Mark off boxes past your Strength score as unavailable. Most items cost 1 box; bulky/heavy gear costs 2–3. Circle or star the boxes holding items you keep "at the ready" — up to your Dexterity modifier's worth.
Capacity equals your Strength score. Items you can reach without stopping — drawn, worn, or belted — equal your Dexterity modifier; everything else is stowed and costs an object interaction to bring out.
| Carried | Slots |
|---|---|
| Weapon, one-handed | 1 |
| Weapon, two-handed or polearm | 2 |
| Shield | 1 |
| Light armour (padded, leather) | 1 |
| Medium armour (hide, mail shirt) | 2 |
| Heavy armour (mail, plate) | 3 |
| Ordinary gear (rope, lantern, tools, bedroll) | 1 each |
| Quiver or case of ammunition | 1 |
| Waterskin | 1 |
| Rations | 1 / 3 days |
| Torches | 1 / 5 |
| Oil flasks | 1 / 3 |
| Small, precious, or awkward | Slots |
|---|---|
| Small items — rings, vials, scrolls, tinderbox, keys | 5 / slot |
| Coin, in bulk | 1 / 100 |
| Gems, jewellery, small valuables | 1 / handful |
| A chest, an idol, a millstone | 3+ |
| A body, or someone unconscious | 6, two hands |
| Carrying too much | |
| Over your Strength score | encumbered |
| Over double it | cannot move |
Encumbered: speed halved, no running, disadvantage on Dexterity saves and on anything needing stealth or grace — until something is dropped or handed off. A pack animal or a hired porter is usually cheaper than the alternative.
Worn clothing, a belt pouch, and a few coins loose for drinks don't count. Neither does anything a hireling is carrying — but a hireling can refuse, and will remember being loaded like a mule.
| Item | Slots | Notes |
|---|---|---|
Coin. A compulsion to end every threat you find, whatever the cost. A debt you're working off. A name you're hunting. A person you failed once, and won't again. Something you're avoiding at home. Write the real one, not the noble one, unless the noble one is actually true.
| Session | Fulfilled? | XP awarded | How |
|---|---|---|---|