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Qc Storm
2014-02-17, 04:18 AM
My players will be going through a short adventure as level 1 commoners. This will be a humbling experience, as they are used to solving situations by flexing big numbers.

I intend to give each of them a starting package, containing various, cheap items they will have to use and manage to survive the adventure. I'm talking about quickly forgotten things like Thunder stones, Acid Pouches, Smokesticks, etc.

And obviously non-magical gear such as whistles, hammers, etc.

They will also receive a bunch of cheap one-shot items such as healing potions and blessed bandages for an increased chance of survival.

I know the core items pretty well, but are there items outside of core I could use?

weckar
2014-02-17, 04:24 AM
Rope. Always rope.

kirerellim
2014-02-17, 04:52 AM
http://www.giantitp.com/forums/showthread.php?t=232822


That. All of that.

Uncle Pine
2014-02-17, 06:46 AM
A towel tarpaulin from Races of the Wild.
And pretty much everything you might find appropriate to handle to them from here (http://www.giantitp.com/forums/showthread.php?p=8235865). Probably not aboleth mucus, unless you want things to escalate very quickly.

Qc Storm
2014-02-17, 05:02 PM
Thanks a lot.

mabriss lethe
2014-02-17, 06:12 PM
Oil is a good one for commoners. A commoner with a good supply of lamp oil can cause a lot of havoc. 1 sp gives you either a poor-man's alchemist fire, or can be used to burn a 5' square for 2 rounds at 1d3.

Nibbens
2014-02-17, 06:51 PM
salt and coffee - because you never know when you need one, and any good commoner will drink the other.