Cooking

Cooking is a crucial skill for any adventuring party. Unlike rations, cooking with fresh and unique ingredients provides healing. 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.

Requirements

Procedure

Assuming the requirements are met and the meal isn't poisonous, the meal heals HP based on the number of ingredients and any other relevant factors. The cooking modifier starts at 1.

Table C1: Cooking HP Healed
Cooking Mod HP Healed
1 1d4
2 1d6
3 1d8
4 1d10
5 1d12
6 1d20
Table C2: Example Cooking Modifiers
Resource Mod
Spices +1
Mess Kit +1
Additional Ingredient +1

Encounters:

Encounter rolls may still occur when cooking, but the party can often take measures to reduce (or increase) them. Handling an encounter won't automatically prevent getting the benefit of cooking.

Eating People:

Some PCs will be bothered more than others by the notion of eating their own or similarly-intelligent species.

Few things are less Lawful than eating people, so Clerics will incur 2 slots of Burden. Other Lawful PCs will get 1 slot of Burden, while neutral and chaotic characters are blissfully unburdened. Regardless of Burden, eating people is how you get ghouls.

Relieving Burden will require some time in church or the equivalent. Multiple level may require completing a task or quest in the name of the character's deity/faith.

Toxic And Magical Food:

It might happen that either part or all of a creature is harmful to eat. Magical creatures may have a chance of both beneficial and negative consequences. Prior knowledge, magic (e.g. Detect Poison, Purify Food and Drink) and using your head can all be used to prevent ingesting dangerous food.