2. Break bread
Once Camp Actions have been declared, the guild settles down to eat a meal together. Every adventurer must consume 1 ration at this step or become Stressed. If you didn’t eat last time either, you begin to starve (see sidebar).
Each animal companion must also consume 1 animal feed. Animal companions that are not fed become weak and cannot be commanded.
In essence, rations power the entire Camp Phase, and thus enable healing and recovery. Managing your inventory to balance an appropriate number of rations vs. other adventuring gear is, therefore, a crucial consideration.
The GM can use this step to introduce a role-playing prompt, see Running the Camp Phase.