Guild quests are broken into multiple steps in the gazetteer that must each be completed one at a time by following specific instructions. Players are not permitted to read ahead to future quest steps unless specifically instructed. Each step has a code with a letter and number, identifying its order within its quest and number within its gazetteer. Steps within a quest are resolved in alphabetical order, beginning with Step A. The party completes its quest step at the end of an Encounter Phase in which that step’s objective requirements are met or that step is failed (unless the quest specifies a different timing).

When the current step is completed, proceed to the next as directed; then, read that step’s instructions. The final step of a quest is the epilogue step. This does not trigger an encounter, but instead completes the quest’s story and gives the party a quest keyword that may come in handy in a future session. Quest keywords do not have inherent rules but can affect the choices available in future quests and the conditions for the campaign’s endgame. Epilogue steps also control the choices available to the party for its next guild quest.

The party fails its quest step if it fails that step’s quest encounter unless that quest step says otherwise, regardless of if it is a peaceful or battle encounter. The quest step describes if a peaceful quest encounter can be failed, or if a battle encounter can be failed without that quest also failing. If the party fails its quest step, its session and campaign end. While a guild quest remains active, leave the gazetteer open to the current step or bookmark it so that it is ready to reference.