“A wise adventurer carries a few, a veteran carries many.” —Delianna
A sword lasts for years, a consumable lasts for exactly as long as you need it. Consumables are single-use
items that provide healing, recovery, protection, or temporary advantages. Once used, a consumable is
destroyed. Unlike weapons and armor, consumables are often carried for the moment everything goes
wrong.
Medical Supplies
Not every wound can be solved with a potion.
Medical supplies allow a character to treat injuries, restore drained attributes, and combat lingering
afflictions. Unlike potions, these items require time and knowledge to use effectively.
When used to restore Hit Points, make the appropriate Intellect check for the target's creature type. The
DC is determined by the target's Race or Monster entry. On a success, restore the listed Hit Points plus 1
additional Hit Point per ★.
All medical supplies may also be used with a single Action to perform their listed emergency treatment.
Stitcher's Kit
A collection of bandages, needles, salves, and surgical tools used to treat wounds.
10 Minute Treatment: Restore Hit Points.
Emergency Treatment : Attempt to end a Gnawing effect. The DC is determined by the effect that
caused the Gnawing damage.
HP Restored Cost
| 1d4 | 2/1★ |
|---|---|
| 1d6 | 3/1★ |
| 1d8 | 5/2★ |
| 1d10 | 7/3★ |
| 1d12 | 9/4★ |
Redleaf Satchel
A collection of rare medicinal herbs prized by healers throughout Chondara.
Functions as a Stitcher's Kit.
Emergency Treatment : Attempt to restore one drained Attribute by one step.
HP Restored Cost
| 1d4 | 3/1★ |
|---|---|
| 1d6 | 4/2★ |
| 1d8 | 6/3★ |
| 1d10 | 8/4★ |
| 1d12 | 10/5★ |
Fumewraps
Potent medicinal wraps soaked in alchemical compounds and restorative herbs.
Functions as a Stitcher's Kit.
Emergency Treatment :
HP Restored Cost
| 1d4 | 3/2★ |
|---|---|
| 1d6 | 4/3★ |
| 1d8 | 6/4★ |
| 1d10 | 8/5★ |
| 1d12 | 10/6★ |
Healing Potions
Sometimes there simply isn't time for proper treatment.
Healing Potions provide immediate recovery and are commonly carried by adventurers expecting
trouble. Unlike medical supplies, Healing Potions require no anatomical knowledge and can be used in
the middle of a fight.
When consumed, make a DC 3 Endurance check. On a success, restore the listed Hit Points plus 1
additional Hit Point per ★.
HP Restored Cost
| 1d4 | 3/1★ |
|---|---|
| 1d6 | 4/2★ |
| 1d8 | 6/3★ |
| 1d10 | 8/4★ |
| 1d12 | 10/5★ |
Mana Potions
Magic is exhausting work.
Mana Potions restore magical energy, allowing spellcasters to continue casting when their reserves begin
to run dry.
When consumed, make a DC 3 Willpower check. On a success, restore the listed Mana Points plus 1
additional Mana Point per ★.
MP Restored Cost
| 1d4 | 3/1★ |
|---|---|
| 1d6 | 4/2★ |
| 1d8 | 6/3★ |
| 1d10 | 8/4★ |
| 1d12 | 10/5★ |
Warding Potions
Some threats cannot be healed.
Warding Potions provide temporary protection against a chosen damage type. When acquired, select a
damage: Acid, Cold, Fire, Electric, Sonic, Toxic, Force, Radiant, Decay, or Madness.
When consumed, gain the listed Resistance against the chosen damage type until the end of the
encounter.
Multiple Warding Potions protecting against the same damage type do not stack. Use only the highest
value.
| Ward | Cost |
|---|---|
| +1d4 | 2/1★ |
| +1d6 | 3/1★ |
| +2d4 | 5/2★ |
| +2d6 | 7/3★ |
| +3d6 | 9/4★ |
Restoration Potions
Attribute Drain can leave even the greatest heroes weakened, exhausted, or barely able to continue.
Restoration Potions help recover from these debilitating effects.
When consumed, make an Endurance check. On a success, restore the listed amount of Attribute Drain.
Step Restored Cost
| +1 | 2/1★ |
|---|---|
| +2 | 3/1★ |
| +3 | 5/2★ |
| +4 | 7/3★ |
| +5 | 9/4★ |
Regeneration Potions
These valuable concoctions continue working long after they have been consumed. When first
consumed, immediately restore the listed Hit Points. At the start of each of your turns thereafter, restore
the same amount again.
This effect lasts for a number of rounds equal to your ranks in Endurance.
Multiple Regeneration Potions do not stack. If more than one would affect you, use only the strongest.
HP Restored Cost
| 1d4 | 3/2★ |
|---|---|
| 1d6 | 4/3★ |
| 1d8 | 6/4★ |
| 1d10 | 8/5★ |
| 1d12 | 10/6★ |
Totems
Not every adventurer can inscribe a glyph. Fortunately, someone else already did.
Totems are temporary glyphs bound into a physical object. When activated, the totem is destroyed and
grants the listed glyph bonus for the remainder of the encounter.
A Totem may represent any of the 25 Skills or 5 Magic Sources.
Totems do not stack with permanent Glyphs. Use whichever bonus is higher.
Glyph Bonus Cost
| +1d4 | 2/1★ |
|---|---|
| +1d6 | 3/1★ |
| +1d8 | 5/2★ |
| +1d10 | 7/3★ |
| +1d12 | 9/4★ |
Bombs
Not every problem requires subtlety.
Bombs are thrown alchemical weapons designed to deliver devastating elemental effects from a safe
distance.
Bombs use the Thrown skill and have a Range of 3.
When acquired, choose a damage type for the bomb. Common choices include: Acid, Cold, Electric, Fire,
Sonic, Toxic, Force, Radiant, Decay, or Madness.
On a successful attack, the bomb deals the listed damage.
| Damage | Cost |
|---|---|
| +1d4 | 2/1★ |
| +1d6 | 3/1★ |
| +1d8 | 5/2★ |
| +1d10 | 7/3★ |
| +1d12 | 9/4★ |
Food, Rations & Sustenance
“People love pretending survival’s about swords and magic. It’s not. It’s warmth, water, and whether you
remembered to eat before the world tried to kill you.” —Delianna
Food in Grimhowl is preparation, endurance, and recovery. A good meal can keep you moving, sharpen
your senses, or buy you just enough strength to survive another fight.
Food is divided into two broad categories:
Unless otherwise stated:
Meal Breaks
A Meal Break represents time spent:
Meal Limits
A character may:
Benefits of Eating
When you benefit from a ration during a Meal Break, choose one:
This choice is made each time you eat.
Cooked Meals
Cooked Meals require:
Extended Rest & Food
To gain the benefits of an Extended Rest:
You must have benefited from food that day.
If you complete an Extended Rest without eating:
You gain no mechanical benefit from that rest.
Food is required for meaningful recovery.
Hunger, exhaustion, harsh travel, and environmental pressure may cause:
Fatigue applies:
Multiple sources of Fatigue:
Fatigue is removed only by:
Delianna’s Note
“You can ignore hunger for a while. Your body keeps score anyway.”
Each meal:
A character may only benefit from:
Village Loaf & Drippings
Rough bread and greasy drippings.
Stonecut Porridge
Thick, bland, and dependable.
Roadwarden Stew
Built for long roads and heavy packs.
Salted Organs
Unpleasant. Effective.
Clear-Mind Broth
Bitter herbs and sharpened focus.
City Feast Plate
Fresh bread, rich meat, and proper portions.
Sugared Mash
Expensive fuel for dangerous work.
Hootmaw Steaks
Apex predator meat cooked properly.
Delianna’s Note
“A good meal won’t solve your problems. But it might keep you alive long enough to make worse ones.”
Drinks are separate from meals.
Drinks:
Drinking & Endurance
After consuming a drink:
Drink Number DC Required ★
First 2 1★
Second
Third 3 2★
4 3★
Each additional drink within the same hour:
Increases the DC by +1
Increases the required ★ by +1
Mixing Drinks
If you consume a different type of drink within the same hour:
Failed Drinking Checks
On a failed drinking check:
Sobering Up
Drinking-related:
Small Beer
Thin, bitter, and usually safer than water.
Advantage on your next Endurance check
Cannot apply to drinking resistance checks
Bitterbrew
Burnt leaves and sharp focus.
Spiced Wine
Sweet enough to loosen guarded tongues.
Burngut Spirits
Strong enough to bully your fear into silence.
Sweetfire Shot
Sugared heat and terrible ideas.
Delianna’s Note
“One drink sharpens you. Two make you brave. Three make you honest. That’s when the real trouble
starts.”