When it is time for a rest for the night after travel or combat, players can declare that they are setting up camp. This can be as simple as laying out a bedroll or as elaborate as creating a campfire, grilling for everyone, or even a bardic performance. Regardless of how much work gets put into it, the DM adjudicates the penalty to the coming Constitution check on a good night’s rest.
A good nights rest means 8 hours of sleep
and eating enough food to nourish them. The players need to make a Con. check
the next day. If successful, the PC negates any negative effect from roughing
it in the wilderness. Failed checks mean the PC did not rest well. Two
unsuccessful rests make the PC uncomfortable resulting in the SPENT condition until succeeding a rest check.
Spent conditions stack. A successful rest removes one spent condition.
If very successful, pass the check by more
than 10, the PC either (roll 1d3) 1) heals 1d4 hp, 2) loses a negative
(non-magical) effect (sickness, etc.), or 3) gains +1 to saves, thac0, or NWP
check until the beginning of the next rest.
Gear |
Bonus |
Bedroll* |
+2 |
Blanket* |
+1 |
Fire |
+2 |
Food
& water |
+1 |
Tent** |
+2 |
NWP
use*** |
+1 |
Inspirational
activity |
+3 |
|
Terrain or conditions |
Penalty |
Dense forest |
-6 |
Desert or tundra |
-16 |
Grassy plains |
-2 |
Hills |
-6 |
Mountains |
-16 |
Rough wilderness |
-6 |
Ship |
-10 |
Swamp or Jungle |
-16 |
|
|
Fair weather |
-2 |
Bad weather |
-6 |
Harsh weather |
-12 |
Very hot or cold |
-9 |
|
|
Choose
terrain then condition. Apply all modifiers from gear. Result is penalty
applied to the rest check.
Food:
when eating in the morning, roll 1d6. On a 1, that day’s rations are spoiled.
Discard or sickened for 1d2 days.
Water:
If carried in a skin and fought in a battle earlier, roll 1d6. On a 1, the skin
is punctured and empty.
*Cannot
be combined with each other
**Can
be combined with either blanket or bedroll
***Creative
use of NWP applicable to the situation at the DM’s discretion.
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