It’s past time I created the Skill Challenge for the Wilderness Camp, which will be at least slightly different from the roadside and in-town challenges, I’m sure. (At least the primary skill will be different.) Camping in the wild is based on skills like Nature, Perception, and Endurance, and its primary skill is Nature.

Wilderness Camp Challenge
Complexity: two (six successes necessary for completion)
Primary Skill: Nature

Failures (all phases)
When you incur a close failure (you miss the target number by less than five) with a primary or secondary skill, you may spend a healing surge to achieve “partial success,” which negates the failure and grants a +2 bonus to the next roll made in the challenge.

Each failure incurred during the Challenge, whether missing the target number by five or more, or not turning a close failure into a partial success, exposes all the characters to Exhaustion.

Individual phases (especially the first one) may have additional effects for successes and failures.

If the party incurs three failures over the course of the Challenge, they are unable to refresh their food and water stores, and must either abandon the camp and try again, or risk exposure to Dehydration and Starvation.

Phase 1 — Selection (min. 1, max. 3 checks)
Each Wilderness Camp Challenge requires a minimum of one check made to select a site for the camp, which can either be Nature, or a relevant secondary skill.

Secondary Skills
Perception (one) — Determine lookout points for keeping watch after nightfall, locate unnatural hazards to exploit or avoid.

Relevant Knowledge check (one) — Theoretical knowledge will only aid the party so much, and practical application in the wild is difficult, no matter how much intelligence is available.

Each success gained during the Selection phase grants your party a cumulative +2 bonus to all rolls made during the third phase.

When you incur a failure during the Selection phase and either choose not to turn it into a partial success, or otherwise cannot, your party suffers a cumulative -1 penalty to all rolls made during the second phase.

Phase 2 — Secure (min. 1, max. 10 checks)
Each failure incurred during phase 1 of the Challenge imposes a cumulative -1 penalty to all rolls made when securing the campsite.

Secondary Skill(s)
Stealth (two) — Obscure tracks leading into and out of camp, provide cover for tents, bedrolls, and other equipment.

Phase 3 — Maintenance (max. 3 checks)
Each success gained during phase 1 of the Challenge grants a cumulative +2 bonus to all rolls made during the Maintenance phase.

Secondary Skills
Endurance (one) — Resist the effects of fatigue to remain awake on watch, ignore hunger, thirst, or minor illness to keep camp secure.

Heal (one) — Provide continual aid to allies suffering from the effects of hunger, thirst, fatigue, or minor illnesses while camping.

I will follow up later today with the other two camping challenges.