You have inventory slots equal to your Brawn minus your AC. Items not worn or carried in the hands take up slots, and are assumed to be stowed in a backpack. Each slot can hold up to 200 coins and gems.
The standard unit of currency is the silver piece (sp), which may be broken into 10 copper pennies (cp). Fifty silver pieces are worth 1 gold pound (gp).
Reloading a small ranged weapon is a free action.
Reloading a medium ranged weapon takes a move action.
Reloading a large ranged weapon takes an entire round.
Unarmoured characters have AC 0.
The dungeon lacks light. You must provide your own.
A candle, torch, or lantern sheds enough light to illuminate a single room. Every other Turn, a player with a light makes a light check by rolling the source's light dice. The GM may choose to make this roll in place of the player. If the result is greater than 4, increase the number of dice for the next check. If the result on 3d6 is greater than 4, the light is extinguished.
When the light source is threatened by wind or moisture, add an additional die to the roll. If your roll totals more than 4 it goes out, regardless of the number of dice being used.
|Block and tackle||5sp|
|Chain (per ft.)**||3sp|
|Canvas (per sq. yard)||1sp|
|Dry rations (per week)||10sp|
|Holy water (flask)||25sp|
|Ladder, 10 ft.||5sp|
|Lamp oil (flask)||6cp|
|Map or scroll case||1sp|
|Mirror, small metal||10sp|
|Pole (10 ft.)||2sp|
|Rope (per 50ft.)||10sp|
|Salt (per lb.)||1cp|
|Soap (per lb.)||5cp|
* Can store one item, which can be accessed instantly in combat as though you rolled exactly your Cunning.
** Every 5 feet of chain carried uses one inventory slot.
*** Sleeps two people.
Hirelings looking for work can be found in most settlements.
When you hire a hireling, roll 1d3 to determine their HD.