EBR001d CampaignGuide Eng
EBR001d CampaignGuide Eng
Imagine you’re
wrapped in a warm cloak, breathing cool mountain air. You smell the
smoke from the fire and the rich scent of pine.
Welcome to the demo for Earthborne Rangers. You have three
different options for how to get started: Last night you swore your oaths to the ancestors, to the elders, and
• We recommend that groups with members new to the game or to the spirit of the Valley. The sun begins to rise on your first day as a
who are interested in a more interactive deck-building experience Ranger, a caretaker of the land, and a friend to its people.
play through the Prologue. This is a guided game session that
You watch as Elder Thrush retrieves her condenser kettle from a low
will gradually introduce concepts of the game and walk everyone
branch, checks the water level, then places it onto the fire. As the
through building their Ranger decks as they play. You can start that
water rises to boil, Calypsa, the Ranger who has mentored you for
by reading the Prologue section below.
the past nine months, sets about crushing dried marrowleaf for tea in
• Groups who want to dive right in to the game can choose from plain carbon forged cups.
the premade Ranger decks and start playing by reading entry 1 on
page 4 of this guide. Once it’s ready, she hands you a cup. Steam pours off of it. It smells
of the forest.
• Advanced groups who want to build their own decks can follow
the rules on page 32 of the rulebook then start playing by reading Calypsa raises her cup. “To your true self.” She drinks, and you follow
entry 1 on page 4 of this guide. suit. The tea invigorates you, warmth spreading throughout your
body. It feels amazing.
DEMO COMPONENTS Your eyes are drawn to the flame. As you watch, your eyes unfocus.
You hear the voices of your ancestors. You can feel them with you.
This demo includes only some of the components of the full game. You You can feel their support and their love. You hear them speak, and
can find a list of the full game's components on page 6 of the rulebook. they remind you of your best qualities, the person you truly are.
Of those, the demo includes:
Who are you?
• 0 of 25 card dividers
• 2 of 4 weather cards You’ll begin by choosing aspect cards. Going clockwise around the
table, each player will choose one aspect card until everyone has one.
• 7 of 17 mission cards You’ll then repeat that process for your personality cards. These cards
• 69 of 160 path cards compose the foundation of your Ranger deck.
• 9 of 37 location cards 1. Start by gathering the aspect card set. There
• All 24 challenge cards are twelve aspect cards in the core set. Each has
four numbers on it, ranging from 3 to 1. These
• All 12 aspect cards
numbers represent your Ranger’s core abilities,
• All 208 starting Ranger cards based on their lifestyle and inherent attributes.
(2 copies each of 104 unique cards) Your aspect values determine the resources you’ll
have to play cards from your hand and to interact
• 18 of 62 reward Ranger cards
with the game world.
Note: When you unlock rewards in this demo, you gain 2 copies of
Think about what types of things you’d like your
that reward. If playing in TTS, copy and paste the reward card.
Ranger to be able to do well. Your aspects, especially your high
• This campaign guide has been edited to only includes the entries and low aspects, have a significant impact on how your Ranger
necessary to play through the demo. The main story of the interacts with the game world.
campaign and all associate missions and cards have been removed
from the demo. If you’d like to be able to hike swiftly through the Valley, or if you’d
• The map has been edited to grey out all locations and paths not like to be able to defend yourself against dangerous predators with
included in the demo a hand weapon, you should choose Fitness as your high aspect.
If you’d like to be able to easily converse and get along with the
PROLOGUE people of the Valley, or if you want to form deep connections with
the natural world, you should choose Spirit as your high aspect.
This prologue is not a substitute for the rulebook. While it touches on
the rules, someone in your group will need to have either read the If you’d like to be able to adeptly avoid the Valley’s many
rulebook or be familiar with the rules before you dive in. If that person dangers and easily explore the environment, you should choose
is you, the prologue is a great way to ease yourself and your group Awareness as your high aspect.
into the game. Keep the rulebook close at hand in case anyone has
questions or is looking for clarification on any of the finer points. Lastly, if you’d like to be able to expertly solve a multitude
Playing the prologue will do a couple of things for you. For one, it of problems and handle situations which require either great
will introduce you to the basic concepts of gameplay. Having some concentration or great insight (or both), you should choose Focus
understanding of how to play the game will help you build a Ranger as your high aspect.
deck suited to your play style and the experience you’d like to have 2. Choose a player to be the Lead Ranger. The Lead Ranger walks at
while playing. It’s important to create a Ranger deck that works for you the front of your hiking formation as you explore the Valley’s many
and contains cards that you enjoy playing! Additionally, as you play the footpaths, so they will encounter a higher rate of both dangers and
prologue, you’ll build your Ranger deck while learning the basics of the boons than the rest of the group. They also make decisions for the
game, getting a sense for what you want to include in your deck based group if it can’t reach a consensus.
on a small amount of experience with the game. Once the prologue is
3. Beginning with the Lead Ranger, choose an aspect card, and
complete, you’ll have the option to revise any deck-building decisions
place it in front of you. Then the player to your left does the same.
that you made, so don’t worry about making perfect choices.
Continue to choose aspect cards in this manner until all players
With that, let's begin: have chosen one. Place the remaining aspect cards back in the box.
Your aspect card sits in front of you as you play. It is not shuffled
into your deck. Note: If you are playing solo, we recommend
choosing a Fitness of 2 or higher.
4. Find the Personality card set and separate them by aspect
(Awareness, Fitness, Focus, and Spirit). There should
2 be a total of eight cards for each aspect (two copies each of four
unique cards).
13. Follow the Arrival Setup instructions on the back of the Ancestor’s
You’ll notice that each of these cards has one or more icons in the Grove card.
upper-left portion of the card. These are called “approach icons.” They
represent how well your Ranger handles certain types of situations. Your eyes refocus, and Calypsa smiles warmly. “It is time,” she says.
“As of this morning, I am no longer your mentor. Like you, I am a
The four approaches are conflict, connection, exploration, and Ranger.” She speaks briefly with Elder Thrush, douses the fire, then
reason. The mix of approach icons in your deck will represent your turns to you. “We will travel from here to the Boulder Field. I’ll stay
Ranger’s proclivities. You can choose your personality cards based back and follow your lead.”
solely on the card title, their rules text, or you can choose them
based on which approach icons you’d like to have in your deck. 14. Your goal this round is to travel from Ancestor’s Grove to Boulder
Field. If you’re unable to do so, that’s all right. The prologue will
5. Start with the Awareness cards, and place them in the center of the continue!
play area so that all players can see them. Beginning with the last
player to pick an aspect card (the player to the right of the Lead On the Common Tests card, you’ll find the Traverse test. During
Ranger), choose one card, take both copies, and place them in this round, you can use this test to place on the Ancestor’s
front of you. Then the next player to the right does the same. Grove location card. Once there’s enough on Ancestor’s Grove,
As you’re choosing cards, be sure to check your aspect values. you’ll be able to travel to Boulder Field.
Some personality cards require you to have a 2 in its aspect. Once
all players have chosen their Awareness personality cards, place any
unchosen cards back into the box.
Since you’re playing with far fewer cards in your deck than normal,
it’s entirely possible that you might run out of cards in your deck
from suffering fatigue (see page 20 of the rulebook) before the end
of the first round. If this happens, don’t end the day like you would
6. Then, starting with the last player to choose their Awareness in a typical game. Instead, shuffle your discard pile and fatigue
cards, do the same for the personality cards of each other aspect stack into your Ranger deck and continue playing. Now, play one
in turn, starting with Fitness, then Focus, then Spirit. Once all round as described on page 12 of the rulebook until all Rangers are
players have chosen their personality cards, each player should finished taking turns, then proceed with this step.
have a total of eight personality cards (two copies of four unique
cards) sitting in front of them. At the end of taking turns, stop. Do not move on to the refresh
phase. We’re going to continue to build your Ranger deck before
7. Each player shuffles their personality cards and places them
we move on to the next round. If you successfully travel to Boulder
facedown in front of them beside their aspect card. For now, this is
Field, reshuffle all the Woods cards into the path deck, and follow
your Ranger deck.
the setup instructions for Boulder Field. Then, whether you’re at
Boulder Field or Ancestor’s Grove, proceed to the next round.
Before you build the rest of your deck, we’ll go through a round of
play using only your Ranger’s personality cards. As you walk beneath the shade of a long-limbed oak, you think back
8. Place a number of energy tokens equal to your Ranger’s aspect to your youth, living and playing in the villages and wild spaces of
values onto your aspect card. the Valley. A light breeze cools your skin, and it conjures a memory
of your apprenticeship. You had finished your first day’s work, sweat
Now, we’ll set up the play area beginning with the location where cooling on your skin, overlooking the Silverfin—its water sparkling
you’ll start your journey: Ancestor’s Grove. with the colors of sunset. You stood at a moment of promise. Now, as
a newly sworn Ranger, you stand at another, buoyed by the lessons
9. Find the Ancestor’s Grove, Boulder Field, and Lone Tree Station
learned in your youth.
cards in the location card set. These are the only locations available
to you during the prologue. Place Ancestor’s Grove in your play Now that you have a sense for how you interact with the game,
area so that it is easily accessible to all players. Place Boulder Field it’s time to choose your background. Your background represents
and Lone Tree Station off to the side for now. the formative years of your Ranger’s life: where they grew up, their
occupation, and how they spent their time before they took on
greater responsibilities in the Valley.
15. Find each of the four background card sets (Artisan, Forager,
Shepherd, and Traveler). Each background set contains eighteen
cards (two copies each of nine unique cards). Place these sets in the
10. Find the Woods path card set. Shuffle these cards and place them center of the play area so that all players can see them. Beginning
facedown beside the Ancestor’s Grove location card. This is the with the lead Ranger, choose one background set and place it in
path deck. The path deck holds the flora, fauna, and geographical front of you. Then the next player to the left does the same. Once
features you’ll encounter in and around Ancestor’s Grove. all players have chosen their background set, place any unchosen
sets into the box.
Typically, each time you travel to a new location, you’ll build a new
path deck using cards from multiple sets, but for the prologue, we’ll
use the Woods set on its own.
11. Find the A Perfect Day card in
the weather card set (the back
of the A Perfect Day card is
Midday Sun). Place A Perfect
Day next to the Ancestor’s
Grove location card and add 16. Now that everyone has a set of background cards in front of them,
three counters to it. take some time to look through the cards in your set and determine
which cards you’d like to include in your deck. You’ll choose a
12. Each player takes a Common total of five unique cards (taking two copies of each) from your
Tests card and places it in front
of them next to their aspect card.
3
background set. 21. Now that everyone has a set of specialty cards in front of them,
take some time to look through the cards in your set and determine
As you’re choosing cards, be sure to check your aspect values. which cards you’d like to include in your deck. You’ll choose a total
Some cards in the background sets require you to have at least a 2 of five unique cards (two copies of each) from your specialty set
in its aspect. Once all players have chosen which cards they would plus one role card, which does not get shuffled into your deck. Your
like to include in their deck, place any unchosen cards to the side. role card sits in front of you, next to your aspect card.
We’ll revisit them later.
As you’re choosing cards, be sure to check your aspect values.
17. Take your hand, Ranger deck, and discard (but not your fatigue
Several cards in the specialty set require you to have at least a 2
stack), and shuffle them together with your chosen background
or a 3 in its aspect. Once all players have chosen which cards they
cards. Place your deck facedown again.
would like to include in their deck, place any unchosen cards to the
You pause to drink some water from your canteen. Voluminous clouds side along with the unchosen cards from your background set. We’ll
drift lazily overhead. You see Calypsa emerge from the trees and walk revisit these shortly.
down the trail toward you. “Let’s walk together for awhile,” she says. 22. Take your hand, Ranger deck and discard (but not your fatigue
“I need to share some last bits of wisdom with you. It may be some stack) and shuffle them together with your chosen specialty cards.
time until our paths cross again out here in the wild.” Place your deck facedown again.
Before you build the rest of your deck, we’ll continue playing, this time If you’ve chosen Shaper as your specialty, you may search your deck
using only your Ranger’s personality cards and background cards. for a conduit and equip it.
18. Proceed to the refresh phase. Instead of drawing just one card, 23. Proceed to the refresh phase. Instead of drawing just one card,
draw six cards as you would at the beginning of a game. Then, play draw six cards as you would at the beginning of a game. Then,
the next round as described on page 12 of the rulebook before proceed to the next round of play.
proceeding to the next step. Regardless of your current location (Ancestor’s Grove or Boulder
Field), your goal this round is to travel to Lone Tree Station. If you
Search the Valley set for Calypsa, Ranger Mentor, are able to travel at the end of a round, travel to Lone Tree Station
and put her into play within reach of a Ranger of to complete the prologue.
your choice. Don’t read her campaign entry during
this prologue, however. Your goal for the round is WHEN YOU TRAVEL TO LONE TREE STATION, READ THE
to clear Calypsa by placing sufficient tokens FOLLOWING:
on her.
You emerge from a line of trees and find yourself walking through a
vast, rolling field. In the distance, you see the towering form of Lone
On the Common Tests card, you’ll find the
Tree Station rising against the clear blue sky, and on the breeze you
Connect test. Try using this test to place
smell the hint of something sweet. Is someone baking?
tokens on Calypsa.
The prologue is nearly complete. Take some time to tidy up the play
area. Gather your deck, discard pile, fatigue stack, and hand into
your Ranger deck and set it aside. Gather the path cards and return
them to their sets. It’s time to conclude deck-building by choosing
your Ranger’s outside interest. Usually you choose your outside
interest from the entire starting card pool, but for the prologue, we’ll
When you clear Calypsa, or before you move on to the refresh
narrow it down a bit so it’s not such an intimidating choice.
phase (regardless of whether or not you cleared Calypsa), read the
following: If you’re playing solo, you can skip the next step and choose your
outside interest from the starting card pool, or you can choose
“ ... and that was the last time I went swimming near a lutrinal holt.” one of the suggested outside interests listed on page 33 of the
You and Calypsa share a laugh. She takes the hem of your cloak rulebook.
between her thumb and forefinger and nods solemnly. “You are now
a Ranger of the Valley,” she says. “You are charged with protecting its 24. Look through the cards from your chosen background and specialty
people and lending aid to any in need, but while you do, take care to sets that you did not include (or couldn’t include) in your deck.
look out for each other. Your fellow Rangers will need you, and you Choose two of those cards (both copies of each) that you think
will need them.” might be helpful to the group, and place them in the center of the
table.
She steps back and smiles. “It’s time to return to Lone Tree Station. I
must go by a different route, but I will see you there.” If someone in your group is playing as a Shaper, keep in mind that
most cards from that specialty are not useful to other players due to
19. Return Calypsa, Ranger Mentor to the Valley set. their keywords, so choose carefully.
Now that you’ve had an opportunity to try out some cards from Beginning with the lead Ranger, choose one card (both copies)
your background set, it’s time to choose your specialty. Your from those in the center of the table, and place them in front of
Ranger’s specialty represents their recent past and the occupation you. Then the next player to the left does the same. Once all
to which they’ve dedicated themselves prior to joining the Rangers. players have chosen their outside interest, add those cards to your
20. Find each of the four specialty sets (Artificer, Conciliator, Explorer, deck, and return the remaining cards from your background and
and Shaper). Each specialty set contains twenty-six cards (two specialty sets to the box.
copies each of twelve unique cards plus two role cards). Place these
sets in the center of the play area so that all players can see them. Now that you’ve played a bit, if you’d like to make different choices
Beginning with the last player to choose a background set, choose for your Ranger deck, you may do so now.
one specialty set and place it in front of you. Then the next player
to the right does the same. Once all players have chosen their You’re now ready to begin the demo! To begin, read entry 1,
specialty set, place any unchosen sets into the box. "Missions," below.
4
1. MISSIONS 1.40
To start your campaign, perform the first four steps of setup on page 10 You yelp despite yourself as you feel the mulcher’s tongue grab you.
of the rulebook, then return here for the remainder of setup. For a brief, hideous moment, you feel the acid start to burn your skin
even through the thick layer of broadleaf paste you coated yourself
Cresting the gentle, grassy hill, you see the unmistakable silhouette with beforehand. Then the mulcher spasms a bit as it tastes the paste
of Lone Tree Station rise out of the highland plains before you. and drops you back to the ground, slimy but alive.
Lone Tree Station is aptly named. The single massive giga-redwood Nal rushes over from where she’s been hiding behind a rock. “That
towers above the hills and swaying grass that surround it. You can proves it!” she gasps with excitement. “The caustic mulchers don’t
just make out eaves and balconies among the gnarled bark, doors eat everything; they seem to avoid living plants. Or at least”—she
tucked into the winding roots, and hanging gardens suspended from runs her finger through the paste on your skin, and flips it onto the
branches. ground—“something that tastes like a living plant. And since only the
weaker or sicker animals tend to be grabbed by it, the mulcher does
As you draw closer, a woman in a freshly pressed cloak steps out from
clean the land of the dead, dying, or rotting! Though it is a biomeld,
the main entrance and waves. Calypsa, your mentor for the past nine
it’s merged into the ecosystem!”
months, strides toward you with a man who looks just about your age
at her heels. She hugs you, then pulls back as she remembers you’re covered in
broadleaf paste and stinging mucus. “Oh, yes. We should get you
“Hallo!” she calls out. “You made it. Just look at you!”
washed.”
She clasps your hands, her smile warm and her grip firm. “I’m glad
to finally have you here,” she says. Then she turns. “This is Kal Iver. I Complete the ACCOMMODATION mission, and write UNDERSTOOD
trained Kal last year—right before I started training you.” THE MULCHER on the campaign tracker. Each Ranger soothes 2 fatigue.
Kal Iver gives you a nod in greeting. “A pleasure,” he says. After you clean yourself up, you get to thinking. There are several
infamous mega-predators throughout the Valley. You remember in
Put the Lone Tree Station location into play in the surroundings. your training that some of the Elders want to see these predators
eliminated to keep people and the rest of the Valley safe. Maybe
Calypsa heads back to the station with you and Kal in tow. She speaks it’s worth investigating them, too, in case understanding them
back over her shoulder. “Please, make yourselves at home. Explore demonstrates a way to coexist. Maybe you can even befriend them?
the hanging gardens. Find Spirit Speaker Nal and Kordo, and strike You should talk to the Elders of the various villages to learn more.
up a conversation. Get to know the place.”
Congratulations on completing one of the four missions available in
“After you’ve spent some time here at the Station, you should head the demo! Keep exploring to find them all!
over to White Sky,” she says. “Or head up to Northern Outpost and
see if ol' Lunn could use a hand. In fact ... ”
1.41
A story mission is available here where Calypsa introduces you to With a hideous, grating groan, the spindle-legged caustic mulcher
the Rangers and your goals. This demo instead focuses on allowing collapses onto the ground. As you try and catch your breath after the
you to simply explore the Valley, and leaves the story for you to brutal fight, Kordo runs up. “Well done!” he shouts, clapping you on
experience fresh in the full game. For now, focus on exploring the the back.
world and finding other objectives. There is plenty out there for a
You look at the dead beast, wondering if killing it was the right call.
Ranger to do!
Kordo looks at you and nods to himself. Then he points around the
woodlands. “Come on, take a look.”
Check the campaign tracker for the weather for the current day (day 1).
You follow his gestures and see that the forest around you, which
Put the corresponding weather card (A Perfect Day) into play.
seemed so quiet and somber with the mulcher around, is already
Calypsa turns to you. “Kal and I are heading out into the Valley. We’ll coming back to life. Squirrels and birds are starting to flit about, and
be on shadow patrol. That is, we’ll never be too far away from you for you see a pair of artilopes poke their heads cautiously around a tree.
the next few weeks.” “See?” Kordo says. “The ecosystem is already benefiting from this
aberration’s absence.”
“You shouldn’t need our help, of course,” Kal says. “I can tell by
looking at you that you’re more than capable.” Complete the INTERVENTION mission. Permanently remove the
Caustic Mulcher from the Woods set. Each Ranger soothes 2 fatigue.
“Farewell for now,” Calypsa says and starts down the eastern path
away from Lone Tree. “Spirits guide you. Follow your instinct!” After you help Kordo dispose of the caustic mulcher’s body, you start
to think. There are several infamous mega-predators throughout the
She and Kal walk steadily out of sight. Valley. You remember in your training that some of the Elders want
to see these predators eliminated to keep people and the rest of the
Create the path deck by shuffling together the Woods and Lone Tree
Valley safe. Perhaps they would appreciate your help with carefully
card sets (seventeen cards in total). Place it above the surroundings.
“managing” them for the good of the Valley?
Then, complete all initial setup by performing the setup steps on the
back of the Lone Tree location card and placing three cloud tokens on Congratulations on completing one of the four missions available in
the A Perfect Day weather card. the demo! Keep exploring to find them all!
1.42 LURE
That concludes setup. You’re ready to play. What you do now is
entirely up to you. You could, for example, spend time exploring
the different path types to familiarize yourself with the flora and
fauna, or you could travel to pivotal locations on the map and LURE (QUIET), GO TO 1.42A
delve into the path deck to find people in need of assistance and
missions to complete. Take your time, and enjoy!
1.42A
Entries 1.01 though 1.39 available here in the full game! It took some time to find enough bait and even longer to get close to
one of her hunting grounds. She’s nowhere to be seen, but you don’t
have any interest in using yourself as bait. Instead you release the 5
prey animals and observe from a distance.
You wait for hours before you spot movement. You hold your breath
as the sleek, shadowy form of the largest bearded lynx you’ve ever Entries 1.44B and C available here in the full game!
seen slips out of the underbrush. With Quiet right before you, you
have a choice. You can try to understand and perhaps even befriend
the lynx, as Nal would want, or you can try to kill her and ensure the 1.45 SEARCH
Valley's safety, as Kordo would want.
Flip the LURE (QUIET) card over to its CONFRONT side, but don’t SEARCH (LUNN), GO TO 1.45A
change your mission log. If you don’t complete the confrontation today,
you will have to track her down again.
1.45A
Put Quiet into play within reach of a Ranger of your choice. Do not read
her entry. Return all set-aside prey to the collection. Then, If you’ve Read one entry based on how many days have passed since starting
UNDERSTOOD THE MULCHER, MULCHER go to 1.42D. the SEARCH (LUNN) mission.
0-1: The signs of Lunn’s passage lead you to an overlook. From there
Entries 1.42B and C available here in the full game! you notice a light blinking below. You descend the slope and find
Lunn resting against a tree, signaling to you with sunlight reflected off
of a small mirror. On his other arm is a crude sling. “Thank the Valley!”
1.42D he says. “Am I glad to see you!”
2+: Almost by accident you find Lunn curled up at the base of a tree.
As you face down the massive creature, you think back to Nal's His arm is in a crude sling and he’s covered with days of dirt and
words. Everything in the ecosystem has its place, even these massive grime. A rich odor rises from him, certain to attract predators.
predators. You take a deep, controlled breath, and look the creature
in the eyes to see a flicker, just for a moment, of understanding. Continue reading:
Add 2 to the mission subject. Each Ranger soothes 1 fatigue. Search the path deck for the next predator and put it into play within
reach of a Ranger of your choice.
1.43 CONFRONT After you give Lunn some first aid, a little color returns to his face. “I
feel a bit foolish,” he admits. “I’ve been tracking a biomeld—not like
any I’ve seen before. Few days ago, I spotted it through the trees.
CONFRONT (QUIET), GO TO 1.43A
Big one. Looked dangerous, so I went after it. Running so fast that I
tripped and fell down this slope!”
1.43A
Complete the SEARCH (LUNN) mission, and gain the RESCUE (LUNN)
Bloody, wary, but uncowed, you carefully approach the angry bearded mission. Put Lunn, Outpost Tender into play within reach of a Ranger of
lynx. Quiet hisses at you, baring her fangs, but doesn’t flinch or snap at your choice. Attach the RESCUE card to him. Do not read his entry.
you as you reach your hand to her nose. She sniffs, cautiously, and then
to your surprise and amazement, she leans forward and gives you an You have to get Lunn to a Ranger Station in one piece.
affectionate head rub that sends you tumbling over on your backside.
Quiet starts to purr quietly, and you feel a warmth steal through your Entries 1.45B and C available here in the full game!
soul at the sound, as if you have some sort of deeper connection with
her. You’re not sure how you know, but you’re convinced she won’t
come after anyone in the nearby villages now. She seems a lot more
interested in you, so she might keep a wary eye on you from afar, and
1.46 RESCUE
perhaps help you when you need aid.
RESCUE (LUNN), GO TO 1.46A
Complete the LURE (QUIET) mission. Permanently remove Quiet from the
Valley set. Gain the Quiet reward card. Each Ranger soothes 2 fatigue.
1.46A
Congratulations on completing one of the four missions available in
the demo! Additional story and reward cards are available here in Lunn has been moaning with every step you’ve taken for the last few
the full game. hours, and you’re getting worried. But your worry turns to relief as
you see the Ranger Station in the distance. Only a short time later,
you’re tending to his injuries, the analgesic balm relieving his agony.
Entries 1.43B and C available here in the full game!
“Thank you so much,” he says. “When I get back to the Northern
Outpost, I can offer you almost anything you could ever want in trade.”
1.44 CONFRONT Return Lunn, Outpost Tender to the collection, complete the RESCUE
(LUNN) mission, and write SAVED LUNN on the campaign tracker.
CONFRONT (QUIET), GO TO 1.44A Each Ranger soothes 2 fatigue.
Congratulations on completing one of the four missions available in
1.44A the demo! Keep exploring to find them all!
You stand over Quiet’s lifeless body. A beautiful being, even in death.
You know that many in the Valley will sleep better when they hear Entries 1.46B and C available here in the full game!
the news, but their joy will be tempered. A being of great power has
departed, and all will mourn her passing.
1.48 RESCUE
From your vantage point you can see much of the southern shore of
White Sky Lake, from the froth of rapids at the head of the Silverfin
River to the mix of rocky promontories and pebble-strewn beaches
RESCUE (LUNN), GO TO 1.48A that slowly curve around toward the opposite shore. There you see
the village of White Sky and the tiny forms of villagers going about
their business on the platforms and docks.
1.48A
Lunn’s eyes roll back in his head, and he collapses on the ground. Entries 3.1 and 3.2 available here in the full game!
The pain finally overwhelmed him and sent him into merciful
unconsciousness. You’re a bit relieved he’s not suffering at the moment,
but with a sinking heart, you realize now you’ll have to carry him.
4. NORTHERN OUTPOST
Attach Lunn facedown to a Ranger’s role card. While Lunn is attached
to your role, you can only have 2 equip value worth of gear equipped. The hike through the dark and gloomy woods has taken you hours,
but you finally reach the Northern Outpost.
Arrive at a Ranger Station to unattach Lunn from your role.
READ ONE:
Entries 1.48B and C available here in the full game! If you’ve FIXED UP NORTHERN OUTPOST,
OUTPOST read:
You can see the evidence of your previous work. The forest
1.49 no longer encroaches on the building and you can get a clear
picture of the surroundings.
Check off a bubble next to the ARCOLOGY ARCHAEOLOGY mission on The lead Ranger may scout 2 path cards.
the campaign tracker, then read the entry corresponding to your progress:
However, Lunn’s clutter has already begun to build back up. You
A) X could help him tidy up, but you imagine the rewards wouldn’t be
as great this time around.
As you explore more, it's becoming clear that the Estian’s
arcology spreads far beyond Spire. It’s not just tunnels and Otherwise, read:
passages running throughout the Valley, but living quarters and
vast underground halls. The arcology is massive, and it makes Scraps of wood, cloth, leather, and paneling lie scattered about
you consider just what the Estians were capable of. the exterior. After long years of neglect, the forest around seems
to press in on the outpost from all sides.
B) X X
Search the Northern Outpost set for The Deep Woods, and put
You had always assumed that the Estians died off when the great it into play.
megadam to the north ruptured and flooded the Valley. But the
more you explore, the more you believe that wasn’t the case. Continue reading:
The Estians vanished long before the dam shattered, and you
can’t find any reason why. IF YOU HAVEN’T GAINED OR COMPLETED THE SEARCH (LUNN)
MISSION, READ THE FOLLOWING:
C) X X X
You find a note tacked to the door. It reads: "I went to go investigate
Based on the evidence you’ve found, you’ve determined the a strange presence in the forest. Be back by the full moon. If I’m not,
Estians were not just skilled architects and builders but brilliant I’m probably in trouble! - Lunn."
scientists as well. Many of the structures on the surface seemed
to be research stations and observation posts. You keep noticing You step inside, but it’s deserted. The note said Lunn should have
references to the Verdessa in regards to some major project. been back days ago. Sounds like he probably needs help.
Whatever the Estians were up to, it seems to involve the Verdessa.
This is worth bringing to Silaro, so you’d better find him again. RANGERS CHOOSE:
2. LONE TREE STATION B) Not today. Record 94.7 three days from now on the campaign
tracker. Do not add Lunn to the path deck.
Visible for miles around, Lone Tree is a single enormous giga-redwood
rising out of the thick grass of a high prairie. From far away, the tree
is all you can see, but as you come closer, you can see the rest of
the station: the large box-garden plots hanging from the branches,
the airship Swift moored to its dock in the tree’s crown, the doors
and windows carved into the trunk and peeking out from among
the roots. Lone Tree Station has been the base of operations for the
Rangers ever since the people came to the Valley. And ever since you
7
became a Ranger, it’s been your home.
4.1 13. MOUNT NIM
READ ONE: Climbing the spurs of Mount Nim is tiring work. A brisk wind chills
your skin. As you approach the summit, you look out and see almost
If you’ve FIXED UP NORTHERN OUTPOST,
OUTPOST read: the entirety of the Valley stretching to the south. White Sky Lake
glimmers below, then, following the thread of the Silverfin River, you
After a few hours of tidying, scrubbing, and general fixing, the can spot the thin, gleaming spike of Spire in the distance. Beyond,
outpost is back in some semblance of working order … for now. you imagine you can see the mouth of the Valley, where the ground
You breathe a sigh of relief at a job well done. drops away into the emerald expanse of the Verdessa below.
Given Ren Kobo’s Messipian heritage, it’s not surprising that he set
IF AR TEL IS IN PLAY GO TO 12.1 up his market next to a clear, spring-fed lake. You see the market,
bathed in sunlight, bursting with wares from both inside and outside
IF GOLDEN SHORE IS FLOODED GO TO 12.2 the Valley. You hear the joyful chatter of bartering customers and
merchants as you approach.
OTHERWISE, READ:
Wherever sunlight kisses the shoreline, you can see how the Golden 16.1
Shore earned its name: countless flecks of gold glitter beneath the
water, sparkling through the light reflected off the surface. A wind As Kobo’s Market comes into view, Nal smiles.
comes in off the water, causing the grass to rustle with a soft hiss.
To your surprise, she doesn’t head to the market. Instead, she steps
off the trail and sits on a nearby stump. After what feels like several
12.1 hours, a hunched, leathery woman with a massive backpack trundles
up the trail you followed, heading toward the market.
Ar Tel nods approvingly. “Look! That little tucked away spot under
those trees. It definitely feels better, don’t you think? Nothing Nal calls to her, speaking a language you don’t recognize. They speak
spooking the fish around here. I can tell!” for a few minutes, then Nal reaches into her tunic and pulls out a small
bag, which she hands to the woman. In turn, the woman gives Nal a
Ar Tel pulls one of several collapsible fishing poles out of a long palm-sized glass disk with a strange plant suspended in its center.
conical tube. “Here. Never let it be said that I don’t pay my debts.
Besides, how many vaulting rods does one person need?” After the woman leaves, Nal says, “I’m going to stay here awhile and
speak with the spirit of this plant. It’s from the Verdessa, so it might
Gain the Ar Tel’s Vaulting Rod reward card. Discard Ar Tel. Return help me overcome whatever is preventing the spirit of the Verdessa
HELPING HAND to the collection. Record FOUND THE PERFECT from coming through.”
FISHING SPOT on the campaign tracker.
“Actually,” she says. “I have a feeling this will work better if we do
this together.” Nal takes your hand and gestures for you to sit across
12.2 from her. She places the plant between you and closes her eyes. You
do the same, and soon time dissolves. When you open your eyes, you
Nothing about the Golden Shore shines today. The evidence of the see that Nal is troubled. “I can hear the spirit of the Verdessa again,
recent flood dominates the landscape. As far as you can see, waves but it's muffled, like a whisper. It's like she's distracted, searching for
and rushing floodwaters have left the lake shore caked in stinking something that she's lost,” she says. “I wonder what it could be.”
brown mud and covered in jumbled piles of fallen trees and driftwood.
Nal places a hand on your shoulder and her worried expression turns
Search the General set for Flood Damage, and put it into play. to a weary smile. "Thank you," she says. "I will return to Lone Tree
with my new friend here and contemplate this further."
You turn, and a familiar form is standing before you. The yeti spreads
39. A TRICK OF THE LIGHT both of its arms and reaches toward you, its furry hands hovering
centimeters over your shoulders. Then it lowers its arms. Hesitantly,
you stretch out your arms and do the same to it. The yeti hoots softly,
ENTERS PLAY IF YOU’VE MET AN INTERLOPER,
INTERLOPER GO TO 39.1 a sound that seems somehow satisfied to you. Then it steps back and
walks off into the forest. You feel a sense of calm knowing that you
OTHERWISE, GO TO 39.2
have a friend in these woods.
CLEAR IF YOU’VE MET AN INTERLOPER, GO TO 39.4
Each Ranger soothes 2 fatigue.
OTHERWISE, GO TO 39.5
39.1 39.5
You move through the trees, not sure if you’re actually following
A glint of light, a strange movement in the shadows, and you sense something. You’re not even sure you really saw a being at all. You
the familiar presence of the yeti. You see its form disappear behind a look for tracks, signs of passage, anything to guide your way. Then
distant tree yet again. suddenly, you come around a tree and find yourself face to face with
a tall, furry humanoid, with features that seem to be a blend between
You will have to clear A Trick of the Light with to track down
human and ... something else. You’ve heard stories of the yeti before,
the yeti again.
but you thought they were just that: stories!
Go to 39.3. You look at the yeti for a long moment, and it looks back at you. Its
eyes meet yours, and you feel oddly at peace, as if you and this yeti
39.2 share an ancient kinship.
You will have to clear A Trick of the Light with to track down IF KORDO, RANGER VETERAN IS IN PLAY GO TO 39.6
the mysterious figure.
OTHERWISE, READ:
Go to 39.3.
You try to follow the yeti, but it’s vanished again! You’re going to
39.3
need someone more skilled in tracking than you to keep following
this thing. You think Kordo back at Lone Tree might be able to help.
READ ONE:
39.6
If Kordo is in play:
At your side, Kordo breathes out slowly. “Well, I’ll be planted! C’mon
Kordo’s eyes light up, and he moves off toward the being. He then, let’s keep after it!”
pauses at the tree, then points to where a small branch has
been half broken. Beyond that, some blades of grass have been Kordo quickly spots wisps of fur, small impressions in the ground,
bent over. Without a word, Kordo slinks off through the brush, bent grass, and other signs of passage. He leads you on a rapid chase
beckoning you to follow. through the trees, pointing out each sign as he passes.
Add 5 to A Trick of the Light. After a long five minutes of running through the forest, the yeti stops
on the far side of a small clearing. Kordo stops next to you and holds
Otherwise, read: out his hands. “Wait, wait. We mean you no harm.”
The yeti looks at you all for a moment, but especially at Kordo. Then,
You look for impressions in the ground or broken twigs, for
slowly and deliberately, it nods. It takes a small silver ovoid from
something—anything—to give evidence of this strange being.
somewhere and sets it on the loam. Then, without any fuss, it fades
This would really interest an experienced tracker like Kordo
into nothingness and disappears. Kordo stands unmoving, a smile as
down at Lone Tree.
wide as the Valley on his face and tears of joy in his eyes.
Later that day, Kordo finishes packing his bag. “I’m headed back to
Lone Tree. Thank you for this. I won’t forget it.”
You clasp his shoulder and say farewell. He saunters down the trail,
whistling a jaunty tune.
41.2 Calypsa told you and the other initiates that it was prone to roll and
crash in inclement weather, and if you flew it any great distance, its
A small man wearing a Ranger’s cloak that seems at least two sizes energy cells would drain, and the Swift would grow inert, unable to
too large steps out from the trees and waves. “People!” he yells. “I launch for days before the cells recharged.
don’t see too many travelers up here. What an opportunity!” All this was clearly meant to dissuade you from taking the Swift out
He beckons you closer. “I’ve got some items for trade, if you're on your own, but when you look at the airship, you can’t help but feel
interested. They’re around here somewhere!” Lunn says, gesturing a surge of excitement. To soar high above the Valley would surely be
toward the notably disheveled outpost. exhilarating, if not a little terrifying. Now that you're a full-fledged
Ranger, perhaps you can convince the crew to take you for a ride.
Clear Lunn with to trade for his wares.
Clear Topside Mast with to take the Swift for a ride.
41.3 42.2
Lunn eagerly unfurls a canvas roll, revealing his collection of found
objects. “See anything you like?” Lunn asks. “I’m happy to trade You climb aboard as Ben Amon himself emerges from the hangar
for anything you have. If it wasn’t for you, I might still be lost in the and hops into the pilot's seat. "Strap in!" he says, lowering a pair of
woods!” goggles over his eyes. "I heard that you made quite the case to the
crew. Honestly, though," he says with a smile, "I never need much
Each Ranger may search their Ranger deck for a gear and add it to of an excuse to take the Swift out for a walk. There's nothing in this
their hand. Then each Ranger may return a gear from their hand to the world like flying. You'll see!" With that, Ben Amon flips a series of
collection. If they did, then they choose a starting gear card from the switches and you feel the Swift come to life.
collection that they meet the stat requirement for and add it to their
hand. (This alteration to their deck is permanent.) You may immediately end the round and travel to any location within 3
paths (including rivers). Use the terrain type of the last path you crossed
Lunn happily trades with you. When you’re finished, he wraps up the over. If you choose to travel in this way, discard the current challenge
canvas and heads out into the woods, whistling his usual aimless tune. card, and do not resolve the remainder of this test.
If you choose not to travel, discard Topside Mast, and resolve the
41.4 remainder of the test as normal.
Lunn beckons you over and sets down a roll of heavy canvas. He
unties the artilope leather straps and rolls out the canvas, revealing
43. HANGING GARDENS
his collection of found objects. “See anything you like?” Lunn asks. Five meters above the ground, you step out of the doorway leading
“Interested in a trade?” into the trunk of Lone Tree and onto the wildly swinging catwalk of
boards and rope. You keep a firm grip as you make your way toward
Each Ranger may return a gear from their hand to the collection. If they the massive boxes, each as large as a flatboat and overflowing with
did, then they choose a starting gear card from the collection that they plants that hang from the tree’s thick branches. As the wind shifts,
meet the stat requirement for and add it to their hand. (This alteration you catch the heady aroma of blooming flowers and ripe vegetables.
to their deck is permanent.)
You push forward and come across the two of them in the midst of a A) Accompany Kordo to the Northern Outpost. Remove all
heated debate. Kordo’s face is flushed, and Nal has her arms crossed , and attach the HELPING HAND mission to Kordo, Ranger
and is glaring. Although you’re not sure what’s going on, you feel like Veteran.
you should step in.
B) Some other time. Discard Kordo, Ranger Veteran. Each Ranger
If Nal is not in play, search the path deck for her, and put her into play soothes 2 fatigue.
in the same area as Kordo. Do not read her normal entry.
Go to 45.4. 44.7
44.2
Kordo stumbles and nearly falls to the ground. Blood is running down
his leg, and his foot is twisted at an alarming angle.
Kordo roars out a welcome when he sees you. “The great hunters “My own fault,” he grunts. “I'm sorry, but I don’t think I’ll be moving
return! Good to see you. Just a moment, and I’ll grab a bottle of the anywhere soon. Can you patch me up?”
good stuff.”
End the day.
You spend an enjoyable few hours chatting with Kordo. When it’s time
You get Kordo talking about some of his greatest hunts. He chuckles. CLEAR GO TO 45.8
“Well, my greatest quarry is the one I haven’t caught ... yet. Up in the
... no, you know what, I’d better not talk about it. I don’t want to send
you on some hopeless chase.” 45.1
Clear Kordo with to ask him about this elusive quarry. From one of Lone Tree's balconies, you hear the voices of two people
arguing. One you immediately recognize as Kordo Haverson's, but
44.4
it takes a moment before you recognize the other as that of Spirit
Speaker Nal. You don’t think you’ve heard her raise her voice before.
Kordo stops and looks sternly at you. “I can tell something is on your You find the two of them in the midst of a heated debate. Kordo’s
mind. Can you keep helping me? Or should I head back to Lone Tree, face is flushed, and Nal has her arms crossed and is glaring. Although
and we try this another time?” you’re not sure what’s going on, you feel like you should step in.
RANGERS CHOOSE: If Kordo is not in play, search the path deck for him, and put him into play in
the same area as Nal. Do not read his “enters play” entry. Then go to 45.4.
A) Continue helping Kordo. Remove all , and keep HELPING
HAND attached to Kordo, Ranger Veteran.
"Speaking of which," she says. "Would you like to assist me by A) Agree with Kordo. The mulcher must go. Gain the
accompanying me to the market again?" INTERVENTION mission.
Clear Nal with to discuss another trip to Kobo's Market. B) Agree with Nal. The mulcher is misunderstood. Gain the
ACCOMMODATION mission.
45.3 45.5
You come across Nal, the Spirit Speaker of Lone Tree Station, sitting
cross-legged before what looks like a floating disk of water. Her eyes Nal catches you glancing anxiously at the position of the sun. She
are closed. You assume it’s best not to interrupt whatever she’s doing, puts an arm on your shoulder. “You’re worried about the time, I can
and wait quietly for a few minutes. tell. Do you need to return to your task, or can you still accompany
me to Kobo's Market?”
The Spirit Speakers of the Valley are the most adept at communicating
with the world beyond the visible—spirits great and small as well as RANGERS CHOOSE:
those of the ancestors.
A) Continue helping Nal. Remove all from Spirit Speaker Nal.
Nal's gifts are greater still. For with the help of a device crafted by Ben
Amon, she is able to communicate over great distances, projecting B) Part company. Discard Spirit Speaker Nal and return HELPING
images and emotions into the minds of Rangers in the field. HAND to your collection. Each Ranger soothes 2 fatigue.
After several minutes, she opens her eyes and speaks. “The spirit of
the Valley was eager to tell me that you were coming,” she says. She 45.6
turns to you and smiles warmly. “How can I help? If you need me to
send a message, I may not be able to at the moment. The spirit of the "So what do you think?" Nal asks. "Would you like to accompany
Verdessa, the great jungle to the South, has gone silent. I don't know me to the market again? I hear that Ren Kobo himself has recently
why. I feel like I need to get to the bottom of it before I do anything returned. I'm always curious to see what he brings back from his
else. I'll be too distracted otherwise. Something's wrong.” travels."
Clear Nal with to ask how you can help. RANGERS CHOOSE:
You get between Nal and Kordo, and ask them what they’re arguing B) Some other time. Discard Spirit Speaker Nal. Each Ranger
about. Kordo huffs, then Nal rolls her eyes and turns to you. soothes 2 fatigue.
“We have been debating this since Kordo and I first met, actually,”
she says. “It’s a question of our role here, both as Rangers and 45.7
inhabitants of this valley.”
Nal stands, and the floating disk which was hovering before her
“Don’t make it too dramatic,” Kordo grumbles. “I just think that if settles gently to the ground.
we’re going to be proper stewards here, it’s up to us to clean up our
ancestor’s mistakes.” "As you know, Elder Thrush depends on me to communicate
telepathically with Rangers in the field, but to do so effectively, I
“Biomelds aren’t mistakes!” Nal shoots back. “They may have been require the support of the most powerful spirits of this land. One of
created for a purpose thousands of years ago, but in the time since those, interestingly enough, is the spirit of the Verdessa. It shares a
they’ve evolved and become part of the ecosystem. They reproduce, deep connection with the spirit of the Valley—like a mother to her
they coexist, just like any other being.” child—and for some reason, I cannot reach it. It's very distressing.
“Oh, you think that caustic mulcher that has been lumbering around "I've received word that a wandering botanist has recently returned
the wooded areas of the Valley is coexisting with everything else?” from an excursion to the Verdessa, and that she's brought some
Kordo looks at you. “Maybe you can settle this. Nal thinks that rare plant specimens along with her. She is currently staying at the
big sticky-tongued, acid-drooling eating machine is a part of the merchant's quarters in Kobo's Market. If I had one of these specimens,
environment. I, on the other hand, think that it’s been eating its way I may be able to use it to reconnect with the spirit of the Verdessa.
through the rest of the ecosystem, and it’s time to stop it. What do Perhaps you could accompany me to the market? I would be very
you think?” grateful."
He reaches into his pocket and pulls out a ball of cloth. You catch
it and open it, and find that it’s actually a long and lethal-looking RANGERS CHOOSE:
gauzeblade.
A) Accompany Nal to Kobo’s Market. Remove all , and attach
the HELPING HAND mission to Spirit Speaker Nal.
Gain the Gauzeblade reward card.
B) Some other time. Discard Spirit Speaker Nal. Each Ranger
Nal sighs. “Well it’s important to be able to identify yourself to it
soothes 2 fatigue.
just like any other being,” she says, “The caustic mulcher, like the
other biomelds around here, is an important part of the ecosystem. I
haven't observed a drastic decrease in animal populations. Have you,
Kordo? If the mulcher was a mistake, nature would have corrected it
12 by now. It doesn't eat everything. Only what it must.”
45.8 47.4
Nal slumps and falls to the ground. You move to help her, clearing IF YOU ARE NOT AT LONE TREE STATION GO TO 47.5
a space on the ground and making her comfortable. You determine
that you’ll need to stay here for the rest of the day to treat her injuries. OTHERWISE, READ:
End the day. Hy Pimpot starts dicing, mashing, crushing, and even sautéing the
various ingredients you’ve found, including a couple of plants you’re
fairly sure your Ranger training told you were only used for stilt-horse
Entry 46 available here in the full game! food. All of it goes into his large pot, which he sets to boiling with the
biggest Sol coil you’ve ever seen.
Eventually you spot the stout little gnome of a man intently chopping
and mixing vinegary-smelling herbs and vegetables into a large bowl. 47.5
“Good, good, you’re here,” he says without looking at you. “Try this
You’re heading along the trail when Hy Pimpot suddenly shouts, “Stop!”
stew. I need to know if I’ve hit the right balance between ‘pleasant
heat’ and ‘tongue searing. What does it need? Kelpweed? Mourning You look around, worried you’re about to stumble into another
Root?” puffercrawler. But instead you see Hy scrambling with his oversized
pack, pulling out his portable Sol coil and pot. “Get me water,” he
You can help Hy Pimpot by gathering ingredients for the stew, shouts as he pulls some leaves from a bush along the trail. “This
or you can clear him with to ask him how to make the stew as needs to go into the pot immediately, and the rest of the ingredients
good as possible. have aged … perfectly!”
47.2
You watch in bemused amusement as he dashes around the
impromptu outdoor kitchen, dicing, slicing, mashing, frying, and at
one point, smoking, the varied ingredients you and he worked so
“Ah!” Hy Pimpot waves at you. “What else have you brought me? hard to gather. Finally, he raises his head from the steaming pot. “It’s
Surely not just more ricegrass and chikorish leaves? I can get those … ” he says, his voice quavering. “ ... just try it.”
here! You’ve got to get away from Lone Tree to forage, or this soup
will be left simply … bland! You still willing to help, or should I head You gather around the pot, dipping your spoons into the fragrant
home?” broth. It is quite simply the best soup, and possibly the best food,
you’ve ever had. The complex flavors blend perfectly, rich but not
RANGERS CHOOSE: overpowering, fresh but hearty, warm and soothing yet light and
effervescent. Your only regret, as you set down your spoon and
A) Agree to keep helping. Remove all from Hy Pimpot. realize the pot is empty, is that you may never taste something quite
that good again.
B) Not today, Hy can head home. Discard Hy Pimpot and return
HELPING HAND to your collection. Each Ranger soothes 1 Hy has a beatific smile on his face. “The best it’s ever been,” he says.
fatigue.
You all sit in contented silence for a while, before you get up the
courage to ask Hy exactly how he made the soup. The master chef
47.3 nods. “I’ll tell you the recipe,” he says. “As long as you promise
to remember it, and practice it. Someday, I want you to serve me
“Well … ” Hy says in a way that makes it very clear that he was something even better than this!”
waiting for you to ask. “I’m tired of making my soup with the same
pepper-pods and northern potatoes that grow around these parts. Discard each flora attached to Hy. Each Ranger soothes 4 fatigue. Gain
I just remember how good it can be when someone gets some of the Hy Pimpot’s Secret Recipe reward card. Discard Hy Pimpo and
the herbs and tubers from elsewhere in the Valley.” He stares at you return HELPING HAND to the collection..
intently. “I could use someone. Someone young, hardy, and already
hiking around the Valley to take care of their responsibilities … ” 47.6
Hy would like you to complete his stew using flora cards gathered
Hy Pimpot yelps, holding his hands tightly against his injury. “That …
while not at Lone Tree.
hurts … so … bad!” he gasps. “Oh my, oh my, oh my.”
RANGERS CHOOSE: His face seems to be graying and you’re worried he might faint. You
need to stop and give him a chance to recover, and treat the injury
A) Agree to help gather ingredients. Remove all from Hy, while you’re at it.
and attach the HELPING HAND mission to him.
End the day.
B) Not today. Discard Hy. Each Ranger soothes 1 fatigue.
13
48. AR TEL, ANGLER willing to accompany me? I’d sure appreciate an escort, what with the
‘fish spooker’ hanging around somewhere.”
You get Ar Tel to safety as quickly as you can, but it takes time. You’ll
48.2 have to wait to return to your duties tomorrow.
You catch sight of Ar Tel perched on a rock just offshore, staring at the End the day.
ripples where a fishing line sits undisturbed amid the gentle waves.
The angler looks in your direction and calls to you. “I don’t suppose
you’re on your way to the Golden Shore again?”
49. VIRA, LAKE GUIDE
Clear Ar Tel with to discuss another fishing trip. ENTERS PLAY IF YOU’VE SAVED VIRA,
VIRA GO TO 49.2
OTHERWISE, GO TO 49.3
48.3 CLEAR IF YOU’VE SAVED VIRA,
VIRA GO TO 49.4
Ahead of you, a partially submerged Estian ruin rises out of the water. OTHERWISE, GO TO 49.5
Perched atop it, an energetic angler casts a high-arcing line into the
CLEAR GO TO 49.6
lake with a tremendously long fishing pole.
The fisherfolk sees you, then reels in the line and flips the pole
around. Thrusting the base of it into the water, the angler pushes off
49.2
from the ruin and uses the fishing rod to vault to the shore, landing “Hello!” You hear the shout from the water and see Vira waving to
on the trail in front of you. you. You head over, and she clasps your hands. “So, do you need to
“No need to step lightly. Fishing’s been awful lately. It’s like there’s get somewhere? Normally, I stick around White Sky, but in your case
not a single fish in all of White Sky Lake!” I’ll take you wherever a river reaches.”
Clear Ar Tel with to ask about the poor fishing. Clear Vira with to charter her boat to immediately travel to any
location connected to a River path.
48.4 49.3
“Is this the fastest route to the Golden Shore? I want to try to get some
fishing in before dark! You haven’t changed your mind, have you?” The woman at the helm of the docked dolewood longboat has the
shoulders that one earns after a life of paddling and pooling the
Valley’s waterways. She nods curtly in your direction. “I’m Vira, I make
RANGERS CHOOSE:
supply runs all over the lake.”
A) Agree to keep accompanying Ar Tel to Golden Shore.
She thinks for a moment after you introduce yourselves. “You know,
Remove all from Ar Tel.
if you need a ride somewhere around White Sky, I can take you. Just
B) Send Ar Tel home. Discard Ar Tel and return HELPING HAND to make sure you’re ready to go when you call on me.”
your collection. Each Ranger soothes 1 fatigue.
Clear Vira with to charter her boat to immediately travel to any
location on White Sky lake.
48.5
“I was just thinking about that spot on the Golden Shore you showed 49.4
me. Best fishing I’ve had in years! If you’re headed that way, mind if I
Vira shoves her longboat away from the shore and begins heading into
tag along? I’m afraid I can’t give you anything for it, but I would certainly
the current. As she does, she starts to whistle. You’re a bit surprised;
welcome the opportunity. No safer place than by the side of a Ranger!”
you didn’t realize she could whistle, let alone such a cheerful tune.
RANGERS CHOOSE: You may immediately end the round and travel to any location
A) Agree to bring Ar Tel to Golden Shore. Remove all from connected to a river. Use the river terrain type. If you choose to travel
Ar Tel, and attach the HELPING HAND mission to Ar Tel. in this way, discard the current challenge card, and do not resolve the
remainder of this test.
B) Not today. Discard Ar Tel. Each Ranger soothes 1 fatigue. If you choose not to travel, discard Vira, and resolve the remainder of
the test as normal.
48.6
49.5
Ar Tel harrumphs. “Not sure what it is, but the fishing’s been terrible
for weeks! I think something spooked the fish in these parts. I can feel You move down the shore and find Vira cleaning the deck of her
it!” The angler appears contemplative for a moment. “Actually, I’ve longboat. She looks up and sighs. “You ready?”
been hearing tales of some amazing fishing spots across the lake at
14
the Golden Shore. Maybe all the fish moved up there! Would you be You may immediately end the round and travel to one of the following
locations: Lone Tree Station, Golden Shore, or Atrox Mountain.
Use the lakefront terrain type when building the path deck. If you
choose to travel in this way, discard the current challenge card, and do 50.3
not resolve the remainder of this test.
Silaro gasps in delight when you show him a set of small glass bricks
If you choose not to travel, discard Vira, and resolve the remainder of you found among the ruins. They seemed totally unremarkable,
the test as normal. except for a glowing golden mote of light trapped in the center of
each. He brings them to his bedroll and pulls out a scanner, running it
49.6 back and forth across the glass. Eventually, he sits back with a broad
grin on his face...
Vira growls. “Well, that stung.” Complete the ARCOLOGY ARCHAEOLOGY mission.
You attempt to help tend her injuries, but she waves you away Congratulations on completing one of the four missions available in
irritatedly. Instead, Vira pulls out a pouch of medicinal supplies and the demo! Additional story and reward cards are available here in
begins to treat herself. You find yourself with nothing to do but make the full game.
camp and wait for her to finish.
50.2 51.2
The air inside the Bubble is surprisingly still, and laden with enough As you walk along White Sky’s outermost platform, you see Elder
oxygen that you feel as if you’ve woken from a deep sleep. Murtok Gral leaning out over the railing, eyes focused on the lake. He
has a long, thin fishing pole in one hand, casting with quick, practiced
In the center of the Bubble, you see a disk made of dull gray steel, motions. His eyes are closed; he seems to be fishing entirely by feel.
maybe a few meters across. Someone has laid a bedroll next to it, and
that same someone is crouched over the disk, studying it intently. The His eyes drift open. “I recognize those footsteps,” he says. “I must
man looks up from his work and waves. say, it’s nice to know that Quiet isn’t lurking about anymore. But it
does feel different without her. Doesn’t it?”
“Welcome to the Bubble! Come over here, why don’t you?”
Clear Elder Murtok with to ask what there is to do around
Silaro shows you the disk, which appears to be stamped with concentric
White Sky.
rings of indecipherable text. He also shows you a translation device
he’s built, a glass plate that, when laid over the text, slowly translates
parts of it into something legible. 51.3
After a long time enthusiastically talking about his work, Silaro gets
As you walk along White Sky’s outermost platform, you see Elder
a thoughtful look in his eye. “You know, there are arcology ruins all
Murtok Gral leaning out over the railing, eyes focused on the lake. He
over the Valley. If you ever find anything interesting, I’d love for you to
has a long, thin fishing pole in one hand, casting with quick, practiced
bring it by and show me. I can give you one of my translation plates
motions. He seems distracted, however, staring at the distant shore.
too. That might help in any exploration you do.”
“Oh, hello,” he says. “Always good to have Rangers on the
Gain the ARCOLOGY ARCHAEOLOGY mission. platforms.” His eyes never leave the shoreline. He seems to be
looking for something.
“Come back to me to show me what you’ve found. You can find me
here, or in Spire, down in the arcology ... or out in the field studying Clear Elder Murtok with to find out what’s on his mind.
the Fractured Wall. So much to discover! I can’t bear staying in one
place for too long.”
15
51.4 78. ARCOLOGY SINKHOLE
“Thank you for your help,” he says. “Now, is there anything I can do
ENTERS PLAY GO TO 78.1
for you?”
CLEAR IF YOU ARE ON ARCOLOGY ARCHAEOLOGY,
You ask him if there’s anything else you can do for the folks of
GO TO 78.2
White Sky, and he thinks for a moment. “A lot of people have been
complaining about the poor fishing around here lately. Including OTHERWISE, GO TO 78.3
myself! I recommend talking to Ar Tel about that. Otherwise, you
could always swim down to the Bubble and see if Silaro needs help.
He’d be happy for the company!” 78.1
As you make to leave, he taps your arm. “Also, if you need help The land suddenly drops away in front of you. Luckily, you are paying
getting around the lake, talk to Vira. She may be gruff, but she’s the attention, and you catch yourself before you go tumbling down a
best barge pilot I know.” steep slope.
You stand on the edge of a large pit, where it looks like an entire
grove of trees has collapsed into the ground not long ago. Between
If you are on REMOVE THE RECLAIMERS: You tell the elder about the tangled mass of splintered trunks, you can see what looks like
the reclaimer threat, and he looks at you with worried eyes. "That's a broken steel archway and cracked pipes leading into darkness.
a lot on your shoulders. I'm not sure our little village can help. We The sinkhole may have exposed a new route into the old arcology
barely managed against that flood ... say, that's an idea! Where did beneath the Valley.
that foolish shaper get off to? Those flood waters he summoned
would surely be strong enough to sweep some reclaimers away. I Clear the Arcology Sinkhole with to explore its depths.
think his sister, Dace, is still living in Spire. Maybe ask her."
78.2
51.5 Once you climb down the sinkhole and into the arcology, you pull
Elder Murtok shakes his head. “It’s hard to think of any problem out Silaro’s translation plate. You hold the clear pane of glass in
greater than Quiet. That massive bearded lynx has been stalking our front of your eyes, and the words on the walls appear to morph into
shores for weeks. She nearly ate someone just the other day! Do you something legible.
think you could get her to leave us in peace?” Twenty minutes later, you find a workshop. The machinery has
been carefully powered down, and you are able to activate a small
RANGERS CHOOSE: autolathe. After using it to sculpt several useful items out of the
nearby bricks of omni-resin, you turn it off again. The only other items
A) Agree to help. Gain the LURE (QUIET) mission. Reminder:
of interest are a set of small glass bricks tucked into a corner. Each
find Quiet in the Valley set, and attach her facedown to the
seems to have motes of golden light trapped in the glass. You tuck
mission card. You may choose this option only if you don’t
them into your rucksack; Silaro may know what they are.
have another Lure or Confront mission. Discard Elder Gral.
Each Ranger shuffles up to two cards from their discard into their deck.
B) Not today. Discard Elder Gral. Each Ranger soothes 2 fatigue.
51.6 78.3
It takes all morning to use a foldable carbonforged saw to cut the
Elder Murtok gasps and collapses. You run to his side, and quickly
tree trunks then winch them up with a jury-rigged block and tackle.
confirm your fears. His injuries are severe enough that you’re going
By the time the sun is high overhead, you’ve managed to clear a path
to have to find him some proper medical attention.
to the archway.
End the day. It turns out that the archway leads to a maze of passageways. You
explore a little way in but worry about getting lost. The worn print
52. QUIET carved into the walls is in a language utterly alien to you and is useless
for navigation. Even so, you find a storage locker a few dozen meters
You stare at the bushes ahead for a few minutes. Something seems down that still has some portable power cells. Their construction is
wrong, but you can’t spot anything dangerous. Then, slowly, you marvelous even after thousands of years, you can still use them to
make out the large lean body covered in a white coat of fur. The charge your gear.
paws, each as big as your hand and sporting shining black claws. One
Perhaps if you could read the writing on the walls, you might be able
of the ears, shredded and covered in lumps of pink scar tissue. And
to find greater treasures further in? You think you remember someone
finally, the shining red-yellow eyes, staring back unblinking.
named Silaro in White Sky who was studying the arcology. Maybe he
You’ve heard stories about the bearded lynx they call Quiet: that can help?
she hunts bearsloths for sport; that she relentlessly stalks prey from
one end of the Valley to the other; that she attacked and killed the Each Ranger can either refill all tokens on a tech card, or search their
traveling artist Mars Keller, leaving only his sketchbook to bury at the deck for a tech card, and put it into play.
Grove. Now, seeing her for yourself, you believe them.
79. RANGER CACHE
Entries 53 through 77 available here in the full game! You barely notice the sigil carved into a nearby rock. You don’t
see any sign of the Ranger cache, but you whistle the five tones
that Ben Amon taught you during your training. The illusion of a
rocky outcropping covered in lichen flares and fades as the lenser
deactivates, revealing four carbonforged chests bolted to the rock.
16
80. QUISI VOS, RASCAL 80.5
After a nonstop barrage of questions, you’re a bit surprised when
ENTERS PLAY IF OURA VOS IS IN PLAY, GO TO 80.2 Quisi suddenly stops talking. You turn, and she’s standing on a rock,
OTHERWISE, GO TO 80.3 shielding her eyes as she looks at the sun.
“I would stay and help you some more, but I can’t be late for dinner.
CLEAR GO TO 80.5 See you some other time!” She hops off the rock and scampers down
the path, vanishing from view in an instant.
CLEAR GO TO 80.6
Each Ranger soothes 2 fatigue. Discard Quisi.
80.2
“Quisi!” You see a woman step onto the trail. "Didn't I tell you to
80.6
meet me at the Ranger Station?" Quisi yelps. You kneel down next to her, comforting her with soothing
Quisi, for her part, is studiously focused on digging a hole in the dirt words as you inspect the injury. It looks treatable, but doing so will
with her toe. “I was going to, but then I need to help do some Ranger take time.
stuff. I lost track of time!”
End the day.
"I've heard that one before."she says. "Next time, please don't make
me look for you. I don't like worrying!"
81. OURA VOS, TRAVELER
"Don't worry, mama. I'm fine!" The woman walks up to Quisi and
gives her a hug, then looks at you, clearly relieved. ENTERS PLAY IF QUISI VOS IS IN PLAY, GO TO 80.2
“Thank you for finding my little explorer," she says. "Can you say OTHERWISE, GO TO 81.1
thank you, Quisi?”
CLEAR IF HELPING HAND IS ATTACHED TO OURA, GO
“Thank you!" Quisi says, and gives you a hug. Then she hands you a TO 81.2
small pouch."These are my favorite snacks in the whole world. I have
OTHERWISE, GO TO 81.3
a whole bunch back home, so you can have these ones. Bye!"
CLEAR GO TO 81.4
Gain the Quisi's Favorite Snack reward card. Discard Oura and Quisi.
Each Ranger soothes 2 fatigue.
81.1
80.3 “Excuse me?” You hear the call from a little ways off and turn to see
a woman striding toward you.
From up ahead, you hear a child quietly singing to herself. You move
around a large cedar bole to find a young girl, maybe eight years old, “My name's Oura. I’m looking for my daughter. Have you seen her?
tracing patterns in the ground with a rock. She’s covered in dirt, head About this tall? Green tunic? Asks a lot of questions?”
to toe. In place of her left hand is a miraculous piece of technology: a
prosthesis, gleaming in the sunlight, its fingers suspended in air, held You mention that you haven't seen her, and she throws up her hands.
only by her body’s memory of the hand. “She was supposed to meet me at the Ranger Station hours ago. Can
you help me find her?”
As soon as she notices you, she hops to her feet. “Hi! I’m Quisi! What
are you doing? Where are you going? What is that? Can I use it?” Clear Oura with to help Oura find Quisi.
81.2
Each time you answer a question, she has another one at the ready.
It seems like you have a new traveling companion, at least until you
can satisfy her curiosity.
Oura has been walking at a vigorous pace. When you call a halt to
Clear Quisi with to satisfy her curiosity. catch your breath, you can tell she’s eager to continue. She looks at
you and says, “I know this is taking you away from other tasks. Can
80.4
you help me find Quisi? Or should I continue alone?”
RANGERS CHOOSE:
You quickly find Quisi’s questions to be as constant and regular as
the sunrise, though far more frequent. Answering one buys you only A) Continue helping. Remove all from Oura.
a few moments before she thinks of another. However, among her
constant and endearing patter, you notice she says something of B) Say goodbye. Discard Oura and return HELPING HAND to
particular interest. your collection. Each Ranger soothes 2 fatigue.
81.3
Draw a challenge card. Read one entry based on the challenge icon on
the drawn card:
: “Did you know that up at Headwater Station, in the big pool, You offer to help, and Oura smiles gratefully. “Thank you so much!
there’s ruins? All the way at the bottom, and I even heard there’s I’ve been tracking Quisi for hours. I think I know where she’s going,
treasure down there!” but somehow the little trailblazer is always one step ahead of me.
Maybe you can help?”
: “Mama said never go inside the terravore … but one time, I went
just to the edge … and I peaked inside … and I saw something weird, RANGERS CHOOSE:
and glowy, all the way at the back! I think it’s treasure!”
A) Agree to help. Remove all , and attach the HELPING
: “The Heart of the Swamp is gross, stinky, and full of giant worms. HAND mission to Oura.
But I bet that if you get all the way to the very, very middle, there’s
stuff there … like treasure!” B) Not today. Discard Oura. Each Ranger soothes 2 fatigue.
17
81.4 82.5
Oura barks out in pain and staggers against a nearby tree. Although “Another day, another masterpiece!” Sil laughs and nibbles at the
she denies it, you can tell the injury is bad. You go to her side and pull end of one of her brushes. “I have to say, it was just so much fun
out your medical kit. This is going to take a while. painting you in the mountains. You aren’t heading up one right now,
are you? Would you mind if tag along and paint you again?”
End the day.
RANGERS CHOOSE:
82. SIL BELAI, ARTIST A) Not at all! Remove all , and attach the HELPING HAND
mission to Sil.
ENTERS PLAY IF YOU’VE WITNESSED A MASTERPIECE,
MASTERPIECE
B) Maybe next time. Discard Sil. Each Ranger soothes 2 fatigue.
GO TO 82.1
OTHERWISE, GO TO 82.2
82.6
CLEAR IF HELPING HAND IS ATTACHED TO SIL, AND
YOU ARE AT A MOUNTAIN LOCATION, "And ... done! I love your cloak! Such a nice color." She takes a step
GO TO 82.3 back and appraises her work. "You know, I can’t help but think that
IF HELPING HAND IS ATTACHED TO SIL, AND you would look even more heroic if you were posed on a mountain,
YOU ARE NOT AT A MOUNTAIN LOCATION, with a sweeping view of the Valley behind you. I don’t suppose you'd
GO TO 82.4 be willing to accompany me to the top of a mountain and pose for
me there? What do you think?”
IF YOU’VE WITNESSED A MASTERPIECE,
MASTERPIECE
GO TO 82.5
RANGERS CHOOSE:
OTHERWISE, GO TO 82.6
A) Sounds fun! Remove all , and attach the HELPING HAND
CLEAR GO TO 82.7 mission to Sil.
“Hullo!” she calls out. You ask her what she’s doing, and she gestures to ENTERS PLAY GO TO 83.1
her easel. “I’m trying to paint as much of the Valley as I can. This view is
CLEAR GO TO 83.2
beautiful, but I could use a person in it to help with scale. Do you think
you could just stand ... right ... there? Now try and look ... adventurous.” CLEAR GO TO 83.3
83.2
She winks at you then begins to pack away her supplies.
82.4
I have something from everywhere I’ve visited.”
He goes to his wagon, and starts pulling out items. “Now, let’s see if
“This scenery is truly lovely, but the background just needs to be a I can find something to tickle your fancy.”
mountain. Care to continue with me to a mountain?”
Each Ranger may return a gear from their hand to the collection. If they
RANGERS CHOOSE: did, then they choose a starting gear card from the collection that they
meet the stat requirement for, and add it to their hand. (This alteration
18 A) Absolutely! Remove all from Sil. to their deck is permanent.)
If you don’t trade with Ren Kobo, soothe 2 fatigue.
B) Say goodbye. Discard Sil and return HELPING HAND to your
collection. Each Ranger soothes 2 fatigue.
83.3 She reaches into her pocket and pulls out a small chunk of meat. She
tosses it into the middle of a field, and you hear a screech. An eagle
swoops down, pouncing on the morsel. Calypsa smiles. “It can be
Although he insists he’s fine, you can tell the old Messipian is in
better to distract.”
trouble. You’ll have to camp here for the night, so you can take the
time to look him over properly and treat him. Exhaust one non-human being in play.
End the day. “Of course,” Calypsa says, “there are a lot of beings in this Valley.
Sometimes, there are too many to avoid or even to distract.
Sometimes, you have to press on, even when it’s dangerous or
Entry 84 available here in the full game! tiring. Exhaustion, fatigue; these can be worthwhile trade-offs for
accomplishing important tasks. You need to be willing to push
yourself, and tire yourself, if you’re going to get everything done in a
85. CALYPSA, RANGER MENTOR day that you need to do.”
She looks at you and Kal. “Perhaps a competition will teach you what
ENTERS PLAY GO TO 85.1 I mean. Which of you can push yourselves more? Shall we find out?”
CLEAR IF HELPING HAND IS ATTACHED TO CALYPSA, If you take on this challenge, it will discard your current fatigue stack.
GO TO 85.2
OTHERWISE, GO TO 85.3 RANGERS CHOOSE:
85.1
Calypsa smiles. “Very good! Alright, go and suffer as much
fatigue as you can, then come check back in with me. Whoever
pushes themselves further will get a reward.”
You come across Calypsa in the middle of a field as she is teaching
something to Kal Iver. She waves you over. “I’ve just been discussing Kal grins at you. “I’d wish you good luck, but all the luck in the
some lessons with Kal,” she says. “Care to sit in?” world isn’t going to help you beat me.”
Clear Calypsa with to learn from the wise Ranger. Remove all , and attach the HELPING HAND mission to
Calypsa. Each Ranger discards their fatigue stack.
You come panting back into the field, and Calypsa looks at you
expectantly. “So, how did you do?” 85.4
COUNT THE TOTAL FATIGUE BETWEEN ALL RANGERS, Calypsa gasps and drops down on one knee. As you move over to her,
AND READ THE CORRESPONDING ENTRY: she looks up. “I’ll admit it," she says. "I'm hurt.” She winces as you get
out some medical supplies and get to work treating her injuries.
0 Fatigue.
End the day.
Calypsa shakes her head. “Did you even bother to try?”
Calypsa smiles at you. “A good effort. But I’m afraid Kal pushed
19
87.2
After some discussion, Ben gestures toward the Swift. “Climb
aboard!" he says. "The Elder asked me to run these supplies across
the Valley as quickly as possible, but the winds are favorable today.
I should be able to make your journey a little easier and be back to
Lone Tree by sundown. Now, where to?”
You may immediately end the round and travel to any location within 2
paths (including rivers). Use the terrain type of the last path you crossed
over. If you choose to travel in this way, discard the current challenge
card, and do not resolve the remainder of this test.
If you choose not to travel, discard Ben, and resolve the remainder of
the test as normal.
87.3
Ben swears in several languages you’ve never heard before. You
move to help him out and see that it will take some time to property
treat his injuries.
20
1 94 .1 1. 04
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30
A Perfe ct Day D ow n p o u r A Per fe ct Day D o w n p ou r H o w l i n g Wi n ds Downpour H o w l i ng Wi nds A Perfe ct Day D ow n p ou r H o w l i ng Wi nds A Perfe ct Day
M ISSI O NS
Day Name Prog ress Day Nam e Prog ress Day Nam e Prog ress
• C A M PA I G N TR AC K ER •
R A N GER S
Cu rrent Positi o n
Lo catio n
Path Terrai n
RE WA RDS
N OTA BLE E V ENTS