When the situation is dire, the party can call on its guild’s resources for powerful assistance.

Once per campaign, the party may trigger its guild assist, either during a battle at the end of a round or during the End of Day Phase’s Adventurers Rest step. A guild assist can be triggered only during Sessions 1 or 2 and cannot be triggered during the Session 3 endgame quest.

When this ability is triggered, each adventurer (including defeated adventurers) immediately heals to their full HP. Then, they remove all light fatigue, overfatigue, and status dice from their cooldown track and may recover any number of exhausted and drained skill dice. Each adventurer also draws 1 and 1 , gaining both (following normal inventory restrictions). Additionally, the party gains the benefits below depending on when they triggered their guild assist.

• Battle: The party may set the Round Counter to any number it wishes, and defeated adventurers who are revived are deployed to any unoccupied hex.

• End of Day: The party may immediately move its party token up to 6 hexes on the overland map.

After the ability is resolved, the party must add the keyword “Guild Assist” in its campaign journal’s Major Keywords field for this session. After doing so, it cannot gain the keyword from its guild quest for this session.