The Haven Turn is a significant aspect of Under the Dome. It is a period of downtime that lasts multiple weeks, and characters can accomplish many goals during this time. The play of the Haven Turn is described below.

The Start of the Haven Turn

The Haven Turn starts when an adventure is completed and the characters have returned to a relatively safe and stable location, usually a town or base of operations.

When a Haven Turn begins, a Haven Check is rolled. This check could result in an important event, the auction of a valuable item, or turning up interesting rumors.

Haven Actions

After the Haven Check is made, the players may declare their actions for the Haven Turn. During this time, the character recover their full hit points and may spend their time pursuing one personal goal:


The End of the Haven Turn

A Haven Turn ends once all player-characters have declared their Haven actions and the results of those actions have been announced. The game then moves on to the Beginning phase (see Play of the Game).




Carousing

Carousing is a randomized action that a character can choose to undertake as a Haven Turn action. A chart is rolled upon by the GM, and the result is announced. Some of these results are insignificant, while others are very potent. Some are clearly positive, some clearly negative, and some in-between, and can be anything from investing in a business venture to joining a crusade to eradicate monsters in the dome's sewer system.

Outside of choosing to Carouse, players have no control over the results of Carousing. Carousing is a fun, interesting, and possibly beneficial mechanic, but it is still a gamble.