When out in the wilderness, far from the bastions of civilization, or deep in the winding passageways of a labyrinth, a party can find themselves requiring a specific item not easily obtained from a nearby store.
You can prepare for these outcomes in advance by creating a ramshackle version of Adventuring Gear. This is an Extended Test with a Goal of 12, with one Test allowed per Long Rest. You must make three DC 10 Intelligence ([Tinker’s Tools](https://a5e.tabletopbytheik.nl/compendium/items/tinkers_tools)) Tests, using another Tool if deemed appropriate for the situation. Another character may aid you if they are proficient with the appropriate tools, granting you Advantage on the Test.
Once successful, you jury-rig an item, the complexity of which is at your GM’s discretion. Items you jury-rig in this way are inherently fragile. It immediately breaks if you fail any Test while using such an item.