A group of professional adventurers knows when to cut and run, but they also know when they need to make camp. Camping is a tactical choice. It’s an opportunity for a Short or Camp Rest, but it is never without risk.
- Declare Actions: When the party decides to make camp, each player character must choose one primary action for the duration of the camp. Each action can have only one lead character making the check
- but others can provide Assistance. It is assumed that the point of Camping is to take a Camp Rest (8 hours).
- Make a Supply Check: The GM calls for a Supply Check, as per the rules. A successful check means the party has enough food and other basic needs met.
- Resolve Actions: Each player performs their declared action. The effectiveness of each action is determined by a Skill Check, with the roll’s Effort defining the degree of success.
- Encounter Check: After actions are resolved, the GM rolls a die for the Encounter Countdown. Camping can be dangerous!
- Rest & Recovery: After all checks and encounters are resolved, characters gain the benefits of their rest, as per the Rest & Recovery rules:
- Roll Resilience to recover Effort worth of HP
- Recover all Mana
- Recover 1 Hit Die
- If you’re at full HP, roll Resilience to recover 1 Wound