Point One: What to Take (PWH)

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"Before you go anywhere, you've got to think about what you're going to need. Sometimes what a hasher's got determines if he lives or dies. Don't go taking too much, though—being weighed down is as sure a way o' gettin' scragged, hipped, or put in the dead-book as bringin' nothin' at all. 
"Here's a short list, in no particular order. 
* "Something sharp. Sure, most leatherheads carry a sword or knife, but just in case you're one of those types that don't normally carry a blade, start doin' it now. You can fight with whatever you want, but a knife's essential for cutting, digging, marking ground, and other things a hasher's got to do. It's the best multipurpose friend you've got. 
* "A good, sturdy pair o' boots—the thicker, the better. You'll be walking in stuff you don't want your feet to touch, believe me. 
* "A blindfold. Lots o' things out there will drive a cutter barmy or blind if he keeps his eyes open—especially in the Inner Planes where all that energy and radiance'll bum your eyes right out. Furthermore, a wet blindfold can be held in front o' your bone-box to act as a breathin' filter. This'll protect you (at least a little) from noxious fumes, smoke, and other breathing hazards. 
* "Earplugs. There're almost as many sounds that you don't want to hear as sights you don't want to see. Take Pandemonium, for example—the incessant winds that blow there drive a berk barmy if he's exposed to 'em for too long. 
* "Rations and water. Don't go expecting to find something to eat or drink out on the planes. More likely than not, most cutters ain't gonna want to eat what they've got there. 
* "Rope. If you think that everywhere on the planes has nice, level ground, you've got a rude awakening ahead o' you, berk. Some planes are nothing but ridges and chasms. Others (actually, a couple of them) are just big mountains. Some're stranger still, with no real up or down. Occasionally a blood's just got to tie herself to something solid to get her bearings. 
* "Oiled tarp or tent. You've got to cany your shelter with you when you travel the planes. Sometimes even the rain of a plane is dangerous—acidic, poisonous, or worse. 
* "Torch, lantern,  or magical light (best!). Like to see where you're going? 
* "Journal. On the planes, it's easier to record where you've been than try to figure where you're going, so a journal is easier to keep than a map. Distances can change, berk. Some planes, space has little meaning. Keeping track of what you've seen to provide reference points is a good idea. It's also a handy place to jot down portal information, like the kind of key a basher needs to use one. 
* "Money. Just like at home, a little jink goes a long way. No matter where you go, everybody speaks the language of gold. If you're not accustomed to giving out bribes—change. 
"Don't bother bringing: 
* "A map. The maps that you find on the Prime regarding anything on the planes are wrong. Even if they were right once, things change pretty fast on the planes, and when they change, they change big. Cities move, planes shift, mountains sink—you get the idea. 
* "Minor magical weapons. Magic's tied to the place it was formed, so only the best and most powerful magical. weapons work on planes other than their own. Prime-forged weapons lose some power on the Astral and Ethereal and a good bit more everywhere else. 
* "A narrow-minded focus or superior attitude. Keep an open mind. Things out here aren't always like they were at home. Hardly ever, actually. And while you're at it, drop your attitude. Powers and their proxies live on the planes, berks, and no matter how tough you think you are, you ain't as powerful as they."