With the briefing over, you have one more task to perform. Moving to where the wagons are being prepared, you take stock of the inventory. Some of the wagons have already been loaded, but you are asked to bring in your expertise for the rest. Supplies will be important, required to last until Raven's Reach. The Raven Spire has also thrown in a number of amber bombs that may be taken to aid in repelling assaults from the Deepwood. Finally, on a journey such as this, morale will be an issue, so bringing some barrels of ale could help later down the line. As the commanders of the army, the final decision on the loadout is up to you.
TAKE 7 MIGHT CUBES OF ANY COLOR
THESE REPRESENT 'SUPPLIES'
TAKE 2 TRACKER TOKENS OF ANY NUMBER
THESE REPRESENT 'AMBER BOMBS'
THE LAST WAGONS CAN BE LOADED WITH EIGHT ITEMS
CHOOSE WHAT TO LOAD ONTO THESE WAGONS
YOU MAY PICK THE SAME ITEM MULTIPLE TIMES, UP TO THE SPECIFIED MAXIMUM, IF ANY
CHOOSE UP TO 8 OF THE FOLLOWING ITEMS:
1 SUPPLY (MAXIMUM 5) REPRESENTED BY A MIGHT CUBE
1 BARREL OF ALE (FOR EVERY 2 BARRELS CHOSEN INCREASE THE MORALE ON THE MORALE DIE BY 1)
1 ITEM CARD (REVEAL ALL CHAPTER 18 COMMON ITEM CARDS AND CHOOSE ONE)
1 EQUIPMENT (MAXIMUM 4) (2 OATHSWORN GAIN ONE COMBAT TOKEN OF YOUR CHOICE PER EQUIPMENT)
1 CURATIVE CARD (TO BE PLACED IN THE INJURY DECK)
IN ADDITION, YOU MAY START A TRADE WITH THE BANKSMITH AND THE APOTHECARY
With the wagons set and the army arranged behind you, it is finally time to move out.
PLACE 3 UNUSED HIT POINT DICE NEARBY
SET EACH OF THEM TO 6
THESE (18 PIPS) REPRESENT THE 18 SQUADS IN YOUR ARMY