Consumables

The following consumables are available. All consumables start at novice rank before being upgraded.

Consumables can be refreshed in town. Refreshing a consumable costs 1 treasure, and resets the available supply to the PC’s capacity.

Upgrades cost 1 treasure, and must be performed in town. A PC cannot upgrade a consumable to a greater rank than their own. Upgrades with different effects from those listed here may be possible. Upgrading a consumables does not refresh it, but any other benefits become available immediately.

Rations

Rations must be consumed to gain the benefits of a short rest. Upgrading rations increases capacity.

RankCapacity
Novice2
Amateur4
Adventurer6
Veteran8

Torches

Torches are used to explore in the dark. One torch is expended to explore a dark room. A PC in the dark without any torches in Blinded. Upgrading torches increases the number a PC can carry.

RankCapacity
Novice8
Amateur16
Adventurer24

Medicine

Medicine can be consumed as a Bonus Action to recover lost hitpoints, or administered to someone else. All PCs can carry one portion of medicine. Upgrading medicine increases the amount healed as shown on the table.

RankHeals
Novice2d4+2
Amateur4d4+4
Adventurer8d4+8
Veteran10d4+20

Arrows

Arrows are consumed by making attacks with weapons that have the Ammunition descriptor. Upgrading arrows improves capacity.

RankCapacity
Novice40
Amateur60
Adventurer80
Veteran100

In addition to increasing capacity, special arrow types area available.
Special arrows count against total capacity, and are limited by their own capacity. For example, an archer with Amateur Fire arrows could carry 60 arrows, of which 10 could be fire arrows. Other arrow types may exist.

Type (damage type)Capacity
Amateur
Fire (fire)10
Broadhead (slashing)10
Blunts (bludgeoning)10
Adventurer
Fire (fire)20
Broadhead (slashing)20
Blunts (bludgeoning)20
Veteran
Fire (fire)30
Broadhead (slashing)30
Blunts (bludgeoning)30