### Resting During a Journey
Once the party are on the road, opportunities to rest and recuperate are severely limited. While the party no doubt stops moving and makes camp periodically, there simply isn’t enough safety and security to relax and recover sufficiently while traveling. During a Journey, Short and Long Rests are limited in the following ways:
- **Short Rest:** Once per Journey, the party can choose to take a Short Rest. If they do so, the GM rolls an additional Encounter to represent the party pausing long enough to recuperate at the expense of extending their trip.
- **Long Rest:** The party can’t take a Long Rest during a Journey unless an Encounter specifies they can, such as from *A Place to Rest* encounter.
Though resting is limited, characters have the option to spend Hit Dice to recover some of their class abilities to aid them in their Journey. See [[Classes and Journeys]] for more information on recovering Class abilities.
### One Step at a Time
Because resting is limited during Journeys, longer Journeys are more dangerous because there are more opportunities for things to go wrong, especially if the Journey Difficulty is high. These consequences could hinder characters severely or even kill them if they are ill-prepared, already harried, or otherwise unsuited for a long trek. To mitigate the risk of fatal trips, low level groups may want to avoid lengthy journeys altogether or consider breaking a longer journey into shorter, more manageable trips, planning to stay somewhere safe for a Long Rest before embarking on a new Journey to take them the rest of the way to their destination. Such pauses are great opportunities for the GM to introduce plot twists, story hooks, and narrative complications, however, so the party should weigh their options carefully.