Player's Handbook · Chapter 5

What You Carry

Four slots and a pack.

The slots

SlotHolds
WeaponWhat you swing
ArmorWhat you wear
TrinketOne small worn thing
RelicOne rare worn thing

One item each. Equipping something replaces what was there; there is no second weapon hand and no stacking two chest pieces.

Equipped items feed your computed stats — that is the whole reason to wear them. @Missing file adds 2 to defense. @Missing file adds 2 to damage. A trinket that boosts a stat adds to the computed version of it.

The pack

Everything else lives in inventory with a quantity. Stackable things stack; @Missing file at quantity 2 is one line on the sheet, not two.

Using a consumable spends it and removes it. A ration restores 2 HP and is gone. @Missing file survives being used — it grants advantage on one climb, descent, or haul, and you still have the rope afterward.

Gold

There is currency in the system and, at present, nowhere in the Kettle to spend it. @Missing file pays out 10 to 30 gold and you may as well take it, but no merchant walks this basin yet.

Resources are not inventory

Gathering gives you resources — timber, thatch, stone, cord, clay — and they are not items and do not go in your pack. An item is equipped or used; a resource is spent on something you build.

They have their own limit. You can carry sixteen units total, counting every material the same, and that ceiling is the thing that shapes the middle of the game. See Gathering and Building.

@Missing file is worth a mention here: it is the only piece of the starting kit that is a tool rather than a weapon, and the +1 Wits it gives is what a surveyor is actually for.

Manual updated Aug 20, 2026.