supplies, items, tools, etc. would be beneficial or neccesary to bring. I'm not only looking for mundane things like flour and rope, but also nifty magic items that could improve our chances of a successful venture. Please keep in mind that our backers won't go hog wild on the magic, so creative but cheap is the way to go.

The party consists of ~20 3-6 level characters (we each have 4, not to be played at the same time).

Thanks
 

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Seeds and some livestock animals, chickens, goats, pigs.
Nails, hammers, saws, axes, anvil, a blacksmith and a builder or two.
Trade items: needles, thread, fishing hooks, blankets.
 

known spell components
a translator... tongues, comprehend language, telepath...
a way to shape stone or other material... druid.
a way to communicate back with your Home/Father/Motherland or quick escape back.
 


Decanter of endless water for the community the “town well” so to speak. Lesser versions of the decanter that creates a set amount of gallons per day for explorers. Murlands spoon, not so good in the taste department but good for group’s survival. And if they did want to go hog wild have the leader of the expedition have an Instant Fortress.
 

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