You’re almost ready to start your life as an adventurer, but some starting equipment might help improve your odds of survival.
There are a few different options for starting equipment. Verify with your game master which version they would like you to start with.
You should choose the combination of options one or two as a default. This combination allows you to either take an equipment pack or roll for your starting gold. If you decide on one, you cannot take the other. This means if you roll your gold but don’t like the amount rolled, you cannot back out and take the equipment pack.
Option One: Al a Carte
This option allows you to start with a random number of gold coins to purchase the equipment you want. To determine how many gold coins you start with roll 3d4 and multiply it by ten.
3d4*10 = starting gomitsu (gold coins)
This starting equipment option allows you to purchase anything in the marketplace chapter that your game master has allowed. This includes technology and equipment packs. However, once you have rolled these options, you cannot change to a different option.
Option Two: Equipment Pack
This option allows you to select a pre-made equipment pack.
General PackEquipment Pack: General Pack
Equipment Qty lbs. Cost Backpack 1 3 2sc Bandages 5 2 5sc Bedroll 1 3 5cc Bread 4 2 4cc Daily Ration 2 2 8sc Dried Meat 2 0 0.1.6c Flint & steel 1 0 5sc Generic brigandine 1 13 30gc Generic outfit 1 9 0.1.4c Hand axe 1 2 3gc Hempen rope 1 10 5sc Knife 1 2 6sc Nimgrin syrup 1 0 5sc Small animal trap 1 5 3sc Small cloth sack 1 0.5 5cc Torch 4 1 4cc Waterskin 1 2 5sc Variant: Generic metal cuirass 1 23 60gc Total 29 57 37gc Variant Total 29 67 67gc
Option Three: Commoner Start
ChallengingThis option has you starting based on your traits and how becoming an adventurer results in not having much to your name. Maybe you only have the clothes on your back, a sack or bag, a farming tool or blacksmith hammer and a small amount of food, but not much more. You can only spend 2d10 silver coins at the marketplace, but no weapons or armor.
2d10 samitsu (silver coins) & no buying weapons or armor
If you get any equipment, extra coin, or other objects from traits, you keep them on top of the starting silver.
The coins in this option represent the savings you have kept during your life or what’s left of your wealth before becoming an adventurer. Ultimately, the game master decides how many silver coins you start with based on how challenging they want their campaign to start.
Option Four: Escaped Slave
Extremely ChallengingInstead of having starting coins and items from your traits. For this variant start, you begin as an escaped slave on the run. You have no equipment or money and only the rags on your back. Only experienced players should attempt this difficult variant start, where they begin with no money or items, just the rags on their back.
Step Summary
Refer to Chapter 11: MarketplaceOption 1: Al a Carte
3d4*10 starting gomitsu (you cannot change options one you roll).
Option 2: Equipment Pack
Select one of the equipment packs in the marketplace. Start with only what is in the pack.
Option 3: Commoner
Challenging 2d10 Samitsu (silver coins)
Cannot purchase armor or weapons
Option 4: Escaped Slave
Extremely Challenging
You lose all equipment and money gained from traits (if applicable) and start with only the rags on your back.