Main / Sleeping

Chapter 5

Sleeping

Everyone needs to sleep to be able to refresh after a long day of adventuring. Sleeping allows recovery of lost hit points, the ability to refresh spells for mages and priests, and the removal of fatigue.

When the characters are sleeping out in the wilderness or any time there could be an encounter they might want to be able to wake up quickly.

If an encounter occurs at night any guards posted are given the normal chances for surprise. Any character not on guard duty during night watches is considered asleep unless clearly specified by the player.

If a character is asleep and wishes to wake up, if the camp is attacked for example, a constitution check is made. The first check is with no modifiers, and is done on the first round of combat. On the following rounds a +4 is added to the roll if any loud noises, shouted warnings or loud combat sounds are present. If the character is hit with a missile weapon while asleep they get a +8 total modifier to their attempt to wake up. If the character is shaken by comrades they will automatically wake up that round and be able to perform actions the next round.

If they are hit by a melee weapon they will likely not wake up. Any sleeping or held character can be killed in one round by an attacker does nothing else that round.