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Survival

These mechanics were inspired by the Coldblood Survival Guide available through the Dungeon Masters Guild, The 5E Weather Effects, and Realistic Travel Rules from the GM Binder; As well as a number of other anonymous sources.
 
 

Survival Packs

 
Preparation is the key to success in the wilderness. The tools, equipment, food, clothing, and other necessities that become a part of a character's inventory can be the difference between life and death when facing the harsh challenges of an unknown terrain. In Dungeons and Dragons, and other TTRPG's however, keeping track of these inventories can be a burdensome task, and there are many situations where despite a character's best attempts to be ready for nearly every situation, they may have forgotten to purchase a critical item, something an accomplished explorer in the canon of the world would be unlikely to overlook. Furthermore, the time spent in shops refilling these supplies and equipment could be better served advancing the adventure. This homebrew rule attempts to abstract these items, allowing for greater flexibility for the characters, and to simplify the bookkeeping of the Dungeon Master.   Mechanically, the Survival Pack is a set of gear that all player characters are assumed to possess, and is a resource used while in the wilderness. When player characters return to civilization they can resupply these packs.   Each player character may use the Survival Pack a number times equal to 2 times their Strength Modifer (representing the weight they can effectively carry), with a minimum of 2 uses for anyone who does not possess a strength modifer, or has a negative modifer. The Survival Pack is assumed to weigh 10 pounds times the number of Survival Pack uses (A maximum of 100lbs)   It is not necessary for the player to specifically choose the items and equipment which these packs contain, because with this resource, they are Never Unprepared.
   

Never Unprepared

  When you really need an item one could reasonably take into the wilds, you may say that your character has it on hand by spending a use of the Survival Pack. Some items cost more — their “price” is listed in braces as [X load].   Note: When the player characters prepare to leave civilization, they may “buy” uses of the Adventurer’s pack for 20gp per use, up to twice their Strength modifier.  
  • Climbing gear [2 load]
  • Bandages
  • Spare warm clothes [2 load]
  • Full meal worth of dried meat, and spices*
  • Clean water or wine
  • Healing potion
  • Fifty feet of sturdy rope
  • Bedroll [2 load]
  • Torches (10)
  • Tent [3 load]
  • Mess kit
  • Hunting Trap [2 load]
  • Ammunition (10 bolts, or arrows)
  • Lantern, and one hour worth of lantern oil
  • Magical components worth 25GP or less**
  • Tinderbox
  • Paper, Ink, and Ink Quill
  • Something else worth 25GP or less (Ask your DM).
  •   Note*: A fully prepared meal from your Survival Pack can be used to replace a Survival Dice roll (you automatically succeed). See below for more information about Survival Dice.   Special Note**: Certain spells within Dungeons and Dragons (5E) such as Goodberry, Tiny Hut, and Create Food and Water detract from the overall survival asethetic that these rules attempt to adjust. To bring them in line with the survival mechanics present here, these spells require an additional material component cost equal to 10GP that are consumed when the spell is cast (or one use of your Survival Pack). The material components for these spells can be located within the wild by player characters, but they are assumed to be uncommon components to represent their gold value.      

    Long & Short Rests

      The wilderness, and moulding dungeons of the world of Orr are rarely safe, or comfortable environments for a weary adventurer to relax, and refresh themselves. When traveling in the rough, or away from the comforts of home, and hearth your characters will struggle to maintain their strength, grit, and the time to devote towards their magical arts. However, there are means by which your character can mitigate the effects of the long treks through these langscapes, and find solace from the dangers and horrors of your adventures.  
  • You may take a number of Long Rests equal to your Proficiency Modifier. Long rests refresh all your hit dice, restore your hit points to maximum, refresh your expended spell slots, and all class features.
  • You may take 3 Short Rests. Whenever you complete a Long rest, refresh your Short Rests.
  • You refresh your Long and Short Rests when you rest in a comfortable environment, partake in an activity that brings peace to your soul, or create a bond with your allies. These three principles are called your Comforts.
  •    

    Comforts

      Comforts are the means by which the weary traveler restores their vitality, their strength, and their passions. Comforts are readily accessible in civilization. Clean beds, social activities, warm food, and the everyday decadance of ordinary life among the people of the world offer an adventurer the chance to be revitalized from their long, and difficult journeys. When you rest in a town, city, or encampment, your Long and Short Rests are automatically refreshed by these constant comforts.   However, in the wilderness, these comforts are not available to an adventurer, and so instead they must turn to other means to restore their fatigue. Many adventurers will turn to vices as their comforts. Others may find solace in their devotion to the Endless, or in the pursuit of skills, and pastimes (such as reading, or playing an instrument). Some gamble, some fornicate, and some partake in contests, or feats of strength.  
    To determine if the character has managed to satisfy their comfort, and Bring Peace to their Soul, they roll a Wisdom Saving throw:   17+: It’s all well. Refresh your Long and Short Rests.
    10-16: Gain the benefits of one Long Rest but do not refresh, and choose one:
  • You attract trouble.
  • Your purveyor cuts you off (or you run out). Find a new source for your vice.
  • You expend your camp resources (lower your Survival Dice*)
  • You misplace some of your supplies or belongings (reduce your Survival Pack by 1)
  • Take on a new Flaw
  • Take a point of Exhaustion
  • 9- or Nat 1: You find no comfort. If you are a Spellcaster you regain half the number of Spell Slots for each Spell Level that you possess (rounded down), and must choose one from the above.   Of course, a campfire and stories are warmer than just a campfire. Resting is an opportunity for the players to express their characters, share their backstories, and form lasting bonds that transform a journey, into a true adventure. During a rest, if your character tells an interesting story and reveals something new about themself, or the dangerous world you live in, those who've heard it regain extra hit points equal to 1D6 + your Charisma modifier.   If your story by the fire persuades another character to add a new bond to you, both you and that character regain your Long and Short Rests. A bond does not necessarily need to be positive in nature, but it represents a commitment between those two individuals.
       

    Survival Dice

      The wilderness of the world is dangerous. You must eat well and husband your strength to preserve your vitalty, and survive against the harsh conditions you'll face on your journey. Survival dice represent your food, clean water, and overall traveling condition. They are an abstract representation of both your supplies, and fortitude while adventuring in the unknown landscapes of Orr. Survival Dice replace the need for keeping track of rations, and may be called on to be spent when facing adverse weather conditions or other natural obstacles.  
    Player characters always begin their journey with a d10 Survival Die, and may have opportunities to increase that die when visiting towns, and other settlements. When asked to roll your survival die, roll the level of the die you currently possess. On a 1 or a 2, lower your die by one stage. If you have an animal companion, or other beast that requires nourishment, your die is lowered on a 3 as well.  
    d10 > d8 > d6 > d4 > Exhaustion
      Over long journeys your provisions will begin to dwindle. If you have expended the last of your supplies, and go hungry, you begin to suffer points of Exhaustion. A player may expend their own Survive Die to feed another player who has spent theirs. Adventuring gear can hold a maximum of a d10 Survival Die. This represents a full pack of provisions such as dried food, waybread, and waterskins; roughly two weeks of goods. Survival Dice can be purchased at outfitters.  
    Regaining Survival Dice
    In the wild a character may attempt to regain their Survival Die if they are proficient in the Survival skill*.

    If a Survival check succeeds based on the DC of the region, and conditions, the player finds enough food, and water to replenish their supplies**. For Example:

    Perrin, the Halfling Ranger, is starving, holding only a d4 Survival Die. Slim pickings. But after succeeding a Survival check and foraging for food, he regains a Survival Die and now holds a d6.
     
      Note*: If a player is not profecient in the Survival skill, they may still roll the skill, but if they fail, they gain one point of Exhaustion.   Special Note*: Some class abilities, and backgrounds allow for characters to forage and hunt with great proficency, and expertise. If your character possesses a similar trait, rather than increasing their Survival Die by one stage, they may increase it by two, or share their bonus with another player.    

    Quick Reference Guide

     
    Survival Packs
    A Survival Pack has supplies and resources that can be used a number of times equal to 2 x STR Modifier (minimum of 2).
     
    Never Unprepared
    You can expend 1 use of a Survival Pack to produce one of the following items. Survival Packs uses can be purchased in towns, and settlements for 20GP.
    Climbing gear [2 load]
    Bandages - Spare warm clothes [2 load]
    Full meal worth of dried meat, and spices*
    Clean water or wine
    Healing potion
    Fifty feet of sturdy rope
    Bedroll [2 load]
    Torches (10)
    Tent [3 load]
    Mess kit
    Hunting Trap [2 load]
    Ammunition (10 bolts, or arrows)
    Lantern, and one hour worth of lantern oil
    Magical components worth 25GP or less**
    Tinderbox
    Paper, Ink, and Ink Quill
    Something else worth 25GP or less (Ask your DM).
     
    Long & Short Rests
    You may take a number of Long Rests equal to your Proficiency Modifier. Long rests refresh all your hit dice, restore your hit points to maximum, refresh your expended spell slots, and all class features.
    You may take 3 Short Rests. Refresh your Short Rests after completing a Long Rest
    You refresh your Long and Short Rests when you rest in a comfortable environment, partake in an activity that brings peace to your soul, or create a bond with your allies. These three principles are called your Comforts.
    You automatically refresh your Long and Short rests when you enter an environment where your comforts are met (such as a town, or settlement).
    When you attempt to bring peace to your soul roll a WIS saving throw:

      17+: It’s all well. Refresh your Long and Short Rests.
    10-16: Gain the benefits of one Long Rest but do not refresh, and choose one:
    You attract trouble.
    Your purveyor cuts you off (or you run out). Find a new source for your vice.
    You expend your camp resources (lower your Survival Dice*)
    You misplace some of your supplies or belongings (reduce your Survival Pack by 1)
    Take on a new Flaw
    Take a point of Exhaustion
    9- or Nat 1: You find no comfort. If you are a Spellcaster you regain half the number of Spell Slots for each Spell Level that you possess (rounded down), and must choose one from the above.
    When you bond with your allies around the campfire by telling stories, sharing your backstory, or legends of the land all those who hear it regain hit points equal to 1d6 + your CHA modifier. If another character chooses to add a new bond to you, both you and that player refresh your Long and Short rests.
     
    Survival Dice
    Player characters always begin their journey with a d10 Survival Die, and may have opportunities to increase that die when visiting towns, and other settlements. When asked to roll your survival die, roll the level of the die you currently possess. On a 1 or a 2, lower your die by one stage. If you have an animal companion, or other beast that requires nourishment, your die is lowered on a 3 as well.
    d10 > d8 > d6 > d4 > Exhaustion
    In the wild a character may attempt to regain their Survival Die if they are proficient in the Survival skill*.


    Cover image: Nightcamp by Kayla Kowalyk

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