After a PC takes damage, from combat or a trap, he can spend ten minutes or so binding wounds and catching his breath and recover 1 HP. Not much if a PC only took a bit of damage, but enough to bring a PC at 0 hit points up to 1 and ready to take one more hit.
Hit Points can be fully recovered by having a satisfying meal and getting a full night’s sleep. The basic rations are good for this, as is fresh-cooked food as outlined below. Healing without a full night’s rest can only be done with fresh cooked food.
In general, basic rations will only last a week before spoiling and iron rations last a month before spoiling.
Different animals/plants may have different effects. Eating giant lizard meat is one thing, eating wyvern meat is another thing. Properly prepared these extra aspects will always be beneficial. It make take some failed attempts to figure out how to properly prepare more exotic dishes.
Cooking food on the road:
A tall, slim human in black leather shouts at a squat dwarven ﬁgure wearing a jaunty hat. Dust ﬂoats in the stale air of the dungeon corridor. The only way out is blocked by a collapsed ceiling. After a heated argument, the two re-light their candle lamp and delve deeper into the old ruins. The pair of adventurers carry little in the way of provisions and do not know of any alternative exit to the underground necropolis.
The ﬁre grows dim. Some of the stew bubbles over the edge of its cook-pot and elicits a greedy sizzle from the ﬂames. As the broth is ladled into bowls, chunks of cave pheasant meat, diced potato, and sprigs of ashroot are plainly visible. It will nourish the haggard adventurers as they rest for the night and gather their strength.
Dungeon food is cooked using ingredients primarily scavenged from deep caves, lost ruins, or deadly temples; the exception to this being the spices that some gourmands bring with them into dungeons. Such additives are often lightweight and provide much-needed ﬂavor in bleak times.
Dungeon food prep is successful on a throw of 1 in 6. Failing this throw ruins all ingredients used. Each of the following increases success chance by an
additional 1 in 6 up to 6 in 6.
4. Pots & Pans
The Feast Proper
The beneﬁt of dungeon food is that when consumed, it allows adventurers to restore their hit points by non-magical means and without spending multiple weeks of downtime in a place that could be exceptionally dangerous in a dungeon. The requirements to regain health in this manner are as follows:
– Rule the First –
The dish must be prepared and immediately consumed.
– Rule the Second –
The dish must contain at least two unique ingredients. Basic rations can count as an ingredient.
– Rule the Third –
The dish must contain at least one portion per gourmand.
The healing provided by dungeon food is 1d4 per unique ingredient. So, basic 2-ingredient meal will restore 2d4 HP when consumed.
The adventurers have cast their lines deep in an underground pond. They pull out a large, silver-scaled ﬁsh laden with fatty meat. It elicits a tantalizing scent as they fry the ﬁllets over an open ﬁre. Two hours later, the entire group is doubled over while they vomit profusely, and the halﬂing appears to have started convulsing as foam pours from his mouth.
Toxins. Entirely avoidable, if one can spot them. It might happen that either part or all of a creature is harmful to eat. Let us assume that none of the adventurers found the poison ahead of time by way of Detect Poison spells or more mundane methods. In all other cases the toxicity of certain ingredients can be detected in one of two ways:
– Method the First –
When the roll to prepare a dish that contains toxic ingredients results in a 1, the adventurers have detected the poison and learned from which ingredient it stems.
– Method the Second –
If a dish is prepared with certain rare spices or magical ingredients, the poison might be revealed regardless of whether or not the attempt succeeded.
– Method the Third –
Someone with a laboratory can investigate an ingredient, at the cost of one portion, to see if they notice any toxins in it.
The consequences of eating toxic food varies depending on the particular strain. These can range from reduced healing, outright damage, or permanently crippling side eﬀects.
Magic food is strange. Weird. Bizarre. Unpredictable. It most often tastes of lavender and burnt ozone. Those who have innate magical abilities are not often at risk, but those who possess no penchant for spell-casting might ﬁnd the surge of magic harmful.
A furry creature darts across the broken cobblestones and slips into its burrow that is made of collapsed sections of the worked stone that once formed the dungeon’s main corridor. Catﬁsh swim lazily in a pitch-black underground reservoir. A dungeon cow lazily devours lichen from the wall while a few goblins keep an eye on the creature. Who knew that gelatinous cubes tasted so good?
Finding food in a dungeon isn’t as hard as it sounds. After all, things live down there. Monsters ﬂourish. There’s an entire ecosystem to every dungeon, though most adventurers are too clumsy and imperceptive to ever notice the nuances of such life. Some delvers know to strip the meat from certain animals, but only the most seasoned folks know all the diﬀerent source of ﬁne dining in a dungeoncrawl.
It is vital to track the number of edible portions that the adventuring party harvests. A portion should be equivalent to one day’s worth of rations. A small animal such as a cave rabbit might yield one portion, whereas a dungeon cow might yield enough meat to serve a meal to eight adventurers.
Remember that the minimum number of portions to make a Meal is equal to the number of people eating said meal. Thus, a party of 3 would require 3 portions of food while a single adventurer only requires a single portion. Still, remember that a single variety of food does not make a balanced meal. At least two unique ingredients are required – either one portion of two diﬀerent ingredients or a single type of ingredient and spices to make it tasty.