When night falls and you've spent a day in the wilds, you can attempt to make camp. This goes in 3 steps:
- Attempt a Camp
- Total Successes
- Suffer exhaustion, or use supplies and gear
As characters make camp and prepare for rest, roll a Wisdom Test for each of the three cardinal needs of survival: food, water, and shelter. The difficulty depends on the terrain.
Success represents the characters managing to satisfy one of the three needs by foraging, hunting, making camp, and finding fresh water. Proficiency in a relevant skill might give an advantage on a roll.
Total number of successes and results
- 3: CONTENT- No one said it was easy, but you manage. – No gains or losses.
- 2: SCRAPING BY- You’ll survive, but someone has to take the brunt of it. – One member gains one level of exhaustion.
- 1: BAD TIMES- No one said it was going to be this difficult. – One level of exhaustion to all.
- 0: SUFFERING- You have nothing. – Two levels of exhaustion to all.
Suffer exhaustion or use supplies and gear
Depending on the amount of failed rolls, the party may suffer levels of exhaustion. However, a character can cancel out the effects of a failed roll by using gear or supplies. Gear can be converted into camping supplies, rations, or water. Simply roll the Usage Die after use.