Long Rests

The place for discussion of Cubicle 7 and Sophisticated Games' "Adventures in Middle-earth" OGL setting.
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Dirk89stensrud
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Long Rests

Post by Dirk89stensrud » Sun Sep 10, 2017 5:24 am

On which page and in which book does it mention not being able to take long rests on a journey except for in a sanctuary? I've heard this but haven't come across it.

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ThrorII
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Re: Long Rests

Post by ThrorII » Sun Sep 10, 2017 5:54 am

Loremaster's Guide, page 57.

Anarfin
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Re: Long Rests

Post by Anarfin » Sun Sep 10, 2017 10:26 am

Dirk89stensrud wrote:
Sun Sep 10, 2017 5:24 am
not being able to take long rests on a journey except for in a sanctuary?
Actually I think that's not quite true.
Heroes cannot take long rests during journeys at all (page 51 and 57 of LMG), except "as part of a successful journey event or at the discretion of a Loremaster who has decided it as necessary" - sanctuaries are not mentioned there as a possibility to take long rest along the way.

However, page 58 LMG states that heroes can, "split an epic trek into legs between sanctuaries". Breaking longer journey into shorter ones is also mentioned (and advised) on page 168 of Player's Guide.
In order to get to the far away destination, players should be advised to take few shorter Journeys between places where they can count on hospitality of free folk or other opportunities to take long rest.

Sanctuaries are most convenient places to take such long rests at the end of Journeys (and do other things, as described on page 151 of Loremaster's Guide), but there are other ways to do it.

- Successful Audiences (along the way or as the end of an short journey), can grant the heroes access to a place where they can take long rest, before embarking on the next journey (longer journey has to be interrupted, possibly leading to beginning of a new journey after the heroes rested).

- Wanderer's feature, Known Lands, gives you access to additional places to take long rests in the wilderlands (however it is not clear if the wanderer can decide, that during travelling via his/hers Known Land a party can take long rest in "one of his safe places", without ending journey there, and starting a new one, once they are fully rested).

EDITED:
-Dunedain cultural heirloom, "Star of the Dunedain" gives a hero option to look for safe place for long rest, but only within the boundaries of former Kingdom of Arnor. Again, as with Known Land feature, it is not clear if the party needs to break they current Journey and start new one after they rested (I would say that they have to start new one).
Last edited by Anarfin on Tue Sep 12, 2017 11:11 am, edited 4 times in total.

Otaku-sempai
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Re: Long Rests

Post by Otaku-sempai » Sun Sep 10, 2017 1:21 pm

To take one example from the journey of Thorin and Company in The Hobbit, the company's journey was interrupted by their capture by the Wood-elves in which they were imprisoned for several weeks. This imprisonment had the unintended benefit of allowing Bilbo and the Dwarves a long rest before the company made its escape.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Anarfin
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Re: Long Rests

Post by Anarfin » Sun Sep 10, 2017 3:30 pm

Taking example from The Hobbit, I would say there was at about 5-6+ shorter journeys of the Company, before they arrived to the Lonely Mountain

1) Journey (or a few) from Shire to Rivendell. The Company (equipped with ponies), had at least one scripted event (Trolls and their hoard). Journey ended with long rest in Rivendell (which - as a Last Homely House - could be a Sanctuary, or the Gandalf made an off-screen successful Audience roll, or the LM ruled that roll wasn't necessary at all :) )

2) Journey from Rivendell to Beorn's House. Company lost their ponies as a result of failed event (I would say "Agents of the Enemy" and the failed Lookout check), but escaped from Goblin Town, only to roll the "Agents of the Enemy" for the second time (wargs) :mrgreen:
Thanks to the Gandalf's "Hope-unlooked for" and/or LM intervention, the party was able to escape and find shelter in the Beorn's House (after clever introduction of the Company, that gave the Wizard advantage on Audience roll ;) ), that gave them chance to take long rest.

3) Short, uneventful journey (with ponies) from Beorn's House to the Forest Gate. Journey ended without long rest.

4) Long Journey from Forest Gate to the (initially) Lake Town. Failed rolls for "Hunt" event and "Many meetings" (with feasting Thranduil and his court) led to encounter with spiders and capturing by the wood-elves. Ruled by LM ad-hoc audience with elf-king (another disastrous rolls) ended with imprisonment and the - paradoxically - long rest.

5) Escape and the short journey from Elven's King Halls to Esgaroth (ended with long rest and possible fellowship phase)

6)Journey from Esgaroth to the Lonely Mountain (no long rest at the end)

Otaku-sempai
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Re: Long Rests

Post by Otaku-sempai » Sun Sep 10, 2017 9:19 pm

For that matter, the planned leg of the company's journey from Rivendell was to cross the Misty Mountains and proceed to the old Dwarf Road through Mirkwood to reach Esgaroth. Even Gandalf thought this to be a reasonable plan. It was only due to the intervention of the goblins and the rescue of the company by the Great Eagles that they were diverted from their original route and ended up at Beorn's home. So here we have the route of a planned journey being altered by circumstances.
"Far, far below the deepest delvings of the Dwarves, the world is gnawed by nameless things. Even Sauron knows them not. They are older than he."

Dirk89stensrud
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Re: Long Rests

Post by Dirk89stensrud » Mon Sep 11, 2017 5:54 pm

Anarfin, thank you for the clarification!

Anarfin
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Re: Long Rests

Post by Anarfin » Tue Sep 12, 2017 11:22 am

You're welcome, glad to be of help :)

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