8.11.2026

Norg's Exhaustive Guide to Common Dungeoneering Equipment

Being well prepared with good gear can mean the difference between life and death. With that in mind, what follows are examples of how I've used equipment, as well as ideas I've considered for using various pieces of common dungeoneering gear. No doubt you'll come up with many more! Just be sure to share these ideas with your favorite   adventuring company, local mercenary guild, roustabouts, scoundrels and rascals. 

Black and white version of image found on the front page of the Scottish chapbook 'Bonny Scot'
Bonny Scot. Source: Wikimedia Commons


Ale, pint: You can drink it of course but also use ale as a mild cleaner or disinfectant. 

Backpack: A default piece of equipment; also good for smuggling gnomes.
Barrel: In some campaigns we've used barrels for their intended purpose of transporting wine and spirits. You can also pour certain slimes and oozes into the bunghole (teehee). 
Bedroll: Why sleep in one when you can use it for hiding bodies? Or setting up a double cross if you're expecting an ambush?
Bell: With some twine, it's easy to fashion a makeshift alarm when making camp. They can also be used for signaling. 
Belt: Most folks use them for holding up their trousers. But you could also use it for ziplining or binding a prisoner or bundling loot. 
Blanket, woolen: Ideal for staying warm in cold climates. Good for quickly extinguishing a fire or fanning one. Dip in oil or wax to help weatherproof the material. 
Block and tackle: Most people would use this for hoisting heavy items up and down vertical passages, like a well or air shaft in a mine. 
Boots, soft: Perfect for a sneakthief or a Pisces. Great if you're expecting rough terrain, like in the mountains. Or perhaps a swift kick to the pants?
Bottle (wine), glass: A barrel too large to haul? Decant a sample for transport and identification. Or build a ship inside. Or break it and spread the glass as a makeshift trap and alarm. 
Box (empty): Put something inside, like a toad or gold. Wrap in festively decorated paper to make it a special gift!
Bracer, leather (archery): Protect your wrist from the snapping of bowstrings. 

Caltrops: Useful to spread around the perimeter of camp as a trap, especially if camping in dungeons. Just place them in front of the entrance! Or spread them behind you if needing to flee. Coat them in poison for extra fun, or see if your Dungeon Master will let you toss them with a sling!
Candle, beeswax: Useful as a small light source. You can use the melted wax to weatherproof a cloak, or to coat items for preservation. A candle or wick can be trimmed and used as a timer.
Canvas (per sq. yd): A multitude of uses! A convenient drop cloth if you need to keep an area clean. Cover a pit trap and camouflage with local materials. Useful for bundling bulky but light loot. Wrap up stuff you need to drag, like bodies. 
Cauldron and tripod: Brew ale with the alewives. Brew potions with the magic users. Cook soups and stews with the inn keepers. Conduct profane rituals with the lost and the damned. Use as a crucible if you need to melt things down. Or as a pestle if you are grinding things up. 
Chain (per 10 ft): For when rope just won't cut it, or keeps getting cut. Imitate a ghost!
Chalk, piece: Mark areas in dungeons. Leave messages. Grind into dust to measure foot traffic. Blow it into your enemies eyes. Load into a bellows and puff it out to cover invisible things. Draw ritual circles. 
Chest (empty): Put treasure into here. Bury it for later retrieval. Put bodies into here. Bury while they live if they annoy you!
Cloak: Every thief needs at least one. Use it to conceal your body. Treat with wax or oil to weatherproof. Wrap it around your body for warmth. If you are brave, use it as a parachute!
Crowbar: Good for prying things open and bashing kneecaps. Decent fire poker. 

Dice, bone, pair: Pass the time at camp or the tavern rolling bones. 
Dice, loaded, pair: Pass the time at camp or the tavern rolling bones (and win).
Doublet, linen: Look fancy, feel fancy. The pillowy nature of this garment is good for concealing small items. 

Firewood (per day): Start a campfire! Or commit arson! I'm not your father. 
Fish hook: Land some trout to feed your party. Dangle from threads suspended from the ceiling for a nasty surprise. Do not swallow. 
Fishing net (per 25 sq. ft): Great for catching fish. Rig with a sapling for small game, or small humanoids. Or suspend with a tripwire trigger for tangling opponents. Great for catching things alive. 
Flask (leather): This holds your booze. Share with your friends. It's also great for collecting samples to bring to your local alchemist. Fill with air if you need a small buoy. 
Flint and steel: Start fires. Watch the world burn. Don't leave home without it!

Gloves, kidskin, pair: Most useful for protecting your hands from direct contact with surfaces while preserving your sense of touch. Look dashing at court.   
Gown, woolen: Stay warm in winter when at home. Great for underdressing armor if you're expecting inclement weather. 
Gown, linen: Stay cool during summer when at home. Pretend to be a ghost (see Chain above).
Gown, silk: Stay comfy in all weather. Give as a gift to impress the upper crust. Soak in water for a strong material. 
Grappling hook: Great for climbing. Chuck it at a speeding wagon to hitch a lift, but be sure to wear heavy boots. Decent club, in a pinch. 

Hammer (tool, not war): You need this for your pitons and spikes. Tap on walls when searching for secret doors. Tap on heads for detecting thoughts. 
Holy symbol, silver: Show the gods you really care. Or show that you have serious coin.
Holy symbol, pewter: When you want to show off, but have to slum it. Good for a quick and easy disguise if you're trying to impersonate high-ranking clergy on a budget. 
Holy symbol, wooden: Use to show your piety, and/or empty pockets. Better than nothing. 
Horse, cart: You'll need one if you're planning a big haul, like from a castle or temple. The cart isn't pulling itself!
Horse, nag: This is an old horse. Good for light work, or maybe swindling an idiot.
Horse, palfrey: If you've made it as an adventurer, this is a great riding horse to show off your wealth. 
Horse, rouncey: An all purpose horse. If you are of an equine mind, grab one as your starter horse. Great for riding, hauling, or light combat (with training).
Horse, war, heavy: Fighters and Paladins love these. If you're wearing heavy armor most of the time, it's a great choice. 
Horse, war, light: Better for lightly armored adventurers that still have need of a well-trained steed. 
Horse, war, medium: A great options for skirmishers like rangers or clerics that are ready to tangle. 
Hose: Well-chosen hose is an excellent way to show how your well-toned calves. For men, it's a must. 

Iron spikes, dozen: Use as a doorstop. Hammer in with a mallet to keep a door shut longer. 

Ladder (per 10ft): If you're short, like me, a must have for around the house. Great for reaching windows during second story work. Decent as a makeshift bridge. Don't walk under a standing ladder.
Lamp (bronze): Give to your favorite genie. Fill with oil to use as a light source. Bonk over your head for sweet dreams. 
Lantern, bullseye: Unlike your standard lantern, these can focus their light source to a specific area. Great for searching, and maybe signaling. Some models let you fully mask the light for quick hiding. 
Lantern, hooded: A hood can be dropped to dim the light source down to that of a candle. Great for quickly hiding while exploring. Also great for blinding the unaware during an ambush. 
Lock: Secure your goods in a chest or behind a door. Place in a sock for a fun and easy blackjack. 

Manacles: Useful if a humanoid needs to be taken alive. Or for securing a creature to a structure, like a portcullis. 
Mirror (small steel): A sheet of polished steel. Use for peeking around corners, signaling outdoors, blinding opponents during an archery contest, and more!
Mirror (small silver): As above, but usually better because silver is more reflective. 
Mule: Small fellows like me might enjoy them for riding, but most use them in dungeons for hauling loot and gear. A bit expensive, but unintelligent monsters might take them as bait if you need to flee.
Musical instrument: Now I'm a fan of a good mouth harp, and I can play the spoons decently enough, but there is a class of folk that prefer strings like a lute or lyre, or winds like the bagpipes, or percussion, like a drum. Can be useful to make a good first impression. Can be bashed over someone's head to leave a final one. 

Needle and thread: Pick some up! They are cheap and weigh next to nothing and you'll be glad to have it when you need to mend up your cloak or tunic. If you have enough needles, they can be useful as an annoyance if buried vertically in soft ground. Do not place in mouth!

Oil (lamp) (per pint): You'll need oil if you're carrying a lantern. They also make great weapons against trolls and other beasties that fear fire. Or you can use them to control the battlefield by creating slip and trip hazards, or lighting things on fire! You can grease yourself up to traverse tight spaces (don't ask).
Ox: Use a team to pull your wagon. Spare one to feed the dragon. Trade the last for a flagon. Retire. 

Parchment (per sheet): Magic users will want them to record magical formulae. Laymen will want them for note taking and mapping. Useful for detecting fine gaps in walls when searching for secret and concealed doors. Cheaper than vellum, and generally lower quality. 
Pin (cloak): Keep your cloak secured! Stab a foe in the eye! Secure bandages! Place under cushions for hours of fun!
Piton: These are best for climbing, but I suppose you could use them to fix someone (or something) to the wall if you're trying to send a particular kind of message. More reliable than an iron spike in this way.
Pole (per 10ft): A ten-foot pole is a traditional piece of adventuring kit, don't leave home without it. Use it for poking things from ten feet away. As a gnome, I tie chalk to the end to mark ceilings in dungeons. Most monsters DON'T look up. 
Pony: The preferred mounts for halflings, dwarves and gnomes. Reliable and usually a bit more mild mannered than a horse. They can still be mean and deliver a bite that smarts! 
Pot, iron: Can be used for cooking or as a makeshift helmet. Great for scooping liquids. Trap small critters underneath them. Cook them up!
Pouch, belt, large: Keep the bigger things you need quick access to inside. 
Pouch, belt, small: Keep the smaller things you need quick access to inside. 

Quill (pen): If you're planning on writing, you'll need one. You could also tickle the nose of your most annoying companion while they sleep. 
Quiver (holds 12 arrows): If you fire a bow occasionally, you'll want this.
Quiver (holds 24 arrows): If you fire a bow often, you'll want this instead. 
Quiver (holds 12 bolts): Occasional crossbow users will want one.
Quiver (holds 24 bolts): Frequent crossbow users will want one. 

Rations, standard (per day): You'll want enough to feed your entire company when venturing into the wilderness, or underground. One per person, per day of travel plus enough for three additional days beyond your estimated travel time is recommended in case you lose your way. 
Rations, trail (per day): These taste like old boots, but last just as long. If the weather is a concern, or you will be traveling far from civilization, they make for an excellent choice. 
Reins, bit and bridle: You'll need a set for any four-legged creature you're bringing along. Let your groom hireling deal with the animals, however. 
Robe, linen: Magic users seem fond of them. I assume they enjoy the spaciousness and freedom of movement. Not too scratchy. 
Robe, silk: When your magic using friend starts to make some serious coin, this is what they always choose. Good for them. 
Rope, hemp (per 50 ft): You'll want to bring rope. Use it for ascent, descent, bundling, capturing, measuring depths, creating tripwires, playing tug-a-war, skipping rope, lashing timber for rafts, and much, much more!
Rope, silk (per 50 ft): Like hemp rope, but stronger. Worth the cost if you can spare the coin. 

Sack, small: For small treasures.
Sack, large: For large treasures. 
Saddle and stirrups: If you're planning to ride a horse, pony or mule, you will need a set. 
Satchel: If a large belt pouch is insufficient, this is the way to go. Great for protecting valuables from the elements. 
Scrollcase, bone: Fancy but fragile. Typically more water resistant than leather. 
Scrollcase, leather: The old standby. Useful not just for scrolls, but also maps, notes and other cylindrical objects. In a pinch, use them for breathing while submerged in water. 
Shoes, common: What you'll want if you can't afford boots. Otherwise, you'll go barefoot or have to wrap your feet in cloth. 
Shoes, noble: Worth the investment (along with matching clothes) if you are frequently rubbing elbows with the upper crust. 
Shovel: Just bring one along. There will be times where you want to dig and wish you had one. You can also bash idiots over the head with it, of which I approve!
Signal whistle: Useful for signaling over distances, or waking up deep sleepers. Or annoying your comrades. 
Skillet: Fry eggs, sausages, and more! Melt wax or other objects. Hit someone in the head (see shovel). 
Soap (per lb): Useful while traveling. Keep clean and hygenic! Grind against stone to create slippery surfaces for an ambush, or early alarm at your dungeon camp. 
Spell book (blank): Magic users should own at least two spell books. One to keep at home, and one for traveling. 

Tent: Useful for traveling outdoors, or in large underground areas. If weather is a concern, you'll want one!
Thieves' tools: Practically necessary for picking locks and disarming mechanical traps. If you can't afford these when starting out in thieving, get a set as soon as possible. 
Torch: Your cheapest and most practical source of light! Can be used to set things alight. Don't leave home without at least a dozen. Hire a boy to carry the torch when you can so your hands can stay free.
Tunic, woolen: Pick one up if you're traveling in the hills or mountains. 
Tunic, banqueting: Grab one of these if you need to schmooze with nobles. Otherwise, you're just advertising that you have money and are a mark. 
Twine, linen (per 100 ft): Use for rigging up simple alarms with a bell, or a tripwire for a simple crossbow trap. Mark the twine before delving so that you can use it for measuring distances in a dungeon or ruin. Can be used as a thick thread for repairing lighter armor, like leather. In a pinch, can be used to stich your friend back together. 

Vellum (per sheet): The fancy paper monks use, made from calfskin. Use this if you need your records to be long lasting and of high-quality. 

Wagon, small: You'll want this if you have a larger party, or have the opportunity to carry large booty. Many can be pushed by one or two people, but you might find it more convenient to use a draft animal.
Wagon, large: For carrying more. You'll also need horses or oxen to move this contraption. 
Water, holy (per vial): These can hurt the undead if you splash them will it. Carry a few if you can spare the coin and are expecting the unliving!
Waterskin (3 pint): It's important to stay hydrated on the road, don't leave home without it! Can also be used to carry other fluids, and many can be squeezed to create a stream of liquid. Do with that knowledge what you will. 
Whetstone: Keep your blades honed and in good repair while traveling. Take care of them and they will take care of you.
Wine, pint: While it comes in pints, you're actually allowed to have much more! Like ale, it works as a cleaning agent in a pinch, or as an antiseptic. 

-Daz



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