- **CAMPFIRE TALES:** could give a minor increase (maybe an expertise die?) on the next skill check for X that's related to the type of tale. You could also work into it an opportunity for a player to actually tell a story as if at the campfire. - **COMPETITIONS / GAMES:** could be rope climbing, a relay of some type, knife throwing, etc. Raises morale - however that translates (expertise die on next save v fear, Katherine starts next combat w/ d4 tactics die, etc.) - **ENHANCED MEDITATION:** doing something you normally don't (cloud watching, bird observation, star gazing, etc.) gives a minor benefit. I thought something like +1d4 but instead of hp it should affect something like exhaustion. But can a minor die roll translate well to that? - **FERVENT FIRE:** if a high enough DC is made on an applicable check (Survival, Medicine [alchemy is the idea, but I can't remember how/if that's fine in A5E], Investigation, etc.) a character gets "creative" or "lucks upon" rarer fuel for the campfire. Reduces chance of encounter during the night. - **Trailblaze:** Locate the hidden game trails (shortcuts), find the hidden paths through deadfalls or wetlands (difficult terrain), avoid terrain hazards or get bonuses to overcome them - **Smear Campaigning (Settlements):** Burn down the reputation of a local figure through falsehoods or truths. This could serve as a distraction, could keep someone who’s an “obstacle” distracted from fixating on the party, or could undermine an actual foe. Skills involved will depend on the method used. - **Antiquing (Settlements):** Culture, Deception, or Investigation may be used to sniff out items that are undervalued, magic items mistaken for mundane, or alchemical components or regents overlooked. Care must be taken or the seller will be tipped off! - **Sniffing out the Arcane:** An Arcana or History check will reveal clues about legends of arcane mysteries associated with the region. These will take the form of legends of powerful magics of a former age, forgotten secrets of alternate realities, clues to rare versions of spells or alchemical formulae, or lore on items of legendary or artifact status. Narrator’s discretion. - **Sleep:** ~~Characters who rest for eight hours outside of a Haven or Basecamp may still gain a few benefits provided they have the right conditions, supplies and skills. Characters recover the first level of fatigue or strife if able to properly sleep, meditate, or the equivalent for their race.~~ *Using the new rules for [[Resting and Journeys]], instead*. Additionally, they may recover one spent Hit Die through either medical care, or a hearty meal. - **Medical care** requires spending one use of a [healer's satchel](https://a5e.tabletopbytheik.nl/compendium/items/healers_satchel) and succeeding on a DC 15 [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Medicine|Medicine]] check from someone proficient in Medicine. Success allows the target (self or other) to recover one spent Hit Die. Once per Journey, and **note that characters may only recover one spent Hit Die outside of a Rest**. *Source: Perilous Journeys* - A **Special Diet** (different from the Camp Activity called Hearty Meals) can be prepared by someone proficient in either [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]] or with [cook’s utensils](https://a5e.tabletopbytheik.nl/compendium/items/cooks_utensils) by passing a DC 15 check. Success allows the target (self or other) to recover one spent Hit Die. Special Diets also require fresh or high quality ingredients. This means rations, conjured food, or *goodberries* will keep you fed but are not sufficient enough to recover a Hit Die. Once per Journey, and **note that characters may only recover one spent Hit Die outside of a Rest**. *Source: Perilous Journeys in 5e Part 1* #### RAW Timelines for Journey Activities | Activity | Timeline | # | | --------------------- | ----------------------------------------------------------------- | --------------------------------------------- | | [[Befriend Animal]] | entire region | #perceptionBonus | | [[Busk]] | per day | #money | | [[Chronicle Region]] | entire region | #historyBonus #survivalBonus | | [[Cook]] | per day | **~~supply~~** #hitDice | | [[Cover Tracks]] | per day | #travelStealth | | [[Entertain]] | several allies per day, individual can only benefit once per week | #vsStrife #vsFatigue | | [[Gather Boccob's Third Eye]] | per day? (might revamp this) | ? | | [[Gossip]] | per day | #plotThickens | | [[Harvest Medicinals or Poisons]] | per day | #healersSatchel #medicinal #poison | | [[Hunt & Gather]] | per day | ~~**supply**~~ | | [[Network]] | one week | #connections | | [[Pray]] | one day max per region | #abilityCheckBonus #attackBonus | | [[Rob]] | usually one week | #money | | [[Scout]] | entire region | #perceptionBonus #localKnowledge #travelBonus | | [[Track]] | per day | #tracking |