Another adventurer who has all of this gear who is weaker than you so you can bully them and take their stuff… Mouahahahaha!
i made a gnome bard that had everything from rope to sledgehammed
I was always the guy who had multiple 'containers of lugging' filled with all sorts of stuff that everyone considered useless right up until that one time...
The fantasy hoarder. That's how I play my RPG video games. Until they force me to deal with my inventory.
A knife. You never know when you will want to cut something. They can also be used to carve or whittle wood, etc. Most everyone can start with at least a dagger. A very useful tool, so much more than a weapon.
Wire. Like string, only metal, and can be stronger.
Fish hooks. Out them on a line and use them to catch food. Also good for retrieving objects from beneath grates, and lots of other creative uses.
A lump of bee's wax. Take impressions of keys, inscriptions, etc. Also makes a good improvised adhesive. Can also stop your ears, keyholes, etc.
Charcoal. Use like chalk.
A bag of ashes. Can be thrown in the eyes to blind an opponent. Also good for detecting drafts, detecting invisible creatures, etc.
A wooden stick or pole. Probe, tap, etc. Wood because it doesn't conduct electricity, heat, etc.
Rations. Not just so you have something to eat, but also because you can feed them to hungry monsters. The less intelligent sorts may be distracted by tossing them food. They usually won't be interested in a Goodberry.
Y'all have a list that sounds like my camping gear … almost. So what's in my camping gear?
Poncho, Hat, Blankets, Jacket, Tarp, Rope, Chord, String, tent stakes, personal mess kit, cup, canteen, K/F/S, pocket knife (for the cost of a short knife, nobody would rely on a dagger), first aid kit, extra socks, extra shoes, extra shirt, 1 gal zip loc bags, folding cot, large lantern, small flashlight, "hat light", leather pouches, sand paper (for wood carving when I'm relaxing), rasp, musical instrument (wooden NA Flute), magnetic chess set, extra batteries, sleeping bag, bug net, leatherworking tools (I got time to kill), shaving kit, small metal pully, snap links (like the end of a dog's leash), snacks (granola and trail mix), folding camp saw, folding camp shovel, 3/4 axe, alcohol stove w/ alcohol, match case, instant coffee (for emergencies), sometimes other stuff ...
About half of this stuff appears on others dungeoneering list above.
Back in the day I would throw a heavy coil of rope on the dungeon floor ahead of me, then tap my pole on the floor and walls until I advanced to the coil of rope and repeat. I was fond of having two flasks of oil handy to throw on the walls, floor ceiling in front of me just in case. Ball bearings are in many adventuring packs and I love that as ammunition and a defensive measure on smooth relatively level floors.
TL:DR - I like many of the suggestions above, and I carry about half that stuff when I go camping right now.
Y'all have a list that sounds like my camping gear … almost. So what's in my camping gear?
Poncho, Hat, Blankets, Jacket, Tarp, Rope, Chord, String, tent stakes, personal mess kit, cup, canteen, K/F/S, pocket knife (for the cost of a short knife, nobody would rely on a dagger), first aid kit, extra socks, extra shoes, extra shirt, 1 gal zip loc bags, folding cot, large lantern, small flashlight, "hat light", leather pouches, sand paper (for wood carving when I'm relaxing), rasp, musical instrument (wooden NA Flute), magnetic chess set, extra batteries, sleeping bag, bug net, leatherworking tools (I got time to kill), shaving kit, small metal pully, snap links (like the end of a dog's leash), snacks (granola and trail mix), folding camp saw, folding camp shovel, 3/4 axe, alcohol stove w/ alcohol, match case, instant coffee (for emergencies), sometimes other stuff ...
About half of this stuff appears on others dungeoneering list above.
Back in the day I would throw a heavy coil of rope on the dungeon floor ahead of me, then tap my pole on the floor and walls until I advanced to the coil of rope and repeat. I was fond of having two flasks of oil handy to throw on the walls, floor ceiling in front of me just in case. Ball bearings are in many adventuring packs and I love that as ammunition and a defensive measure on smooth relatively level floors.
TL:DR - I like many of the suggestions above, and I carry about half that stuff when I go camping right now.
Why throw the coil of rope on the ground and then touch the area with a 10 ft pole?
Someone mentioned thieve's tools, and I just wanted to remind people (because I was reminded of this myself), that you don't actually have to be proficient with thieve's tools to attempt to use them. You're definitely going to want to let your Rogue (or someone with a background that gives them proficiency) take the first crack, but if you don't have one in your party or if they fail, there's nothing preventing whichever party member has the highest Dex from at least giving it a shot.
you don't actually have to be proficient with thieve's tools to attempt to use them.
DMG p.103: "Locked Doors: Characters who don't have the key for a locked door can pick the lock with a successful Dexterity check (doing so requires thieves' tools and proficiency in their use)".
PHB p.175: "A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task".
Note: PHB p.154 "Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks" does not actually indicate that proficiency is never required to open a lock.
A non-proficient character could still use thieves' tools for other purposes though (like disarming traps).
In the vein of 'this sounds like a list of camping supplies'...
Handaxes.
Many classes offer you a "Choice of simple weapon" when running starter equipment rather than gold. Make one of those weapon choices a handaxe. Handaxes can be used to chop faces, yes. They can also be used to chop wood, or dismantle wooden objects such as crates, chests, or furniture. You can use it as an improvised prying wedge, or reverse it and use it as a slapdash hammer (saving you the weight of the hammer). You could even do some horse trading with your DM to specifically set a handaxe up as a camp hatchet, with a dedicated hammer surface on the rear of the axe head.
You can use a handaxe to do most of what you could do with a dagger - if, admittedly, more clumsily - but you can't do with a dagger a lot of what you can do with a handaxe. Plus, as an earlier poster said, it counts as a backup weapon since it can, in fact, still chop faces.
Handaxes are tools with a hundred and one uses, and even people without any melee capability at all should consider carrying one simply because when you go camping, you take a camp axe. And the 5e handaxe is pretty much a weaponized camp axe.
Friendly reminder, you don't eat the vials your potions come in, add those empties to your inventory.
My party chews the glass to expedite the imbibing process. The open wounds help the concotion more rapidly affect the target, counteracting any additional damage... At least this is how we explain how it is as easy to consume a potion as it is to administer it to our unconscious allies.
Friendly reminder, you don't eat the vials your potions come in, add those empties to your inventory.
My party chews the glass to expedite the imbibing process. The open wounds help the concotion more rapidly affect the target, counteracting any additional damage... At least this is how we explain how it is as easy to consume a potion as it is to administer it to our unconscious allies.
If the flask were that fragile it wouldn't survive in your pack.
Rollback Post to RevisionRollBack
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Definitely rope. It's saved me more than once. A +3 greatsword would be nice too.
Rollback Post to RevisionRollBack
All stars fade. Some stars forever fall. ------------------------------------------------------------------------------------------------- Homebrew:Magic Items,Monsters,Spells,Subclasses ------------------------------------------------------------------------------------------------- If there was no light, people wouldn't fear the dark.
caltrops - Always handy when in taverns or inns when you just don't trust your DM.
Sunrod/ Torch -at least one person can't see in the dark and doesn't want to hold your hand
Caltrops are also absolutely hilarious when figting indoors, especially with reach weapon.
Lanterns are extremely useful even if everyone have nightvision. First, nightvision only turns darkness into dim light, so you'd have disadvantage on perception/investigaion. Second, darksight is black and white and sometimes colour is importent. Third, lots of monsters have abilities that only work in the darkness or dim light. Just in the previous session we encountered a Boneclaw and shut down his teleport-snatching just by having ever-bright lanterns tied to our belts.
Extra sacks. In addition to carrying stuff, you can do stuff like put it over captives' heads, use the cloth for something, stuff up a suspicious hole, etc.
The fantasy hoarder. That's how I play my RPG video games. Until they force me to deal with my inventory.
isnt that a free sending spell?
A knife. You never know when you will want to cut something. They can also be used to carve or whittle wood, etc. Most everyone can start with at least a dagger. A very useful tool, so much more than a weapon.
Wire. Like string, only metal, and can be stronger.
Fish hooks. Out them on a line and use them to catch food. Also good for retrieving objects from beneath grates, and lots of other creative uses.
A lump of bee's wax. Take impressions of keys, inscriptions, etc. Also makes a good improvised adhesive. Can also stop your ears, keyholes, etc.
Charcoal. Use like chalk.
A bag of ashes. Can be thrown in the eyes to blind an opponent. Also good for detecting drafts, detecting invisible creatures, etc.
A wooden stick or pole. Probe, tap, etc. Wood because it doesn't conduct electricity, heat, etc.
Rations. Not just so you have something to eat, but also because you can feed them to hungry monsters. The less intelligent sorts may be distracted by tossing them food. They usually won't be interested in a Goodberry.
Y'all have a list that sounds like my camping gear … almost. So what's in my camping gear?
Poncho, Hat, Blankets, Jacket, Tarp, Rope, Chord, String, tent stakes, personal mess kit, cup, canteen, K/F/S, pocket knife (for the cost of a short knife, nobody would rely on a dagger), first aid kit, extra socks, extra shoes, extra shirt, 1 gal zip loc bags, folding cot, large lantern, small flashlight, "hat light", leather pouches, sand paper (for wood carving when I'm relaxing), rasp, musical instrument (wooden NA Flute), magnetic chess set, extra batteries, sleeping bag, bug net, leatherworking tools (I got time to kill), shaving kit, small metal pully, snap links (like the end of a dog's leash), snacks (granola and trail mix), folding camp saw, folding camp shovel, 3/4 axe, alcohol stove w/ alcohol, match case, instant coffee (for emergencies), sometimes other stuff ...
About half of this stuff appears on others dungeoneering list above.
Back in the day I would throw a heavy coil of rope on the dungeon floor ahead of me, then tap my pole on the floor and walls until I advanced to the coil of rope and repeat. I was fond of having two flasks of oil handy to throw on the walls, floor ceiling in front of me just in case. Ball bearings are in many adventuring packs and I love that as ammunition and a defensive measure on smooth relatively level floors.
TL:DR - I like many of the suggestions above, and I carry about half that stuff when I go camping right now.
Why throw the coil of rope on the ground and then touch the area with a 10 ft pole?
Trip wires and pressure plates respectively I'd assume
Someone mentioned thieve's tools, and I just wanted to remind people (because I was reminded of this myself), that you don't actually have to be proficient with thieve's tools to attempt to use them. You're definitely going to want to let your Rogue (or someone with a background that gives them proficiency) take the first crack, but if you don't have one in your party or if they fail, there's nothing preventing whichever party member has the highest Dex from at least giving it a shot.
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DMG p.103: "Locked Doors: Characters who don't have the key for a locked door can pick the lock with a successful Dexterity check (doing so requires thieves' tools and proficiency in their use)".
PHB p.175: "A character can only provide help if the task is one that he or she could attempt alone. For example, trying to open a lock requires proficiency with thieves’ tools, so a character who lacks that proficiency can’t help another character in that task".
Note: PHB p.154 "Proficiency with these tools lets you add your proficiency bonus to any ability checks you make to disarm traps or open locks" does not actually indicate that proficiency is never required to open a lock.
A non-proficient character could still use thieves' tools for other purposes though (like disarming traps).
Friendly reminder, you don't eat the vials your potions come in, add those empties to your inventory.
In the vein of 'this sounds like a list of camping supplies'...
Handaxes.
Many classes offer you a "Choice of simple weapon" when running starter equipment rather than gold. Make one of those weapon choices a handaxe. Handaxes can be used to chop faces, yes. They can also be used to chop wood, or dismantle wooden objects such as crates, chests, or furniture. You can use it as an improvised prying wedge, or reverse it and use it as a slapdash hammer (saving you the weight of the hammer). You could even do some horse trading with your DM to specifically set a handaxe up as a camp hatchet, with a dedicated hammer surface on the rear of the axe head.
You can use a handaxe to do most of what you could do with a dagger - if, admittedly, more clumsily - but you can't do with a dagger a lot of what you can do with a handaxe. Plus, as an earlier poster said, it counts as a backup weapon since it can, in fact, still chop faces.
Handaxes are tools with a hundred and one uses, and even people without any melee capability at all should consider carrying one simply because when you go camping, you take a camp axe. And the 5e handaxe is pretty much a weaponized camp axe.
Why you shouldn't start ANOTHER thread about DDB not giving away free redeems on your hardcopy book purchases.
Thinking of starting ANOTHER thread asking why Epic Boons haven't been implemented? Read this first to learn why you shouldn't!
My party chews the glass to expedite the imbibing process. The open wounds help the concotion more rapidly affect the target, counteracting any additional damage... At least this is how we explain how it is as easy to consume a potion as it is to administer it to our unconscious allies.
Extended Signature
Me, the cleric.
Seriously, though, rope with spikes to tie it to is #1 in my pack.
Wizard (Gandalf) of the Tolkien Club
If the flask were that fragile it wouldn't survive in your pack.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Definitely rope. It's saved me more than once. A +3 greatsword would be nice too.
All stars fade. Some stars forever fall.
-------------------------------------------------------------------------------------------------
Homebrew: Magic Items, Monsters, Spells, Subclasses
-------------------------------------------------------------------------------------------------
If there was no light, people wouldn't fear the dark.
A bear, a beat, and a dvd of Battlestar Galactica
Caltrops are also absolutely hilarious when figting indoors, especially with reach weapon.
Lanterns are extremely useful even if everyone have nightvision. First, nightvision only turns darkness into dim light, so you'd have disadvantage on perception/investigaion. Second, darksight is black and white and sometimes colour is importent. Third, lots of monsters have abilities that only work in the darkness or dim light. Just in the previous session we encountered a Boneclaw and shut down his teleport-snatching just by having ever-bright lanterns tied to our belts.
Extra sacks. In addition to carrying stuff, you can do stuff like put it over captives' heads, use the cloth for something, stuff up a suspicious hole, etc.
Yea its always good to carry a rotting Goblin around..............]
As active as I can be
As a goblin... I approve of this message. It's very handy.