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Island Adventure and Slow Natural Recovery Question
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<blockquote data-quote="Chaosmancer" data-source="post: 7123369" data-attributes="member: 6801228"><p>So, I was reading a thread about pirates, someone mentioned a shipwrecked adventuring party and that sounded like a really good idea for one of my next games.</p><p></p><p>Session zero, you are shipwrecked on an island, we are paying attention to encumbrance, time, rations, food spoiling, and all that other fun stuff. </p><p></p><p>It got me thinking about Hp and danger though and I realized that since this will have almost no NPCs throughout the game, no actual civilizations and all that jazz, that in a few levels the players aren't going to be feeling the desperate need to get off the island. </p><p></p><p>So, I'm planning on using the Slow Natural Healing rule, just to add a bit more wear and tear to the characters. That rule found on pg 267 of the DMG is that instead of recoverying all hp during a long rest, the players have to instead spend HD to recover hp. </p><p></p><p></p><p>So, first question, officially do the HD get spent, and then recovered? Because I know you recover half your HD after a long rest, so if a player spends 2 HD during a long rest, do they get those HD back or do they need to complete another long rest to recover them? I'd like to know how it is supposed to work before I decide which method I might prefer (this will of course all be discussed with the players in a few months, but the Guild doesn't meet over the summer so I must wait and plan for now)</p><p></p><p></p><p>Following that, I figure I want this island to be an old base from some long forgotten civilization. Ancient crumbling ruins and all that. I don't want a native people to this island. I want this to be almost entirely feral, maybe a malignant fey or spirit hanging around somewhere, but no village of primitives who the players can interact with. They are very much alone in terms of civilization and allies. However, there are a few things still standing. Old ruins that make good dungeons obviously, but also a magic gate that they may be able to repair and use at higher level. Also, if they get deep enough inside the island, they may discover that the island was once powered by magic to be able to fly. I can't imagine they'll be able to procur the materials and knowledge needed to repair this thing anytime soon, but if they make it a home base, they can eventually have a flying island with an interplanar gate on it. </p><p></p><p>So, what kind of things would people recommend for this island. I don't want dinosaurs, but other than that what kinds of beasts and environments sound really cool. Players will be starting at level 3 (because I want sub-classes chosen and identities largely set before game starts)</p><p></p><p>I definitely am planning a forest that is going to have an owlbear nest or five in it. Owlbears can make for scary, scary monsters at lower levels.</p><p></p><p>Ruins and dungeons and caves beneath the island are a must.</p><p></p><p>Mountains or volcanoes, at least one. </p><p></p><p>I'm debating making this single massive island partially sunk and appear to be a small chain of islands, so that the tides occasionally reveal a land bridge between different parts.</p></blockquote><p></p>
[QUOTE="Chaosmancer, post: 7123369, member: 6801228"] So, I was reading a thread about pirates, someone mentioned a shipwrecked adventuring party and that sounded like a really good idea for one of my next games. Session zero, you are shipwrecked on an island, we are paying attention to encumbrance, time, rations, food spoiling, and all that other fun stuff. It got me thinking about Hp and danger though and I realized that since this will have almost no NPCs throughout the game, no actual civilizations and all that jazz, that in a few levels the players aren't going to be feeling the desperate need to get off the island. So, I'm planning on using the Slow Natural Healing rule, just to add a bit more wear and tear to the characters. That rule found on pg 267 of the DMG is that instead of recoverying all hp during a long rest, the players have to instead spend HD to recover hp. So, first question, officially do the HD get spent, and then recovered? Because I know you recover half your HD after a long rest, so if a player spends 2 HD during a long rest, do they get those HD back or do they need to complete another long rest to recover them? I'd like to know how it is supposed to work before I decide which method I might prefer (this will of course all be discussed with the players in a few months, but the Guild doesn't meet over the summer so I must wait and plan for now) Following that, I figure I want this island to be an old base from some long forgotten civilization. Ancient crumbling ruins and all that. I don't want a native people to this island. I want this to be almost entirely feral, maybe a malignant fey or spirit hanging around somewhere, but no village of primitives who the players can interact with. They are very much alone in terms of civilization and allies. However, there are a few things still standing. Old ruins that make good dungeons obviously, but also a magic gate that they may be able to repair and use at higher level. Also, if they get deep enough inside the island, they may discover that the island was once powered by magic to be able to fly. I can't imagine they'll be able to procur the materials and knowledge needed to repair this thing anytime soon, but if they make it a home base, they can eventually have a flying island with an interplanar gate on it. So, what kind of things would people recommend for this island. I don't want dinosaurs, but other than that what kinds of beasts and environments sound really cool. Players will be starting at level 3 (because I want sub-classes chosen and identities largely set before game starts) I definitely am planning a forest that is going to have an owlbear nest or five in it. Owlbears can make for scary, scary monsters at lower levels. Ruins and dungeons and caves beneath the island are a must. Mountains or volcanoes, at least one. I'm debating making this single massive island partially sunk and appear to be a small chain of islands, so that the tides occasionally reveal a land bridge between different parts. [/QUOTE]
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