Camping Rules

Steps in order to prepare for camping

 

Step 1

Use the Prepare Campsite exploration activity, this takes 2 hours (reduced to 1 if you already prepared a camp in the hex). Only one PC performs this activity, but someone can use the Aid action to give a bonus (remember that multiple people can Aid, but bonuses don't stack so the one with the higher check is taken)   Meanwhile, others can do the following Exploration activities (and only them):   Decipher Writing (trained in skill), Identify Alchemy, Identify Magic, Repair, Treat Wounds, Influence NPC or Companion  

Step 2

Camping Activites
Note 1- Other Exploration activities (such as Identify Magic, Repair, or Treat Wounds) can also be performed during this time; these are not limited to one success per camping session and take the normal amount of time that activity takes to perform. PCs can also attempt to use the Influence or Discover activities to learn more about their NPC companions who are at the camp; each such attempt to Influence or Discover takes an hour and isn't limited to one success per camping session.
Note 2 - Camping activities increase the risk of attracting a random encounter, as someone or something comes to investigate all of the activity. At the end of each hour that anyone in the party undertakes a Camping activity, attempt a flat check against the zone's Encounter DC (see the Camping Zones table on a success, a random encounter occurs. (If the check to Prepare the Campsite was a critical success, skip it for the first hour.) Each successive hour you attempt this check, the Encounter DC decreases by 1; once the PCs finish their daily preparations, or once an encounter occurs, the Encounter DC resets to its original value. example: All actions done in Step 2 increase encounter chance, it doesn't matter if you've done 5 activities or just 1 in each hour. And activities that are 2 hours, like activities with camping trait, trigger the check twice
Note 3-You roll for your cooking check in step 3, Activities without the camp trait are not limited to one success per camping session, they take the normal amount of time that activity takes to perform
The Party can take up to 4 activities with the Camp trait each day as long as they aren't Fatigued, (camp trait actions that explicitly state can be done multiple times in a camping session do not count to this limit
A PC that succeeds on a particular Camp trait activity means that activity cannot be attempted again by any PC until next camping session (with the exception of Relax & Provide Aid as they are explicitly stated to be allowed to be used multiple times during camping sessions) Influence or Discover activities can be used on NPC companions; each such attempt to Influence or Discover takes an hour and isn't limited to one success per camping session   At the end of each hour if anyone did an activity, attempt a flat check against the Zone Encounter DC   Unlocked Camping Activities:   Camofluge Campsite, Cook Basic Meal, Cook Special Meal, Disvocer Special Meal, Enhance Campfire Learned from Kanerah, Enhance Weapons Learned from Amiri, Hunt and Gather, Learn From a Companion, Organzie Watch, Relax, Tell a Camp Fire Story, Wilderness Survival Learned from Ekundayo   Party Recipe Book   All Camping Activites  

Step 3 Eating

A PC gains the effects of the only first meal they eat at this time; they cannot gain additional effects from additional meals during the same camping session. Each PC chooses their own meal, the party collectively chooses the meals for any companion NPCs camping with them, available meals are:   Rations Subsist downtime activity Magical sustenance (create food spell, a heroes’ feast ritual, a ring of sustenance, etc.) Basic Meal or Special Meal if available (You now roll the check for making the meal)  

Step 4 Resting

Set watches. (Refer to watch and rest table in book)   Resting rules   Every 4 hours, roll a flat check against the camping zone’s Encounter DC based on Camping Zones table Any adjustments made to Encounter DC from time spent pursuing camp trait actions persist. After an encounter occurs, the Encounter DC resets to its original value.  

Step 5 Daily Preparations

Daily prep takes 1 hour The character regains Hit Points equal to their Constitution modifier (minimum 1) multiplied by their level. The character loses the fatigued condition. The character reduces the severity of the doomed and drained conditions by 1. Spellcasters regain spell slots, and prepared spellcasters choose spells to have available that day. Focus Points, other abilities that refresh during your preparations, and abilities that can be used only a certain number of times per day, including magic item uses, are reset. You don armor and equip weapons and other gear. You invest up to 10 worn magic items to gain their benefits for the day

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