Camp Events
Camp events are sketches. They’re small, flavorful elements to add to the game that are designed to give the world a dimension that is larger than the needs and wants of the characters. Sometimes these elements are cruel; sometimes they are kind.
The game master should incorporate camp events with a critical eye. Bend them, break them and bind them into the ongoing story. Modify them to suit, but never let the adventurers off easy—and never deny them a lucky break.
Roll 3d6 on the appropriate table and add camp events bonuses and penalties to determine the result.
Camp Events Modifiers
Camp Events Roll Bonuses
- Using the Survivalist skill to find or make shelter for an outdoor camp grants +1 to the camp events roll.
- Using the Survivalist skill to find a site with concealment grants +1 to the camp events roll.
- Having a ranger in the party in wilderness grants +1 to the camp events roll.
- Having an outcast in the party while exploring dungeons or dwarven-made structures grants +1 to the camp events roll.
- Setting watch grants +1 to the camp events roll.
- Some camp events add bonuses to future camp events rolls.
- Water sources do not provide a bonus to camp events rolls.
Camp Events Danger Penalties
- Typical camps have no bonus or penalty.
- Unsafe camps suffer -2 to the camp events roll.
- Dangerous camps suffer -3 to the camp events roll.
Dark Camps
Adventurers may reduce the danger penalty by 1 if they refrain from starting a fire—unsafe camps then suffer a -1 penalty and dangerous camps -2.
However in dark camps, adventurers cannot perform actions that require a fire like boiling or cooking. In addition, all recovery tests suffer a +1 Ob penalty.
Situational Camp Events Penalties
- A previous camp disaster in this area while on this adventure imposes a -1 penalty on further camp events rolls.
Each additional disaster imposes a cumulative penalty.
- A disaster is any event that forces an early end to a camp phase, regardless if the watch averts it or not.
- The game master can impose a -1 camp events penalty if they feel one is warranted due to natural phenomena (like droughts, storms or earthquakes), if the adventurers have angered some terrible foe who hunts them or if they are under the ban of some horrid curse.