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7 Respite Rest Flow

ionriftgm edited this page Oct 7, 2026 · 18 revisions

Respite: Rest Flow

Walkthrough of standard rests, Gritty Realism 7-day downtime, and the Bivouac HUD. Screenshots display the GM view unless noted.


Part 1: Standard Rest Flow (8-Hour Long Rest)

Standard long rests move through sequential phases: Setup -> Travel (optional) -> Camp -> Activities -> Events -> Resolution.

Player Quick Reference

When a rest begins, each player manages their character's rest from the Workbench:

  1. Check Camp Conditions: Review terrain, weather, and camp comfort. Ensure the campfire is lit if cooking or using mess kit benefits.
  2. Select One Activity: Pick a single camp task from the Workbench hub:
    • Shared Duties: Keep Watch (+3 initiative, +1 party initiative), Set Up Defenses (reduces encounter DC, +1 party initiative), Tend Wounds (restores HP to an ally before morning), or Cook a meal.
    • Personal Focus: Rest Fully (boosts comfort and restores +1 bonus Hit Die; causes deep sleep), Training (XP drills), Fletch Arrows, Pray / Meditate, Study, or Copy Spell.
  3. Examine Items: Casters can cast Identify rituals from unmemorized spellbooks or scan the party for magical auras. Any character may physically focus on an item to attune or taste an unknown potion.
  4. Resolve: Roll any required checks, consume rations and water if tracked, and receive the rest summary.

Phase 1: Setup

The GM selects terrain, shelter, and weather. The encounter DC updates live as factors change.

Respite Setup Phase showing terrain and encounter DC breakdown

Terrain sets the baseline encounter difficulty and available survival options:

Terrain Base comfort Notes
Forest Sheltered Scouting available. Foraging and hunting supported.
Desert Rough Double water requirement. Foraging limited.
Swamp Rough Disease risk events. Foraging available.
Mountain Rough Altitude and exposure events.
Arctic Hostile Double ration requirement. Severe weather.
Urban Sheltered No foraging or hunting. Markets available.
Dungeon Rough No foraging or hunting. Enclosed spaces.
Tavern (Safe Rest) Safe Bypasses events, comfort penalties, and campfire setup. Full recovery.

Comfort determines HP, Hit Die, and exhaustion recovery:

Level HP Hit Dice Exhaustion
Safe Full Standard recovery -1 level
Sheltered Full Standard recovery -1 level
Rough Full 1 fewer HD back (min 1) CON DC 10 or +1 level
Hostile 75% max HP 2 fewer HD back (min 1) Existing exhaustion sticks; CON DC 15 or +1 level

Standard 5e long rests recover half of a character's maximum Hit Dice (rounded up). In Rough or Hostile terrain, this recovery is reduced by 1 or 2 dice respectively.

Weather modifies encounter difficulty and fire lighting checks. Available weather changes per terrain.

Shelter detection: Tiny Hut, Rope Trick, and Magnificent Mansion are auto-detected from party spell lists. PF2e equivalents (Cozy Cabin, Resplendent Mansion) are recognised. Tents are detected from inventory.


Phase 1.5: Travel (optional)

When travel is enabled, the GM sets travel duration in days. Players assign daily travel activities.

Travel phase: Forest travel resolution with Forage and Hunt DCs

Travel Activity What it does
Forage Search for edible plants and fungi. Survival check against terrain DC.
Hunt Track and bring down game. Higher DC than foraging with higher yield.
Scout Survey terrain on arrival. Evaluates arrival vantage on the final travel day.
Nothing Travel without a specific task. Tend wounds, keep watch, or rest.

Travel Scouting Result Tiers

When characters scout on the final travel day, the highest check among all scouting characters sets the arrival vantage (suppressed at safe rest spots):

Result Outcome Effect
Natural 1 Hidden complication Negative scouting complication event injected into the night
Poor (2-9) Unfavourable ground No mechanical modifier
Average (10-14) Favourable camp Camp comfort boosted by +1 tier
Good (15+) Defensible position Camp comfort boosted by +1 tier, encounter DC reduced by 1
Natural 20 Perfect vantage Camp comfort boosted by +2 tiers, positive scouting discovery injected

Phase 2: Camp

Starting a long rest deploys a camp directly onto the canvas. A campfire pit, workbench, and medical bedding appear around the party.

Camp on canvas: campfire station panel overlaid on scene with station tokens

Campfire

The campfire is a physical token on the map. Select it to open the campfire station:

Fire Level Firewood cost Comfort Encounter DC Cooking
Unlit 0 -1 step No modifier No
Embers 0 No change No modifier No
Campfire 1 No change -1 (quieter night) Yes
Bonfire 2 +1 step -2 (quieter night) Yes

Lighting requires a tinderbox, flint and steel, or a fire cantrip (Produce Flame, Fire Bolt, Prestidigitation). Firewood is pledged from inventory.

Station tokens and gear detection

Gear effects are detected from character inventory:

Item Detection Effect
Bedroll Any item with "bedroll" in name +1 Hit Die recovery
Tent Any item with "tent" in name Shelter: encounter threshold -2, weather protection
Mess Kit "Mess Kit" or "Cook's Utensils" Advantage on exhaustion save (requires lit campfire)

Token Linking

The module syncs campfire lighting with canvas tokens named Campfire. Lights turn on when lit and extinguish when the rest resolves. Perimeter torches named Perimeter Torch can be auto-linked to toggle with the campfire.


Phase 3: Activities & Workbench

Players pick camp activities from the Workbench hub across three tabs: Activity, Identify, and Meals.

Workbench hub showing Activities and Identify tabs

Camp duties

Activity What it does Combat readiness
Keep Watch Stand guard. Boosts initiative for character and party if camp is attacked. +3 personal initiative, +1 party initiative
Scout Perimeter Stealth or Perception DC 14. Identifies approaching threats. Advantage on initiative and surprise checks
Set Up Defenses Stealth or Survival DC 12, group. Lowers encounter chance by 2. Success: +1 party initiative
Tend Wounds Medicine DC 12. Heals target and boosts their recovery tier. Kit: advantage. Normal readiness

Personal activities

Activity What it does Combat readiness
Rest Fully Comfort +1 tier, +1 bonus Hit Die. Sleeper enters deep slumber. Disadvantage on initiative (deep sleep)
Training Three physical or mental drills (DC 13, best ability modifier). Grants XP scaled to training tier. Normal readiness
Fletch Arrows Sleight of Hand or Nature DC 12. Yields arrows or bolts scaled by yield tier. Normal readiness
Pray / Meditate Religion or Insight DC 10. Success grants temp HP equal to proficiency bonus. Disadvantage on initiative
Study Arcana, History, Investigation, Nature, or Religion DC 12. Clue on success. Disadvantage on initiative
Tell Tales Performance DC 10. Inspiration for one ally (all on 18+). Normal readiness
Other Untracked roleplay, journaling, or conversation. Normal readiness

Training Details

Training provides small XP gains to close out remaining thresholds towards low-tier leveling (effective through level 5).

  • Drills: Resolving Training rolls 3 sequential drills against DC 13 (using the character's best ability modifier, adjusted by camp comfort: Rough +2, Hostile +5).
  • Rewards: XP is awarded per drill set for both successful checks and missed attempts:
    • Tier 1 (Light): 3 XP on fail, 10 XP on pass (up to 30 XP)
    • Tier 2 (Moderate): 5 XP on fail, 20 XP on pass (up to 60 XP)
    • Tier 3 (Standard): 7 XP on fail, 30 XP on pass (up to 90 XP)
    • Tier 4 (Heavy): 8 XP on fail, 40 XP on pass (up to 120 XP)
    • Tier 5 (Intense): 10 XP on fail, 50 XP on pass (up to 150 XP)
  • Diminishing Returns: Consecutive training rests incur escalating penalties to prevent endless rest farming. One prior training rest withholds 15 XP; two consecutive rests withhold 45 XP. Alternating training with any other camp activity (Keep Watch, Crafting, Resting Fully) resets the streak. The activity card indicates when remaining returns reach zero.

Identify & Examination

The Identify tab provides three distinct examination paths:

  1. Identify Spell: Casters scan pooled party inventory. Follows 2024 RAW where Wizards with Ritual Adept cast Identify and Detect Magic rituals directly from their unmemorized spellbook.
  2. Focus: Physical attunement and item examination over time.
  3. Taste: One unidentified potion can be tasted at a time to determine its properties.

Detect Magic casts an animated visual scan across the canvas, highlighting magic items in the caster's inventory.


Phase 4: Events

Respite ships without pre-bundled narrative event tables. Events are discovered dynamically from installed event overlays or custom event files added by the GM:

  • Custom & Installed Events: The module loads event files matching the current terrain from installed packages or local data folders.
  • Opt-In Curation: Events must be enabled in the active terrain pool to trigger. If no events are installed or curated for the terrain, this phase passes quietly without rolls, allowing the GM to improvise or resolve native system encounters.
  • Outcome Tiers: When events are rolled, they resolve on a 4-tier scale based on margin of success:
Outcome Margin
Triumph Beat DC by 5+
Success Meet or beat DC
Mixed Miss DC by less than 5
Failure Miss DC by 5+

The GM can override rolls with Force Pass and Force Fail buttons. Natural 1 triggers a disaster; Natural 20 guarantees a discovery.


Phase 5: Resolution

HP, Hit Dice, spell slots, and exhaustion resolve from comfort and meal status. Each player receives a private rest breakdown. The GM sees party totals.

Resolution panel: resolution breakdown with activity summary and recovery chips


Part 2: Gritty Realism Rest Flow (7-Day Downtime)

When the campaign uses the DnD 5e Gritty Realism variant rule, long rests automatically scale to the 7-day Downtime Ledger. Standard stations are replaced with a single ledger interface.

The 7-Day Downtime Ledger

7-Day Downtime Ledger showing activity allocation and sustenance pips

The ledger organizes downtime planning into three workflow steps:

  1. Gather: Multi-day foraging and hunting schedules. Days 1 through 7 can be configured for individual rolls or batched together.
  2. Activities: Allocates party downtime across crafting queues (alchemy, brewing, cooking, herbalism, tinkering, fletching), attunement, spell copying, wound tending, and training.
  3. Sustenance: 7-day daily ration and water pips with starvation risk warnings and condition multipliers.

Camp Logistics Drawer

A slide-out drawer tracks party firewood stock, fresh water reserves, and gear condition waivers without cluttering the activity cards.

Nightly Vigil Pacing & Encounter Drafting

The GM advances night pacing from Night 1 to Night 7:

  • Sentry Pacing: Shows active sentry tokens, passive perception scores, and danger DC modifiers.
  • Dynamic Danger DC: Calculates threshold based on camp fortifications, hearth quality, guard assignments, and GM offsets.
  • Encounter Drafting: The GM can declare a Quiet Night, roll danger checks against terrain event tables, or select specific events from the pool.
  • Player Sanitized View: Players see nightly vigil pacing and watch assignments without unrolled encounter secrets.

Dawn Finalization & Exhaustion Stage

At the end of the seven days, the rest advances to dawn resolution:

  • Exhaustion Saves: Automated Constitution saving throws determine exhaustion recovery for eligible characters.
  • Departure Meals & Drinks: Cooked meals and brewed beverages selected during downtime apply their buffs upon departure, persisting into subsequent travel.
  • Master Downtime Card: A public chat card summarizes completed activities, gathered yields, resources consumed, and condition changes over the 7 days.

Part 3: Short Rest & Bivouac HUD

Standard Short Rest Panel

The standard short rest panel provides:

  • Live Hit Die Spending: Rolling Hit Dice updates HP immediately.
  • Campfire Warmth: When Campfire Warmth is enabled, an overnight fire grants bonus healing (+1 or +1d4 HP) per spent Hit Die.
  • Class Recovery: Integrated Arcane Recovery and Natural Recovery selectors.
  • Feat & Song of Rest Support: Handles Bard Song of Rest timing and Chef treat distribution.
Short Rest panel with Hit Die spending and class features

Bivouac HUD (Gritty Realism Short Rest)

Bivouac HUD showing overnight rest with Camp Stances and Hit Die spending

In Gritty Realism campaigns, an 8-hour short rest uses the single-screen Bivouac HUD instead of the full camp deployment:

  • Camp Stances:
    • Warm Camp: Expends 1 firewood, permits cooking, and grants warmth healing bonuses per Hit Die spent.
    • Cold & Dark: Stealth camp. Conserves firewood, forbids cooking, and reduces the encounter DC by 3.
  • Quick Sustenance Plate: Tracks immediate ration and water consumption for the 8-hour period.
  • Embedded Identify: Caster access to Identify, Focus, and Potion Tasting directly within the bivouac panel.

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