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What's the most critical piece of dungeoneering equipment?
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<blockquote data-quote="rogueboy" data-source="post: 5198759" data-attributes="member: 61742"><p>This reminds me of one of my favorite stories from a (sadly) very short-lived campaign. The DM had decided to give each of us a magic item with some use. What he gave me was a magical bowler's hat: once per day, you can reach in and pull an item out. Actually, it was d100 of that item. You also got to feel the item before you pulled it out, which is great until you realize it's really hard to tell what you're pulling out when it's smaller than your fingernail (it then grew to normal size).</p><p></p><p>My 2 favorite pulls were the first one (70-some odd Tarrasques) and one a session or 2 later (40-some pairs of boots). First one: I had been tasked with destroying an evil rule. Pulled out the Tarrasques, realized it, and ran like hell while they ate the town and each other. The shoes I managed to use to track invisible floating platforms to escape a floating tower, at which point I made sure to keep them with me at all times. They also managed to defeat a creature-of-darkness (inspired by Order of the Stick's Creature in the Darkness). It turns out they were cursed boots of dancing (forcing anyone who put them on to dance incessantly) and the creature put them on inside a stone temple, which then collapsed on its head. No, there was no knowledge of the cursed nature until the DM explained it later, sad that I had never put them on.</p><p></p><p>And for bonus points, my character was a halfling.</p><p></p><p>But as for the most generally useful item? Gotta go with the 50-foot rope in my book.</p></blockquote><p></p>
[QUOTE="rogueboy, post: 5198759, member: 61742"] This reminds me of one of my favorite stories from a (sadly) very short-lived campaign. The DM had decided to give each of us a magic item with some use. What he gave me was a magical bowler's hat: once per day, you can reach in and pull an item out. Actually, it was d100 of that item. You also got to feel the item before you pulled it out, which is great until you realize it's really hard to tell what you're pulling out when it's smaller than your fingernail (it then grew to normal size). My 2 favorite pulls were the first one (70-some odd Tarrasques) and one a session or 2 later (40-some pairs of boots). First one: I had been tasked with destroying an evil rule. Pulled out the Tarrasques, realized it, and ran like hell while they ate the town and each other. The shoes I managed to use to track invisible floating platforms to escape a floating tower, at which point I made sure to keep them with me at all times. They also managed to defeat a creature-of-darkness (inspired by Order of the Stick's Creature in the Darkness). It turns out they were cursed boots of dancing (forcing anyone who put them on to dance incessantly) and the creature put them on inside a stone temple, which then collapsed on its head. No, there was no knowledge of the cursed nature until the DM explained it later, sad that I had never put them on. And for bonus points, my character was a halfling. But as for the most generally useful item? Gotta go with the 50-foot rope in my book. [/QUOTE]
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What's the most critical piece of dungeoneering equipment?
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