OPEN MYSTERY ENVELOPE 'A' AND PLACE ITS CONTENTS IN THE CENTER OF PLAY
PLACE THE FREE COMPANY MARKER ON THE BROKEN OAK LOCATION BUT DO NOT PLACE THE LOCATION TOKEN ON THE CITY MAP
PLACE THE CHAPTER 3 TIME TRACK BENEATH THE MAP
TAKE THE "PATH A" CARD
Light peeks through the slats of your room in The Broken Oak, teasing you from a good night's sleep, free of nightmares. Rising, you grab your gear and head downstairs.
Upon entering the main hall, there is no cheer or raised glasses for what you did. After the Satyr vanished there was no proof you could bring to the town of your success. Without a head there would be no pay. You take solace, though, in the knowledge that the thing is dead, or long gone from these parts.
The peace you felt at waking turns to unease as you take in the mood of the hall. Patrons mutter angrily and seem to be stirring up their blood for something to come. Men and women are streaming from the inn to join a procession of others in the street, all heading in the same direction.
Fableman Greycane sits in a corner, wearily shaking his head. He sees you and waves you over to sit with him.
He gestures to the people and pours you morning bitter tea. "Ignorance," he declares.
It is clear from his moves and speech that the storyteller has been drinking, possibly not even gone to bed since last night.
Frowning, he looks into your eyes, "Lyceen. The apothecary. They took her last night for interrogation. They say she's the witch behind the dreams and the killings. They don't understand. They didn't see what you saw. She's going to die today because of their… ignorance. Come. Let us see what your mighty victory has done to cure this town."
He wavers and staggers out the front door of The Broken Oak to the rushing crowds of the street.
PLACE LOCATION TOKEN 14 AND GO THERE