1
Follow entries
Read the entry matching your current location letter, resolving action indicators from top to bottom
2
Resolve action indicators
Complete required actions marked with exclamation points, stopping if directed to another entry
3
Make group choices
When choice indicators appear (marked with question marks), decide as a party with storyteller breaking ties
4
Record keywords
Write keywords in the party journal when instructed; these are erased between adventures
5
Gain titles
Place revealed title cards in the titles space; these are kept between adventures
6
Move along paths
When choosing to move, follow connected paths from current location to a new one
7
Pass books
The tome keeper passes their book to the storyteller, who passes the storybook to the player on their left
8
Read new location
The new storyteller reads the base entry for the new location aloud
9
Resolve encounters
When passing an encounter token, stop, flip it over, and read the matching entry in the Tome of Encounters
10
Set up the skill check
Open the skillbook to the indicated page and difficulty row, then add any modifier cards
11
Build the dice pool
Spend stamina to add specific colored dice (cost equals player count), then fill remaining slots with random dice
12
Substitute stamina
If lacking the correct color, substitute stamina from other rows at 3:1 ratio
13
Roll all dice
Roll the entire dice pool
14
Play cards to manipulate
Use cards from hand to alter dice values, colors, or add new dice
15
Place dice on slots
Match dice to slot requirements on the skillbook page
16
Collect rewards
Gain rewards shown below covered dice slots regardless of outcome
17
Determine pass or fail
If all slots covered, pass; otherwise fail and follow the indicated entry
18
Set up combat
Find the enemy card, add modifier cards, and place a round marker on the leftmost track space
19
Build the dice pool
Spend stamina to add specific colored dice up to the combat dice limit, then fill with random dice
20
Roll and manipulate
Roll dice, play cards, spend bonus play tokens, and activate class abilities to alter results
21
Place dice on enemy
Cover dice slots matching the color and value requirements
22
Suffer counterattacks
At round end, add stamina to fatigue boxes for each uncovered slot's counterattack icon
23
Apply round track effects
Resolve the current round track space effect, then advance the marker
24
Continue or end combat
If all slots covered or party exhausted or three rounds complete, combat ends; otherwise return dice and start next round
25
Pay rest cost
Place a stamina cube in the rest track; if placing in the fourth box, one player must return a card to its deck
26
Spend XP
Return one or more XP from the party journal to the supply
27
Draw and roll dice
Each player draws dice equal to XP spent, rolls them, and removes that much stamina from their fatigue box
28
Refill attribute rows
Add stamina from supply to fill each row up to its attribute score
29
Reset abilities
Flip face-down class cards face up
30
Return tokens and cards
Move bonus play tokens from fatigue to party journal; return spent cards to hand
31
Pay stamina cost
Each player adds stamina equal to the item's cost to their fatigue box
32
Find the entry
Combine location letter with item number to find the storybook entry
33
Combine items
For two items, add both stamina costs and combine location letter with both item numbers (lower first)
34
Become exhausted
When fatigue box stamina equals current health, the player is exhausted
35
Cannot participate
Exhausted players cannot play cards, use class abilities, or spend stamina
36
Revive through rest
Remove stamina through resting, storybook instructions, or card effects to revive
37
Handle party exhaustion
If all players are exhausted simultaneously, mark the death track and read the corresponding Tome entry