The Field Guide To Bramblrbrush
What its all about
This is a low-magic campaign about a small village. This campaign will not take us on a sprawling adventure, or decide the fate of the world. In fact, it might not even decide the fate of Bramblebrush, your home for the forseeable future.We are in a alternate history, one in which the stories and myths of our world have (at least some) truth to them. We are in the dark ages, 995ad to be precise, a time with little historical record (at least for the region we are in). This game is a lot more based around the story, and the vibes than anything else. I dont mean that we play calvinball, what I mean is that we look for rules that tell the story we are trying to, or give us cool things to play with rather than focusing on strict ballance or any sort of acknowlagement of RAW. In general combat is difficult, and mechanical, and charachters do die.
So what is the story we are telling? Excellent question if I do say so myself, to myself. Insert a little perky quip here about that being something you need to answer for yourself*. Beyond that: this story is #1 about (fairly) regular people who risk their lives to kill our monsters**. If you want to hop into that because you have a boner for murder, think medeival history is rad as shit, think mythology is rad as shit, or are just really curious about what would drive someone to actually go fight monsters (thats my answer!), this game is for you. Monsters are generally touch as fuck, and require knowledge and strategy to confront. #2 This story is about magic*** and it being awesome. This is a low magic setting (with the catholic church being very heavily involved) which I have chosen to make each instance of magic more focused-on and interesting. In general playing a magic user is a bit of an RP challenge. I will ask you to come up with nuanced cool lil ways your magic works both flavor wise and mechanically, and they will likely have to hide their abilities from the public eye. I don't want to scare people off but I also want to be clear, it will be extra work from you creativly to play a magic user. #3 This story is about cool enviroments. If you like when people use cool improvised weapons, have a facination with a natural science, love cool worldbuilding, or are just a curious lil bugger then this game is for you!
*which is true, but I do have a prompt, so I figured we'd get to it.
** This isnt a kitschy line about emotional baggage, I'm specifying that we fight monsters from real world history.
*** religion included down here for the sake of the sentance, I just couldnt get both words in there.
If you want to know more about the whole vibe read 'From a birds eye' , if you want a more direct intro read down below. If you want to jump right into this campaigns specifics scroll down to read 'Welcome to
Bramblebrush from above
This segment details as much as possible about as much as possible, as quick as possible.
What you've heard about Bramblebrush
If youre from Bramblebrush
The guilds
The Woodcutters Guild
The Woodcutters Guild is the smallest of the three major guilds in town. They generally pride themselves on venturing forth into the danger of the wilds to supply Bramblebrush's need for lumbar exports. They also associate more closely with the Town Guard than other guilds, often working with them to clear trees around Bramblebrush.The Artisans Guild
Most people in town are either farmers or artisans. The Artisans Guild tends to value the personal nature of their work: the passing of skill from master to apprentice, and encourage (with varying sucess) solidarity and cooperation between profession - which can tend to from into sub-cliques.The Farmers Guild
Most people in town are either farmers or artisans. The Farmers Guild tends to be proud of the grueling, nessessary nature of their work, and when in conflict may tend to remind people that they feed the entire town. The shepards of Bramblebrush's flocks are counted amoung The Farmers Guild as well.Manharah Huntin Lodge aka the party (not to be confused with Manhara Hall, the place)
The monster slayers have a strange roll in Bramblebrush society. While certainly tolerated, and situationally appreciated few people '*enjoy*' the company of monster slayers. They are dirty and violent. There are good, wholesome, productive professions, and then there is hunting monsters. The guild currently resides in Manhara Hall)The Merchants Guild
The Merchants Guild spans the entirety of Germany, with individual representatives in various locations of import. Valley and Bramblebrush both export valuble lumbar, and in the recent past a steady supply of exotic and occult goods from the monster slaying trade. The Guild's representative in the area is Sebastian who seems to have a soft spot from Bramblebrush as he spends most of his time in the small town instead of the city of Valley.The Monistary
The Monistary has existed for longer than any history that is kept in Bramblebrush. They teach that there was a time where there was no difference between The Monistary and the town. The rythem of life in town still rises and falls to the beat of the monistaries customs. In the spring and summer they keep bees, and great flower gardens, they tend the southern waterwheel. In the autumn and winter they hunt and gather storing furs and meat. Year round they train and teach; blacksmithing, healing, brewing, hunting, and slaying. And they tell stories. Parabels of danger and survival in the forest, chronocles of monastic history and lost practices, sagas that document the changing of the world. These stories are The Monistary's version of, and in places expatisions of, the Christian faith.
The Church
In Bramblebrush, where the Church has only been here for a short 3 generations, let alone that it has only risen to prominance in the past few decades, its still practically a novelty. The Church brought advanced construction techniques, advances in medicine, education, answers to the grand questions of the universe, and Power. By now two in three children in Bramblebrush are baptized, and nearly one in three children attend school at least part of the year.
Valley and Litway
The end and beginning of the world. Valley is the farthest north settlement in the whole of The Bavarian Wilds it sits in a secluded, serene, valley. Most traffic through Bramblebrush is bound for Valley which is far more metropolitan, and self sufficient. Litway is the first settlement that breaks free of the suffocating embrace of the Wilds. Litway is a glorified rest-stop, supported by the traffic that comes up the road to Bramblebrush and Valley.
Rabbitsfoot and Irik
Bramblebrush's sibling towns: Fallen Rabbitsfoot was once a hunting outpost, useful for venturing deeper into strange territories. It was very popular in Bramblebrush's big hunting days, but has fallen on hard times in recent decades. In fact it was recently ransacked and its people displaced, now forming a refugee camp at the north of Bramblebrush. Irik is a small fishing village to the south. However the river that the people of Irik fish is the subject of great superstition in Bramblebrush leading to cultural tention between the town. In recent weeks the people of Irik have been taken by some strange threat leaving the town abandoned.
If you're part of the Church
Bramblebrush is the front lines against the wild. The Church considers it part of Christianity's Mission to expand the domain of man, and to restore the former glory of the Holy Roman Empire*. The tithes go, in part, to arming the guards and armies of these border towns. As a result Bramblebrush is a household name, even if most people dont know much about it. To most Bramblebrush just carries the conotation of dangerous, heretical, or adjacent to evil. But of course, some are more dramatic, sermons bemone the plight of the soldiers of God that fight in Valley before passing around the collection tray, Bramblebrush is compared to the wilds themselves, a place where the Church's brave missions fight for the souls of all people.*This is in contrast to the real life spread of christianity across the continent of europe
Known amoung the more involved, and 'plugged in' of the clergy Paul Cyckel is a bit of an odd figure. The son of a well regarded Bishop, who oversaw the Appalacian diocee before his death (a well regarded position). Now his son, with a reputation for being an excentric, is assigned to the remote-northern Billarian diocee, and beyond that he chooses not to reside in Valley but in Bramblebrush.
If you're a member of court
Bramblebrush is the front lines against the wild. Politically, in 'good company' the The Wilds are something to be overcome, and a byword for anything uncivilized, Valley and especiallyBramblebrush generally get caught up in that association. Squires and pages pretend to be guarding Bramblebrush as they spar. Highborn parents tell their children to finish their food because 'there's starving kids in Bramblebrush', people make airs about conquest into the wilds for political clout, and in general most people are glad they live in 'real civilization' when they think about Bramblebrush.The further north you go in the Holy Roman Empire the more common The legend of aurther of Austria becomes. To most highborn it is a whimsical story, and in general they focus on the moral of being just with your power. Regardless the Monistary attracts at least a few young knights, squires, or other ambitious folks who seek the mythical martical knowlege said to be held there, although most dismiss any reality to the old stories.
Lord Carloman has a reputation for being a bit of an eccentric. His favorite social manuever is to invite other lords to banquets at his extremely inconviently remote palace in Valley and then feign indignance at their inevitable rejection. He is an old man by now, and some wonder about the stability of his lands after his death.
If you're a commoner
Bramblebrush is the front lines against the wild. To most common folk in the Holy Roman Empire Bramblebrush, Valley, and the Wilds in general are a byword for violent living. Young kids dream and play about hunting in Bramblebrush. Lowborn parents tell their children to finish their food because 'there's starving kids in Bramblebrush', people joke that at least they dont have to '*insert menial task*' in Bramblebrush , and in general most people are glad they can sleep safe in their bed when they think about Bramblebrush.The further north you go in the Holy Roman Empire the more common The legend of aurther of Austria becomes. To most lowborn the story is an important part of modern legends, a message that there can be justice for the common folk. This cultural current is what draws the disenfranchised and outcast to Bramblebrush with such force.
What does it mean to slay monsters
Charters
What is a charter- Charter: n. A written grant by a country's legislative or sovereign power, by which a body such as a company, college, or city is founded and its rights and privileges defined:
"the town received a charter from the Emperor" - A charter is the document that enables a hunting guild. Hunting of any sort is techincally illigal without a licance although practically that is only enforced very near a lord's manor. When it comes to monster hunting charters are both the formal blessing of a lord to hunt his land for profit, but also a compendium of maps and information. In most cases people wont be activly punished for hunting monsters without a charter, but you must have a charter with the local Lord's seal to be owed any of his gold for your kills.
- A charter traditionally is based around a map of the local area, labeled with the presence of monsters and their movement habits. A charter also holds lists of weaknesses, silver, wolfsbane, nightshade, and what they can be used to destroy. This information is often bloodstained, and worn. Much of it is written in symbols or shorthand by illiterate hunters, while other text may be the flowing script of a hired scribe. A charter will also carry the seal of the authorizing lord, and the signature* of the bearer(s)**.
- *as many people are illiterate a number of different quill-marks pass as a signature.
- **It is very easy to scrape away and replace this signature, which usually goes unnoticed given the turnover rate in the monster slaying profession. This creates a 'whoever holds it' effect around most charters. Charters can also be attributed to entire groups or guilds which is not uncommon.
- In our campaign there are two charters: one a map, worn, cracked, and covered in near-indeciferable scrawl contributed to by seemingly 100 hunters hands*. The other, a strange leather-wrapped bottle painted with a map that shifts and warps, seeming to track the motion of the wicked creatures of the world. The players of the campaign have taken to calling this object The Charter.
- *or perhaps one, ambitious, Hecatoncheires.
What is a monster
To the the Church*- Any creature: without proper form (either eitherial, or duplicitous)
- Any creature: capable of inflicting spiritual harm
- Any creature: that unnaturaly warps or injures its surrounding
- Any creature: that has unnatural origin (malformed birth, creatures who are formed by occult practices, non-hereditary attributes, etc)
- Any creature: that imitates the likeness of humankind.
- *This is the opinion of the current pope and cardinals
- Anything more dangerous than 1-3 normal people can handle in a fight. Giant wildcat, no, dire-bear, yes, hippogriff, yes, giant spider, depends on the size, small faries or spirits, usually not.
- Anything that shakes their sense of normalcy of the natural world. Giant creature, depends how giant, creatures with occult abilities, yes, desise causing spirits, yes, sufficiently pagan or occult customs, yes.
- A sufficiently exotic, bizzare, or danerous creature. The Redcaps, yes, giant creature, probably not, harmless spirits, no (it would be undignified to be intimidated by such things), witches, no (there's a difference between evil people and monsters).
Short, rich, lives
Hunters are paid by the church for each creature they slay per a holy decree, made by Pope Leo III (796 AD): as monsters and dark magics of the world are the work of devils, those who slay them do the work of the lord. From the tithes, as befiting holy servents, for each wicked monster or unnatural beast slain, the church say pay one piece of the king's gold. In addition the corpses themselves: eyes, horns, tongues, bladders, bones, blood, bile, venom, hide, teeth, and claws are rare comdities whether for fashion, potion, or curiosity if a hunter can find a buyer for something they've gathered that person will probably be willing to pay well.There is likely no profession in the world more dangerous than hunting. Not only are the wilds perilous to navagate, but many supernatural beings cannot be harmed effectivly by normal means, or are too deadly to face casually. Being taken off-guard by something you aren't expecting to face can easily be a lethal experience.
Hunter is a four-letter word
Hunters live violent lives. Thats enough to make most people uncomfortable. Unlike watchmen *, or soldiers, they are not stationed to defend, they are stationed to kill. Most common, everyday folks struggle to understand why someone would forgo the potential of a relativly calm, safe life, in exchange for one of intermittent employment, injury and seemingly inevitable violent death. Not that this stops most people from reaching out to a hunter when one's services are needed.
* Another term for the Town Guard
So why would someone do this?
Well, those with a desire to see more of the strange woods, glades, and dens that make up The Bavarian Wilds have little choice but to do so with a hunting crew. And of course, there is the money. For commoners its almost impossible to find a way to make gold instead of copper or live as a peasent, and there are countless reasons to desire income from simple greed, to addicition, buisness plans, or debt. {This makes up the majority of hunters, and before you read any further, I want you to try and think of a reason - even if you dont use it - that your charachter can be in some way motivated by money, be creative!}. Outlaws, and others forbidden work may find acceptance amoung hunters. Some seek revenge for loves lost to grusome ends.
Welcome to hell Bramblebrush
This section is intended to give you an introduction to daily life in Bramblebrush.
Our story begins with a map. Not a bright new map, with clear sharp lines, and bright singing colors. No this is an old map, a used map. A map of cracked, dried, and yellowing parchment. Through age and dirt and blood it depicts the Holy Roman Empire before its shattering. The endless white expanse labled 'The Siberian Waste'. The vast southern ocean reads 'Mare Monstorum'. The boot of Italy - stained black as if from a spilled drop of ink- bears the title 'Terra Immortui'. The green expanse above Germany, the ever-encroaching forest, the Bavarian Wilds, is labled with a simple German warning: 'Here There Be Monsters'. All but covered by the corner of the 'M', lies the town of Bramblebrush, where our story takes place.
People live all up and down The Old Road, especially since Valley was founded. You can live unbothered, by other people at least, and in The Wilds food grows like it was Eden. The monsters keep it short of paradise. But regardless you find huts, hamlets and hovels scattered up and down The Old Road's length. Hermits, madmen, and the destitute all, that is exept for Bramblebrush.
Bramblebrush has a wall, a big one. It encircles the whole town, except for the gaps where the old monastery's hills are, or the little smugglers passage that leads into the burned quarter. But despite the wall's best efforts, Bramblebrush is a town divided by nature. Even without the monastery and church subtly campaigning against one another for the souls of the townsfolk, even without the outsiders causing trouble, it would be a town dividied. One of the old roads, ancient paths warded against evil, splits it down the middle. To the west of this path lies the monastery, the oldest part of the town, a set of hillocks with simple comfortable dwellings dug into them. The monks tend their land, and gardens, and hives, they teach the ways of the forest and the world, and they train to fight. To the east lies the church, the first stone building in town, with its modest steeple, and bright tapestries lovingly woven for its windows. The priests and clerics tend their flock, they bring the light and resources of technology, of understanding, and of God. Locked in a co-operative struggle for the spirit of the town, these forces pervade almost all aspects of life for almost all memeber of town. Most don't even notice, attending church on Sunday, and training at the monastery on Wednesday. Most in town care far more about squabbles between the guilds over lumber pricing, or predictions by the almanacists about crop yields, than about who sits above them. As long as whoever that is can keep the press of monsters off of their doorsteps.
So who are you? Well, of course you can be anybody you'd like. That's why we're all here, that's the secret. But regardless of who you are, what you are has already been decided. You hunt monsters. Cowboys, oil rig roughnecks, bounty hunters. There's always been a place for someone willing to risk life and limb for the right price. The gold is good, it's just about the only place you can go as a low-born and still do something that pays in actual gold. There's a freedom in it too, hunters tend not to be landed, but all have right of travel like merchents and artisans. Not to mention more of a blind eye from the Church than most folks get. And once, now decades past, Bramblebrush was home to one of the finest hunting lodges in the Empire.
Now, anybody can go kill something and collect the bounty, but what makes a true hunter is being chartered. Being the bearer of a collection of esoteric and occult knowlage; maps, rites, and fabled weaknessess. The information held in a charter is a hunter's true sword and shield both. After all, not all things can be cut or burned, and some fights can only be survived by not entering them. Now, word spreads among the most desperate mainlanders***, a new guild forms around the fabled Bramblebrush charter, there is gold to be won in blood. So, why have you come? Are you seeking or fleeing? What makes this job worth your life?
Essential trades:
It takes a lot of work to keep a town moving, and there arent enough people in Bramblebrush to do all of it. Here is a (non-exaustive) list of jobs that need to be done around town, whether anybody in town does that job, or someone travels down from Valley once a month, or simply that type of good needs to be imported.
cost of living breakdown
In the dead of winter
you can keep your silver
bring me meat or bring me mead
id rather be broke then shiver
~~Bramblebrush drinking song
The average person in Bramblebrush consumes 1 silver worth of materials, space, food, and other resources per day
- 1 copper is housing
- 1 copper is food
- 3 copper is the per-day cost of other purchases throughout the year, things like a new pack animal, or clothes, tools etc. If you add up the cost of all those things throughout the year, it comes out to about 3 copper a day.
Most people in Bramblebrush do not need to pay rent, techinically living as serfs, and most people produce the majority of the food they need to eat themselves. Thus the average person in Bramblebrush only needs to exchange less than a copper's worth of goods and services a day in cash -- the rest being taken care of by them growing their own food, and living on the land for free. About half of that exchange is taken care of with implicit exchange of favor, trade of goods, and other non-monitary exchanges.
Your first deal with the devil
This section goes over the social shit
The campaign is very lethal its possible for an ambush to break bad and potentially kill one or more
Rules
The place to reference homebrew rules for the campaign
"Hey y'all, welcome to my first lil' attempt at getting all the homebrew rules together. Below are three sections,'real rules' are combat/out of town focused 'fun facts' which are quick/simple quirks about the campaign and 'the grindset' whichiis new/changed systems. Enjoy. Also this doesn't count as more first person cause its technically a quote.'
~~Alex
Real Rules
Travel
You can find all the details on travel in Wilds Camping for Dummies.
The basics are: Travel mechanics are meant to run quickly, and be about resources. You'll lose HP, gain exaustion, and make progress across the land. Depending on your role in the group (guide, scout, hunter, or lookout) you will help the group in a specific way, and may also face challanges unique to your role. Once you know your role, be ready to make your relevant checks quickly, and only call out a result when it affects the group (it will make sense when we play).
inventory slots
Quivers, bandoleirs, and sheathes, bottles, bags, and buckets. These are the true tools of the adventurer, the things that mark their prep'dness. The hairs and fractions with which they will cling to life.
~~Bill Diggums, 5 ring master
Rather than tracking weight,we track inventory slots. Each item takes up one slot, with some things like silver, arrows, and rations being stackable to varying degrees.
I dont want to track backpack slots specifically, but pls be conservative with what your charachter can carry for my sake <3. You must you an action or bonus action and your move to take or stow an item from one of these slots If you spend you action, bonus action, reaction and move, you may take or stow two items from your backpack.
You have 6 'off-hand' slots. These are things attached to the outside of your backpack, or deep inside a pocket or pouch. You may use an action or bonus action to take or stow an item from one of these slots.
You have 4 'on-hand' slots. These are weapons in holsters, or components strapped handily to a belt. You may use an object interaction, move, action, or bonus action to take or stow an item from one of these slots.
Right now everything in the game takes up 1 slot. Small items like candles and rations can stack up to 5 in a slot as long as you have a pouch or someting to hold them in.
Armor can take up some of these slots:
Heavy armor takes up two each of your on and off hand slots while wearing it.
Medium armor takes up one each of your on and off hand slots while wearing it.
Light armor takes up no inventory slots while wearing it.
Downtime actions
Come ye who enter now, shed your wearness at the door. To the right, a pool of soothing water, and herbed oils to anoint. To the left a grindstone and anvil. Do not count your injuries as pains, or hardships. You have chosen this life. I see it in the blood you wear, as much of it is not your own. Instead bear each scar with joy that you live to wear it at all. Now rest by the fire, and tell me your tales.
~~Greeting of an ancient monk to a band of knights in an old monastic story
Downtime is intended both to provide some options to buff/recover your charachter between missions, and also for characters whose players may have missed some sessions to do some quick advancement. For sessions that take place at town, I would rather focus on RP scenes with NPCs or between players, and in-town adventures like investigations, sneakings, and culminating moments of long-term projects.
Staying in Manhara Hall can change some of your rest situation.
Fun Facts
Rests
ύπνος και θάνατος
~~Mousoleim Inscription
A long rest takes 5 days, and can only be taken at home in Bramblebrush as part of downtime (as explained above). A short rest takes a full nights sleep.
XP
For all have sinned, and fall short of the glory of God,
Romans 3:23
To level up you need to gain new XP rocks equal to the level you will be reaching (going from level 1->2 takes 2 rocks, and from 4->5 takes 5 rocks).
You get 1/3 rock for traveing for at least 5 days, and getting into any encounter you get 1/3 rocks for hunting a \*significant\* creature (difficult, new, etc) as judged by DM (me) You get 1/3 rocks for traveling 5 days in a new enviroment
Some more ado
The essence of a role-playing game is that it is a group, cooperative experience.
~~Gary Gygax
but also...
Gaming in general is a male thing. It isn't that gaming is designed to exclude women. Everybody who's tried to design a game to interest a large female audience has failed. And I think that has to do with the different thinking processes of men and women.
~~Gary Gygax
So yeah, never meet your heros or something
These feats are always part of the game for all characters:
I just think they're neat
~~Alex Prideaux
[Charger](http://dnd5e.wikidot.com/feat:charger)
[Grappler](http://dnd5e.wikidot.com/feat:grappler) (str req applies)
When you crit with a melle attack with the relevent damage type you may use either of the once-per-turn or the on-crit part of the [Slasher](http://dnd5e.wikidot.com/feat:slasher), [Piercer](http://dnd5e.wikidot.com/feat:piercer), or [Crusher](http://dnd5e.wikidot.com/feat:crusher) feat.
money
You must be from out of town
~~Ben the Bartend on being payed in gold for drinks
I'm switching the economy to silver. If you are new then just treat any gold in the PHB, etc as silver, silver as copper, and copper stays copper. If you were playing before this, all your gold is now silver, all the previous costs of things in gold are now the same, but in silver. It just makes more sense for the base currancy in Bbush to be silver not gold.
Denominations: (these are for fun no need to memorize, if I ever give you money in these currancies and you want a translation just ask)
tin shilling - 0.1 copper (0.01 PHB 'gold')
copper hafpenny - 0.5 copper (0.05 PHB 'gold', 5 shillings)
Copper penny - 1 copper (0.1 PHB 'gold')
copper groat - 5 copper (0.5 PHB 'gold'
silver noble - 1 silver (1 PHB 'gold', 10 copper)
silver mark - 5 silver (5 PHB 'gold' 50 copper)
gold piece - 1 gold (10 silver, 10 PHB 'gold', 100 copper)
gold crown - 5 gold (50 silver, 50 PHB 'gold', 500 copper)
Healing
There is a stark differece in effect on both body and soul between a hasty prayer of healing, sufficiant to help a warrior find glory in death elsewhere, and the sacred artistry of the true healer.
~~Brother Symon, Pontific Clerc
When healing in combat you only gain temporary HP. Temp HP does not stack with existing HP, cannot go higher than your 1.5x your max HP, and lasts until your next rest, where it becomes real HP - up to your max HP. You can only heal real hp during a rest (short or long), or with hit dice.
Staunch the bleeding:
You may spend 10 minutes recovering to roll a hit die to recover HP (like spending a hit die as normal during a short rest), you may not do this again until resting or taking damage.
The Grindset
Exaustion
Still-weeping wounds, haunting nightmares, bone deep bruises, and for all the never-ending soul-deep aching tired that comes with a life of violence. These are the marks the fortunate bear on return from their bloody work.
Please protect them, or let them into your light.
~~prayer of Myra Sooth, Valley Clerc
The following are the new levels of exaustion. You gain levels of exaustion: as a penalty during travel, when going down during combat, as a penalty for certain nasty effects.
- When interacting with others you must take some opportunities to take offense and add edge to your tone.
- Your max HP is reduced by 1/4 of its original value. E.G. Someone with a max HP of 12, who is at 10 HP, would have their max and current HP reduced to 9. In addition you have disadvantage on inititive checks.
- You gain disadvantage on all mental (wis, int, cha) or physical (str, dex, con) checks and saves, you may choose.
- Your max HP is reduced by 1/4 of its original (unaltered) value. In addition, when you go down, you automatically gain one failed death save.
- One random ability score is set to 1 (modifier -4), narrativly that aspect of your charachter is too wounded or shocked to function
- Your max HP is reduced by 1/4 of its original (unaltered) value. In addition, you have disadvantage on all saving throws.
- Down and out (you're incapacitated, but not nessessarily unconcious)
- Dead
You can recover, and ignore the effects of exaustion in a couple of ways. During a long rest (see downtime) you automatically recover 1 level of exaustion, and you may make a DC 10, and if that is sucessful, a DC 20 constitution saving throw to recover a second and third level of exaustion. During any rest (short or long) you may spend a hit die to ignore the effects of a level of exaustion. And during an encounter, you may spend a hit die to ignore all levels of exaustion, but only for the duration of that encounter.
Practical Experiance:
As your charachters wend their way through the world they learn and grown simply through retredding the rut they carve through the world
~~I wrote this one before I gave the others attribution but I like it too much to change
When recovering levels of exaustion (as part of downtime), for each level of exaustion you remove, you may pick a roll you made that relates to how you gained that level of exaustion, and gain a +1 bonus to that roll going forwards.
For example, you might pick saves against manticore poison (if thats what downed you), grappling goblins (for... whatever it was you were doing with goblins), scouting in the deep woods (for a less suspicious choice), or bladed attacks against a boar (you get the picture). As you fight enemies or face challenges repetidley you will be able to stack these buffs reflecting your growing experiance in various circumstances.
You can always ask if a certain type of practical experiance is valid for a certain roll, or if a new experiance is close enough to one you already have to stack it on, but be ready to justify! Some other exampes of rolls you might buff are things like camping in the rain, hiding from a creature's smell, climbing without gear, or a dex save vs fire damage, but the sky is the limit! You can choose vine-swining in the tangle if youd like.
Germany
This section is about your mama
blah blah
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