Quoted By:
You have the FIELD.
All survivors gain INSPIRATION, and may benefit from STRESS EXPERIENCE, as notified on this primer.
We are CAMPING OUT to the north of the collapsed fort, as one Zivka and Edward rouse they tell us the village is *spooky* and *weird*. The Warding Specialist go over it for ten minutes and report the same thing. Someone's tried some sort of ritual in here, an invitation, but no bread has been touched and no water drunk. It seems enormously unsafe to spend the night in the village. So we do not.
Luckily, SCARLETT and ZIVKA scouted out a good set of very defensible ruins a little further back down the road. Marching there now would be an inconvenience - we cannot leave the wounded - but it is so close that it serves as a formidable and excellent rally point. This makes camping out north of the slightly collapsed tower much safer, as we can reliably fall back into defensible terrain, no one would attack us at night anyway, and we need not move very far right now.
The long twillight hours are fading. The shadows are lengthening and the sun is setting slow and sure.
Organising everything takes a while, but we have the LOGISTICS CAPABILITY to do it without any undue stress. Thank the stars for all our well-read hard working quartermasters.
So, we encamp without incident - though we have strung out a few heavily guarded positions with sentries and torches and the Warding Specialists have worked a miracle triple-checking everything. Given the events of the day, there's hardly a need to get *surprised*.
--
We finally
>Encamp
for the day.
Without any *further interruptions*, Camp Phase may proceed and Recruits may earn their Inspiration and notch their Stress Experience and take Camp Routine Actions.