Essential adventurer equipment

GMMichael

Guide of Modos
What are some pieces of gear (non-weapon nor armor) that every adventuring party needs?

[sblock]I'm filling out the equipment chapter in my (and your) RPG, and it's a little boring with just weapons and armor. However, since the RPG is setting-less, I need a streamlined list that doesn't weigh down the other chapters.[/sblock]

Off the top of my head:

Mobility gear:
Rope
Wheels/good footgear
Hook
Masterkey (bolt cutters)
Waterproof bag/case (for water crossing)

Survival gear:
Firestarter (matches, flint)
Sleeping bag
Shelter (tent, skin)
Water container
Compass
Map/map case
Shovel

Specialty gear:
Lockpicks
Disguise kit
Alchemy/spellcasting kit
PDA
Vision correction/enhancement

and...?
 

log in or register to remove this ad

  • 10 foot pole :)
  • Torches - house rules need to apply, cause fear/zone of protection in animals, humans and some monsters. Will cause trapped gasses to ignite. Use as weapon (specialization).
  • Shoe strings - extra
  • Axe or Hand Axe
  • Cooking gear - pot, frying pan, spork, cup
  • Knives
  • Spices & Salt
  • Pony to carry everything (note: can be a henchman)
 
Last edited:


More rope
Bandages
Shovel
Grappling hook

*im assuming the alchemy kit includes sample pots/vials and pouches
 

  • 10 foot pole :)
  • Torches
  • Shoe strings - extra
  • Axe or Hand Axe
  • Cooking gear - pot, frying pan, spork, cup
  • Knives
  • Spices & Salt
  • Pony to carry everything (note: can be a henchman)

Doubling up on the sharps, huh? The light source is a good one.


For adventuring AND roleplaying.

More rope
Bandages
Shovel
Grappling hook

*im assuming the alchemy kit includes sample pots/vials and pouches

Bandages. First aid. Adventurers have a bad habit of getting hurt.

I guess it depends on the setting, but I could see an ancient alchemy kit being a series of smaller pots, fitting into each other for travel, with the finer tools wrapped up in the middle for travel.
 

Trending content

Remove ads

Top