- Food/Water: Resilience check or lose half remaining HP (weak, shaking, desperate)
- For light, choose:
- Press on with Disadvantage on everything until surface/camp
- Press on with no Disadvantage, but each PC abandons 2d8 items from inventory (lost in the dark)
- Press on with no Disadvantage, but mark 1 Affliction Point
- Retreat the the surface, but treat it as a Flee
- Exposure/Warmth: Resilience check or gain Wound (Exhausted: -2 to physical rolls until Full Rest in shelter)