Any new character can use this method from #ose to determine their starting gear if they wish. We will use this method any time we need to move fast to get back in the action.

Basic Adventuring Gear

In this method every new character gets:

Table QE1: Adventuring Gear
d12 Item
1 Crowbar
2 Hammer + 12 iron spikes
3 Holy water
4 Lantern + 3 flasks of oil
5 Mirror (hand-sized, steel)
6 10-foot pole
7 Rope, 50 ft
8 Rope, 50ft + grappling hook
9 Wolfsbane
10 Antidote
11 Moon Mint Tincture
12 Cooking pot + mess kit

Equipment By Class

Additionally, characters get the following according to their class:

Table QE2: Equipment By Class
Class Armor Weapons
Fighter 1d6 1d12 twice on Weapons table
Hunter 1d6 1d12 on Weapons Table plus Bow + 20 arrows
Cleric 1d6 1d4 twice on Cleric Weapons table
Thiefers Leather 1d12 twice on Weapons table
Shaman 1d2 1d4 on Shaman Weapons table
Magic-User None Dagger
Table QE3: Armor
d6 Armor
1 Leather
2 Leather + Shield
3 Breastplate
4 Breastplate + Shield
3 Chainmail
6 Chainmail + Shield
Table QE4: Weapons
d12 Weapon
1 Axe, Battle
2 Crossbow + 20 bolts
3 Axe, Hand
4 Mace
5 Polearm
6 Bow + 20 arrows
7 Short Sword
8 Sling + 20 Bullets
9 Spear
10 Longsword
Table QE5: Cleric Weapons
d4 Cleric Weapon
1 Mace
2 Sling + 20 Bullets
3 Maul
4 Warhammer
Table QE6: Shaman Weapons
d4 Cleric Weapon
1 Spear
2 Sling + 20 Bullets
3 Greatclub
4 Quartestaff