TABLE: Starting Equipment (d24)

d24 Starting Gear

1

Backpack

2

Candle

3

Chain, 10'

4

Chalk, 1 piece

5

Chest, empty

6

Crowbar

7

Flask, empty

8

Flint & steel

9

Grappling hook

10

Hammer, small

11

Holy symbol

12

Holy water, 1 vial (inflicts 1d4 damage to undead creatures, as well as some demons and devils)

13

Roll 1d4+1 iron spikes

14

Lantern

15

Mirror, hand-sized

16

Oil, 1 flask (when ignited and thrown, causes 1d6 damage plus fire; DC 10 REF save to put out or suffer additional 1d6 damage each round. One flask of oil burns for 6 hours in a lantern.)

17

Pole, 10-foot

18

Roll 1d4+1 daily rations

19

Rope, 50'

20

Sack, large

21

Sack, small

22

Thieves' tools

23

Roll 1d4+1 torches

24

Waterskin