Ok, one more rest based thing for resting now for Starfinder!
Sudden Rest M2
Thoughts?
Ok, one more rest based thing for resting now for Starfinder!
Thoughts?
Product– Fine Country Folk
System– Shadow of the Demon Lord
Producer–Schwalb Entertainment
Price– $2.79 here https://www.drivethrurpg.com/product/270395/Fine-Country-Folk?affiliate_id=658618
TL; DR-Do you hear banjos? 95%
Basics– We don’t cotton to kindly to your kind ‘round here… In Fine Country Folk, two factions of rednecks vie for dark powers. Can you find the source of their vile power and end it or will you end up dinner for the inbred yokels or one of the made betters?
Mechanics or Crunch-Shadow of the Demon Lord is one of the slickest systems out there, and Fine Country Folk keeps up that fine tradition. The adventure has some great mechanics for a hex crawl. Good, simple to draw map with a good random distribution of events, and well detailed locals with new monsters to fight. The simple nature of the adventure makes its a fun, easy to run, four hour adventure. 5/5
Theme or Fluff-Fine Country Folk is a hex crawl through and through, and it has some of the problems of a hex crawl. Overall, it’s an awesome adventure once it gets going, but like all hex crawls you can drop into the middle of an active campaign, the start is a bit rough. The hook into the adventure is the weakest part. Once the players have a reason to kill he inbred hicks or redneck mechanical abominations in the woods, they will have a great time. As a hex crawl, the DM has more work to do than in a set piece adventures to make sure a story flows and give the players a reason to stay. The adventure has prompts for DMs, but this is an important heads up that you should be aware of. It’s a fun adventure that will require a bit more muscle to get the story to crack over in the beginning but it hums along after the start. 4.25/5
Execution-Fine Country Folk is one of Schwalb’s longest adventure with lots of details and new monsters. This adventure is twice as long as his other individual adventures and FOUR times as long as some of the adventures from the first campaign. It has great art, nicely done tables, and is a breeze to read. Heck, it even references WITH PAGES things that DMs might need to review when they run this adventure. This is what I want a Shadow of the Demon Lord adventures to look like. 5/5
Summary-Fine Country Folk is standard Schwalb, and Schwalb is an acquired taste. I love sushi, but if you can’t stand fish or raw food, go away. Even Michelin star sushi is still sushi. This is some of Schwalb’s best writing, but it is still Schwalb’s writing. If rape, murder, violence, cthulhu-satan, or a whole host of other mean nasty things, you will be turned away by this one. I love sushi and the horrible, monstrous things Schwalb has to say, so this is a great work of dark vile fantasy to drop your players into. That said, it’s not perfect. Your adventure will need to shift into this one and hooking your players into this can be a bit tricky and I would like more explicit ways to get them involved more readily. That said, once you are past that, you will enjoy this fine food and the fine country folk who will try to eat you, skin you alive, or horrible experiment on you. Just pray your PC doesn’t have a pretty mouth. 95 %
How about some spells?
Sudden Rest
3rd-level enchantment
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
You touch a willing person and instantly fill them with calm and comfort. The target of the spell instantly gains the effect of a short rest spending as many hit dice as they want and using any class abilities they want regarding short rests. No abilities that affect multiple characters can be triggered by this effect.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, another creatures may be targeted for each slot level above 3rd.
More ideas to play with a rest.
You’ve always been able to spring back quicker than others. Once per day, you make spend a full turn resting in combat. If you do, you gain the effects of a full rest. You may dodge attacks as normal, but you may not move or do any other actions of your own choosing. You can be the subject of spells during this time, and you you may choose how ever many hit dice you wish to use during this rest. You regain this ability after a long rest.
thoughts?
More resting fun for DnD 5e.
You’ve learned to get the sleep and rest you can when you can. You gain the following benefits:
Thoughts?
Let’s build off some ideas for DnD and resting in Starfinder.
When you take a break, you really feel refreshed.
Benefit: When you take a 10 minute rest and spend a resolve point, you not only gain stamina points, but you also gain HP equal to your level + your Constitution modifier.
Thoughts?
How about some love for Starfinder and rests.
When you spend a Resolve Point to regain Stamina Points for a 10-minute rest, you may spend a additional Resolve Point to reduce the resting time to 1 minute. All allies who can hear you gain the benefits of a short rest as well.
Thoughts?
I’m playing in a Middle Earth 5e game. Not NEAR as much healing as regular DnD, and thats ok. But, I’ve been thinking about playing with the short rest. Here is a possible spell for that.
Restful Pace
2nd-level abjuration(ritual)
Casting Time: 1 minute
Range: 30 feet
Components: V, S
Duration: 8 hours
Your spell lets your allies allies rest and recuperate while they lightly walk across the country. Choose up to eight creatures within range. Each target can take a light rest for each hour of travel at a normal pace. Traveling through difficult terrain or any mode of travel more difficult that walking will not allow the creature to rest.
At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, increase the number of targets by 1 for each slot level above 2nd.
If you have bless in Starfinder, you need …..
School enchantment (compulsion)
Casting Time 1 standard action
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw Will negates; Spell Resistance yes
You chanel pure doubt into your enemies. Each affected creature taks a -2 moral penalty to attack rolls and saving throws against fear effects.
Bane dispels and counters bless.
Thoughts?
I love clerics in DnD and standard procedure is bless first round. WHY BLESS IN STARFINDER! So, I’m making it!
School enchantment (compulsion)
Casting Time 1 standard action
Range 50 ft.
Area The caster and all allies within a 50-ft. burst, centered on the caster
Duration 1 min./level
Saving Throw none; Spell Resistance yes(harmless)
This spells fills your allies with courage. Each ally gains a +2 moral bonus to attack rolls and saving throws against fear effects.
Bless dispels and counters bane.
Thoughts?