A camp offers shelter, warmth, concealment, and a chance to rest.
Its quality determines how safe and useful that rest will be.
A good camp does not remove danger.
It gives the party a better chance to meet it.
Making camp usually takes 1 Phase, often at Dusk.
During this Phase, the party prepares for the night.
Characters may help by:
Gathering firewood
Setting shelter
Preparing bedding
Concealing the camp
Choosing watch positions
Finding water
Securing animals
Scouting nearby ground
One character leads the effort.
Others may forage, hunt, fish, scout, or stand watch if the fiction allows.
When the camp is established, the lead character makes a:
WIS Check vs DC
A relevant Skill may permit the attempt or grant a Boon.
Examples include:
Bushcraft
Hunter
Woodsman
Scout
Soldier
Ranger
Wood Elf
Hillfolk
Riverfolk
Use the terrain to set the DC.
Location | DC |
|---|---|
Sheltered or favorable | 8 |
Typical wilderness | 10 |
Harsh terrain | 12 |
Exposed or dangerous | 16 |
No roll is needed if the party camps in a known safe or prepared location.
Examples include:
Fortified camp
Roadside inn
Friendly homestead
Guarded outpost
Established campsite
Secure ruin already cleared by the party
Treat the camp as a Success, unless the fiction says otherwise.
A safe place may still have danger, but the danger comes from outside the camp, not from poor shelter or bad preparation.
The camp is sound.
Shelter is adequate
Fire, food, and bedding are managed
The party may take a Full Rest
The camp is well-made, hidden, and secure.
The party may take a Full Rest
Night watch rolls gain a Boon
The party cannot be surprised by ordinary threats
A Critical Success does not stop magic, betrayal, disaster, or truly exceptional danger.
It means the party prepared well.
The camp is poor.
Shelter is thin
The ground is bad
Fire is weak, smoky, exposed, or difficult to maintain
The camp is easier to spot or approach
The party may still take a Full Rest, but:
Night watch rolls suffer a Bane
Weather and exposure may cause trouble
Encounter distance or surprise may favor danger
The camp fails.
Exposure, cold, wet, smoke, vermin, fear, or disruption prevents proper rest
The party gains only a Short Rest
Night danger has advantage in the fiction
A Fumble should create pressure, not simply punish the party.
Something is wrong, exposed, missing, nearby, or already moving.
During the Night Phase, resolve danger as normal.
If the area is dangerous, the Referee may make an Encounter check.
Camp quality shapes the result.
Camp Quality | Effect |
|---|---|
Critical Success | The party is alert, concealed, or well-positioned |
Success | Resolve night events normally |
Failure | The party is exposed, uncomfortable, or easier to surprise |
Fumble | Rest is broken, and danger presses close |
A good camp reduces risk.
A poor camp invites it.
If danger is possible, the party should set a watch.
A watch may notice:
Approaching creatures
Weather changes
Distant lights
Strange sounds
Failing fire
Restless animals
Signs of pursuit
A sleeping party without a watch is at the mercy of the wild.
If no watch is kept, surprise is likely when danger arrives.
Let the fiction shape the camp.
Consider:
High ground
Cover
Wind
Rain
Drainage
Water
Tracks
Firelight
Smoke
Noise
Concealment
Escape routes
Nearby ruins, roads, rivers, or lairs
Reward good choices before the roll.
A clever site, proper tools, and careful preparation may grant a Boon or avoid the need for a roll.
A reckless site may impose a Bane or make rest impossible.
Let terrain matter.
Let preparation matter.
Do not roll when the site is clearly safe.
Do not allow a Full Rest where rest is impossible.
Use failure to introduce pressure, signs, exposure, delay, or danger.
A camp is not just shelter.
It is a small claim of safety in a world that does not promise it.