Rest and Recovery: Why This Change in Harrowing Frontier | World Anvil
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Rest and Recovery: Why This Change

Rest and Recovery: Long Rests can only be taken within the town of Harrenshore. I’m going to be strict about this one. As such, I am removing all spells that create a "safe space" for a long reset like Rope Trick or Tiny Hut. Long rests take a minimum of 1d6 days.

  Why This Change: Denying the Long Reset mechanic is a purposeful decision to force characters to return to Harrenshore to recover. Consequentially it keeps the game based out of a centralized location. The removal of spells that make safe locations is in keeping with that goal.
  The long rest 1d6 minimum roll really comes into play if characters return to town early in the session and then head back out. It represents they time needed for characters to prepare for their next outing and the minor things that interrupt those plans. It is also there to prevent a "we'll just come back tomorrow" mentality from player parties. By the time they return, things may not be the same.
  Character's with the Shaken condition require more time to recovery both mentally and physically from their wounds. For every -2 shaken penalty a character has, they require an additional 1d6 from the party's initial rest roll, to complete the Long Rest. Click HERE for more info about the shaken penalty

  For Example:
A Fighter, a Druid, and Wizard return to town after clearing out half a goblin's lair. During the encounter the Druid was dropped to 0 once, and the Wizard dropped twice. The whole party wants to get back to the lair before the goblins can really react to their trespassing. The party's initial rest rolls 1d6 for a result of 2. The Druid would then roll 1d6 for their -2 shaken penalty and the Wizard rolls 2d6 for their -4 shaken penalty.

  Let's say the Druid rolls a 6 and the Wizard rolls two 1's.
  In this example, the Fighter completes the Long Rest in 2 days, the Wizard in 4 days, and the Druid in 8 days.
  Now the party has a choice to make. The Fighter could leave in just 2 days with the other players bringing alternate characters. Or they could wait wait 4 days and only have the Druid switch it up. Maybe they just wait the 8 days and so all the initial characters can return. The players could even opt to all use different characters and return the next day, provided they can find the place.

  DM's Note: Since this narrative is character driven, it is possible to establish a safe location outside of Harrenshore to provide Long Rests. This is not as simple as "we killed everything in this fort so now it is safe". It could become the driving motivations of a character or group of characters and would require repeated adventures trying to build this outpost, supply it, staff it, and secure the local area. It would not be easy, and would be a long term goal possibly shaping many future adventures in this world. If this sounds fun to you, let me know so that I can plan accordingly.

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