See this? This is what bliss looks like. |
Cook
Use up a fine ingredient per 2 characters: Everyone regains 1 HP.* Halflings may use up an
extra ration instead.
Forage. Roll under Int: On a success, find
edible or useful plants. DM rolls this in secret, so be careful, you might wind up with poison.
Guard. In case of random encounter, party
gets an additional roll against surprise for each guard.
Hunt. Go looking for animals to eat. Look
out – you might have to fight it.
Medicine. Roll under Wis: Restore 1 HP to an
injured target. Must have a healing kit. Clerics pass automatically.
Scout.
Learn some information about the surrounding area. Each group of Scouts
gets a new piece of information – but also checks for encounters independently.
Perform
Roll under Charisma. All characters Relaxing get a 5% bonus to XP
gained.
Pray
A Cleric may attempt to change their Liturgy**
Relax Add
XP for the day’s adventuring. If you have enough to level, it happens when you wake up.
Repair
Roll under Int: Mend a sundered shield or weapon.
Study A
Wizard may make an attempt to learn a spell from a scroll or spellbook.
Train
Add +1 to any 1 roll tomorrow.
* This is for a low-HP, slow recovery game, where the difference between regaining 1, 2, or 3 HP in the course of a night might be quite significant.
** A thing for my game - Clerics have a spell that's "always prepared" - they can cast it instead of a spell of the same or lower level. This is on top of being able to turn any slot into a healing spell. Since you're probably not using these, you might allow them to regain a single 1st-level spell slot?
** A thing for my game - Clerics have a spell that's "always prepared" - they can cast it instead of a spell of the same or lower level. This is on top of being able to turn any slot into a healing spell. Since you're probably not using these, you might allow them to regain a single 1st-level spell slot?