1. Camp Actions

Each adventurer has the opportunity to undertake one meaningful activity.

This is not an exhaustive list of Camp Actions, but a structure for handling common requests. GMs and players should work together to expand the list using these rules as a template.

Fellowship

Pick a guild-mate and engage in a role-play with them.

  • Share a memory. Talk about their quests. Ask about their childhood; tell about yours.

  • End the conversation meaningfully so that the table knows you're done talking.

  • At the end of this exchange, you both charge your Bonds with each other.

Fletch Arrows

Spend some time looking for and crafting shafts for your recovered arrowheads. Refill your quiver of arrows or bolts to twelve.

Hunt

Scout outside of camp to try and find some game that looks halfway edible. You must have a missile weapon to go hunting. Test Swords.

  • If you succeed, you return with 1 ration’s worth of food (about the size of a rat).

  • On a great success, you bring back a large beast capable of providing a meal for the entire guild (like a dire rat).

  • If you fail, no game is found.

  • Great failures trigger a Challenge Phase.

  • Hunted game needs to be prepared in order to be eaten. This requires cooking gear.

  • Preserving the meat as rations requires salt.

  • The GM will tell you what sort of food is available; you’re responsible for deciding how picky you are about rations.

Patrol

Keep guard, patrolling around your encampment and setting up assault counter-measures.

If an adventurer takes the Patrol action, the GM draws twice on the Meatgrinder table and takes a non-random encounter result if available during step 3 of the Camp Phase (No Rest for the Wicked).

Read a Book

Read a book that you’re carrying with you. Ask the GM one question related to the subject matter of the book. They will tell you what the book says about it.

  • This operates like a lore bid, but based on information found in the book.

Rest and Recover

Wrap your blankets around you and try to sleep through your cold sweats. If you are suffering from an affliction (Afflictions), you must take this action to spend charged Bonds in order to stave off the sickness.

Scout Ahead

Walk quietly outside of camp, peer down hallways, and listen at adjacent doors. If you scout around, you might be able to learn something interesting about the terrain. Test Pentacles.

  • If you succeed, the GM will give you a hint about some encounters in the nearby rooms or tell you what sort of creatures frequent here. If you’re adjacent to special rooms, you'll learn about them.

  • A great success will give you as much information about what is nearby as the GM can give.

  • If you fail, you retreat without learning anything new.

  • Great failures trigger a Challenge Phase.

Train

Study with a willing guild-mate and learn a talent from them. Your guild-mate must have mastered the skill in questions in order to train others. This takes both of your Camp Actions, and they get nothing from the exchange.

  • Invest XP into the talent they are teaching you.

  • Prepare as many uses of that talent as you have XP invested.

See Talents for the full rules on training talents.

Update Maps

Spend some time updating your map and charting your course. Mark down the rooms that you’ve traveled through since your last Camp Phase. These are your mapped rooms.

You can travel through two mapped rooms per watch. This allows you to travel through two mapped rooms per Meatgrinder event instead of one.

Use an Item

If you’re carrying an item that’s usable during the Camp Phase (e.g., a tinker’s kit) you may use it during this step.

Use a Talent

If you have a talent that’s usable during the Camp Phase (e.g., Beast Master, Bookworm, War Stories, etc.) you may use it during this step.

In this section