Recipe Book


These are recipes for unique and possibly supernatural meals that you have purchased or discovered during your explorations of the Stolen Lands. You can learn more recipes by buying them from experts in settlements, discovering them in lost treatises of cookery, or inventing them yourself with the Invent Special Meal camping activity.

You may declare a particular special meal your Favorite Meal after you've experienced its success effect twice or its critical success effect once. This allows you to gain the Favorite Meal benefits on future occasions. Once you have a Favorite Meal, you're very loyal to it. You must experience the critical success effect of a different meal twice to adopt it as your new Favorite.

Hearty Meal (Meal 0)


Ingredients 4 basic
Preparation DC 16
Favorite Meal The eater recovers an additional amount of Hit Points equal to their level when they rest.
By taking extra time to prepare a meal, adding extra spices, and supplementing the meal with additional ingredients, you can turn a regular meal into a hearty one. Unlike other special meals, anyone can attempt to cook a hearty meal -- no recipe is required.
Critical Success The meal grants the eater a +1 status bonus to the next 3 saving throws they attempt during the next 24 hours.
Success The meal grants the eater a +1 status bonus to the next saving throw they attempt during the next 24 hours.
Critical Failure The hearty meal leaves the eater overstuffed. They suffer a -1 penalty to initiative checks until the next time they make daily preparations.

Jeweled Rice (Meal 0)


Ingredients 1 basic
Preparation DC 16
Favorite Meal +1 status bonus to Acrobatics checks to Escape for 24 hours.
This light but nutritious meal won't slow you down and is particularly favored by those with delicate stomachs.
Critical Success Twice during the next 24 hours when the eater takes the Step action, they carefully move 10 feet instead of 5 feet.
Success As critical success but the eater can Step 10 feet only once during the next 24 hours.
Critical Failure The meal was a bit too light; you must eat another meal to stave off starvation.

Fish-On-A-Stick (Meal 1)


Ingredients 2 basic
Preparation DC 19
Favorite Meal The next time the eater rests within the next 24 hours, they can take a double watch shift without any ill effects, as long as there are at least 4 characters sharing watches.
Fish-on-a-stick is a simple meal consisting of a fillet of fish (traditionally trout) seasoned with dill and other spices.
Critical Success For 2 days (including tonight), the eater can perform an extra camping activity (or similar 2-hour activity) each night after dinner without becoming fatigued.
Success The eater can perform an extra camping activity (or similar 2-hour activity) tonight after dinner.
Critical Failure The fish is bad, making it tougher for the eater to get the full restorative effects of sleep. If they take a watch shift tonight, they cannot make daily preparations tomorrow morning.

Haggis (Meal 1)


Ingredients 2 basic
Preparation DC 17
Favorite Meal +1 status bonus to Will saves against fear effects for 24 hours
This dish consists of a combination of grains, onions, spices, and organ meats boiled in an animal's stomach.
Critical Success The meal bolsters the eater against illness, granting a +1 status bonus to saving throws against effects that cause disease or the sickened condition for 24 hours.
Success The meal bolsters the eater against nausea, granting a +1 status bonus to effects that cause the sickened condition for 24 hours.
Critical Failure The meal makes the eater quite ill. They become sickened 1 until they get a full night's rest. This is a poison effect.

Shepherd's Pie (Meal 2)


Ingredients 4 basic
Preparation DC 20
Favorite Meal For the next 24 hours, the eater's healing ability is enhanced. Whenever they recover Hit Points with a healing effect, they restore 1 additional Hit Point. If an effect would heal them more than once, such as with fast healing, the additional Hit Point applies only the first time they're healed.
This simple but filling meal provides ample amounts of physical nutrition and mental comfort.
Critical Success The meal augments physical recovery. When the eater recovers Hit Points from resting during this camping session, they recover an additional 4d6 Hit Points. If the eater was drained, they reduce their drained condition by 2 rather than by 1.
Success The meal augments the body's ability to recover. When the eater recovers Hit Points from resting during this camping session, they recover an additional 2d6 Hit Points.
Critical Failure The meal doesn't sit well. When the eater rests during this camping session, they regain only half the amount of Hit Points from resting that they normally would have.