OPEN MYSTERY ENVELOPE 'F' AND PLACE ITS CONTENTS ABOVE THE TIME TRACK
TAKE THE "PATH A" CARD
PLACE THE CHAPTER 12 TIME TRACK IN THE CENTER OF PLAY
PLACE LOCATION TOKENS 7, 11, 15, 16 AND 18
The village is an impressive webwork of walkways and platforms situated at differing levels, all far above the dangers prowling the floor of the Deepwood. The screams of the villagers seem to come from somewhere on the large central platform, where many of the other platforms are connected. The enemy may have the advantage of the terrain, the high ground, but you still hold the element of surprise. If you split up and can pull off an ambush from multiple directions, you may have a shot at overtaking the awaiting savages and freeing hostages. Carefully studying the construction of the platforms, you note the layout.
On the western edge of the village, you see a massive hut, most likely the Chieftain's. Overlooking the Chieftain's home, just to the south, is a tiered platform which provides an excellent vantage point over the adjacent platforms.
Directly south of the central landing you spot what appears to be the main entrance to the treetop village. A small amber brazier illuminates the platform and an opening in the floor provides access to the forest below via a bone cage suspended by a rope pulley.
To the Southeast you see a platform dotted with several small hide shelters, most likely the living quarters for the majority of the tribe.
Continuing to the Eastern edge of the village you see a second large hut. This one seems more practical, with none of the adornment of the Chieftain's home.
Lastly, as you squint through the falling rain into the boughs above, you are able to make out several climbable access routes to all of these positions. The only thing you cannot see is the enemy's whereabouts.
OPEN THE JOURNAL TO PAGE 58/59 AND READ THOSE PAGES
KEEP THE JOURNAL OPEN AT THIS PAGE THROUGHOUT THE CHAPTER SO YOU CAN REREAD THE RULES FOR THIS CHAPTER
Make your next move.