https://m.youtube.com/watch?v=RyCOUXB9sTs&t=210s
His pinned comment.
- Holes in the ceiling?
- Chalk mark where walked.
- Chalk draw a trip wire location so see easily later
- Flour on floor to looks for tracks in future
- Airflow indicator with torch , draft means hidden passage
- Grappling hook - pull levers from range
- Blanket - smother small fire
- Blanket over mob head for beating
- Blanket - cover noisy object
- Sack over statue head?
- Waterskin - rinse acid; test slope flow; reveal tiny depressions
Copy paste from his comment:
CHEAT SHEET: Mundane Gear Uses (table ideas)
Information / scouting
Steel mirror: peek around corners; check ceilings for holes; signal allies with light.
Chalk: mark explored routes; draw “trip lines” to notice movement; outline suspicious seams on doors/walls.
String / twine: measure distances; set simple trip lines; “breadcrumb” a way back; tie doors partly closed.
Bell(s) / small noisy trinkets: hang on a string trip line; make a “noise fence” while resting.
Candle / lantern / torch: test airflow (draft = hidden passage); smoke-stain to reveal moving air; see glitter on dust/wires.
Pole (10’): trigger pressure plates from range; test floors; poke suspicious piles; check depth.
Control the battlefield
Iron spikes / pitons + hammer: wedge doors; pin shut chests; create a “one-way” retreat; brace a rope line.
Wedges (wood/iron): jam doors; stop a portcullis from fully dropping; keep a lid from closing.
Rope: emergency retreat line; tie off for safe climbing; drag something heavy without touching it; “rope across” to guide in darkness/smoke.
Grappling hook: climb; snag items; pull levers from range; “test” ledges and balconies.
Blanket / cloth: smother small fires; wrap fragile loot; throw over a creature’s head for a beat; cover a noisy object.
Sack: carry messy evidence (powder, dust, coins); cover a trap hole; “bag the statue head.”
Reveal / mark / track
Flour (or any fine powder): show footprints and disturbances; reveal where air is moving; make a visible boundary line on the floor.
Oil (lamp oil): slick a slope; make a controlled burn; waterproof a pinch; mark a surface with a sheen to spot scratches.
Ink / charcoal: quick marks; rubbings of carvings; darken a shiny surface to spot etched lines.
Wax: seal a door or container (tamper evidence); take an impression of a keyhole or symbol; dampen a squeaky hinge.
Soap / grease: reduce friction on a tight squeeze; quiet metal-on-metal; help a stuck ring/helmet removal.
Traps, locks, and “don’t touch it”
Crowbar: force doors/lids; lift stones; pry bars on iron grates.
Hammer: drive spikes; break small masonry; test “hollow” sounds.
Needle + thread: repair torn pack/strap; stitch a disguise; tie a tiny item to a string for retrieval.
Tongs / thick gloves (if present): handle hot/acidic/unknown objects at range.
Waterskin: rinse acid; test a slope’s flow; reveal tiny depressions; confirm a drain.
Capture / disable / distraction
Net: control a hallway fight; stop a runner; buy time without killing.
Caltrops / marbles (if used at your table): slow pursuit; control choke points; protect a rest.
Spare coins / rocks: throw to test for reactions; trigger sounds; lure attention away.
Whistle: signal allies; coordinate retreat; draw guards away (at a cost).
Social / misdirection / problem solving
Small mirror / polished metal: show a guard you’re unarmed; flash a signal; misdirect a watchman’s attention.
Wine/strong drink: bribe; disinfect (table call); make a “burn line” with oil + flame; loosen tongues (with risk).
Salt / rations: bait animals; preserve a weird chunk; trade in a pinch.
Parchment + charcoal: map; copy a rune; take notes players actually use.
If you want, you can print this as a one-page handout for your players: “When stuck, pick one item and say what changes.” That line alone speeds games up.
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