OPEN MYSTERY BOX 'Z' AND PLACE ITS CONTENTS NEARBY
YOU MAY LOOK THROUGH THE CONTENTS OF THE BOX 'Z'
PLACE THE CHAPTER 4A TIME TRACK AT THE BOTTOM OF THE PLAY AREA
LOCATION/TIME TOKENS THAT WERE IN YOUR FREE COMPANY BAG ARE 'REFUGEE TOKENS' IN THIS CHAPTER
TAKE A TRACKER TOKEN DEPICTING THE SAME VALUE AS THE AMOUNT OF RATIONS YOU HAVE RECORDED ON YOUR FREE COMPANY SHEET
THIS WILL REPRESENT YOUR RATIONS DURING THE CHAPTER
CHANGE THE TRACKER TOKEN AS YOU GAIN OR LOSE RATIONS
READ THE DEEPWOOD JOURNEY RULES FROM MYSTERY BOX 'Z'
PLACE THE FIRST 5 TILES (AS SHOWN IN THE IMAGE BELOW), AND PLACE THE FREE COMPANY MARKER ON THE CENTRAL TILE
IMPORTANT: IF USING THE STORY BOOK, ALWAYS KEEP YOUR POSITION IN IT MARKED AND NEVER CLOSE THE STORY BOOK WHEN READING FROM THE JOURNAL
You are alive… lost, but alive. Between fleeing the fall of Bastone and the Wyrm attack, you got turned around. Thankfully you have your life line, your compass. Verum is Southeast of Bastone, but without the guidance of the Wire Road, you could be off by leagues and never know you have passed it by. You have to find it. The Wire Roads were laid down hundreds of years ago during the first crusades to reunite mankind and reclaim their homeland from the Deepwood. Inevitably they were pressed back into their cities and now the wires are all that remain standing from those bloody campaigns. Built on the old roads, you know they run as straight as the Deepwood would allow.
As you deliberate, Greycane rummages in his satchel to reveal a stack of papers he saved from the collapse of Bastone. Many seem to be poems and stories but several are maps. "I thought these would come in handy," he says. "Take a look at this. I have no idea where we are on it, but if we can find out, we might be able to find our way back to the wire."
OPEN THE JOURNAL TO PAGE 42/43
KEEP THAT PAGE OF THE JOURNAL OPEN AS A REFERENCE
YOU WILL BE SENT BACK TO THE MAP AUTOMATICALLY IF YOU EVER NEED TO LEAVE THE PAGE
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