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Rulebookpp. 46–47

Guild Quest Step

Guild questsQuestsQuests are the goals your party is tasked with completing. Quests that your party has accepted but not completed or discarded are active quests.Rulebook pp. 46–48 are broken into steps in the province'sProvincesEach province is represented by an overland map and gazetteer.Rulebook p. 15 gazetteer, which are completed one at a time. The numbers below match the diagram on pg. 47 of the rulebook.

Guild Quest Step Anatomy​

  1. Step Code: A letter and a 2-digit number. The letter is the step's alphabetical order within its quest; the number is the step's unique identifier within its gazetteer. The first step code of each quest also includes a numeric complexity rating from 1 (simplest) to 3 (most complex).
  2. Quest Title.
  3. Guild: The name of the guildGuildsLearn about the different guilds.Rulebook pp. 13, 46 the quest belongs to.
  4. Session Snapshot: Appears in the first step of a quest and briefly summarizes what the players can expect. Read it when choosing a starting quest.
  5. Story Text: Describes the characters and situation involved in this step.
  6. Starting Location: Appears in the first step. The party token is placed in this town'sTownThese encounters are described in the gazetteer and are triggered when the party ends its overland movement in a town or rolls a Town Icon result on the unstable die while at an unstable landmark (see Traveling Caravans).Rulebook pp. 38–41 hex on the overland map after the quest is chosen.
  7. Special Setup Instructions: Describes any additional setup for the quest step, including the location of NPC tokens on the map and any specific quest unitsQuest UnitQuest units (white chips, brown border) are not mixed into draw bags at setup or after battles. Quest units cannot gain status effects from abilities or rules unless explicitly stated.Rulebook p. 54, item cards, or other components that are set aside.
  8. Quest Objective: Describes any specific instructions or choices that can be made to complete the current step, plus any additional rules or consequences for this step. If the text refers to any of the game's 3 battle modes (clash, delveDelveDelve battles represent adventurers navigating an uncharted, labyrinthine space.Rulebook pp. 74–75, 86 or dungeon), this quest encounter is resolved following the rules for that type of battle.
    • The quest objective also recommends a day by which the objective should be completed. This is not a requirement, but if the party completes the objective after the recommended day, it may put overall quest success in jeopardy.
  9. Ongoing Step Effects: Describes any ongoing rules or effects that are active while the party is working on the current step. These effects are active even outside of quest encounters, and only deactivate once the party has completed the step and moved on to the next one.
  10. Rewards: Any 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.Rulebook pp. 12, 43 (XP Icon) rewards the party gains for successfully completing the step.
  11. Battle Map Setup Diagram: If the step results in a clash battle, the setup diagram is shown here. If there are multiple choices with a clash outcome for this step, the setup diagram applies to all of them.
  12. Battle Info: If the step includes a battle, this describes the battle's objective, as well as its challenge modifierChallenge ModifierA special effect some battles add in games of 3 or 4 players, such as extra enemy HP, higher enemy stats or flipping enemy chips to a higher level. It lasts until the end of the encounter unless it says otherwise.Rulebook pp. 37, 47, 72, if any.