Each character starts with some gold pieces at the beginning of an adventuring career; these are used to buy equipment. One gold piece (gp) is worth 10 silver pieces (sp) or 100 copper pieces (cp). Prices for equipment are listed on the tables below. To make it easier to add up, items of equipment that cost less than a gold piece are shown in fractions of a gold piece, not with the silver piece or copper piece price.
Roll 3d6 and multiply by 10. This represents the number of gold pieces (gp) that your character gets to have at the start of the campaign.
Most of the items are self-explanatory, but extra details are useful for a few of them.
Garlic, charmed: A head of garlic with hexes and blessings on it. Normal garlic has a minor effect on undead, but charmed garlic works much better.
Holy symbol: Often needed for Cleric spells and for turning the undead. In some cases, silver ones work better.
Holy water: Causes damage when thrown on most types of undead creatures and demons. This can be useful, since many of the more-powerful undead and demons can otherwise only be damaged with magical weapons.
Lantern, bullseye: These shine a beam of light 60 feet long but only 10 feet wide, through a hole in the lantern’s metal cylinder. They have a hinged cover, allowing the light to be hidden.
Lantern, hooded: These are normal lanterns open on all sides, with the flame shielded by glass. They shine a 30-foot radius of light in all directions.
Oil, lamp: A pint of oil will keep a lantern (either type) burning for 4 hours. Oil is also highly flammable; a lit flask of oil can be used as a thrown weapon to cause 1d4 points of damage with a successful hit, and 1 more point of damage per round for the next 2 rounds. Burning oil can also be used to create a hazard for pursuing monsters.
Torches: Torches burn for one hour and create a 30-foot radius of light. They are easily blown out by gusts of wind, and may even extinguish when dropped. However, if the party needs to set something on fire quickly – and they will – a lit torch can come in very handy.
Wolfsbane: Fresh wolfsbane will often keep werewolves at bay… temporarily.
Weight is listed in pounds (lb.). A normal level of miscellaneous equipment (not including armor and weapons) is assumed to weigh 10 pounds. Treasure is added to this, with each coin and gem weighing one tenth of a pound. These are big, heavy coins and gems, but that’s just the way of things in a fantasy world. Coins should clink, and gems should be the size of dice.
All characters, depending on what sort of armor they’re wearing and what they’re carrying, have a base movement rate as follows: