Closing in on the end of the 30 Day D&D Challenge!
26. What is your Favorite Non-Magical Item?
Being an old school gamer I almost feel obliged to say the 10′ Pole, but while its utilitarian value is notable I’m going to go in a different direction. Also worth honorable mention are thieves’ tools and the flask of oil.
But the item I’m going with is the 50′ coil of rope.
Rope is the dungeon delver’s friend. Used with a grapnel it lets you climb to ledges or out of pits, used with iron spikes you can descend into the lower reaches of a vault. Thieves love rope for second story work. Industrious adventurers will use rope to keep characters safe from pits or from being swept off of bridges. They can set snares and bind prisoners. In a pinch rope can be fuel for fires.
Recently in my Lamentations of the Flame Princess game the party encountered a chamber filled with waist-high mist. They roped up the halfling and put him on point to scout ahead, ready to yank him back should he fall into a pit or be grabbed by a horrible creature. That’s classic D&D thinking.
Dungeon delving is about exploring and rope is a vital tool for getting characters into the lost and forgotten places beneath the earth. Rope; not glamorous, not exciting, but something no party should go without.