Lodgings and Propriety - D&D
"The ache for home lives in all of us—the safe place where we can go as we are and not be questioned." ~Maya Angelou
Regardless of how many dragons they've slain, how many helpless maidens they've rescued or how many times they can swing a sword in 6 seconds, there will come a time in every man's journey where he must stop and rest: thaw his hands by a nice roaring fire, fill his belly with a warm mug of stew and get some well deserved shut-eye.
Likewise, as a man ages he longs for stability, and the nomadic lifestyle of a young adventurer might become less and less appealing. One might long for a place to call home, a place to return to after a long day saving the world or just something to build from the ground up and leave as his legacy to those that come after him.
In this article I will talk about some of my Homebrew mechanics for long rests and downtime, in particular lodgings, amenities and propriety and the benefits or drawbacks these will have in-game.
Lodging Quality
Lodging quality refers to the condition of the environment you're in when you take a long rest, typically this will be your encampment or the inn room you're staying at, but it may be your backyard doghouse, a guestroom at the king's palace or anything in between.
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Adverse Conditions
Adverse Conditions refers to those long rests you're taking out of desperation. Your environment is just gentle enough for you to believe you stand a chance at getting some rest, but whether you actually do or not remains to be seen.
- Effects: Characters resting in these adverse conditions must roll a constitution saving throw, the DC of which depends on the austerity of their environment. On a failed save the character will not complete the long rest, suffering a level of exhaustion. The character may still heal as if having taken a short rest, and wielders will still be able to replenish spell slots.
Substandard Lodgings
This is the default quality of your traveling camp.
Taking a long rest with substandard lodgings means that your environment has the minimum requirements for a good night of sleep, but is severely lacking in comfort. It will do for most nights, but road-worn adventurers may find themselves longing for something more.
- Effects: Characters resting in substandard lodgings will get the normal benefits of a long rest, but if exhausted they will not lose a level of exhaustion.
Basic Lodgings
These will be most rooms at your average inn or your camp if you're willing to travel slower and spend some time setting up your travel equipment. Basic Lodgings does that it says on the tin, decent bedding, decent shelter. You cannot complain.
- Effects: Characters resting in basic lodgings will gain the normal benefits of a long rest with no added bonuses or maluses.
Superior Lodgings
These are high quality lodgings typical of fine establishments. Everything screams comfort and luxury and the lodgings will often be complemented with matching amenities.
- Effects: Characters resting in superior lodgings will be granted 1d4 temporary hit points, per character level, after completing a long rest.
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Notes
- Availability: Not all locations provide lodgings of every quality.
- Pricing: Price is also not exclusively based on quality, instead fluctuating according to various other factors such as the location and prestige of the establishment.
- Amenities: Amenities play a massive role in the quality of your character's stay at an establishment. Higher end locations will provide more, and better amenities.
- Camp Upgrades: It is possible for players to invest in camp upgrades that raise the quality of their encampment as well as include some amenities. Generally, however, this will also result in an increase in the time it takes to set up camp and the equipment may be lost if the players are forced to leave without packing it.
- Basic Upgrade: This upgrade includes better tents and bedding, cooking implements as well as other miscellaneous quality of life improvements. As a result the quality of your camp increases from Substandard Lodgings to Basic Lodgings, additionally while resting in Adverse Conditions you gain a +2 bonus to your constitution save DC. As a side effect, your travel speed cannot exceed Medium while on foot.
Amenities
Lodging Establishments may provide their guests with several amenities, granting them especial benefits and enabling unique interactions. These activities can be slotted as part of the free time of a character's 8 hour long rest, but may also be engaged with outside rest periods so long as the player is a patron of the location providing them.
These amenities may be included with room packages, purchased separately or may be tied to the establishment themselves and supplied globally to all patrons.
Servants
- Attendants: The establishment has servants on call ready to attend to the patron's needs, within reason.
- Personal Attendants: The establishment provides the patron with a personal attendant for the duration of their stay. The servant will see to the fulfillment of the patron's requests exclusively, including outside usual premises.
- Personal Drivers: The establishment provides the patron with a personal driver who will be on call to take the player to any location within the nearby area.
Lifestyle
- Bath, laundry and grooming services: The patron will be able to clean himself and his clothes. Well groomed characters receive a +1 bonus to charisma checks for 24 hours, or until sullied.
- Infirmary/Medicine: The establishment provides on-site medical staff to attend to patron's healthcare needs.
- Complimentary Meals: The establishment offers complimentary meals to their patrons free of charge. The details and bonuses vary from location to location.
Entertainment:
- Gambling: Patrons may engage in games of chance and possibly turn a profit
- Training Grounds: Patrons may hone their martial skills possibly receiving bonuses based on their performance
- Live Art Performances: Patrons may give or attend performances of life art such as music, poetry or theatre
- Library: Patrons may engage in reading for research or for leisure
- Hearth/Tavern: A space for patrons to indulge in drink and light conversation.
Safety, Privacy and Storage:
- Private Floor/Common Room: The patron's lodgings are in a sectioned part of the building allowing them the privacy of their own room while also having a shared space for themselves.
- Vehicle/Mount Storage: The establishment provides the patrons with a spot in their stables and vehicle storage units, and may even provide repair/maintenance services.
- Guards: The establishment's safety is overseen by private guards ready to enforce the rules and protect the patron's peace
- Personal Bodyguards: The establishment provides the patron with one or more personal bodyguards to attend to their safety at all times.
- Safe Storage: The establishment has guarded vaults dedicated to the safe storage of the patron's most precious belongings.
- Arctech Wards: The establishment has wards in place intended to disrupt arcane manipulation within the premises.
* Amenities also apply to private propriety, usually the characters will need to fund and upkeep these themselves.
Private Propriety & Businesses
Characters are able to acquire private propriety through various means, which they can then use for whatever purpose they desire attending, of course, to the limitations brought forth by the nature of said propriety. Though usually a sizable investment proprieties can save characters money by providing housing and amenities or even turn a profit through business ventures. The propriety a character owns can also reflects its status in local society and affect how other characters perceive them, enabling unique opportunities and interactions that would otherwise be inaccessible.
Acquiring Propriety
Propriety may be acquired through various means, once acquired the players will have greater freedom to alter or improve their propriety with some limitations depending on the nature of the propriety and the conditions of acquisition.
Renting
Typically proprieties will be available to rent for 0.8-1.2% of their market value as a monthly stipend. Although the players may be able to get better deals through long or fixed-term lease agreements.
Purchasing
Players can purchase propriety directly for a price around their market value. Not all propriety owners are interested in parting with their lands, and there might be restrictions on who can own certain proprieties as per local law.
Gifts, Rewards, Heritage and Benefits
There are various means through which the players may acquire propriety at no cost to themselves. Propriety may come as a reward for their service, as a benefit of their position or be a part of their family's patrimony.
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Given how scarcely characters will deal with propriety and the sheer complexity of each interaction the details are best handled on a case to case basis rather than defined in a pre-structured system. Still, I urge players to keep propriety in mind as a possibility or even a goal for the long term campaign.
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