Rest and Lodging
Items on the below table with and Inventory Space of N/A are a service, not an item, and cannot be carried around.
"Accommodations" as stated below are defined as three Average Meals, and full lodging/bedding.
Everybody sleeps, except for the people who don't, and everybody who sleeps should get 7-8 hours of sleep if they are biologically male, and 8-9 hours of sleep if they are biologically female. This is not enforced by biological sex in game, this is just a PSA. Sleep is sleep, but Rest is anything so long as it is not strenuous. Depending on who you are, Rest may be socialization, shopping, playing solitaire, performing a skill, jogging, or light sparring. It can make you sweat, so long as it won't make you ache. Rest is psychological as well as physical (this is enforced in game, and is also a PSA).
Each time that you Rest for 24 hours, heal an amount of HP equal to your first HP Scaling number+5.
Each time that you sleep for 8 hours, heal an amount of HP equal to your first HP Scaling number.
Each time that you sleep for fewer than 8 hours, you're tired, and heal 1 fewer HP per hour you've slept fewer than 8. For the purposes of this healing, negative healing deals damage. If you take damage from not sleeping enough, you take at least 5 damage, reduce your Maximum HP by the damage you take until you sleep for long enough to not take damage, and make contested rolls at disadvantage. This damage is True Damage.
"Accommodations" as stated below are defined as three Average Meals, and full lodging/bedding.
Everybody sleeps, except for the people who don't, and everybody who sleeps should get 7-8 hours of sleep if they are biologically male, and 8-9 hours of sleep if they are biologically female. This is not enforced by biological sex in game, this is just a PSA. Sleep is sleep, but Rest is anything so long as it is not strenuous. Depending on who you are, Rest may be socialization, shopping, playing solitaire, performing a skill, jogging, or light sparring. It can make you sweat, so long as it won't make you ache. Rest is psychological as well as physical (this is enforced in game, and is also a PSA).
Each time that you Rest for 24 hours, heal an amount of HP equal to your first HP Scaling number+5.
Each time that you sleep for 8 hours, heal an amount of HP equal to your first HP Scaling number.
Each time that you sleep for fewer than 8 hours, you're tired, and heal 1 fewer HP per hour you've slept fewer than 8. For the purposes of this healing, negative healing deals damage. If you take damage from not sleeping enough, you take at least 5 damage, reduce your Maximum HP by the damage you take until you sleep for long enough to not take damage, and make contested rolls at disadvantage. This damage is True Damage.
Item Name | Inventory Space |
Cost | Special |
---|---|---|---|
Creaky Inn Room | N/A | 1* | Creaking boards, pinholes in the thin walls, mold on the ceiling, and stolen sundries never replaced, leaving the room bare. Stays chilly in the winter, and sweaty in the summer, but at least the bed's lumpy, and you'll always have the bugs to talk to. Accommodations are made for any combination of 8 people or days (such as 4 people for 4 days, or 1 person for 7 days) per 1 gold you spend on this Room. |
Cozy Inn Room | N/A | 1* | A shelf or two holding a candle or three, keeping the room dimly lit, and while there are no gold tiled floors, the woodwork and stonework keeps you comfy no matter the weather. A clean and minimalist room, some may call rustic. Accommodations are made for any combination of 6 people or days (such as 3 people for 3 days, or 1 person for 5 days) per 1 gold you spend on this Room. |
Luxurious Inn Room | N/A | 2* | A coat rack by the door, rugs leading to many rooms lit by chandeliers and wall mounted gas lanterns, and full of four poster beds, armoires, ottomans lining fauteuils and canapés, windows showing all the world beneath you through silk curtains hung on golden rods. This room is well stocked with perfumed soaps, embroidered towels, small candies, perhaps even a complimentary bottle of wine, and so on, and room service can always bring more. Accommodations are made for any combination of 2 people or days (such as 1 person for 1 day) per 2 gold you spend on this Room. |
Bug Blanket | .5 | 1 | A silken net which blocks bugs in the night, fully protecting from diseases from bug bites and from eating spiders in your sleep. |
Waxed Tarp | 2 | 1 | A cloth tarp infused with wax or oil to be made waterproof. Perfect for covering goods, a cart, tent, or up to four people at once easily, or a fifth in a pinch. It breathes very poorly, granting Cold Weather Resistance and Hot Weather Vulnerability to anyone sleeping directly under it (as a blanket). Not useful as winter clothing without cutting it up to create more layers. |
Winter Blanket | 2 | 1 | Grants Resistance to Cold Weather, and Vulnerability to Hot Weather for up to 2 users or wearers. Water resistant enough to keep out snow, but not enough to stop heavy rain. |
Bedroll | 2 | 1 | A roll of cloth to be placed on the ground. Designed light and thin to be used in warm weather, add more blankets for more heat. Makes you look like a caterpillar. |
Vance's Restful Roll | 2 | 10 | After resting in this bed roll, you are treated as having rested an additional 4 hours! Perfect for people resting in dangerous areas, who don't want to deprive their watchers of sleep! Take shifts, and still sleep in! |
The Magnificent Mini Mattress | 1 | 10 | A bedroll means you're sleeping on the ground, no matter how restful, but this bed fits in your hand and expands to fit one to three occupants comfortably. Don't sleep on the floor like an animal, sleep in a bed made for a king! |
Tent | 4 | 1 | Protects from light rain and wind, bugs, and grants more privacy than open air, with room for two. Foregoes the need for additional protective measures from exposure in any moderate climate, such as plains and forests. For an additional 2 gold, increase its capacity by 2. |
Vance's Tiny Hut | 4 | 10 | From the outside it is a normal tent, but the inside hold luxuries you could never have in a flimsy tent! Inside, it holds a full room, 3x3x2 Spaces. Notably, the tent is indiscriminate as to openings; if it gets a tear, that does nothing to alter the inside contents. Artificer's Note: It can only be stored inside Vance's Hut Holder, the bag which comes with the tent. If it is not, the inside contents (including the extra space) will disappear after 48 hours, and can only be returned by a Vance's representative for the modest fee of 4 gold. For an additional 5 gold, it can be 2x2x2 Spaces larger on the inside, but not the outside. For the modest cost of 5 more gold, the room is fully furnished with a wardrobe, a bed, a bookshelf, coffee table, and a writing desk with chair. For only 2 more gold, it can be sound proof, blocking sound inside and out. No warranty. |
The Traveler's Tiny Tent | .1 | 8 | Small enough to fit in a wallet, unfolds to the full size of a 6 person tent. Simple. |
Vance's Magnificent Mansion | 8 | 30 | Luxuries of the finest sort lie beyond this door... The door to Vance's Magnificent Mansion! This wooden door with a golden knob can be set up over the course of a minute to stand on its own (it can even hang from the ceiling) and lead to the inside of your Mansion (though it gets no larger), but otherwise it is inert and nonmagical (this is to protect it from any form of magic nullification). Each of Vance's Magnificent Mansions are custom built to the customer's specifications by Vance's best artificers, and may have any floor plan and layout you specify, so long as it does not exceed 200 Spaces (that need not be contiguous) no questions asked. The mansion does have a few limitations as to its construction, however. Surfaces may only be made of wood or stone (regardless of whether it is oak or mahogany, granite or marble), with the exception of furnishings supplied with the manor upon request (for no additional fee), and the utilities in the kitchen (you may specify a room to be the kitchen, in which case it will come with all the things you would expect a kitchen to have). Lastly, each Mansion comes with a wait staff of 10 semi-corporeal transparent servants, of a dress and appearance of your specification (warning: the servants will not touch lead of their own volition, and should not be forced to do so. A servant which touches lead will lose whichever part touched the lead, though will regain that part by sunup the next day). For customers of the lead blooded persuasion, we can supply you with servants made from clay instead for the additional fee of 4 gold. The furnishings and servants which come with the Mansion cannot exit the mansion. The door stands at about 1 Space tall, but magically fits anyone of up to Huge Size with ease. The door cannot be destroyed while set up, though can be knocked down by something of adamantine make, which would hypothetically jettison all occupants to the outside as it is deactivated. |