Adventurers are only able to recover from **2 or more** levels of fatigue or strife on a long rest when they have access to a haven. A haven is a place to get a meal and a full night’s sleep without the reasonable risk of attack or harm from the elements. For example, an inn is considered a haven, but a campsite where adventurers must take turns keeping watch through the night is not. Some spells and class features may create havens. ### Base Camps Base camps are temporary locations that can be secured and setup to allow for long rests. Setting up a base camp requires a full workday, proper equipment and supplies and a DC 15 [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]] check. The check can be made by a single character on behalf of the party, or as a Group Check by the party. A success means the location can be used to take long rests, or a failure means they may try again the next day. Also, a DM should ask the group for one major feature of their Base Camp they can invoke during encounters or play. This should be something that makes sense given the location and provides them flavor during play. Examples of features might be "Close to game", "Protected on three sides by a stream", "Hidden from sight", "Shelter from storms", "Warm (or Cool)", "Hard to reach", or anything that adds interesting flavor. Without proper equipment *(need to define this!)*, or in hostile territory like a dungeon, a base camp can only be setup by someone proficient with the [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]] skill and the roll is made with disadvantage. After a major disruptive event like an attack or disaster, have the party immediately make the same roll to maintain the Base Camp. On a failure, the camp or location is damaged or compromised in a way that means it must be rebuilt.