Each character requires 6–8 hours of uninterrupted rest per day to recover from fatigue and maintain physical and mental performance.
Rest can occur in camps, inns, taverns, or safe houses, depending on location and circumstance.
Interrupted rest (due to weather, ambushes, or poor shelter) reduces recovery and may trigger fatigue effects.
When camping outside of towns, the party must rely on their environment and skills to rest effectively. The character with the highest Survival modifier makes a Survival check to determine camp quality.
Critical Success (Natural 20):
The party finds ideal shelter (e.g. a dry cave, windbreak, or tree cover) and gathers ample firewood.
Rest is uninterrupted and fully restorative.
Success (Meets or Exceeds DC):
The party finds adequate shelter and enough firewood to stay warm and dry.
Rest is mostly effective, with minor discomfort.
Mild Failure (Below DC by 1–4):
Shelter is exposed or damp, and firewood is scarce.
Rest is partially effective; Franz may narrate fatigue or morale loss.
Extreme Failure (Below DC by 5+ or Natural 1):
The party fails to find shelter or firewood.
Rest is interrupted or ineffective; fatigue effects begin.
Midlands (fertile valleys): DC 10–12
Coastal Region (cliffside, marshes): DC 12–14
Northern Pass (snowbound): DC 14–16
Green Heart (dense forest): DC 11–13
Grey Towers (alpine): DC 13–15
Northlands (hostile terrain): DC 15–18
Inns and taverns provide safe, uninterrupted rest.
Sleeping indoors removes fatigue, restores morale, and halts starvation effects if food is provided.
No Survival check is required when resting in towns.
If the party fails to rest properly for more than one day, Franz should begin narrating fatigue consequences:
Day 1 Without Rest: Minor fatigue — slowed reactions, irritability.
Day 2: Physical exhaustion — headaches, muscle aches, reduced stamina.
Day 3+: Risk of collapse or illness — hallucinations, emotional instability, forced rest.
Recovery:
Proper rest in a safe location (camp with gear and successful Survival check, or inn) halts fatigue effects and resets the system.
Survival-Based Camping:
“The ranger finds a dry hollow beneath a fallen tree and gathers enough wood for a steady fire.”
“The wind howls through the pass. Shelter is poor, and sleep comes fitfully.”
“The party huddles in the rain, unable to light a fire. Spirits sink.”
Inns & Taverns:
“The innkeeper offers warm beds and hot stew. The party sleeps deeply, waking refreshed.”
“A fire crackles in the hearth. Outside, the storm rages — inside, peace.”
Fatigue Effects:
“Their steps drag. Eyes are bloodshot. Even simple tasks feel heavy.”
“A party member snaps at another. Tension rises as exhaustion sets in.”