Camping¶
At the end of a day's march an expedition stops to camp. Camp features become the terrain when an encounter occurs while camping.
Used by: the Basic Game Loop, whenever the party stops to make camp in the wilderness; Encounter Staging if an encounter occurs while camping.
Uses: None.
Goes back to: the calling procedure.
Records to update: character sheets.
Camp Features¶
The expedition lead makes a Wisdom (Survival) check. The result determines the features of the camp. All camps have the following:
- Firepit. A ring of stones for the fire.
- Bedrolls. Usually laid out around the firepit.
- Watch Post. A spot prepared for those who keep watch.
- Packs. Packs stacked together with any other provisions.
If the Wisdom (Survival) check is at least 15, the camp may also have 2 extra features, drawn from the list below, if available in the terrain.
- Cover. A natural feature such as a rocky outcrop, downed tree, or cliff face.
- Water Source. A stream, spring, or pond within a stone's throw.
- Elevated Post. An elevated position for the Watch Post.
- Concealed Approach. A hidden route in and out of the camp.
- Ruins. A ruined wall or hut.
Watches¶
A night's rest takes 8 hours. Creatures normally take 2-hour turns to keep watch.
Sleeping in armor¶
Sleeping in light armor has no adverse effect. Sleeping in medium or heavy armor means the creature regains only one quarter of spent hit dice (minimum one), no hit points, and no reduction of any exhaustion levels from a long rest.