PART 8: RESOURCES
8.1 Food & Water
Resources are tracked with dice.
Daily Consumption - At the start of each day, roll your food/water die:
On D10: Roll 6-10 = Keep current die, Roll 1-5 = Reduce to next die size
On D6: Roll 4-6 = Keep D6, Roll 1-3 = Out of resource
Without Food/Water:
- 1 day without: No effects
- 2 days without: -2 on all rolls
- 3+ days without: Take 1 damage per day, -4 on all rolls
Restocking:
- Towns: Buy food and water
- Wilderness: Hunt (Survival check) or Forage (Nature check)
8.2 Arrows & Ammunition
After Combat - Roll 1D6 to see how much ammunition you recover:
Roll 1-2 = Lost most (keep 25%)
Roll 3-4 = Lost some (keep 50%)
Roll 5-6 = Found most (keep 75%)
Purchase:
- Arrows (20-50): 1 gold
- Bolts (20-50): 1 gold
- Blowgun Needles (20-50): 1 gold
- Sling Bullets (20): 4 copper
8.3 Potions
Starting Potions - All characters start with: Adrenaline, Antidote, Poison. Amount depends on class/race.
Potion Effects:
- Adrenaline: +3 on next action
- Antidote: Cures Poisoned status
- Poison: Can be applied to weapons (DM decides effect)
- Arcane Elixir: +10 Arcana (Mage/Druid only)
- Healing Potion: Restore 1D10 HP
NOTE: Poison CANNOT be used to create poisoned arrows.
8.4 Arcane Elixir
Special potion for magic users:
- Effect: Restores 10 Arcana
- Starting: Mage = 2, Druid = 1, Others = 0
- Max carried: 4