Guild Assist
Once per campaign, the party may trigger its guild assist, either during a battle at the end of a The fallback content to display on prerendering or during the The fallback content to display on prerendering. 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 The fallback content to display on prerendering The fallback content to display on prerendering) immediately:
- The fallback content to display on prerendering to their full HP.
- Removes all light The fallback content to display on prerendering, overfatigue, and status dice from their The fallback content to display on prerendering.
- May recover any number of exhausted and The fallback content to display on prerendering skill dice.
- Draws 1
and 1
, gaining both (following normal The fallback content to display on prerendering restrictions).
Additionally, the The fallback content to display on prerendering gains the benefits below depending on when they triggered their guild assist.
During Battle
The The fallback content to display on prerendering may set the Round Counter to any number it wishes, and The fallback content to display on prerendering The fallback content to display on prerendering who are revived are deployed to any The fallback content to display on prerendering hex.
During End of Day Phase
The The fallback content to display on prerendering 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.