The list below contains items your character may start with in addition to initial equipment granted by a class. Roll a full set of dice (d4, d6, d8, d10, d12, d20, and d100) then consult the chart. Items from 1 - 20 will be very common and duplicates are expected.
- Dagger
- 100’ of yarn, 2 silver bells, and multi-colored chalk
- Leather armor w/cowl
- Cloak with hidden compartment
- Bag of ball-bearings, pickaxe, and gunpowder
- Hound
- Heavy crossbow
- Chainmail
- Vial of Poison
- Spyglass & Guild Cloak
- Canary in a cage
- 30 gp
- Crossbow
- Longsword
- Shield
- Lockpicks (3x)
- Alchemist's Fire (2x)
- Longbow & 20 arrows
- Expensive hour glass
- Bull's-eye Lantern & 6 pints oil
- Wizard’s hat + empty spellbook
- Key to a locked door
- A second life (name, clothes, papers)
- Pirate Brand
- Passport from a distant land
- Letter from a prince
- Grandfathers greatsword
- A ring worth twice as much as you think
- A trophy from a deadly monster
- A friend in a high place
- Thieves Guild Insignia
- Mood Ring - reads other people’s moods
- Duelist's Hand Crossbow
- Bag of sleeping powder
- Detective badge & trench coat
- Long-range listening device
- Friend who’s a booze wench
- Set of noble clothes
- Brutal murder's axe (minor enchantment)
- Vial of gold dust
- The eye of a nearly forgotten deity
- Bottle of pills, no prescription
- Anxiety meds
- Pack of rolled cigars & bottle of cheap whiskey
- Thunderstone x2
- A bag of assorted potions (x3) with undetermined effects
- Vial of strong acid
- Fire-resistant quilt
- Enchanted coin with accompanying map. The coin's location always shows on the map in real-time.
- Bottle of flammable alcohol and a matchbook from a tavern
- Infravision goggles which only work in direct sunlight
- Handy Haversack with half the capacity of normal
- Masterwork Padlock & key (DC 22)
- Silver Raven
- Healing balm (2x uses)
- Small lockbox keyed to your blood
- Staff of the Ram with 2x charges
- Reading glasses that let you read one other language
- Pair of Sending Stones
- Eagle & falconry glove
- Heat-resistant gloves
- Portable Ram
- Ferret & big coat to hold them in
- Moderately strong magnet
- Snorting powder (2x) that reveals secret doors
- Assistant (henchman, will carry stuff)
- Pill that will keep you up for 72 hours
- Injection that makes you astral project
- Three wigs and masks
- Music box which plays your favorite song
- Pill which makes you immune to damage for one round
- Detailed drawing of a demonic ritual circle
- Spell scroll that requires translation
- Letters of credit worth several thousand gp in a bag
- Glass jar with a deceptive spirit in it
- Poisonous frog that likes you for some reason
- Orb of light that floats around your head
- Retractable wrist-shield
- Shield bracelet
- Megaphone
- Iron-claw arm, attaches at hip
- Boots of elven kind
- X-ray goggles
- Terrifying mask with razor-sharp teeth
- Gauntlet which deals additional 1d6 damage when punching
- One sending stone. The other is held by a wise sage who owes you a favor
- Locket with a photograph of an older you in it, the name of the creator inscribed on the back
- Helmet that gives you prophetic dreams
- A secret admirer that sends you love letters
- A fairy in a jar that will attract the nearest dragon if released
- A bell that when rung summons the nearest ghost
- Super-adhesive glue, fast drying
- Vial of tooth-rotting powder
- Several military medals, they may or may not be yours
- Military grade sleeping pills (2x)
- Acid-resistant cloak
- Portable printing press, magically small and lightweight
- A sack of gold coins from an era long past
- The Agora Apocalyptica, a book that describes the end of the world in great detail. Your name is mentioned several times and it’s not a coincidence. The name of one other party member is mentioned as well. Somehow you are both responsible.
- A small documentary crew (scribe, interviewer, and artist) who have been paid for the week to follow you.