AedeloreWiki

PART 8: RESOURCES

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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