When the company takes the camp action, each character may perform one camp activity chosen from the options on this page.
You forgo performing your own camp activity to help an ally with their own. Describe what you do to help your ally. If their activity requires a skill check, they gain one additional spark on a success.
If you have an alchemy set at hand, you can spend time to continue or complete a project for a concoction you have already started. Spend 1 ingredient and make an Alchemy check. You cannot start a new alchemy project in this way.
✖ Failure The ingredient is wasted and you make no progress.
⬖ Conflict Make 1 progress.
✦ Triumph Add +1 progress.
⛤ Spark Add +1 progress per spark.
You start crafting project to create a crude tool or armament from whats at hand. Spend 1 material and make a Crafting check.
✖ Failure The material is wasted and you make no progress.
⬖ Conflict Make 1 progress.
✦ Triumph Add +1 progress.
⛤ Spark Add +1 progress per spark.
You devote time to searching for edible plant life and useful ingredients for alchemy. Make a Survival check.
⬖ Conflict Gain 1 ingredient.
✦ Triumph Gain 2 ingredients instead.
⛤ Spark Add +1 ingredients per spark.
If you are near a body of water, you can fish for food. Make a simple Survival check. You gain a crude ration on a success.
You attempt to find food by hunting wild game. Make a Survival check.
✖ Failure Lose 1 endurance.
⬖ Conflict Gain 1 crude ration.
✦ Triumph Gain 2 crude rations instead.
⛤ Spark You don't lose any endurance, or gain +1 ration per spark.
You devote extra time to resting with your companions and bolstering their spirits.
Choose one ally, describe what you do to lift their spirits, and make a check of Charms. The Judge may let you make a different check if it makes sense for the approach you describe.
⬖ Conflict Remove a plight from an ally or restore 1 endurance.
✦ Triumph Gain both effects.
⛤ Spark Affect +1 ally per spark.
You use the odds and ends you've scrounged up to craft a number of makeshift torches.
Make a simple Crafting check and spend 1 material. You do not need to spend material if you are in an area with loads of wood. On a success you create 3 crude torches.
You rest while others labor so that you can keep watch during the next night's rest action. When you take this action you must eat, making a supply check for a ration in yours or another character's inventory. Afterward you gain all the benefits of a night's rest, and you can keep watch without penalty.
If every member takes this action, you can simply take a night's rest instead of the camp action.
You search the area for discarded leather, metal, and other useful materials. Make a Perception check.
⬖ Conflict Gain 1 material.
✦ Triumph Gain 2 materials instead.
⛤ Spark Add +1 materials per spark.
You venture out to get a better sense of the region. Make a Perception check.
✖ Failure Lose 1 endurance.
⬖ Conflict Choose a benefit that lasts the next full day. The company has no risk of getting lost or the company ignores mixed and rough terrain.
✦ Triumph The company gains both benefits.
⛤ Spark You don't lose any endurance.
You survey the surrounding area for points of interest. Make a Perception check.
⬖ Conflict Learn the closet point of interest to you in your hex and any adjacent hexes. If you have a spy glass, you can choose to center the survey in an adjacent hex and its surrounding hexes instead.
✦ Triumph Learn of the closest 2 points of interest instead.
⛤ Spark Learn of +1 point.