Inventory And Items
PCs have a number of Inventory Slots equal to their Strength. Only items carried count towards this limit. Horses, hirelings, and carts do not count. Clothing, minor non-magical jewelery, and other cosmetic items do not take up inventory slots unless they are particularly bulky.
An Inventory Slot can contain one of the following:
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3 Light Weapons (daggers)
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1 Medium Weapon (sword)
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0.5 Heavy Weapons (hammers)
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1 Bow
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20 Arrows
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3 Bottles or Flasks
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1 Lantern
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3 Books
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3 Rations
The first 3 Inventory Slots are Quick-Draw Slots, and can be accessed at any time. It takes 1 round to retrieve an item from any other Inventory Slot. Inventory management is crucial. Selecting and tracking problem-solving tools is a player skill.
Encumbrance
Any items in excess of a character’s Inventory Slots (Strength) gain 1 point of Encumbrance per slot. Each point of Encumbrance imposes a -1 penalty to Stealth and Defense. With 6 or more points of Encumbrance, moving quickly is impossible. With 10 or more points of Encumbrance, moving beyond a crawl is exhausting.
Fatigue
Sprinting repeatedly, outdoor travel without rest, or excessively tiring activities inflict Fatigue. Each level of Fatigue takes up 1 Inventory Slot. It is usually removed by resting.
Armor
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Leather armour takes up 0 Inventory Slots and provides +2 to Defense.
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Chain armour takes up 2 Inventory Slots and provides a +4 bonus to Defense. It also imposes a -2 penalty to Movement and Stealth.
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Plate armour takes up 4 Inventory Slots and provides a +6 bonus to Defense. It also imposes a -4 penalty to Movement and Stealth.
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Shields take up 1 Inventory Slot and provide a +1 bonus to Defense. A PC can sunder their shield to reduce incoming damage by 1d12. The shield is broken afterwards.
Melee Weapons
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Light weapons (daggers) are a small item, and deal 1d4 damage in melee. Given the small nature of light weapons, they can be dual wielded to grant +2 to attack, or thrown with a range of 20'.
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Medium weapons (swords) take up 1 Inventory Slot and deal 1d8 damage if wielded in one hand or 1d10 damage if wielded in both hands.
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Heavy weapons (hammers) deal 1d12 damage but must be wielded in both hands.
Ranged Weapons
Ranged weapons get -1 to Attack for every 10’ beyond their listed range.
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Thrown light weapons (daggers) take up 1/3rd of an Inventory Slot and deal 1d6 damage and have a 20’ range.
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Slings take up 1 inventory slot. They deal 1d6 damage and have a 20’ range.
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Bows take up 1 inventory slot. They deal 1d6 damage and have a 30’ range.
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Crossbows take up 1 inventory slot. They deal 1d12 damage and have a 30’ range. A crossbow takes 1 round to reload.
Both bows and crossbows use arrows. A quiver of 20 arrows is an average item. After combat, arrows can be recovered. 50% will be usable.
Light Sources
Outside of the listed light range, light sources illuminate shadows. Vague shapes, movement, and reflective surfaces will be visible in shadows, but no details can be distinguished.
Light Source | Radius | Duration |
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Torch |
20’ light, 20’ shadows |
1 hour |
Lantern |
30’ light, 30’ shadows |
4 hours / fiask of oil. |
Candle |
5’ light, 10’ shadows |
1 hour |
Lighting a torch or lantern takes 1 round. PCs are assumed to be carrying basic firestarting gear. Magic or cantrips may ignite a light source immediately.
Hirelings
Hired at a fixed rate (see the price list). Dangerous work may require bonuses. Generic hirelings have 10 in all stats, 5 HP, and no skills outside their profession. PCs can have up to a third of their charisma in hirelings without any issues. Extra hirelings can be acquired, but may be disloyal, cunning, or poor quality. Above any items required for their job, a hireling can carry 3 Inventory Slots worth of items for the PC.