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Reward Phase

The party gains any rewards from the encounter it resolved during the previous phase. Then, the party members update their adventurers, following the steps below in order.

If an encounter has a reward, it is shown as an XP Icon icon next to the encounter or described in its text.

1. Gain Rewards

Gain all XP or other rewards for succeeding at the encounter. If you failed, do not gain the encounter's rewards. The party leader increases the party's total XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. earned on the XP Dial by the value next to the XP Icon icon. Each player also adds this amount to their current unspent XP balance on their adventurer mat. This unspent amount can exceed 3 until the end of the Reward Phase. If it does, the player keeps track of the total themselves. Players may spend XP in the Gain Advancements step.

  • Some encounters refer to gaining bonus XPBonus XPBonus XP is not added to the party's XP Dial, but must instead be tracked by individual adventurers. It is otherwise spent and treated like standard XP.. This XP is not added to the party's XP Dial, but must instead be tracked by individual adventurers. It is otherwise spent and treated like standard XP.

  • SkyshardSkyshardA delve is fully explored when all of its skyshards have been revealed and gained. Unless the encounter specifies otherwise, 3 skyshards are required. XP rewards in delves are gained after an encounter with an Uncover objective even if the encounter was failed, so long as the party was not defeated.

  • If other rewards are gained, such as item cards or advancements; do as the encounter instructs. If an advancement is gained, add it to each affected adventurer's mat during this step.

  • If the party's overland token is at an unstable landmark (Unstable Landmark Icon) and it completes a peaceful or conflict overland encounter, or traveling caravanTraveling CaravanEach province has a caravan entry in its gazetteer. When the party encounters a caravan, it is resolved as a town encounter using that entry. town encounter, each adventurer gains 2 tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect., regardless of whether the encounter was successful.

  • If the party gains a special achievement, such as a quest keyword or access to a closed town—record it in the campaign journal.

2. Untrain

Each adventurer may untrain and remove (at no XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. cost) any skill lines, skill dice, or stat tokens to make room for other advancements.

  • Skill lines can be untrained. If a skill line is untrained, all of the dice for that line must be removed. XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. spent on those advancements is not regained. Skill lines and dice that have been previously untrained can be added again by training and spending XP.

  • If skill dice are untrained, slide the remaining dice along the row toward the skill line token to fill any gaps between that line's dice, so that the farthest slots along that line are empty and there are no gaps between that line's dice.

  • The HealthHealthHP chips are stacked underneath an adventurer's chip and removed to indicate how much damage they have taken relative to their Health stat. and StaminaStaminaRepresents an adventurer's capacity to move and roll dice for physical skills. stats, as well as the Combat skill line, cannot be untrained, but their square tokens or dice can be. The MagickaMagickaRepresents the adventurer's capacity to roll dice for spellcasting skills, as well as those skills' range. stat can be untrained.

3. Gain Advancements

Each adventurer may spend XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. on advancements. An adventurer's saved XP cannot exceed 3. At the end of the Reward Phase, each unspent XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. in excess of 3 increases your tenacityTenacityA resource tracked using the peg slots at the bottom right side of your adventurer mat. Accumulated tenacity remains until it is spent to trigger a class ability or reduced by another effect. tracker by 1, up to that track's maximum. Each adventurer may spend XPXP (Experience Points)The party's total gained XP is tracked by the XP dial. An adventurer's unspent saved XP is tracked on the Saved XP track on the adventurer mat. on advancements or complete any other advancements gained from the encounter's rewards. Saved XP may be spent, whether gained from this encounter or unspent from previous encounters.

4. Track Quests

Track any progress made toward the party's quests that requires notes in the party's journal, such as tallying encounters.


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Does a defeated adventurer still gain XP for an encounter?

Yes, all adventurers get rewards if the encounter was successful, even if they themselves were defeated.

Source

When a quest says "draw and initiate a Conflict" (e.g. SK Circle A31), do you get the XP for both or just the quest?

You get XP for both.

Source

Can you spend XP after finishing a session guild quest?

Yes, you get a Reward Phase as normal.

Source