During the End of Day Phase, what are the exact steps and limitations on adventurers removing dice from their cooldown track and healing, especially when the party must skip the Adventurers Rest step?
inferred
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Official Answer
End of Day Phase: Steps and Limitations for Healing and Cooldown Track
Standard Steps (when Adventurers Rest is NOT skipped)
Based on page 45 and page 13, the End of Day Phase consists of:
-
Activate Province Effect
- Resolve any province effects as described in the gazetteer.
- Use the overland icon from the current peaceful overland card (draw one if none was drawn during the Overland Phase).
- Discard or cycle the overland card as appropriate.
-
Adventurers Rest
- Healing:
- Apprentice: Heal 2 HP.
- Adept/Expert: Heal 1 HP.
- Defeated adventurers are revived if their HP is raised above 0.
- Remove Dice from Cooldown Track:
- Apprentice: Remove 2 dice (any type, any position).
- Adept/Expert: Remove 1 die (any type, any position).
- This is not a Recovery step and is not impacted by the Cooldown stat (page 45).
- Trade Items:
- Adventurers may trade any number of item cards, move items between ready slots and pack, and discard items.
- Trigger "end of day" effects:
- E.g., Guild Assist or other abilities with this timing.
- Healing:
Limitations When Adventurers Rest is Skipped
- If the party must skip the Adventurers Rest step (as described in the example on page 45):
- No healing occurs.
- No dice are removed from the cooldown track.
- No item trading or movement between slots/pack.
- No "end of day" effects with this timing are triggered.
Example (from page 45)
- If an encounter or effect causes the party to skip Adventurers Rest:
- Adventurers do not heal.
- Adventurers do not remove dice from their cooldown track.
- Adventurers do not trade or move items.
- Any dice (such as fatigue) remain in the cooldown track.
Summary
- If Adventurers Rest is resolved:
- Heal and remove dice as per difficulty, trade items, and trigger "end of day" effects.
- If Adventurers Rest is skipped:
- None of the above actions occur; all cooldown dice and HP remain unchanged.
Source: page 45 (End of Day Phase and Example), page 13 (Difficulty Levels and Healing), page 23 (Cooldown Track details).
Source: Core Rulebook (pp. 13, 23, 45, 51)