Adventure Rewards

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Each region has between 6 and 23 adventures available, with the average being about 13. Adventures give rewards that help you advance your economy, with harder adventures giving higher rewards.

Note that reputation rewards come with accompanying events that change a civilization's happiness. See more about this in the section on civilizations and happiness.

Espionage or Diplomacy rewards teach you traits about another civilization or the true agenda of a society. Civilization traits include the three values they believe in, the three skills they are good at, the three skills they are disinterested in, or the four happiness axes. You can learn more about civilization traits in the section on civilization values and proficiency or the section on society and happiness. If there aren't enough traits or agendas left to discover the group may instead gain reputation at the DM's discretion (which, as noted above, means an event occurs that changes the civilization's happiness).

Earning Morale
You can earn morale via clever choices, interesting role-playing, or sacrificing your or your character's interests on behalf of the team. The DM or a player can nominate someone for a 1-3 point morale reward. 3-point rewards should be rarely given; 1-point rewards might come every session. Once nominated, the DM approves the nomination and the points are immediately granted as an interrupt.

Each mission grants at most 5 points of morale between all characters, so eventually it may be impossible to nominate additional awards. Very hard missions can go as high as 10 points since they will generally last much longer.

The DM may also grant every player a morale point, outside of the limit per mission, when they want to railroad the players into a choice or option without objection. For example, players may have cornered an NPC who needs to appear in another event, so the DM may grant every player a point of morale and then the NPC escapes. (NB: DMs should use this option sparingly.)

Spending Morale
You may spend morale to re-roll any single d20 roll. You may only spend morale after all other modifiers or re-rolls have been accomplished and the result has been ruled a success or failure, but before anyone else takes an action. You must accept the result of the re-roll and cannot spend additional morale points on this roll. Note that this only affects the value of the d20 roll and all other modifiers and dice are the same.

You may spend 3 morale points to gain an automatic natural 20 on a d20 roll, using the same timing as above.

Finally, you may spend 1 point of morale for 5 points of any basic resources during the economic assessment for caring for the settlement. It can be all one type or mixed.