Originally Posted by pill0ws


There are multiple spells in D&D that help players get a long rest in anywhere they are. Most are higher level spells, but the first one is Tiny Hut at level 3. The camp scenario in this game really aligns with zero of those spells and it also pretty much ensures they will never be needed. I really would like them to hash out what the heck is going on when we go to camp though, how are we teleporting all over the place? seems kinda important to clarify that, even if its a throwaway line of dialogue Gale says "oh, I have a spell that can take us directly to a safe place to camp"


Someone had the suggestion of giving the player an item which mimics one of those spells, or provides access to a "pocket camp dimension".