Equipment & Hirelings

Starting Equipment

Each character starts with the following items: Backpack, bedroll, 3 days rations, 2 torches

Additionally they receive items from the following table.

Result Roll Twice Roll Once Roll Once
1 Rope, 50ft Air bladder Incense
2 Pulleys Bear trap Sponge
3 Candles, 5 Shovel Lens
4 Chain, 10ft Bellows Perfume
5 Chalk, 10 Grease Horn
6 Crowbar Saw Bottle
7 Tinderbox Bucket Soap
8 Grap. hook Caltrops Spyglass
9 Hammer Chisel Tar pot
10 Waterskin Drill Twine
11 Lantern Fish. rod Fake jewels
12 Lamp oil Marbles Blank book
13 Padlock Glue Card deck
14 Manacles Pick Dice set
15 Mirror Hourglass Cook pots
16 Pole, 10ft Net Face paint
17 Sack Tongs Whistle
18 Tent Lockpicks Instrument
19 Spikes, 5 Metal file Quill & Ink
20 Torches, 5 Nails Small bell

Armor Table

Armor Type Effect on AC Cost
Shield +1 15 gp
Leather +2 5 gp
Ring +3 30 gp
Chain +4 75 gp
Plate +6 100 gp

Ranged Weapon Table

Weapon Damage Cost
Sling 1d4 0.2 gp
Bow 1d6 15 gp
Crossbow 1d4+1 12 gp

Melee Weapon Table

Weapon Damage Cost
Club 1d4 0 gp
Dagger 1d4 2 gp
Warhammer 1d4+1 1 gp
Mace, heavy 1d6 10 gp
Sword, short 1d6 8 gp
Spear 1d6 1 gp
Staff, 2H 1d6 0 gp
Battleaxe 1d8 5 gp
Sword, long 1d8 15 gp
Sword, 2H 1d10 30 gp

Hirelings

Players can try to hire help for their adventures. They need to post notices (25g, 2 in 6 chance) or spend money on drinks in the tavern (50g, 3 in 6 chance) to locate potential candidates. These come in two categories.

  1. Villagers: simple townsfolk without particular talents. Mainly serve as torchbearers or porters. Cost: 1gp a day. (AC10, HP d4, save 18, -1 attack)
  2. Other Adventurers: regular randomly generated characters from any class. Gain experience. Cost: 1/2 share of loot.