The Adventurers Quests, Contracts, and Crises
Town Hall postings, Search jobs, world crises, town defense, and why walking speed is a quest stat.
Work in The Adventurers is posted, rumored, or dropped on the map as a crisis. You are a company on Shion, not a chosen one on rails. This page is the job board. How you walk there is travel and the world. What 1.0 changed about requests and quest text is also on updates.
Town Hall is the honest counter. Tavern rumors are the sideways counter. Fort requests are the stay-a-while counter. World crises are the week that eats every other plan.
Town Hall contracts and timers
Every town has a Town Hall. Contracts list pay, a place, and often a timer. The timer is compared to walking speed, not to the fantasy of Run. Running burns supplies and can shove the fight into night, where combat fog of war applies. If the posting is two quiet days away on foot, walking is the quest build. If you cannot arrive before the clock, do not take the job to feel busy.
Early Prycoast work is local. Playthroughs often open on nearby pest jobs and a goblin cave. That is a first-route pattern, not a promise that every campaign repeats the same named den. Read the posting. Take work your current origin can actually stand: Lone Wolf is one body, Brothers in Arms is two, New Band is three, Custom is whatever you built.
1.0 added quest ending text. Finish a job and read the closer. It is part of the 1.0 content pass, not a tooltip bug. Fort requests were retuned the same day: duration -50 percent (minimum two days) and rewards +30 percent. If you have been ignoring forts since 0.9, look again.
Search quests
Search is its own quest type. You are sent to find a thing, not only to delete a stack of enemies. Luck modifies Search events (and critical chance). A company with no Luck still searches; a company that dumped Luck to stack Strength will feel Search jobs as a worse random table.
Search is why you do not sell every odd trinket the second you see the stack cap. Trade goods still stack to 9 — that is inventory, not a Search hint. Bring supplies. Walking a Search loop at Run speed is how you fight in the dark on the way to a bush.
Charisma remains the speech-event stat if a Search or rumor turns into a conversation. Shop prices still use the highest Charisma in the party when you cash in afterward.
Town defend, patrol, rumors
Towns ask you to defend and patrol. Those jobs are how you stay paid without always leaving the region. Patrols pair with walking discipline: you are on the road on purpose, so supplies and camp guard matter. Defend jobs are the opposite clock — you need to be in town when the attack is, which means not being three biomes away on a crisis you cannot finish.
The tavern sells rumors with the ale and the recruits. Rumors are leads, not Town Hall contracts with a clean timer. Chase them when morale and wages can stand a miss. Ignore them when a named crisis is already on the map.
Repeatable contracts exist in the modern build (the August 2026 demo explicitly added them). Use repeats to stabilize payroll. Do not use them as an excuse to skip reading a new posting’s timer.
World crises (and what is not a crisis)
The named world crises are:
- Crown Of Ash
- Iron Crisis
- Shattered Veil
- Silent Concord
- Gilded Eclipse
- Verdant Reckoning
Those six are the crisis list. The lost city of Ormill is a place name, not a crisis. Do not wait for an Ormill crisis timer. Do not skip Crown Of Ash because you were hunting a seventh name that is not on the list.
Crises are company-scale. Check daily cost, weapon durability, and whether your casters still have Resolve before you march. 1.0 did not add a Cleric resurrection to make crises friendly. It added ending text, faster fort requests, and more mod hooks for quests and towns.
Pick jobs like a payroll officer. Town Hall for timers you can walk. Search when Luck is not a dump stat. Patrol and defend to hold a region. Fort requests when you are based out of a yard. Crises when the roster can bleed and still hire. For the hex rules waiting at the marker, open combat. For the demo’s eight-day version of this loop, open the demo guide.
Frequently Asked Questions
Quick answers about The Adventurers tactical RPG.
Where do contracts come from?
Town Hall is the main board. Taverns add rumors and recruits. Forts post requests. World crises appear as named events on Shion, not as extra Town Hall flavor.
Why do I fail jobs even when I Run?
Timers assume walking more than you think. Run burns supplies and can force night combat with fog of war. If the clock is tight, you took the wrong posting.
What is a Search quest?
A job type about finding something, not only winning a hex. Luck modifies Search events. Bring supplies and walk unless you like fighting in the dark.
What are the world crises called?
Crown Of Ash, Iron Crisis, Shattered Veil, Silent Concord, Gilded Eclipse, and Verdant Reckoning. The lost city of Ormill is not a crisis.
Did 1.0 change quests?
Yes. Quest ending text was added. Fort request duration dropped 50 percent (minimum two days) and rewards rose 30 percent. Modding hooks for quests and towns expanded.