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I traveled far and wide through many different times, what did you see there?
1. The DC can vary by type of terrain. For the jungles letâs bring it down to 10. For deserts letâs kick it up to 20.
2. You can forage both at a normal and at a slow pace. (Slow pace is good vs ambushes, but, normal is OK enough for food&water searching.)
3. More than one person can look.
4. You make one forage roll for both food&water combined. If you fail, you find 1d6+Wis pounds of food (every person needs to eat 1 pound of food per day) and a separate 1d6+Wis gallons of water (every person needs to drink 2 gallons of water per day [in hot terrains. 1 gallon normally].).
The water you find from foraging in the Jungles of Chult is risky to drink unless you boil it or magically purify it. Rainwater is safe to drink.
Cool, but ultimately just a flavorful way to describe the same foraging rules listed above.
For example, you try to catch fish, you make a wisdom check DC 10 and if you make it, you catch 1d6+wis pounds of fish!
Pretty much auto-success on large quantities of foraging. Good for food but drink the water on your own risk.
(The outlander can choose between getting six pounds of food, twelve gallons of water (in hot climate. Six in normal. Or they can forgo use of this ability if theyâd rather roll.)
The raincatcher starts overflowing after 8 gallons. Which is OK, itâs just wasted.
If you have several raincatchers and can leverage short and long rests it can help with water needs.
Once youâve found water, even river water or ocean water, this spell can purify four thousand gallons per slot!
Proficiency with Brewerâs Supplies allows you to (without having to roll) purify 1 gallon per short rest and 6 gallons per long rest. You donât need the full Brewerâs Supplies item (a big item, but, you donât need a fermentation chamber etc etc just for purifying water) if you can explain some other way of doing it with messkits or cookpots or flasks or w/e. You just need the proficiency.
Amateur Purification.
Without proficiency any adventurer can spend the same time and amounts (1 hour for 1 gallon, 8 hours for 6 gallons) to improve water status from âriskyâ to âcompromisedâ. That means you still roll con saves when drinking it but with advantage.
You need proficiency with Cookâs Utensils for both of these #### Preparing a meal for eating right away
(This one comes from XGE p81)
Roll Con + Prof vs DC 10. On a success you and up to 5 pals gains 1 extra hit point per Hit Die spent during a short rest when eating. You can do this with scavenged food, rations, fine food, goblin meat, â in short, any eating. This does not interfere with your ability to rest.
Making your own rations.
(This one is Sandraâs own invented rule)
You spend one hour and roll Con + Prof to turn four pounds of food into two rations.
If you get 20 or higher, you manage to make the rations & you also get the benefits of 1 hour of rest.
If you get between 12 and 19, choose one:
If you get 11 or lower, the ingredients are destroyed.
Either way you can spend multiple hours doing this if you have enough ingredients.
For those who think that drinking 2 gallons per day sounds like a lot, and I donât, you can pretend that in the D&D language one gallon is less than in America. You drink less but you also can carry less and you also can find less. The same rules apply though.âĽď¸ 1 gallon per day back home, 2 gallons per day here in this hot humid green hellforest.
You need to eat one pound per day. Eating half a pound counts as half a day without food which can be a good way to stretch out your resources. A preserved ration counts as one pound of food even though it takes up more space in your bag than one pound of fresh food.
The first three+Con days without food, you are fine. Every day after that you gain one exhaustion level. Thereâs no save.
Eating one pound neither resets or advances your starvation track. You can start resting off your exhaustion levels in this static state as long as you are eating daily.
Eating three pounds of non-conjured food, or eating at least one pound of humanoid meat (such as kobold, human or elf) resets your starvation track to zero (thanks to Veins of the Earth for this, uh, recipe). You still have to rest off your exhaustion levels.
If you have any exhaustion levels caused by starvation, you gain one additional exhaustion level every time you pass up an opportunity to reset. For example if your best friend breaks their leg and you donât eat them.
Your amount of starvation days is not secret info and you wonât unknowingly be walking around with a bunch of starvation days.
Create Food and Water.
Conjured food, even with Prestidigitation spice, cannot reset your starvation track. It can just keep it static.
The Loophole.
You might notice thereâs a âStarve six days, eat three pounds, starve six days, eat three pounds, etc etcâ loophole here that allows you to get away with half the normal food usage. This is not by design. Itâs just a bug in the rules and an artifact of me wanting to stay somewhat faithful to the PHB. Deliberately using this loophole is not allowed. Eat if there is food. (Eating half a pound is fine, that rationing method doesnât have this loophole.)
You need to drink two gallons per day (here in the heat. In normal climate itâs one gallon per day). If you drink 2 gallons you are fine.
If you drink 0 gallons.
There is no save. You gain one exhaustion level if you have 0 exhaustion levels. You gain 2 exhaustion levels if you have 1 or more exhaustion levels. Hello, death spiral.
If you drink 1 gallon.
You can make a DC 15 constitution save. With disadvantage if youâre wearing medium armor, heavy armor, or heavy clothing. With -5 if you are travelling at a fast (as opposed to normal or slow) pace. If you fail the save itâs as if you had drunk 0 gallons and you will gain one or two exhaustion levels as per above. Hello, death spiral.
You get +5 to navigation when travelling slow (and +5 when travelling fast).
For navigation (unlike foraging), only one person can roll.
âYou are lost 1d6 hours then you can roll againâ from the DMG â doesnât apply to ToA. ToA has a bigger scale with one day per hex instead of a few hours per hex, and simplified rules. Does apply to Ghosts of Saltmarsh.
Itâs not as easy as just following the shoreline.
The hexes are big patches of various terrain. The map just is representative of the most common terrain on the hex, which also sets the DC. 15 for rivers and jungles, 10 for lakes and coastal areas.
Itâs a secret 1d6 roll. I could draw playing cards A,2,3,4,5,6 and reveal them once you find your way, or I could roll under cups and then lift the cups once you find your way. Let me know if this is what you want or if you are OK with me keep doing the hidden 1d6 roll. 1 is north, 2 is northeast, 4 is south etc. (You might accidentally end up where you want to go, too.)
1.22 x [ sqrt( your altitude over prevailing terrain ) + sqrt( targetâs altitude over prevailing terrain ) ] = miles.
Horizon on flat terrain (such as ocean) = 3 miles.
If you get canoes the rate you can travel faster on the river (even upstream). 2 hexes per day instead of one.
They cost 50GP but can hold six people, thatâs some pretty big canoes.
Incense 1 sp for 8 hours of 20-foot-radius.
Salve 1gp for 20 Ă 24 hours of one bugfree person.
Xanatharâs has clearer guidelines for uncomfortable sleep:
You neither gain nor lose exhaustion levels and you only regain Âź of spent hit dice.
And it repeats the rule for forgoing long rests completely:
If you have neither tent or bedroll, that counts as forgoing sleep. If you have only one of them, it counts as uncomfortable sleep. Going without tent also has another disadvantage that will be revealed later. A blanket can replace a bedroll when itâs not winter.
In XGE, light armor doesnât count as uncomfortable sleep but I tried it and it was just as uncomfortable as heavy armor so Iâm gonna house rule that it does count as uncomfortable. It already has a significantly shorter donning time, and light-armorâbuilds already have a significantly easier time forgoing armor completely since theyâre dex based unlike heavy-armorâbuilds.
On a normal or warm night (warm for winter), you need tent, bedroll and blanket in order to get uncomfortable sleep. You canât get comfortable sleep outdoors in the winter.
On a cold night, a windy night, or both (15% each so about a 28% chance of either, approximately), it counts as no sleep. The weather roll is made the morning after.
In the winter, you need serious winter clothes including gloves, coats etc, otherwise itâs a DC 10 con save per hour or rack up exhaustion levels.
Also counts as uncomfortable sleep.