Camping
CAMPING
Characters can rest anywhere, but doing so inside a dungeon or perilous environment carries a high chance of failure due to the risk of a random encounter.While the characters are resting in a dangerous environment, the Game Master checks for random encounters using the appropriate environment.
CAMPFIRE
In many cases, adventurers need a light source while resting. Normal campfire construction is covered blow but in the absense foragable wood, characters can combine three torches into a campfire that can't be moved once lit.A campfire lasts up to 8 hours while at least one character remains near to it, and it casts light out to a near distance. Additional torches added to the fire extend its life for four hours.
THE CAMP PHASE
While camping each member of the group can perform various camp tasks. A character may take on no more than 3 camp tasks each night. Note that the character must have access to the materials needed to engage in a task. Rest: The character rests and recuperates. See above. A resting character must eat one ration and get 8 hours of sleep to gain the benefit.Watch: A character taking a watch is vigilent for danger and typically recieves perception checks to warn him of such. Additionally this charcter is able to maintain the fire at the same time.
Would care: You tend to the wounds of one other character, possibly even yourself. Make a Lore: Medicine roll. If you succeed on DC 12 then the character recovers an addition hit die plus their constitution bonus, if positive. Requires Healing Kit
Snuff Box:You partake in a substance and makes constitution saving throw. The DC and the benefit depend on the substance. For example, Pipe Weed has a DC 12 con save and nets a +2 to perception checks during the camp phase. Requires the substance in question.
Revelry: You engage in a night of drinking and frivolity. The character is heartened and gains advantage on their first save the following day involving morale, fear, and/or hoplessness. Requires alcohol.
Hone Weapons: You spend time meticulously honing your weapon. You gain advantage on your first weapon damage roll the following day. Requires weapon maintaince kit.
Maintain Armor: The first time you are hit the following day, subtract your armors' AC bonus from the damage taken. Not applicable with shields. Requires armor maintaince kit.
Calisthenics: You go through a vigorous workout routine to ensure you stay in peak condition. You gain advantage on on the first skill check where endurance or strength is applicable.
Tactical Planning: You devise plans and strategies, attempting to be prepared for any contingency. The character gains +2 on the first initative roll the following day.
Weapon Practice: You spend time training with your weapon, or weapons, of choice. You gain advantage on your first attack roll the follow day.
Meditation: You engage in a time of quiet reflection and contemplation. You gain advantage on your first intelligence or wisdom save the following day.
Prayer: You pray to the gods seeking guidence. You get a +1 on your first Lore: Religion check the following day.
Blessing: You call for a blessing over one member of the camp. Make a wisdom check DC 15 and the recipient gets a +1 bonus the following day on check or save of their choosing.
Cook: You spend your time cooking over the fire. This allows you to stretch a ration, which counts as two rations for this camp, if you make a DC 12 survival check. If you fail the ration is ruined. Requires Cooking Kit
Conceal Camp: You attempt to obscure your camp from sight. Make a stealth check. If you are in the wilderness Rangers get an automatic +2 to this roll.
Set Traps: You attempt to line the perimeter of your camp with traps to ensnare would be attackers. Use Craft: Tinker in urban or dungeon environments and survival in outdoor environments.
Chirurgery: You tend to the wounds of two other characters. Make a Lore: Medicine roll. If you succeed on DC 15 then both character recover an addition hit die plus their constituion bonus, if positive. Requires Healing Kit
Forage: You search the area around your camp for either food or fuel for the fire. Choose one and make a survival roll. The DC depends on the environment. Note: even a natural 20 cannot conjure resources out of nowhere, thus task is dependent on the environment around your camp.
Spin Yarn: You tell a tale to the camp. You decide the subject matter. If you succeed at a DC 15 perform check each character in the camp gets a +1 on a single skill roll the following day that is related to your story.
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