...I was noodling around with AD&D the other day, and came up some example lists of equipment for four starting PCs. Because I'm a big fan of AD&D encumbrance. It's a necessary part of the old-school dungeon crawl, and not for its own sake, or "realism", but because it actually breaks the system if you ignore it.
Besides, I like the little details. But other people don't, because I'm weird. ^_^ So I've done the work for you.
I think I've managed to cover all the bases. Assuming the fighter and cleric both have a strength of 12 or higher, the party movement rate will be 9', the second-best category (and really, there's no getting up to 12' without magic armor and lots of hirelings). The M-U has the 10' pole and mapping supplies, the thief has the rope and a mirror for dealing with medusae and other stone-gaze threats, while the cleric has the holy water and herbs. The fighter has a spear which can double as a second pole and has many other benefits. There's 8 iron spikes and a spare hammer (although if it were me, I'd have the hirelings carry additional spikes). Everyone has torches.
Note that if you're using this setup for hirelings and supplies there's some overlap. That setup pays for the iron rations and already has enough torches.
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