Adventurers' Kit: What is Necessary & Recommended Price


Advice

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Andrew R wrote:
Azaelas Fayth wrote:
Andrew R wrote:
Mounts or you drop the bag of tents and bedrolls at the start of the fight
Where did tents come from!?
You like sleeping in the rain?

I meant how did they get into the individual Kits. They are part of the party kit.

And I actually prefer a good high quality blanket hung over rope strung between 2 trees or poles and secured in the ground over a tent.

The Exchange

Azaelas Fayth wrote:
Andrew R wrote:
Azaelas Fayth wrote:
Andrew R wrote:
Mounts or you drop the bag of tents and bedrolls at the start of the fight
Where did tents come from!?
You like sleeping in the rain?

I meant how did they get into the individual Kits. They are part of the party kit.

And I actually prefer a good high quality blanket hung over rope strung between 2 trees or poles and secured in the ground over a tent.

I have been considering hammock camping in RL but even then you have ropes, hammock and blankets. Still weight you really do not want on you in the middle of a fight.


I'm not meaning Hammock... I'm thinking if you carry a Blanket you already have the rope, pitons, and Bedroll. Just find 2 trees. If it is an open plains you can easily use some 10-foot poles to create a chain tent.

The Exchange

Azaelas Fayth wrote:
I'm not meaning Hammock... I'm thinking if you carry a Blanket you already have the rope, pitons, and Bedroll. Just find 2 trees. If it is an open plains you can easily use some 10-foot poles to create a chain tent.

6 yards of canvas, giving you a 6x9 tarp, would do better than a blanket. Plus is about the common size used in RL bushcraft so we know it works.


Andrew R wrote:
Azaelas Fayth wrote:
I'm not meaning Hammock... I'm thinking if you carry a Blanket you already have the rope, pitons, and Bedroll. Just find 2 trees. If it is an open plains you can easily use some 10-foot poles to create a chain tent.
6 yards of canvas, giving you a 6x9 tarp, would do better than a blanket. Plus is about the common size used in RL bushcraft so we know it works.

Does Pathfinder have canvas?

The Exchange

Azaelas Fayth wrote:
Andrew R wrote:
Azaelas Fayth wrote:
I'm not meaning Hammock... I'm thinking if you carry a Blanket you already have the rope, pitons, and Bedroll. Just find 2 trees. If it is an open plains you can easily use some 10-foot poles to create a chain tent.
6 yards of canvas, giving you a 6x9 tarp, would do better than a blanket. Plus is about the common size used in RL bushcraft so we know it works.
Does Pathfinder have canvas?

Yep, in the gear section 1 sp per yard.


Andrew R wrote:
Azaelas Fayth wrote:
Andrew R wrote:
Azaelas Fayth wrote:
I'm not meaning Hammock... I'm thinking if you carry a Blanket you already have the rope, pitons, and Bedroll. Just find 2 trees. If it is an open plains you can easily use some 10-foot poles to create a chain tent.
6 yards of canvas, giving you a 6x9 tarp, would do better than a blanket. Plus is about the common size used in RL bushcraft so we know it works.
Does Pathfinder have canvas?
Yep, in the gear section 1 sp per yard.

Oh awesome! how could I have missed that... It is even better than a blanket.

The Exchange

Azaelas Fayth wrote:
Andrew R wrote:
Azaelas Fayth wrote:
Andrew R wrote:
Azaelas Fayth wrote:
I'm not meaning Hammock... I'm thinking if you carry a Blanket you already have the rope, pitons, and Bedroll. Just find 2 trees. If it is an open plains you can easily use some 10-foot poles to create a chain tent.
6 yards of canvas, giving you a 6x9 tarp, would do better than a blanket. Plus is about the common size used in RL bushcraft so we know it works.
Does Pathfinder have canvas?
Yep, in the gear section 1 sp per yard.
Oh awesome! how could I have missed that... It is even better than a blanket.

I try to equip my guys realistically as much as i can


@Andrew_R: So do I... So do I...

The Exchange

even if it can lead to large inventories and me explaining survival skills to other players some times. And having mod writers throw that to the wind with what the mod declared is going to happen.......


mod?


Conundrum wrote:
At first level?

A donkey or mule's 8 gp, they're medium, they'll go into a dungeon, and there's no need to ride one. A Heavy load for a pony (which UE says to use for donkey/mule stats) is up to 300 lbs, which reduces its speed all the way from 40 to 30, or the walking speed of an unencumbered Medium humanoid.


see wrote:
Conundrum wrote:
At first level?
A donkey or mule's 8 gp, they're medium, they'll go into a dungeon, and there's no need to ride one. A Heavy load for a pony (which UE says to use for donkey/mule stats) is up to 300 lbs, which reduces its speed all the way from 40 to 30, or the walking speed of an unencumbered Medium humanoid.

And by Level 2 you should be able to grab a cart. If not at Level 1.


If you use a cart the party speed goes down to 2 miles per hour.


If you don't believe me look at the last entry on table 7-9 in the CRB. Trust me folks if there is one thing my group does, it is to keep track of encumbrance and movement speed as we tend to do alot of overland travel and mobile fighting style combats where encumbrance matters. If you're not keeping track of how much a character is carrying you could be looking at a Monte Haul scenario where one character carries an entire castle on their back(ok exaggerating a bit) and has every piece of gear conceivable on their person when it shouldn't actually be possible without a considerable wagon train or bags of holding to do so.The former option IS GOING TO SLOW EVERYONE DOWN, which means more time traveling and more time getting hit by random encounters and more resources wasted before reaching the objective.

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Azaelas Fayth wrote:
mod?

Module, adventure


Even if WotC Basic Adventurer's kit seems more logical I happen to prefer the UE kits as more true to form. Personally I don't track encumbrance much. I let HeroLab do it. One thing I don't track is coin weight.


Yeah, coin weight would get tedious for sure, we still keep it in mind though as characters in the past have had thousands of coins listed on their person. As long as someone isn't trying to carry say 1000 gold coins on them it's not an issue and there have been plenty of campaigns where we a.)used platinum pieces b.)gems of various values c.)houseruled paper currency in one form or another d.)all of the above.


My groups have to travel overland. Though I use a Hex-map with 6 mile grids. 2 Hexes a day is no big deal. Even if you have to plan on a 15 day trip. With no towns on the way.

I normally give my Players an item called the Bottemless Wallet from an old 3.5 splat book called "Useful Gear for the Adventurer". As the name sounds, it can hold an unlimited amount of Coin, Gems, etc.

Also why do people think paper currency didn't exist in Medieval times?


When I play, random encounters are frequent (1-3 per day easily)so the less time spent traveling the better the resources tend to last. The difference between 16 miles per day and 40 miles per day is huge, especially on a 200+mile trip with 3 randoms a day.


200+ miles without a Pit Stop!? Not even a little Thorp?


oft times no sadly. Every once in a blue moon a country inn.


Just as often if we do come to a thorpe we get ambushed by werewolves,assassins or marauding humanoid tribes.


@Conundrum: What kind of world is that!?


Golarion,(2010-present) or Faerun( 2009-earlier)


Conundrum wrote:
Golarion,(2010-present) or Faerun( 2009-earlier)

Wow... What table are they using...

Also UE's Kits seem more like they are meant for Rolled stats not PBS Stats.


Previously we often used the silver marches which in some cases gave a 39% chance of a daily encounter or you could roll every hour.We did both. Now, with no %chance tables we either roll and decide if the roll is unusual enough(say 09 or less on a d100) or simply decide to have x number of encounters a given day and randomly decide what hour of the day, often on a d8 for a normal day of travel.


Wow...

My group normally has 1 or 2 encounters per day. More if they actually go hunting.


Update: I have made the following its tell me what you guys think.

Adventurer's Kit.
Adventurer's Kit, Advanced.
Party Kit.

NOTE: Party Kit is still WIP.

Sorry for the EPIC Necro-Post I didn't want to waste space with a new thread...


Azaelas Fayth wrote:

Update: I have made the following its tell me what you guys think.

Adventurer's Kit.
Adventurer's Kit, Advanced.
Party Kit.

NOTE: Party Kit is still WIP.

Sorry for the EPIC Necro-Post I didn't want to waste space with a new thread...

I'd add canvas tarps to the list, as mentioned above. They're multifunctional and pretty awesome for making all manner of shelters, sweat lodges, lining hot tubs heated with rocks or even making skin-on-frame boats. You can wrap up all manner of loose loot and strap it to a pack frame or travois, too.

I think you need at least 1 bucksaw (you can get away with just the blade and can even hide/carry it inside a PC's belt), a full-sized axe (or 2) and a drill in the mix, too. Machetes are good for collecting large amounts of reeds for insulative bedding or walls, and sawbacked machetes are great for making snow and ice shelters. A couple of crooked knives would allow for carving, but that and some chisels, gouges and a woodrasp would probably be included in a craft: woodworking or craft: bowyer toolkit. UE has some wiresaws and other gear that looks pretty good to include, too. You'll want an awl/sewing needle, too, but again, its probably in an artisan's kit. You can make some gluesticks out of charcoal and pine pitch and include them in your repair/gear maintainence kit. Hide glue is incredibly strong, too, and beats paying the high price of sovereign glue. I think this pocket adze is pretty neat, too. I've been thinking of trying to make one for my own pack, as it can be used as an adze, chisel and tomahawk. Your "mess kit" might need filling out, and you might need a provisions list. Wandermeal, flour, salt, spices and the standard stuff you find in a chuckbox. Lard and oil, rice or flour and whatever you can snare along the way should make for acceptable wilderness fare. That reminds me - I don't recall seeing wire on the list. Nets also work for food collection, improvised camo and carrying stuff,so that might be worth including. I'd probably add a "viking anvil" to make certain repairs or craft small metal goods on the fly. I'd throw in a spell component pouch as a spare, too.

Explorer's outfits probably include a rain cape, and I'll include a link describing how awesome they are.

Ashiel's adventurer tips and tricks thread had good stuff worth cannibalizing as well.


I am thinking within the ruleset. I am thinking a Sawback Machete made from a Sawback Shortsword.

Also I pulled the items straight out of Ultimate Equipment.


Ok say adding the following items to the Kit:


  • 2 Square Yards of Canvas.
  • Sawback Shortsword
  • Marbles
  • Caltrops

I want to keep the 2 kits under 50GP & 100GP respectively. So any thoughts on things to cut out?


Adventuring kit:
I'd leave out the pair of clubs. Anyone with a dagger and 10 minutes can make one. Scrivener's kit and journal seem like RP, rather than utility items. Why two slings? Isn't a belt pouch included in a standard Adventuring Outfit(tm)?

AKA:
The same as above, plus I'd consider leaving out the extreme weather clothing unless it's specifically needed for the adventure. Such things can usually be purchased easily anyplace a traveler is expected to stop.

Party Kit:
Bottles seem like a way worse option than a couple of extra waterskins. Vials come in the relevant crafting kits, otherwise, when would you need an empty vial? A mapmaking kit is only useful if your party includes a cartographer, which seems highly unlikely. Consider moving light sources from personal to party kits. Of course, my favorite light source is a continual flame spell cast on a small object glued to the inside of a scroll case. All the convenience of a flashlight, none of the batteries! If your party is going to use a cart and mules, how about a chest or two? And as soon as you hit level 5, I'm all about replacing the live mules with skeletal ones. They can pull your wagon 24/7 with a rotating shift of drivers and a couple of hammocks in the back. Since the travel rules assume 8 hours on the road, that can triple your overland movement speed.

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