Play must end in a safe location for the party.
5 provisions can be carried per cargo slot.
1,250 coins can be carried per cargo slot.
Characters reduced to 0HP or less are out of the fight. Negative damage suffered in excess of total Hit Dice means they have suffered a brutal, immediate death. Otherwise, their condition is revealed when a companion first comes to their aid with bandages. If they have no bandages, roll twice and use the lower result:
D6
1-2: Dead.
3: Death's Door. Unconscious at 0HP for 1d4 weeks, then make a Physique save (adjusted for quality of treatment). Die on a failure, begin normal healing on a success.
4: Maimed. Lose a random appendage and treat as Crippled. If you randomly roll the same one, you are instead at Death's Door.
5: Crippled. Recover to 1HP. Halve movement speed, carrying capacity, and all Stats until resting for a full day.
6: Unconscious, but otherwise OK. Recover to 1HP and gain an impressive scar after a short rest.
A character can throw an axe/javelin/plumbata and draw their main weapon in a single round.
If an unmodified 20 is rolled when striking an opponent, deal max damage. If an unmodified 1 is rolled, suffer a dangerous consequence. The same applies to enemies.
Missing a night's sleep reduces Agility by 2 and halves overland movement while travelling. Hirelings & retainers take -2 to Morale rolls.
Characters need shelter when resting in wet/windy weather. This can be a tent, cave, building, wilderness shelter etc..
Characters need a fire on cold nights.
If either of the above is lacking, characters cannot heal HP.
If you need both shelter and a fire, and either is lacking, treat as if you have missed a night's sleep.
You require 1 ration/day.
Dry rations persist between sessions.
Fresh/trail rations expire at the end of sessions.
With a day's work and a fire you can convert trail rations > dry rations at a 2:1 ratio.
If you go without food for a day, treat as if you have missed a night's sleep.
After three days, you cannot heal. Hirelings may desert you.
After a month, halve all stats, movement, and carrying capacity.
After two months, death ensues.
It's assumed you can find enough fresh water to drink unless you're somewhere especially arid. Drinking from a dirty source may have consequences.
If you go without water for a day, treat as if you have missed a night's sleep. This isn't cumulative with starvation.
The second day, halve all stats, movement, and carrying capacity.
The third day, death ensues.
A backpack/sack doesn't affect your carrying capacity, but it does protect items you carry, i.e. if you fall down a slope without a backpack then you may lose some items. The downside of a backpack/sack is that you need to rummage through it to find an item, which occupies valuable time in combat or tense situations.
If agreed among players, time can be skipped forward to allow for other projects that require a character's full attention. Otherwise play continues day-to-day. If a player wants their character to focus on a particular project but others want to continue play normally, they can make a substitute character or take control of a retainer.
Some animals can be trained to understand commands. The commands must be simple actions like 'stay', 'attack', 'fetch' etc., and each animal can only learn a certain number of them:
Unintelligent/flighty animals (deer, sheep, poultry etc.): 1 command.
'Ordinary'/tractable animals (cattle, falcons, cats etc.): 2
Intelligent animals (dogs, swine, horses etc.): 4
Training takes a variable amount of time:
To obey a given command semi-reliably takes one month. When trained to this level, an animal has a 3-in-6 chance of obeying a command.
Full training to follow a command takes 3 months - the animal will then do as commanded.
Stressful situations or unnatural foes may make trained animals hesitant. Make a Morale roll in these situations, a poor outcomes means they flee, neutral means they stay near their master, and a positive result means they obey the command.
Training an ordinary horse to become a warhorse takes a full year. An ordinary horse exposed to combat must make a Morale roll, as detailed above - they behave normally on a neutral-positive result.
A character can half-learn a language by spending a month learning from a full-speaker.
Fully learning a language takes 6 months.
Learning to read & write requires a literate tutor. One month will bring basic literacy, 6 months for full literacy. You must fully speak the language first.
Double the times above if learning is not your primary pursuit.
A book or other dense text will have a number of bits of information contained within. Reading solidly for a day will reveal a single 'piece' of information. Reading in a character's spare time while conducting other activities will reveal the same over the course of a week. Reading requires at least candlelight.
A Boast must describe a specific act.
When Boasting, a character gains both 1HD and +1 Hit Bonus.
Each Boast must be for a deed more challenging than the previous Boast.
A Boast shall be deemed appropriate by the other players, and the Referee. Likewise shall a Boast be deemed fulfilled, failed, or shirked.