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<blockquote data-quote="Imagicka" data-source="post: 2230352" data-attributes="member: 4621"><p>...demiurge1138, I was just thinking the same thing...</p><p></p><p>The Hitchhiker's Netbook to the Dungeon. (v0.001)</p><p></p><p>Introduction</p><p>This is a summary of the thread of Unexpectedly Useful Items. A discussion about what useful items every adventurer should have. I have broken it down so that whenever credit can be given, I have posted credit, as well as a section for submission. </p><p></p><p>I would like to hear some more ideas and see posting of more objects, I would like to see this grow...</p><p></p><p></p><p><a href="mailto:ThirdWizard@enworld.org">ThirdWizard@enworld.org</a> submitted:</p><p>Using an excerpt from the AD&D 2E PHB and Wild Gazebo's rope post:</p><p></p><p>The Hitchhiker's Guide to the Dungeon has this to say about pit traps. Adventurers have a marvelous (and, to the gods, vastly amusing) tendency to fall off things, generally from great heights, and almost always onto hard surfaces. While the falling is harmless, the abrupt stop at the end tends to cause damage. We at the Guide reccomend that all adventurers bring with them 65 feet of rope at all times. While the normal length of rope seems to be 50', we find that despite this (or possibly because of this according to Mun Ch'Kin the Mad) most of these falls will just happen to be just over 50 feet.</p><p></p><p>It was speculated by The Spian Barnstormer that rope is also useful in tying up captives. After polling many adventurers in varous dungeons around the world, we at the Guide are still not sure what this "captive" is, but we shall endevour to have this information ready for the next edition.</p><p></p><p>1. Rope, at least 50' to 65' of hemp rope. Also, it is suggested 30' of silk rope.</p><p>2. Towel, it is recomemded to have at least 2 blanket-sized towels that are quite soft, fluffy and absorbant</p><p>3. A sack of Flour, (various uses), as The Shaman said, "It can be used as a track trap to detect the passage of critters by spreading it on the floor, it can used like bread crumbs to mark a path (or escape route) through a dungeon or wilderness, it can be used to help detect invisible things, it can be used as a disguise against low Wis monsters ("I'm a ghooooooooossssst! Whooooooooooo!"), and it can be used to make yummy biscuits." </p><p>4. 10-foot pole.</p><p>5. A sack of Marbles, (Used to pass the time away in camp, an impromptu level of sorts, or spread across the floor to force balance checks.)</p><p>6. A Writing Set, ink, an inkpen, parchment/vellum and a scroll case.</p><p>7. Grappling hook, as boredgremlin said, "Necesary for climbing up walls, can be whipped out and hooked into protrusions with a reflex save if the character is falling, makes a handy club with a bonus to trip attempts, allows a player to whip his rope around a foes neck or legs. You can use it to throw a rope down a hallway and pull it back to set off traps, or whip it around corners to see if it hits someone hiding there. Lol when i am a player i never leave home without my trusty grappling hook."</p><p></p><p>Roadkill101 also gave us good advice as for the uses of a knife and some rope, "I remember learning in Boy Scouts, the only two things absolutely vital to survival are a knife and some rope. From there a person who knows what they are about can fashion everything needed to survive off the land. Although I believe this to be highly debatable depending what the local geography and environment is like.</p><p>"To that list I would add, a hatchet (also serves as a hammer) for dealing with anything wood bigger than twig (try cutting down a sappling with a knife). A bit of flint and steel for starting a fire. A canteen or waterbottle of some sort. An Entranching Tool (small folding military shovel) for any small earth moving projects. And a couple of blankets or small canvas tarp."</p><p>For gaming purposes I also add a some sticks of chalk (perhaps of several colors) to mark my way for underground settings."</p><p></p><p>boredgremlin included, "Something to hold water is nice but a knife can get you that.</p><p>1) you wanna get a sapling up? You dont cut it. You hit it real hard, you shake it side to side until its roots are loose in the ground. If its still to hard to pull up then you push it over till its flat on the ground then pull it back up. If you still cant get it up (wuss) you cut down and sever its roots. After that it will pull up fine.</p><p>"2) canteen is good. But you can do without depending on your enviroment. In many places there are melons you can cut down and hallow out. Even here in the southwest or other hot dry desserts you can find water if you dig. You just move slower in overland type speed. Any cluster of scrub brush has some water in it. It is is brown, bracky, mineral and tastes like crap. Might give you mineral poisoning if you keep it up too long. But in the short term a good dessert rat (I am one, i can use the term) deosnt even need a canteen if he has a solid broad, thick bladed knife. A good thick broad knife is the ultimate tool. Give it solid manufacture and a halfway flat handle and it even replaces a hammer.</p><p>"3) flint and steel. Dont need it with a knife. A knife ran lengthwise against a rock produces sparks. And can start a fire.</p><p>"4) entrenching tool. These are nice. But a knife can duplicate it. If your using it as a tool and not a weapon and care about the edge. You can also cut wood to dig with or find a rock whose shape works. Or in soft ground human hands work best of all.</p><p>"5) blankets. Hard to replace but in most climates digging a small trench to sleep in and building a nearby fire (using your knife per #3) can suit well enough. You dont have to be comfortable. Just not suffer anything to affect your combat effectiveness.</p><p>"6) chalk. Cant argue this one for dungeon crawling campaigns. Its cheap and can save your butt. I definately agree even mainly outdoor adventurers should have chalk. Good catch, stealing that to add to my campaigns basic pack. I let the players buy a basic pack with the wieght and cost allready figured out. Along with a list of whats in it. Chalk is definately going under the strongly recomended section there. Thx.</p><p>"7) A big towel and a small blanket are basically the same. So unless your figuring the small thing towels (i hate those) the suggesions for one should work for the other.</p><p> </p><p>8. Knife</p><p>9. Hatchet</p><p>10. Canteen/Waterskin</p><p>11. Entrenching Tool, (for digging pits, foxholes, digging for things, burying things. Wedging/prying things open)</p><p>12. Chalk, ((various colours if possible), marking locations, leaving messages, navigating mazes, writing and drawing on walls/ground)</p><p>13. Fish Hooks, 3-5</p><p>14. Small Metal Mirror, (signaling comrades/help)</p><p>15. 300' ball of twine/string, (everyone needs string!)</p><p>16. 10' spool of wire, (for trip-wire traps)</p><p>17. A small bag of fine white sand, (replacing that big-headed budda statuette made of solid gold with that bag of sand. Not to mention it can be used as a timer...hole in bag lets the sand run out and make it lighter...)</p><p>18. Hammer and 10 pitons, (keep doors and coffins shut.)</p><p>19. Wax for seals, (for sealing things of course... like that nasty genie in his bottle.)</p><p>20. 5' of boot lace, (for reasons unknown)</p><p>21. Tindertwigs, at least a dozen</p><p>22. A roll of black electrical tape, as well as 5 rolls of duct tape (if technology allows)</p><p>23. Big Bowling Ball-Like Stone, (set off traps, and to roll downhill on your foes)</p><p>24. One-Pound sack of Pepper (the hotter the better) for combating creatures that hunt/fight by scent.</p><p>25. Soap, the Kamikaze Midget said, "You'd be surprised how many hobogoblins you can bully into performing various humiliating tasks when you thrust a perfumed bar in their face and threaten to make them all smell like that all the time."</p><p></p><p>26. A flask (storing important liquids such as potions and whiskey)</p><p>27. Oil, cooking, lamp </p><p>28. Paper (for writing upon)</p><p>29. Rags (for cleaning up messes)</p><p>30. A dish or pan</p><p>*26-31: You can survive forever with that kit. You can light fires, catch prey, make some basic accomodation, Store food away from carrion eaters, keep your food cold (if you're near a river), dig a pit.</p><p>31. Torches, (lights the darness, keeps foes at bay, signals over great distances, sets fire to things, the tool of the angry mob, can be used as a weapon...)</p><p>32. Chocolate/Candy, (keep those retched little monsters away... goblins... faeries... children...) perferably little balls so you can use them in a sling/slingshot.</p><p>33. Rustproofing Tinting Kit</p><p>34. Pickaxes, Shovels, Pry-bars, Saws, Tools</p><p>35. Chickens, Pigs (both as a source of food and a trap detector, or to start a fire under a wall)</p><p>36. Bull's Eye Lantern, (can be used to create sliver of light, spotlights, or used as a good ol' lantern)</p><p>37. Unseen Servant, (Being able to cast Unseen Servant is one of the best tools, using it to manipulate things you don't want to touch or can't touch. Or using it at a trap detector.)</p><p>38. Various Simple Spells (a lot of spells have great utilitarian purposes)</p><p>39. 2' Foot Long Tongs, with rubber handles if possible (for grabbing things you don't want to touch from cursed items to cooking popcorn) </p><p>40. Appropriate Clothing</p><p></p><p>Steverooo said the following about clothing, "Clothing is always your first item of survival equipment, as you are almost never without it. The above item is the 13th-Century equivalent of the US Army (and other countries' militarys') poncho and liner... A waterproof outer cloak with drawstrings at waist and hood. A button-in wool liner, for warmth (which can also be used as the infamous towel or blanket). Grommets along the cloak's edges allow it to be staked down, and two, buttoned together face-to-face, make a two-man tent. Either can be used independently as rainfly, sunshade, etc.</p><p>"Bootlaces should be replaced by (or supplemented with) slings. A few bullets or rocks gives you an impromptu missile weapon. In fact, anything rolled and tied (blankets, bedrolls, towels, etc.) should be tied off with slings. Including long hair (if your PC has it). Slings are free, in D&D.</p><p>"Bandannas. Bandages, slings, tournequits, water-strainers, ties, semaphore flags, head-coverings, handkerchiefs, etc. Cost about two silver pieces, in the real world. A suit of clothing can include these.</p><p>"Belts/Girdles. Every suit of clothes should include at least one, solid leather, with a sturdy buckle. There's more than 3' of sturdy rope, for most PCs, and it can also do most of what the bandanna can, as well (although not all). Girdles often include pockets, as well. Can be used as a sling, or an impromptu entangle/trip or bludgeoning attack, among other uses.</p><p>"Stocking Caps/Gloves/Socks. All usable to help keep you warm in cold weather, but also as sacks for coins, etc.</p><p>"Jacket/Vest. Mainly used to keep you warm, or carry more gear. Not too many other uses that I'm aware of.</p><p>"Beltpouches. The well-dressed adventurer needs several, to tote all those spell components, potions, and various missile weapons that are needed at a moment's notice.</p><p>"Pants. Impromptu flotation device. Incorporate some drawstring cords at the bottom. In them keep the small, light items that you can't afford to lose... Flint & steel, chalk, needles, fishhooks, signal whistle, candles, etc. Put duplicates in your pack, saddlebags, pouches, and necklace, as you rise in level (and can afford them).</p><p>"Shirt. Drawstring waist, lots of pockets. Pack them with useful gear, too, as you're rarely without one. "Lapel daggers" are just one such idea.</p><p>"Survival Necklace. Woven strands of metal wire, woven about two metal rings at the ends, forming a ringsaw. Can be used to cut wood for fires or shelters. Through the rings attach a small piece of beaded chain (to keep the saw from hanging you, if it gets snagged on your way down a cliff or tree)! To the chain attach two small pieces of metal, one of which is mirror polished, for use as a signal mirror, the other of which is sharpened for use as an impromptu knife. Protective cloth "sheaths" can be added, if you like. Between them hang a signal whistle, and a small wooden box, made waterproof with wax. Inside, insert the needles, fishhooks, line, sinkers, float, candles, flint, steel, and some small strips of dry, waxed wood. This "Tinderbox" will make starting a fire in the rain easy! To this, add a compass, if your GM allows (about one gold piece, for a cheaper model). If not, see if you can get a magnetic lodestone (which does about the same thing). If you want, counterbalance the box's weight with a dagger & sheath hung on the rear, and include a sharpening stone pocket on the sheath.</p><p>"My PC is a woodsman, so I akways include a handaxe and longknife. YMMV. If you go for them, make sure the handaxe is backed by a hammerhead, and is throwable. Make sure the longknife is throwable, and some may have screw-in pitons and a rope-attachment point for use as a grapnel. If so, make sure the sheath holds these, as well as the sharpening stone. Many also have hollow handles for storing a few matches (Firesticks) and some fishing gear.</p><p>"In any case, don't forget some string for fishing line, and tieing things together (like when building a shelter). String is more useful than twine (easier to fish/sew with).</p><p>"All of these items have a wealth of uses. Of course, I recommend adding armor, weapons, perhaps a shield, a pack, some rope, a bedroll, etc., etc.... Clothing is just your first piece of survival gear!</p><p></p><p>41. Bell, (not only keeps faeries at bay, but also with tripwire makes an excellent non-magical trap to alarm of approacing enemies.)</p><p>42. Bandages, (or First-Aid kit, cuts, breaks, bleeding, mild poison, and other mild injuries, along with a few healing potions)</p><p></p><p>boredgremlin suggests: For the basic pack for my players have:</p><p> backpack - 2 gp, 2 lb</p><p> 2 belt pouches - 2 gp, 1 lb</p><p> 2 sacks - 2 sp, 1 lb</p><p> 50 ft hemp rope - 1 gp, 10 lbs</p><p> pitons 20 - 2 gp, 10 lbs</p><p> hammer - 5 sp, 2 lbs</p><p> grappling hook - 1 gp, 4 lbs</p><p> ice pick (maybe, depends on enviroment)- 3 gp, 1 lbs</p><p> flint and steel - 1 gp, n/a</p><p> chalk 10 pieces - 10 cp, n/a</p><p> 2 weeks food - 7 gp, 14 lbs</p><p> 2 water skins - 2 gp, 8lbs (full)</p><p> bedroll - 1 sp, 5 lbs</p><p> winter blanket - 5sp, 3 lbs</p><p> oiled canvas pup tent (2 sq yards) - 2 sp, 2 lb</p><p> empty wine bottle (remarkably usefull) - 2 gp, n/a</p><p> whetstone - 2cp, 1 lb</p><p> soap 1 lb - 5sp, 1 lb</p><p> And of course the survival knife. Which I use a dagger to represent - 2gp, 1 lb</p><p>Total cost= 25gp, 20sp, 12 copper. Or 27gp, 12cp. Weight= 64 lbs. </p><p></p><p></p><p>Submissions:</p><p>(1) Wild Gazebo</p><p>(1, 2) AZNtrogdor, who started the thread</p><p>(3) The Shaman</p><p>(4) Megatron</p><p>(5) Gruns, IronWolf</p><p>(6) lonesoldier</p><p>(1,8-12) Roadkill101</p><p>(13-) Cedric</p><p>(8,20-22) Harmon</p><p> HellHound, sorry...no trademarked items.</p><p>(24) blargney the second</p><p>(25) Kamikaze Midget</p><p>(1,26-32) Daesumnor</p><p>(31) Hand of Evil</p><p>(33-35) Slife</p><p>(36-39,41) John "Imagicka" Blackthorne</p><p>(40) Steveroo</p></blockquote><p></p>
[QUOTE="Imagicka, post: 2230352, member: 4621"] ...demiurge1138, I was just thinking the same thing... The Hitchhiker's Netbook to the Dungeon. (v0.001) Introduction This is a summary of the thread of Unexpectedly Useful Items. A discussion about what useful items every adventurer should have. I have broken it down so that whenever credit can be given, I have posted credit, as well as a section for submission. I would like to hear some more ideas and see posting of more objects, I would like to see this grow... [email]ThirdWizard@enworld.org[/email] submitted: Using an excerpt from the AD&D 2E PHB and Wild Gazebo's rope post: The Hitchhiker's Guide to the Dungeon has this to say about pit traps. Adventurers have a marvelous (and, to the gods, vastly amusing) tendency to fall off things, generally from great heights, and almost always onto hard surfaces. While the falling is harmless, the abrupt stop at the end tends to cause damage. We at the Guide reccomend that all adventurers bring with them 65 feet of rope at all times. While the normal length of rope seems to be 50', we find that despite this (or possibly because of this according to Mun Ch'Kin the Mad) most of these falls will just happen to be just over 50 feet. It was speculated by The Spian Barnstormer that rope is also useful in tying up captives. After polling many adventurers in varous dungeons around the world, we at the Guide are still not sure what this "captive" is, but we shall endevour to have this information ready for the next edition. 1. Rope, at least 50' to 65' of hemp rope. Also, it is suggested 30' of silk rope. 2. Towel, it is recomemded to have at least 2 blanket-sized towels that are quite soft, fluffy and absorbant 3. A sack of Flour, (various uses), as The Shaman said, "It can be used as a track trap to detect the passage of critters by spreading it on the floor, it can used like bread crumbs to mark a path (or escape route) through a dungeon or wilderness, it can be used to help detect invisible things, it can be used as a disguise against low Wis monsters ("I'm a ghooooooooossssst! Whooooooooooo!"), and it can be used to make yummy biscuits." 4. 10-foot pole. 5. A sack of Marbles, (Used to pass the time away in camp, an impromptu level of sorts, or spread across the floor to force balance checks.) 6. A Writing Set, ink, an inkpen, parchment/vellum and a scroll case. 7. Grappling hook, as boredgremlin said, "Necesary for climbing up walls, can be whipped out and hooked into protrusions with a reflex save if the character is falling, makes a handy club with a bonus to trip attempts, allows a player to whip his rope around a foes neck or legs. You can use it to throw a rope down a hallway and pull it back to set off traps, or whip it around corners to see if it hits someone hiding there. Lol when i am a player i never leave home without my trusty grappling hook." Roadkill101 also gave us good advice as for the uses of a knife and some rope, "I remember learning in Boy Scouts, the only two things absolutely vital to survival are a knife and some rope. From there a person who knows what they are about can fashion everything needed to survive off the land. Although I believe this to be highly debatable depending what the local geography and environment is like. "To that list I would add, a hatchet (also serves as a hammer) for dealing with anything wood bigger than twig (try cutting down a sappling with a knife). A bit of flint and steel for starting a fire. A canteen or waterbottle of some sort. An Entranching Tool (small folding military shovel) for any small earth moving projects. And a couple of blankets or small canvas tarp." For gaming purposes I also add a some sticks of chalk (perhaps of several colors) to mark my way for underground settings." boredgremlin included, "Something to hold water is nice but a knife can get you that. 1) you wanna get a sapling up? You dont cut it. You hit it real hard, you shake it side to side until its roots are loose in the ground. If its still to hard to pull up then you push it over till its flat on the ground then pull it back up. If you still cant get it up (wuss) you cut down and sever its roots. After that it will pull up fine. "2) canteen is good. But you can do without depending on your enviroment. In many places there are melons you can cut down and hallow out. Even here in the southwest or other hot dry desserts you can find water if you dig. You just move slower in overland type speed. Any cluster of scrub brush has some water in it. It is is brown, bracky, mineral and tastes like crap. Might give you mineral poisoning if you keep it up too long. But in the short term a good dessert rat (I am one, i can use the term) deosnt even need a canteen if he has a solid broad, thick bladed knife. A good thick broad knife is the ultimate tool. Give it solid manufacture and a halfway flat handle and it even replaces a hammer. "3) flint and steel. Dont need it with a knife. A knife ran lengthwise against a rock produces sparks. And can start a fire. "4) entrenching tool. These are nice. But a knife can duplicate it. If your using it as a tool and not a weapon and care about the edge. You can also cut wood to dig with or find a rock whose shape works. Or in soft ground human hands work best of all. "5) blankets. Hard to replace but in most climates digging a small trench to sleep in and building a nearby fire (using your knife per #3) can suit well enough. You dont have to be comfortable. Just not suffer anything to affect your combat effectiveness. "6) chalk. Cant argue this one for dungeon crawling campaigns. Its cheap and can save your butt. I definately agree even mainly outdoor adventurers should have chalk. Good catch, stealing that to add to my campaigns basic pack. I let the players buy a basic pack with the wieght and cost allready figured out. Along with a list of whats in it. Chalk is definately going under the strongly recomended section there. Thx. "7) A big towel and a small blanket are basically the same. So unless your figuring the small thing towels (i hate those) the suggesions for one should work for the other. 8. Knife 9. Hatchet 10. Canteen/Waterskin 11. Entrenching Tool, (for digging pits, foxholes, digging for things, burying things. Wedging/prying things open) 12. Chalk, ((various colours if possible), marking locations, leaving messages, navigating mazes, writing and drawing on walls/ground) 13. Fish Hooks, 3-5 14. Small Metal Mirror, (signaling comrades/help) 15. 300' ball of twine/string, (everyone needs string!) 16. 10' spool of wire, (for trip-wire traps) 17. A small bag of fine white sand, (replacing that big-headed budda statuette made of solid gold with that bag of sand. Not to mention it can be used as a timer...hole in bag lets the sand run out and make it lighter...) 18. Hammer and 10 pitons, (keep doors and coffins shut.) 19. Wax for seals, (for sealing things of course... like that nasty genie in his bottle.) 20. 5' of boot lace, (for reasons unknown) 21. Tindertwigs, at least a dozen 22. A roll of black electrical tape, as well as 5 rolls of duct tape (if technology allows) 23. Big Bowling Ball-Like Stone, (set off traps, and to roll downhill on your foes) 24. One-Pound sack of Pepper (the hotter the better) for combating creatures that hunt/fight by scent. 25. Soap, the Kamikaze Midget said, "You'd be surprised how many hobogoblins you can bully into performing various humiliating tasks when you thrust a perfumed bar in their face and threaten to make them all smell like that all the time." 26. A flask (storing important liquids such as potions and whiskey) 27. Oil, cooking, lamp 28. Paper (for writing upon) 29. Rags (for cleaning up messes) 30. A dish or pan *26-31: You can survive forever with that kit. You can light fires, catch prey, make some basic accomodation, Store food away from carrion eaters, keep your food cold (if you're near a river), dig a pit. 31. Torches, (lights the darness, keeps foes at bay, signals over great distances, sets fire to things, the tool of the angry mob, can be used as a weapon...) 32. Chocolate/Candy, (keep those retched little monsters away... goblins... faeries... children...) perferably little balls so you can use them in a sling/slingshot. 33. Rustproofing Tinting Kit 34. Pickaxes, Shovels, Pry-bars, Saws, Tools 35. Chickens, Pigs (both as a source of food and a trap detector, or to start a fire under a wall) 36. Bull's Eye Lantern, (can be used to create sliver of light, spotlights, or used as a good ol' lantern) 37. Unseen Servant, (Being able to cast Unseen Servant is one of the best tools, using it to manipulate things you don't want to touch or can't touch. Or using it at a trap detector.) 38. Various Simple Spells (a lot of spells have great utilitarian purposes) 39. 2' Foot Long Tongs, with rubber handles if possible (for grabbing things you don't want to touch from cursed items to cooking popcorn) 40. Appropriate Clothing Steverooo said the following about clothing, "Clothing is always your first item of survival equipment, as you are almost never without it. The above item is the 13th-Century equivalent of the US Army (and other countries' militarys') poncho and liner... A waterproof outer cloak with drawstrings at waist and hood. A button-in wool liner, for warmth (which can also be used as the infamous towel or blanket). Grommets along the cloak's edges allow it to be staked down, and two, buttoned together face-to-face, make a two-man tent. Either can be used independently as rainfly, sunshade, etc. "Bootlaces should be replaced by (or supplemented with) slings. A few bullets or rocks gives you an impromptu missile weapon. In fact, anything rolled and tied (blankets, bedrolls, towels, etc.) should be tied off with slings. Including long hair (if your PC has it). Slings are free, in D&D. "Bandannas. Bandages, slings, tournequits, water-strainers, ties, semaphore flags, head-coverings, handkerchiefs, etc. Cost about two silver pieces, in the real world. A suit of clothing can include these. "Belts/Girdles. Every suit of clothes should include at least one, solid leather, with a sturdy buckle. There's more than 3' of sturdy rope, for most PCs, and it can also do most of what the bandanna can, as well (although not all). Girdles often include pockets, as well. Can be used as a sling, or an impromptu entangle/trip or bludgeoning attack, among other uses. "Stocking Caps/Gloves/Socks. All usable to help keep you warm in cold weather, but also as sacks for coins, etc. "Jacket/Vest. Mainly used to keep you warm, or carry more gear. Not too many other uses that I'm aware of. "Beltpouches. The well-dressed adventurer needs several, to tote all those spell components, potions, and various missile weapons that are needed at a moment's notice. "Pants. Impromptu flotation device. Incorporate some drawstring cords at the bottom. In them keep the small, light items that you can't afford to lose... Flint & steel, chalk, needles, fishhooks, signal whistle, candles, etc. Put duplicates in your pack, saddlebags, pouches, and necklace, as you rise in level (and can afford them). "Shirt. Drawstring waist, lots of pockets. Pack them with useful gear, too, as you're rarely without one. "Lapel daggers" are just one such idea. "Survival Necklace. Woven strands of metal wire, woven about two metal rings at the ends, forming a ringsaw. Can be used to cut wood for fires or shelters. Through the rings attach a small piece of beaded chain (to keep the saw from hanging you, if it gets snagged on your way down a cliff or tree)! To the chain attach two small pieces of metal, one of which is mirror polished, for use as a signal mirror, the other of which is sharpened for use as an impromptu knife. Protective cloth "sheaths" can be added, if you like. Between them hang a signal whistle, and a small wooden box, made waterproof with wax. Inside, insert the needles, fishhooks, line, sinkers, float, candles, flint, steel, and some small strips of dry, waxed wood. This "Tinderbox" will make starting a fire in the rain easy! To this, add a compass, if your GM allows (about one gold piece, for a cheaper model). If not, see if you can get a magnetic lodestone (which does about the same thing). If you want, counterbalance the box's weight with a dagger & sheath hung on the rear, and include a sharpening stone pocket on the sheath. "My PC is a woodsman, so I akways include a handaxe and longknife. YMMV. If you go for them, make sure the handaxe is backed by a hammerhead, and is throwable. Make sure the longknife is throwable, and some may have screw-in pitons and a rope-attachment point for use as a grapnel. If so, make sure the sheath holds these, as well as the sharpening stone. Many also have hollow handles for storing a few matches (Firesticks) and some fishing gear. "In any case, don't forget some string for fishing line, and tieing things together (like when building a shelter). String is more useful than twine (easier to fish/sew with). "All of these items have a wealth of uses. Of course, I recommend adding armor, weapons, perhaps a shield, a pack, some rope, a bedroll, etc., etc.... Clothing is just your first piece of survival gear! 41. Bell, (not only keeps faeries at bay, but also with tripwire makes an excellent non-magical trap to alarm of approacing enemies.) 42. Bandages, (or First-Aid kit, cuts, breaks, bleeding, mild poison, and other mild injuries, along with a few healing potions) boredgremlin suggests: For the basic pack for my players have: backpack - 2 gp, 2 lb 2 belt pouches - 2 gp, 1 lb 2 sacks - 2 sp, 1 lb 50 ft hemp rope - 1 gp, 10 lbs pitons 20 - 2 gp, 10 lbs hammer - 5 sp, 2 lbs grappling hook - 1 gp, 4 lbs ice pick (maybe, depends on enviroment)- 3 gp, 1 lbs flint and steel - 1 gp, n/a chalk 10 pieces - 10 cp, n/a 2 weeks food - 7 gp, 14 lbs 2 water skins - 2 gp, 8lbs (full) bedroll - 1 sp, 5 lbs winter blanket - 5sp, 3 lbs oiled canvas pup tent (2 sq yards) - 2 sp, 2 lb empty wine bottle (remarkably usefull) - 2 gp, n/a whetstone - 2cp, 1 lb soap 1 lb - 5sp, 1 lb And of course the survival knife. Which I use a dagger to represent - 2gp, 1 lb Total cost= 25gp, 20sp, 12 copper. Or 27gp, 12cp. Weight= 64 lbs. Submissions: (1) Wild Gazebo (1, 2) AZNtrogdor, who started the thread (3) The Shaman (4) Megatron (5) Gruns, IronWolf (6) lonesoldier (1,8-12) Roadkill101 (13-) Cedric (8,20-22) Harmon HellHound, sorry...no trademarked items. (24) blargney the second (25) Kamikaze Midget (1,26-32) Daesumnor (31) Hand of Evil (33-35) Slife (36-39,41) John "Imagicka" Blackthorne (40) Steveroo [/QUOTE]
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