To save my players some time I put together a very basic character roller, including the list of starting items I love so much.
Generate a guy.
The items have been written by me, stolen from Dungeon Dozen, stolen from other starting item lists, and generally stolen.
EDIT: Was brought to my attention that showing the table might be useful. Assume none of it's mine, if in doubt. The wonky sub-table was how I started adding past 100
100 Random item starter list for beginning characters.
- Grandfather's broadsword, plain but quality. Engraved on it are the names of his dead comrades.
- A locket containing a tiny portrait of your dear mother.
- A scalped beard
- d6 gold pieces stitched into your clothing.
- A healing ointment of your mother’s, heals 2hp per application. Four applications.
- A sock full copper bits (2d12).
- A small, white and friendly kitten with glowing eyes. The kitten will follow the party everywhere; if it is killed, the next night there are two kittens.
- A certificate for 168 GP if presented to the Gold Citadel.
- A pair of well worn thumbscrews.
- A rusted shut prayer book to Vorn.
- Small tin of black lotus powder (d6 doses, the cheap knock-off variety that still gets you high but tends to kill repeat users)
- A genuine treasure map (5% chance of being real).
- Empiric phrasebook. Containing such common necessities as “You child of a long dead sow” and “Death to the Invincible Overlord!”.
- Two men-at-arms. Father paid for six months service up front. Armed with Chainmail, shield, and spear.
- There is small wrinkled conjoined twin somewhere on your body. It’s asleep most of time, but it has one peculiar power it can use once a day, if you wake it up and ask it nicely.
- Cosmopolitan Cruin: henchman who knows one language unknown to adventurers.
- A tunnel dog, loyal and well trained. A gift from "Uncle Guorgi".
- At least half your body is covered in tattoos. These move and frolic about when no one is looking. THEY GUIDE YOU +2 wis.
- Book of rare poetry. Prized by manticores.
- Vial of unholy water.
- A mechanical Goblin Key that'll lock any door.
- A lucky Hand of Glory necklace (pickled hanged man’s hand on a rope)
- Ancient cube of gold, quite encumbering, 50% chance of being lead with thinnest veneer of gold foil
- Gems encased in blobs of lead for safe keeping (a troll practice).
- Damage-proof scroll case carved of leviathan ivory.
- Ornate ceramic vessel with cork stopper, decorated w/scenes considered quite erotic by certain folks, contains one gallon refined mineral oil, extra slippery.
- Small leather bag with embroidered mushroom insignia: weird loam within produces a new super-nutritious fungal lobe each day if kept moist, stinks though.
- Keepsake box containing set of pointy baby teeth dipped in bronze.
- Musical instrument of shining brass, obviously designed to be played by creature with multiple mouths, scads of digits.
- Giant-size coat of exquisite chinchilla-like fur, marred slightly by smear of indelible ink on massive sleeve.
- An ivory dildo.
- Hermetically sealed box containing chunk of rubbery troll flesh eager to remake itself once exposed to air.
- Chest full of theatrical costumes.
- Father's old round shield.
- Corgo the Cognizant: able to remember important detail forgotten by adventurers. (Once per game)
- A bundle of letters to be delivered.
- Leprosy. You don’t feel much pain but are never sure when something has fallen off. +2 con but your HP is secret and the GM won’t tell you how injured you are until it’s too late.
- The Tale of the Nymph and the Acolyte, bawdily illustrated.
- Recipe for preparing a seven course meal using the components of a single monster (randomly determined) for all dishes.
- A trolls hand mounted on a three foot rod. It will grasp objects, or make a fist. commands, grabit, leggo, fist. You found it in the Forrest gripping a tree branch.
- A bestiary, allows the player to ask one question of the DM about any creature listed in the monster manual, fiend folio, or monster manual II, during the game.
- Munn the torchbearer/unemployed cartographer.
- A long stem pipe and bag of white lotus powder.
- Ten or twelve sentences translated from your language into another random language, with phonetic spelling for the latter. "Surrender or die!" and "Where's the treasure?" top the list. 33% chance inaccurate.
- Small vial of cerebrospinal fluid of the mind-bat: imparts random knowledge following short pleasurable coma. D3 uses.
- Envelope of black mold spores: snorted for hours-long laughing jags, long term users identifiable by tell-tale nasal staining. D3 uses.
- Jar of skin secretions of the blind cave frog: dilute with brandy for an interesting buzz. D6 uses.
- Jar of pickled polychromatic fungi: mild hallucinogen, enables user to see in the dark. D3 uses.
- A travel sewing kit. Compact but comprehensive.
- A full face mask.
- Keen-eyed Kruun: more likely than average to spot objects of value.
- Wheel of gray cheese: overwhelms the pleasure centers for 10 minutes, then turns skin stone-gray and deadens emotions (cure: more gray cheese). 2D6 servings.
- Halifam the Half-hobbled: enchanted peg-leg allows one spectacular jump (as spell) per day, d6 roll required (1-5 leap succeeds, 6 peg-leg falls off).
- Bladder of War Juice(TM): tincture of white ape adrenal fluids and alcohol, induces battle frenzy/heart attack(5% chance).
- Flaegra, priestess from exotic realm: on pilgrimage of self-nullification, taking on menial/dangerous tasks such as hauling treasure, carrying torches, under oath to never use considerable powers.
- Spear-hole in both sides of neck, likes to smoke pipe for gruesome effect.
- A tiny jar of glitternight dust: Strong hallucinogen, induces violent euphoria. Fortunately also a paralytic.
- Syphilis. You don’t expect to live long enough to regret your heady youthfulness. -1 con +2 reflex rolls, won’t get past 50 without losing your mind.
- Mighty Bleena: possibly the world's strongest woman, suffered series of concussions earlier in career (still refuses to wear helmet), becomes confused in battle, 50% likely to mistakenly hammer friendlies who get close to her in melee.
- A pet snake.
- Huroo the mentally deficient yet totally bold and confident torchbearer: loincloth, torches.
- Cleem of the Pukarat people: two-handed sword, breechclout, a barbarian so ferociously savage and given to violence as to be a constant liability.
- Unbelievable number of concealed daggers (5D3).
- Packet of herbal virility enhancer.
- Forty feet of steel wire on a spindle.
- A bottle of mild sleeping tonic.
- A pouch around your neck containing a wooden likeness of your parents.
- An adorable piglet.
- A fully furnished pack mule.
- A really nice horse. Wow, what a handsome horse.
- A wax paper packet of blue dye powder.
- A pair of bear fur knee breeches.
- An elinguated eunuch warrior slave. You monster.
- Pot of analgesic body balm.
- Branded with insignia of notorious slaver, still on the wanted list. 50% hand, 50% face.
- A fine pair of trousers in your family’s tartan.
- A small sundial on a necklace.
- Frolees five page guide to moustaches and beards.
- A six inch Crystal lens.
- A small silver mirror.
- Corrective spectacles.
- A Ring of Luck, +1 on all saves, roll again on this list.
- Closed helm featuring faceplate shaped as caricature of cherubic infant face.
- A seven-fingered glove.
- A golden false eye to replace the one you lost (randomly determine which eye is missing).
- A copper tongue scraper.
- Emergency escape razor stashed in wrist wrappings.
- A bag of candied fruits.
- Pint of noxious hill giant repellent in sealed sheep's bladder
- A wand of eye poking. four charges. It will unerringly poke out the eye of target creature within arms reach. no roll needed.
- An excellent wool scarf knitted by your grandmother. Bonuses to resist cold.
- Unabridged History of the Slug Folk: 1000% more proper names than The Silmarillion, abundant w/tedious, highly repetitive minutiae of utterly pedestrian slug folk lives.
- Illuminated scroll containing abridgement of Ahknatar the Inscrutable's classic Lethal Pitfalls of Situational Ethics
- A live armadillo-like creature that clings tenaciously to your head, gives tactical advice, provides encouragement, sacrifices self to protect wearer from otherwise deadly blow.
- A small bag of uncut semi-precious stones.
- A dozen glow wasps in a round wire cage with handle. Equal to torch light at night. Require food and water daily.
- Disguise kit w/ wigs, false moustaches/beard etc.
- A collection of keys, hundreds of keys, of all shapes and sizes.
- Thick ragged scar from top of head to left heel, doesn't want to talk about it.
- Go to sub-table 1
Sub-table 1:
- Big brother’s favourite floppy hat.
- A large copper chamber pot.
- An adventurous kid has decided to become your henchman.
- Fake Fever Flixir; Induces flu-like symptoms for up to a week, depending on how much you drink.
- A scroll tube containing the deed to the Riven Tower.
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