After the ordeal that was the blood maelstrom, you return to Verum, weary from the long road back. With the north end of the city completely ravaged by the plague, you find the King's Gate has been barred shut and entrance into Verum is now only permitted from the southern walls. A well defended series of switchback staircases and hastily assembled ladders offer the only means of scaling the city's towering palisades.
OPEN MYSTERY ENVELOPE 'B' AND PLACE THE MAP OF VERUM IN THE CENTER OF PLAY
PLACE YOUR FREE COMPANY MARKER ON LOCATION 28
PLACE THE CHAPTER 18A TIME TRACK BENEATH THE MAP
TAKE THE "PATH A" CARD
You enter the city and are immediately greeted by a delegation of the Inquisition. The Head Inquisitor, accompanied by two wardens, seizes the witch, Aurelia, that you have dragged from Thrace.
"Thank you, Oathsworn," the Inquisitor offers as he motions toward the witch. "We'll see to her care until the call to muster in the morning. I would suggest you get whatever rest you can."
As night falls, you make your way toward the army camp situated in front of the Palace. Every muscle in your body shakes from exhaustion as you navigate through the press of humanity collected in this small area of the city. Looking down at your hands, you can feel the plague writhing inside you, growing stronger with each new day.
INCREASE THE NUMBER NEXT TO 'PLAGUE STAGE' ON YOUR FREE COMPANY SHEET BY 1 (MAXIMUM 3)
IF IT ALREADY IS AT 3, ALL OATHSWORN LOSE A COMBAT TOKEN OF THEIR CHOICE INSTEAD