Earthborne Rangers: Shadow of the Storm Expansion
Earthborne Rangers: Shadow of the Storm Expansion Rulebook
Table of Contents
Table of Contents
- Getting Started
- Campaign Expansions
- 226. Terra Lodge
- 227. The Otherwoods
- 228. Crystal Basin
- 229. Sentinel Peak
- 230. Arbor Mists
- 231. The Undergrove
- 232. Nimbus Facility
- 233. Viv Terra, Lodge Keeper
- 234. Oz Terra, Novice Hunter
- 235. Glade of Effigies
- 236. Transdimensional Rift
- 237. Entity From Afar
- 238. Shimmering Eaves
- 239. Storm Regulator
- 240. Observation Deck
- 241. Nimbus Spirit
- 242. Prismatic Elk
- 243. Remi Byrd, Hermit
- 244. Snow-Capped Summit
- 245. Remi's Treehouse
- 246. World Events (SOS)
Getting Started
Valley expansions can be incorporated into any Lure of the Valley campaign (the campaign included in the Earthborne Rangers base game). Choose one of the following options based on how you want to incorporate this expansion into your campaign and follow the instructions:
- I'm starting a new Lure of the Valley campaign: First, add the cards from this expansion to their corresponding sets from the core game. Then, start a new campaign using the Getting Started section on page 9 of the rulebook. Finally, record 246.1 above any day on the day track (we recommend around day 24).
- I am in the middle of (or have completed) Lure of the Valley: First, add the cards from this expansion to their corresponding sets from the core game. Then, record 246.1 above any day on the day track (we recommend around day 24, or the next day on the day track if it is already past day 24).
Campaign Expansions
While valley expansions cannot be fully integrated into campaign expansions (such as Legacy of the Ancestors) for a variety of reasons, some of the new content in this expansion may be used even while playing a campaign expansion. Additionally, if you have completed a campaign expansion, you can return to the Valley after the events of that campaign to continue exploring and play through the new content in this expansion. Choose one of the following options based on how you want to incorporate this expansion into your campaign and follow the instructions:
- I am playing a campaign expansion: Add the cards from this expansion to their corresponding sets from the core game. Not all of this content will be available in the campaign you are playing, but some (like the Valley set) may appear in that campaign. Use the map included in the campaign expansion.
- I am returning to the Valley after completing a campaign expansion: First, add the cards from this expansion to their corresponding sets from the core game. Then, return to your Lure of the Valley campaign tracker and resume from the last day you left off. (If you did not play Lure of the Valley, create a new campaign tracker for that campaign, record The Valley's Secrets mission on it, and cross off entries 1, 94.1, and 1.04 on its day track.) Begin at Lone Tree Station, using the Woods terrain set. Finally, record 246.1 above any day on the day track (we recommend around day 24, or the next day on the day track if it is already past day 24).
226. Terra Lodge
IF YOU ARE ON STORM BREWING AND YOU HAVE NOT GAINED OR COMPLETED TO THE SUMMIT, GO TO 1.226
IF NIMBUS FIXED OR NIMBUS SHUT DOWN AND YOU DO NOT HAVE THE CLIMBING HARNESS REWARD, GO TO 1.238
OTHERWISE, READ:
Before you come to the lodge itself, you see thin gray smoke rising from its chimneys and smell the welcoming scent of pine burning in its hearth. Its windows are tinged with orange glow from the fire within. The lodge looks warm and inviting, a reprieve from the bitter cold outside.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
227. The Otherwoods
Nestled far to the north of the Valley is a mysterious forest only spoken of in hushed whispers. These "Otherwoods," as they are known, are said to be home to strange, alien flora and even stranger beings. Coming to the threshold of the woods, you can see how it got its name. The Otherwoods possess an undefinable eeriness. For a moment, you feel compelled to back away and never return.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
228. Crystal Basin
IF NIMBUS SPIRIT IS IN PLAY, GO TO 228.1
OTHERWISE, READ:
Before you come to the lodge itself, you see thin gray smoke rising from its chimneys and smell the welcoming scent of pine burning in its hearth. Its windows are tinged with orange glow from the fire within. The lodge looks warm and inviting, a reprieve from the bitter cold outside.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
228.1
You approach the edge of the lake, its surface glinting in the sunlight. The spirit looks out over the crystalline waters with an unreadable expression. Slowly, his bearing starts to change. He seems lighter somehow; more at ease. Then the spirit begins to walk along the surface of the water before finally fading out of view.
Return HELPING HAND and Nimbus Spirit to the collection, then permanently remove Nimbus Spirit from the Arbor Mists set. Gain the Nimbus Spirit reward card.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
229. Sentinel Peak
IF YOU ARE ON STORM BREWING AND YOU HAVE NOT GAINED OR COMPLETED TO THE SUMMIT, GO TO 1.226A
OTHERWISE, READ:
At the northernmost point of the Valley, the massive solitary mountain known as Sentinel Peak rises high into dark, voluminous clouds. As legend would have it, the spirit of the unruly mountain stands watch over the Valley, keeping darker forces at bay. You recall the tales told during Ranger training about Elder Renlo and the few other intrepid climbers who have dared its icy slopes. Climbing to the top would be an incredible feat.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
230. Arbor Mists
Stretching across the surface of the floating island is a dense forest shrouded in mist. A stream of clear water meanders through the trees. You hear its babbling carried on the wind, like a watery apparition moving through the mist. Shapes seem to dance and swirl in its depths, moving in mesmerizing patterns. Is it the wind, or is there some strange intelligence at work on this impossibly floating island?
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
231. The Undergrove
IF YOU ARE ON ON THE LINE, GO TO 1.228
OTHERWISE, READ:
Metal walkways creak and groan as the floating islands to which they lead bob weightlessly in the sky above you. Dark caves litter the structure's rocky exterior, home to who knows what. Above, the rest of the central island looms, an impressive and terrifying construct. You stand in awe of the ancestors, whose great works seemingly knew no bounds.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
232. Nimbus Facility
A collection of buildings mark the far side of the floating island's surface. The primary structure, an enormous spherical shape, looks to have fallen onto its side long ago. Mist spews out from it in all directions. The sound of a great machine comes from within, exhaling gouts of mist with each labored breath.
If NIMBUS FIXED, this location has localized weather (Pristine Snow).
233. Viv Terra, Lodge Keeper
ENTERS PLAY:
- IF YOU CLOSED THE CIRCLE, GO TO 233.1
- IF YOU'VE COMPLETED TRUE COLORS, GO TO 233.2
- IF YOU'RE ON TRUE COLORS, GO TO 233.3
- OTHERWISE, GO TO 233.4
CLEAR :
- IF YOU CLOSED THE CIRCLE, GO TO 233.5
- IF YOU'VE COMPLETED TRUE COLORS, GO TO 233.6
- IF YOU'RE ON TRUE COLORS, GO TO 233.7
- OTHERWISE, GO TO 233.8
CLEAR : GO TO 233.9
233.1
You see Viv in the parlor of the lodge, sitting on a cushion and quietly meditating. She is still as a rock, aside from the steady rise and fall of her chest as she breathes.
Clear Viv with [icon] to sit and meditate with her.
233.2
"Hello again," Viv says as you approach the lodge. She ushers you inside, into the warmth of the lodge. The scent of freshly-cooked rabbit stew cooking on the hearth hits your nostrils, and you realize you're hungrier than you thought you were.
Viv wordlessly prepares you a bowl of stew. There's a change in her step, a lightness that wasn't present before. Finally, after you've taken a few heaping mouthfuls, she breaks the silence. "How are you faring? I hope confronting the elk was not too dangerous."
How did she know? Regardless, you might as well tell her what happened.
Clear Viv with [icon] to tell her about the true nature of the elk.
233.3
You find Viv Terra just outside the lodge, clearing snow from the lodge's pitched roof with a rake. She glances down at you as you approach, and hops off of the ladder leaning against the side of the building. "How goes the hunt for the elk?"
Clear Viv with [icon] to ask for help tracking the elk.
233.4
"Greetings," Viv Terra says as you enter the lodge's parlor. She is sitting cross-legged on one of the plush cushions in front of the fireplace, her eyes unwavering as they stare into the flickering flames. "I sense that the ancestors have something to tell us," she explains, as if in response to your unspoken question. "Please, sit with me awhile. Let's hear what they have to say."
Clear Viv with [icon] to receive guidance from the ancestors.
233.5
Viv, still unmoving, peeks over at you with the slightest hint of a smile as you pull up a cushion and sit nearby. You close your eyes, empty your mind, and breathe, focusing your attention on your breath moving through your body.
An unmeasurable amount of time passes before Viv finally speaks. "It's good to see you. Care to talk awhile? I'll put some tea on."
Viv pours you a cup, and time washes away as you ponder the nature of the universe together.
Discard Viv. Each Ranger may either soothe 2 fatigue or add 3 to a spirit in play.
233.6
You must have a look about you, because the moment you sit with Viv, the lines of her face become etched with worry. "What's the matter?" she asks.
You tell Viv about your confrontation with the elk, and about its true nature. It was a psychic imprint left behind by a shaper who was caught unawares and mauled by an atrox. Their inability to accept their death resulted in a sudden surge of instinct and emotion, and one final manifestation: the elk.
"So that is the truth," Viv says, sighing. "I think I know of this shaper. He came to the lodge, once, maybe 15 years ago. He was headstrong and confident. And like so many shapers, thought himself invincible. He was headed north to see the great fortresses of the Ice Clans. We offered to accompany him to the Cascades beyond Sentinel Peak, but he would have none of it. We assumed he had left the Valley and never returned. How terrible for him." Viv is quiet for a moment. "Thank you for all you've done. You've brought peace to us all."
Record CLOSED THE CIRCLE on the campaign tracker. Discard Viv. Each Ranger may either soothe 2 fatigue or add 3 to a spirit in play.
233.7
"I wish I could be of more help," she says. "All I know for certain is that the elk tends to stay away from the Lodge. I'd look for it at the Crystal Basin if I were you––it will be far safer to confront it there than on the mountainside, if you're able to find it."
Discard Viv. Each Ranger soothes 2 fatigue.
233.8
Viv is silent for a long time as you sit in meditation together. Finally, she opens her eyes, peering at you as though in amazement. "Your arrival is no coincidence, that much is sure. The ancestors are urging me to share a tale. One which I have kept close to my heart for a very long time."
Curious, you nod and agree to hear out her story. She takes in a wavering breath. The words seem difficult for her to find. "It was many years ago, now. I was on a hunt with my husband. We found ourselves at the mercy of an atrox. We didn't see it until it was almost too late. But just then, an elk came charging at the atrox. Not just any elk—a being made out of shimmering rainbow light."
Viv pauses to gather herself, then continues. "My husband, he…he was closer to the atrox when it happened. The elk's antlers struck him. The atrox fled and the elk pursued, but the damage was already done. That was the day he died. I did not know it then, but I was pregnant with Oz at the time. Since his birth, I have seen the elk several times, but I have kept my distance."
You ask if it is a spirit, and she shakes her head. "Spirits act in accordance with their nature. But this elk does not. It is the bane of predators in these parts, seeking them out as though taking revenge for some past wrong."
Viv inches closer, clasping your hand in hers. "Please. Whatever this elk is, find it and bring peace to it. I forgave it for its part in my husband's death long ago, but according to the ancestors, there is more to this story. And I believe you are the ones to discover the truth. Will you help?"
A) Agree to track down the strange elk and figure out what it is.
Gain the TRUE COLORS (PRISMATIC ELK) mission. (Reminder: search the Valley set for Prismatic Elk and attach it facedown to the mission card.) Discard Viv.
B) If the ancestors will it, I will find time another day.
Discard Viv. Each Ranger soothes 2 fatigue.
233.9
You support Viv on your shoulder and carry her to the safety of the lodge. She sits by the fire in the parlor, quiet as a mouse, focusing on her breathing as you patch her up.
End the Day.
234. Oz Terra, Novice Hunter
ENTERS PLAY:
- IF YOU BUILT A SNOWMAN, GO TO 234.1
- IF THE CURRENT WEATHER IS PRISTINE SNOW OR BLIZZARD, GO TO 234.2
- OTHERWISE, GO TO 234.3
CLEAR :
- IF YOU BUILT A SNOWMAN, GO TO 234.4
- IF THE CURRENT WEATHER IS PRISTINE SNOW, GO TO 234.6
- IF THE CURRENT WEATHER IS BLIZZARD, GO TO 234.8
- OTHERWISE, GO TO 234.9
CLEAR : GO TO 234.10
234.1
You find Oz hard at work in the small shed behind the lodge, his unstrung bow on his lap. He dips a stained rag into a wooden bowl of sweet smelling oil then massages it into the wood of his bow. "Hello! Need help with anything? Or…maybe you could take me out on a hunt?"
Clear Oz with [icon] to take him hunting with you.
234.2
You find Viv's son Oz sitting by the lodge's rear window, watching the snow fall. "I know the snow makes things harder for us, but I really love it."
Suddenly, his eyes light up. "I have an idea! What if we made a person out of snow? I was thinking we would start with a really big snowball. Like this." Oz holds out his hands from each other as far as they will go. "Then we we'll make a slightly smaller one, and put it on top of it, and then ANOTHER one on top of THAT one. The last one's the head. What do you think?"
Clear Oz with [icon] while the blizzard isn't raging to help him build a "snow person". The more snow has built up, the easier it will be.
234.3
Viv's son Oz stands by the clearing of effigies behind the lodge, whittling one of his own. He seems deep in thought—whatever he was trying to carve, he's lost the shape of it, whittling the dead branch down to its core.
You ask him what's on his mind, snapping him from his thoughts. "What? Oh. Nothing, really," he says. You sense that he might share his thoughts if given time. You sit nearby and look out at the glade. Oz sets the misshapen totem aside several others, then starts again with a fresh cut of wood.
Clear Oz with [icon] to sit with Oz until he's ready to talk.
234.4
If there is a prey or predator in play, go to 234.5. Otherwise, continue reading:
Oz leads you into the woods not far from the lodge, and together you scour the surrounding wilderness for your quarry. Oz was taught well—he knows how to spot and identify various tracks, and is impressively silent as you trek through the woods. Unfortunately, you return to the lodge empty-handed, but you did get a good sense for what might be nearby.
Discard Oz. Scout 2 path cards. Each Ranger soothes 2 fatigue.
234.5
Oz leads you into the woods not far from the lodge, and together you follow the tracks of your quarry until you find it standing in a nearby clearing. You catch your breath. Oz stands stock-still. It hasn't noticed your approach. You quietly begin to discuss with Oz about what to do next, but he's already knocked his bow and taken aim. "Don't worry," he whispers. "I know what I'm doing."
The arrow is loosed, and in the space of a heartbeat, it strikes true.
Discard Oz. Add 4 to a prey or predator in play. Each Ranger soothes 2 fatigue.
234.6
Oz clips a pair of snowshoes to the bottom of his boots. With a hum, the soles separate into fragments held together by microgravitons—the very same memlev technology employed by artificers throughout the Valley since its invention more than 30 years ago. As Oz heads out into the snow, the shoes dynamically redistribute his weight, allowing him to walk effortlessly on the powdery white surface.
You trudge through the snow after Oz, following him to the clearing in front of the lodge. At Oz's instruction, you roll up a large ball of snow for the base, then a second smaller one for the torso, leaving the smallest one for the head. Then, Oz finds two curiously bent tree branches to serve as arms, while you attempt to assemble a face using whatever you have at hand. You look over your gear, and much to your surprise, inspiration strikes!
One at a time, for each snow on Pristine Snow, discard the top card from the challenge deck. At any point during this process, any Ranger may discard 1 or more gear (from their hand or play area) to help decorate the snow person. For each gear discarded in this way, discard additional cards from the top of the challenge deck equal to that gear's equip value.
Then, check to see if any of the discarded challenge cards have a [icon] icon.
- If none of them do, the resulting abomination is a droopy, half-melted mess. Oz gleefully knocks it over and soon begins again. Discard [icon] from Oz until he has 1 fewer [icon] than his threshold.
- If at least 1 of them does, you succeed! Shuffle the challenge discard into the challenge deck, then go to 234.7.
234.7
You step back and admire your handiwork. "He's not very realistic, but I like him anyway," says Oz with a smile. The snowman won't last forever—he's liable to melt once the sun returns—but for now, he stands smiling by the side of the lodge, waving hello.
"Thanks for the help!" Oz says as you make your way back to the lodge. You mention how much you like his snowshoes, and Oz beams with pride. "Thanks! Elder Orlin donated a whole bunch of them to the lodge back when my grandfather was still alive. Do you want a pair? We have a whole crate full of them. I'm sure my mom would approve, if you're worried about that." He runs off and returns with another pair of snowshoes, handing them to you. "They're good for more than just snow. I hope you like them!"
Record BUILT A SNOWMAN on your campaign tracker. Discard Oz and gain the Memlev Snowshoes reward card.
234.8
"Right now?" Oz glances out the window. "It's too windy out there. I may love the snow, but I'm not gonna go out there until the blizzard dies down."
Discard [icon] from Oz until he has 1 fewer [icon] than his threshold.
234.9
Soon enough, Oz opens up to you. "It's just…this place…it means a lot to me and my mom. My great grandpa and grandma built the main hall of the lodge way back when we first came up through the Bitter Pass. These effigies, they're not just to honor the beings we've hunted. They're a record of nearly every hunter that's ever visited the lodge, plus my whole family!. It's been around for more than a hundred years. And when Mom passes…" He trails off.
You think you understand what's troubling him now. When Viv passes, it'll likely be up to Oz to maintain the lodge and keep it running. It must be a lot of responsibility on the shoulders of one so young. You tell Oz that his future is not set in stone. His mother is still young, besides—there is plenty of time before that responsibility falls to him.
He nods absently. You sit in comfortable silence awhile longer. Oz continues to carve the effigy, and it steadily takes shape.
Discard Oz. Each Ranger soothes 2 fatigue.
234.10
Oz cries out, doubling over with pain. "Don't tell my mom?" he pleads. "I promised her I'd be safe."
You tell him that there's no way around that, lifting him in your arms and carrying him home.
End the Day.
235. Glade of Effigies
The clearing behind the Terra Lodge is home to hundreds of wooden effigies carved by hunters to pay respect to the beings they've hunted. Each effigy is intricately carved, made in the likeness of the animal to which it's devoted. You walk among them, each one a story. You recall your own experiences hunting some of the most majestic beings in the Valley and consider carving an effigy yourself.
235.1
You begin the arduous task of carving your own effigy—first finding a suitable cut of wood in the shed behind the lodge, then using a compact carbon-forged knife to carve the effigy's unique features. You recall them as clear as day…
Choose a being from the following list that was the subject of a mission you have completed. Permanently move that being to the Terra Lodge set and attach it faceup to the Terra Lodge location, as an effigy.
- Quiet
- Umbra
- Ol' Bloody Clicker
- Wild Scuttlebus
- Deadfall
- Prismatic Elk
- Strix
- Rampha
- Sylvas
236. Transdimensional Rift
ENTERS PLAY:
- IF YOU ARE NOT AT THE OTHERWOODS, GO TO 236.1
- IF YOU JOURNEYED BEYOND, GO TO 236.2
- OTHERWISE, GO TO 236.3
236.1
The rift roils with energy and thrums with uproarious sound. You consider traveling through the rift back to the Otherwoods, but first you'll need to decide if you can stomach another trip through space.
Venture inside the rift to travel back to the Otherwoods. The more [icon] icons attached to the rift, the more likely you are to succeed.
236.2
Once again, you come to the source of the disturbances in these strange woods: the tear in reality, still buzzing with discordant noise and swirling with light and color. After what you've seen during your brief stint inside the rift, it seems like you can cross great distances in an instant. Perhaps you can use the rift to travel elsewhere, if you feel up to it.
Venture inside the rift to travel to another destination. The more [icon] icons attached to the rift, the more likely you are to succeed.
236.3
The deeper you venture beyond the eaves of the Otherwoods, the more you begin to think you've left the Valley behind. The leaves are the wrong shade of green, and there is far too much blue and red in the underbrush. You hear distant birds calling to one another with unfamiliar voices. Finally, you come to a small clearing where the trees arch and twist like curved claws, closing in around you. At its center is what you can only describe as a tear in reality; a curtain of sorts, surrounded by waves of distorted air and shimmering energy. Within its shape is a twisting corridor of kaleidoscopic light and cacophonous sound.
Venture inside the rift to learn more. The more [icon] icons attached to the rift, the more likely the attempt will be successful. The more [icon] icons attached to the rift, the more dangerous the attempt will be.
236.4
IF YOU ARE NOT AT THE OTHERWOODS, GO TO 236.5
IF YOU JOURNEYED BEYOND, GO TO 236.6
OTHERWISE, READ:
With trepidation, you approach the rift, wondering what—if anything—could be on the other side. Curiosity gnaws at you like a hunger. There's only one way to find out. Your heart thudding in your chest, you venture inside, emerging somewhere else entirely…
Look at 2 of the challenge cards attached to Transdimensional Rift, at random.
READ THE ENTRY BASED ON THE CHALLENGE ICONS ON THE LOOKED-AT CARDS:
[icon]:
Somehow, the memories of your journey begin to slip away the second you re-emerge. You'd ventured into another realm, wondrous and alien in ways you could scarcely imagine, and yet…it's all muddled and fuzzy in your head. Just an assortment of jumbled images and sensations. Was it all just a vision? Or was it real? Perhaps you'll never know. But now that you know the rift can cross great distances across space, you might be able to use it to your advantage.
Record JOURNEYED BEYOND on your campaign tracker. Soothe 2 fatigue. You may discard the 2 looked-at cards (or keep them attached to Transdimensional Rift).
[icon]:
You find yourself in a sensationless void, an emptiness that stretches infinitely before you. Your mind begs for solid ground to walk on, for fresh air to breathe, for something you can touch and call real. Then, as if nothing had truly happened, the rift spits you back out into the Otherwoods, no worse for wear. Your addled brain has no sense of how much time has passed.
Nothing happens. You may discard the 2 looked-at cards (or keep them attached to Transdimensional Rift).
[icon]:
You walk forward into the rift and are immediately sent flying backward. Your back slams against a nearby tree, and you collapse to the ground. Pain sears through your spine.
Suffer one injury. You may discard the 2 looked-at cards (or keep them attached to Transdimensional Rift).
[icon]:
You see the Otherwoods as they once were; a lush, beautiful forest of autumnal yellows and reds. Your vision swims as the Valley stretches before you, the fractured wall intact. A vast body of water lies beyond it, glimmering in the sun. Your awareness is drawn upward, and for a brief moment you glimpse the majesty of the Earth. Countless stars twinkle throughout the cosmos beyond.
Then you feel your consciousness yanked back to the Earth, and are surprised to find yourself in the Otherwoods once more. Somehow, you've traveled an immeasurable distance in mere moments. Perhaps you can use this rift to your advantage, if you can stomach another journey.
Record JOURNEYED BEYOND on your campaign tracker. Suffer 2 fatigue. You may discard the 2 looked-at cards (or keep them attached to Transdimensional Rift).
[icon]:
You emerge shaking and sweating. Your heart pounds in your chest. But despite your terror, you cannot bring yourself to remember what exactly it is you saw—only glimpses. Charred ground. Rolling hills of blackened trees. A sky choked with ash. There was no sound. No life. Only the aftermath of something horrible.
Though you have no desire to recreate the experience, it's clear that the rift can cross great distances across space. Perhaps you can use it to your advantage—if you can avoid venturing to such a realm again.
Record JOURNEYED BEYOND on your campaign tracker. Suffer 1 injury. You may discard the 2 looked-at cards (or keep them attached to Transdimensional Rift).
[icon]:
Your vision swims with brilliant light and vivid color. You can scarcely comprehend what you are seeing. The light rushes past you, a cascading corridor of ever-shifting holographic curves and shapes. There is a deafening sound like the rushing of wind as the tunnel expands. There is no end in sight. With some resistance, you finally manage to pry yourself out, collapsing onto your back in exhaustion.
Suffer 2 fatigue. You may discard the 2 looked-at cards (or keep them attached to Transdimensional Rift).
236.5
At your approach, the exit to the rift expands into a tunnel of kaleidoscopic colors. Dissonant whispering coaxes you onward as you step forth into the ingress. It takes only a few strides for you to cross the corridor. If you're lucky, it will be the Otherwoods that greets you on the other end…
Look at 2 of the challenge cards attached to Transdimensional Rift, at random.
- If none have a [icon] icon, the attempt fails. You may discard any of the looked-at cards.
- If at least one has a [icon] icon, you may immediately proceed to the travel phase and travel to The Otherwoods (even if there are ready cards with the Obstacle keyword in play). Build the path deck using Old Growth.
236.6
Your destination set firmly in your mind, you boldly step into the rift. Swirling color and pandemonious noise greet you. A familiar corridor of dazzling light expands before you, and in the distance, you catch only brief glimpses of the place you wish to go. All around you, the Valley's rolling hills and mountains fly, their peaks warped and twisted. You walk forward with your eyes closed, focusing on your destination. As soon as you feel the fresh breeze on your skin, you open your eyes to reveal where the rift has taken you…
Look at 2 of the challenge cards attached to Transdimensional Rift, at random.
- If none have a [icon] icon, you find yourself still in the Otherwoods, no worse for wear. You may discard any of the looked-at cards.
- If at least one has a [icon] icon, the rift has taken you precisely where you wished to go. You may immediately proceed to the travel phase and travel to any location that you have already been to at least once (even if there are ready cards with the Obstacle keyword in play). Build the path deck using any terrain set that could lead to the chosen location. Shuffle the Transdimensional Rift into this new path deck.
237. Entity From Afar
ENTERS PLAY:
- IF YOU'RE ON THE OTHER SIDE, GO TO 237.1
- IF YOU MET AN INTERLOPER, GO TO 237.2
- OTHERWISE, GO TO 237.3
CLEAR :
- IF YOU'RE ON THE OTHER SIDE, GO TO 237.4
- IF YOU MET AN INTERLOPER, GO TO 237.5
- OTHERWISE, GO TO 237.6
237.1
Behind you, flanked by trees, you can make out the dark outline of a familiar, furry shape. You wonder if perhaps this time the yeti is the one following you, and not the other way around. Are you the first human it's ever interacted with? You wonder if there is anything it can do to help you, given that it seems to understand these woods better than you ever could.
Clear the Entity from Afar with [icon] to ask for its help with the Transdimensional Rift.
237.2
Movement flutters in your periphery. It's barely a silhouette, broken by rays of light. As quickly as it appeared, it vanishes, gone before your very eyes.
You've seen a being like this before, in the woods near the Northern Outpost. A yeti! How incredible! You wonder if this is the same yeti you encountered before, or one of its kin. Either way, you know that you may never have another opportunity to find out.
Clear the Entity from Afar with [icon] to attempt to track down the yeti.
237.3
Movement flutters in your periphery. It's barely a silhouette, broken by rays of light. Was that a person? You rush to where you thought you saw it, but find nothing. Where could it have gone? And more importantly…what was it?
Clear the Entity from Afar with [icon] to attempt to track down the mysterious figure.
237.4
You show the yeti the device it gave you, hoping to learn more about its function. It approaches and twists the contraption around, unraveling the metallic plates to expose a spinning orb of dark stone. It hovers its hand over the orb for a moment and hums a dissonant note. Then it shuts the device closed once more, and disappears into thin air, as is its wont. You can only hope that whatever the yeti did, it helped, somehow.
If Transdimensional Rift is in play, scout the top 2 cards of the challenge deck. You may attach either of them facedown to Transdimensional Rift. Discard all [icon] from Entity from Afar.
If Transdimensional Rift is not in play, scout the top 2 cards of the Otherworld deck. Discard all [icon] from Entity from Afar.
237.5
You chase the yeti down as best you can, weaving between trees and sloshing through mud. Every time you come close, it vanishes once more, just beyond your grasp. Eventually, you come to a ridge overlooking the Otherwoods, where the yeti stands like a statue. It almost seems to beckon you closer.
You approach warily, not wanting it to run off again, but this time it makes no effort to flee or hide. It merely raises a long-fingered hand and gestures toward the south.
You peer into the distance. There, far on the horizon, past the Otherwoods, you spot the ghostly forms of the Tenebrae. They drift through the sky like sinister clouds. A shudder worms through your spine.
The yeti slowly reaches for your hand, turns your palm upward, and there places a strange device—a spherical object composed of interlocking metallic plates. Then it touches your forehead with its index finger, and a flash of light overtakes your vision.
Your consciousness is pulled as though by a chain. You catch a brief glimpse of something deep in the Otherwoods, a clearing where the trees curve outward as though by force. In its center, you see what you can only imagine to be the source: a multicolored veil of pulsing light that warps and blurs the longer you look at it.
Then, suddenly, you are back in your body. The yeti stares at you intently. You're not completely sure what it wants you to do, but it must have something to do with the Tenebrae and the strange phenomenon in that clearing.
A) Agree to do whatever you think the yeti is asking you to do.
You nod and accept the device, hoping you understand the yeti's intent. Though it speaks not a word, you sense something akin to friendship growing between you. Then, before you can speak, it unceremoniously flickers out of existence as though folding out of three-dimensional space.
Gain THE OTHER SIDE mission. Discard Entity from Afar.
B) Sorry, this is beyond me.
Discard Entity from Afar. Each Ranger soothes 2 fatigue.
237.6
You try to chase the entity down, but it vanishes before you can catch up to it. The last you saw, it looked like it was headed south, in the direction of the Northern Outpost.
Discard Entity from Afar. Each Ranger soothes 2 fatigue.
Travel to the Northern Outpost to find the mysterious entity.
238. Shimmering Eaves
Venturing into the deepest parts of the Otherwoods, the air begins to shift and warp like a haze of heat. In the forest beyond, the world bends and twists, a bizarre parody of reality. Strangely-colored trees poke out of sinking wetlands. Peculiar flora and floating wisps of light dot the landscape. In the distance, you cannot help but notice the shape of something bright moving through the trees, and curiosity stirs within you. Mustering your courage, you march onwards.
239. Storm Regulator
This device, perhaps at one point reaching high into the clouds, seems to have toppled over a long time ago. The whirring and groaning of machinery sputters gratingly from within. The air smells sharply of petrichor and ozone. A complex series of antennas and spires reach outward from the machine's surface, currents of electricity leaping between them. Whatever function this device once served, it is clearly no longer in operation.
240. Observation Deck
Clearly designed for observation, this deck is surrounded on all sides by glass for long-range surveillance. Here, the clouds are thin and wispy, and the view of the Valley below is nothing short of spectacular. The trees look miniscule from up here. Even Mount Nim looks as though it could fit in the palm of your hand.
Clear the Observation Deck with [icon] to ride the spiderline back to Sentinel Peak.
240.1
You hold on tight to the mag-grappler on the spiderline you created, and prepare to leap from the edge of the deck.
You may immediately proceed to the travel phase and travel to Sentinel Peak (even if there are ready cards with the Obstacle keyword in play). Build the path deck using the Mountain Pass terrain set. Search the General set for Snow-Capped Summit and put it into play.
241. Nimbus Spirit
ENTERS PLAY:
- IF YOU ARE ON GHOST OF A CHANCE, GO TO 241.1
- IF YOU COMPLETED SILENCE THE STORM, GO TO 241.2
- OTHERWISE, GO TO 241.3
CLEAR :
- IF HELPING HAND IS ATTACHED, GO TO 241.4
- IF YOU COMPLETED SILENCE THE STORM, GO TO 241.5
- OTHERWISE, GO TO 241.6
241.1
As you approach the center of the crystal-blue stream that flows through the grove, you spot the spirit you've been searching for. He sits by the babbling water, deep in meditation. Above him, pipes send a cascade of purified water into the stream. From this small waterfall, the water flows in two directions, deeper into the mist.
From what you've learned, this must be the spirit of the keeper who was responsibile for maintaining the facility. He seems unaware of your presence, the sound of falling water and the gentle murmuring of the stream creating the perfect environment for deep meditation. Thinking back on long discussions with Nal during your training, you recall that speaking with spirits is not entirely different from speaking with beings of flesh and blood. You need only remain compassionate and make your intentions clear.
Move your [icon] to the spirit to commune with it and learn more about the facility.
241.2
Once again, you notice the spirit of the Nimbus Station's keeper as he roams through the mist, following the stream that cuts through the woods. For once, he seems to acknowledge your presence, glancing in your direction and waiting as if beckoning you to follow. With the weather around the station finally under control, you wonder what it is the spirit wishes to show you.
Clear the spirit with [icon] to follow it.
241.3
Through the mist, you spot a figure weaving between the trees. Is there somebody else up here? How did he get here?
You follow the figure along the crystalline stream that flows through the woods, finally getting close enough to call out to him. He glances toward you, but there is no response. Perhaps it's just the mist, but he seems almost ethereal, like a figment of your imagination. As you approach, you realize the truth: it's not a living man, but the spirit of one. Somebody who used to live here, perhaps?
Clear the spirit with [icon] to observe it.
241.4
The forlorn spirit stares your way in perfect silence. You can still see the longing in his eyes. You ponder your route, wondering if you can still afford to take the spirit to the Crystal Basin, as promised.
RANGERS CHOOSE:
A) Continue escorting the spirit. Discard all [icon] from Nimbus Spirit.
B) Part ways. Discard Nimbus Spirit and return HELPING HAND to the collection. Each Ranger soothes 2 fatigue.
241.5
You follow the spirit through the mist until finally, he raises a hand as if instructing you to halt. It doesn't take long before you realize why: you've reached the very edge of the woods, where the ground opens up to the clouds below. The stream you've been walking alongside spills over the side of the floating island, dissipating as mist into the cold air.
The spirit walks to the edge and peers over the side longingly. You can only imagine the spirit's loneliness after centuries spent up here in quiet solitude. He must have had no way of setting foot back on the surface. Perhaps you can accompany him to the surface, where he can finally rest.
RANGERS CHOOSE:
A) Follow me, I'll take you to the Crystal Basin. Discard all [icon] and attach the HELPING HAND mission to Nimbus Spirit.
B) Sorry, I'm not headed in that direction. Discard Nimbus Spirit. Each Ranger soothes 2 fatigue.
241.6
Try as you might to communicate with the spirit, he doesn't react to your presence. You imagine he has grown used to being alone up here. You watch as he tends to some of the machinery found in the grove, their esoteric controls hidden amongst the trees. Then, with a brief glance in your direction, the spirit fades into the deep fog that permeates the woods.
Discard Nimbus Spirit. Either discard a Deep Fog from play, or each Ranger soothes 2 fatigue.
242. Prismatic Elk
The greens and browns of the wilderness seem to dim as a pinprick of rainbow light emerges in the distance. The glimmer grows in intensity as you draw closer, until finally you are forced to shield your eyes from its splendor. You view the source only through your fingers: a majestic, otherworldly elk that appears to be made entirely out of shimmering lines of prismatic light and kaleidoscopic colors.
243. Remi Byrd, Hermit
ENTERS PLAY:
- IF REMI'S TREEHOUSE BUILT, GO TO 243.1
- IF TREEHOUSE UNDER CONSTRUCTION, GO TO 243.2
- IF ONE OR MORE LOCATIONS IN 243.12 ARE CROSSED OFF, GO TO 243.3
- OTHERWISE, GO TO 243.4
CLEAR :
- IF REMI'S TREEHOUSE BUILT, GO TO 243.5
- IF TREEHOUSE UNDER CONSTRUCTION, GO TO 243.6
- IF HELPING HAND IS ATTACHED, GO TO 243.8
- IF ONE OR MORE LOCATIONS IN 243.12 ARE CROSSED OFF, GO TO 243.9
- OTHERWISE, GO TO 243.10
CLEAR : GO TO 243.11
243.1
You spot Remi meandering through the woods, a strut in his step and a whistle on his lips. He looks quite different without his enormous backpack looming over his shoulders. "Ah, it's you!" he says, hustling over to clasp your hand. "Looking for the treehouse? You're more than welcome to it anytime you like."
Clear Remi with [icon] to have him lead you to his treehouse.
243.2
Remi is busy planing wood for his treehouse using a laser cutter when you find him. Sweat drips from his brow. A few other people are working nearby with tools of their own, pitching in to create Remi's dream home. Pulleys carry planks of wood and wall frames up to the treetops, where several more people wait to put them in place.
It's clear now what Remi was carrying in his overstuffed backpack—an array of advanced construction tools that make it possible to build such a complex structure in the trees.
It looks like he's already got help, but that doesn't mean he won't accept more from an able-bodied Ranger such as yourself.
Clear Remi with [icon] to pitch in.
243.3
You see Remi resting by the side of the trail, his enormous backpack leaned up against a nearby boulder. "Ah!" he says as you approach. "Fancy meeting you here. Have time to keep an old man company for a while?"
Clear Remi with [icon] to see how his search has gone.
243.4
Just ahead, you spot a man dwarfed by his enormous backpack. He looks aged and well-traveled, and wears a jovial grin. "Why hello there!" he calls out to you as you approach.
You ask what he's doing out here in the wilds with what appears to be his entire life on his shoulders. "Oh, this?" He hefts his backpack with a grin. "Ah, y'see, I tend to stay on the trail. Don't have much of a place where I can settle down, at least, not yet, anyway…"
Clear Remi with [icon] to ask what he means.
243.5
Remi leads you through the woods. Soon, the spiraling wooden stairway leading to Remi's treehouse comes into view. Above, you spot several wooden bridges that creak as they sway gently in the breeze. The main structure of the treehouse looks no worse for wear. You suspect he loves his home more than anyone you've ever met.
"Well, I'm off!" Remi says, patting your back. "Make yourself at home!"
Search the path deck and discard for Remi's Treehouse and put it into play. Do not read its entry. Discard Remi Byrd. Each Ranger soothes 2 fatigue.
243.6
You take some of the logs that Remi has gathered, roll up your sleeves, and get to work planing the wood, creating boards for the floor of the treehouse. Time whittles away as you focus on the task, and everything else fades from your mind.
When you're done, you coordinate with the other helpers to get the freshly-cut planks of wood up to the treetops, then take a short rest while Remi heads off to find more materials for the treehouse.
Discard Remi Byrd. Cross off 246.3 on the day track and record it one day earlier. If that day is today, immediately proceed to 243.7. (Do not read 246.3.)
243.7
The work is long and taxing, but eventually, you and Remi finish the main structure. It is built around the wide trunk of a solitary giant, with a wraparound wooden balcony that peers down at the forest floor below.
Remi examines his new home with pride. "It's perfect," he says, his eyes welling with tears. "Everything I dreamed of and more. Don't worry about the rest, I can take it from here." He shakes your hand vigorously. "I'm forever in your debt. My home is always open."
Record REMI'S TREEHOUSE BUILT on your campaign tracker. Permanently move Remi's Treehouse from the General set to the set corresponding to this location. (If that location is not pivotal, bundle Remi's Treehouse next to that location, as a reminder.) Then, put Remi's Treehouse into play. Do not read its entry.
243.8
Remi takes the lead as you explore the area together, on the lookout for a copse of trees that will serve for his treehouse. Perhaps he'll make this spot his new home.
If this location is not a forest, or if it is crossed off from the list in entry 243.12, discard all [icon] from Remi Byrd. Otherwise, continue reading:
DISCARD THE TOP CARD OF THE CHALLENGE DECK AND READ THE ENTRY THAT CORRESPONDS TO ITS CHALLENGE SYMBOL:
[icon]:
Remi's eyes brighten as you show him around, his smile infectious. "It's perfect," he says at last. "I can build the main structure up there. It's just wide enough to support the stairway leading up to the treehouse. And see that cluster of trees over there? Wait, let me show you…"
He rummages through his backpack for a small sketchbook and starts showing you some drawings he made of his dream home. Remi was right—this spot will work perfectly for what he's envisioned.
"Thank you for showing me this spot. I just need some building materials and I'll be ready to start construction. It should only take me a few days or so. Why don't you drop by once I'm done? I'm sure it'll beat sleeping on the cold, hard earth!"
Return HELPING HAND to the collection. Set Remi Byrd aside. When you travel away from this location, permanently move Remi Byrd to the set corresponding to this location. (If this location is not pivotal, bundle Remi Byrd next to this location, as a reminder.) Record TREEHOUSE UNDER CONSTRUCTION on the campaign tracker and 246.3 five days from now on the day track.
[icon]:
Remi hems and haws. "I just don't know…" he says, stroking his beard. "I like these woods well enough, but we haven't found the right cluster of trees to form the foundation." Perhaps you should show him around a little more so he gets a better sense of the space.
Discard all [icon] from Remi Byrd.
Clear Remi with [icon] again to show him around some more.
[icon]:
Remi thinks for a while, then shakes his head. "I'm sorry. It's a beautiful forest, but it just doesn't feel like home to me. Besides, I'm afraid none of these trees will work well for my dream home. The main structure needs one with enough space around it for a wraparound deck, but just enough trees clustered nearby to support the other structures." He's right, unfortunately—this area won't work for what he's envisioned. Maybe there's another forest nearby that will work.
Discard all [icon] from Remi Byrd. Cross off this location from the list on 243.12. You'll have to take him somewhere else to see if he likes it there. If all locations on the list are crossed off, go to 243.13.
243.9
You gesture to Remi's backpack and guess aloud that he hasn't had any luck finding the right forest for his new home. He chuckles and nods. "You have the right of it, my friend. No luck just yet. I appreciate your help, though. I don't suppose you have time to accompany me to another forest, do you? I'm sure there's a spot nearby that will work for what I'm envisioning."
RANGERS CHOOSE:
A) I'm sure you're right! Let's get to it. Discard all [icon] and attach the HELPING HAND mission to Remi Byrd.
Bring Remi to a forest location and clear him with [icon] again to see if he wants to build his treehouse there. See 243.12 for a list of potential sites.
B) Sorry Remi, perhaps some other time. Discard Remi. Each Ranger soothes 2 fatigue.
243.10
You ask Remi why he has nowhere to settle down. "I want to live out in the wilds, among the trees," he explains with a yearning expression. His eyes almost seem to drift into dream as he describes his ideal home—a simple, solitary treehouse in the middle of the forest, away from the hustle and bustle of the villages, where he can live out the rest of his days in peace and quiet. "And I'd like to build it without a shaper twisting the wood around like it's nothing. Want to use my own two hands to build it. Nothing quite like the rush of a job well done, don't you think? All I have to do is find the right spot, that's all. Somewhere high in the treetops."
It's an admirable goal, but doing that all on his own sounds daunting. Even just finding the right spot in the right forest could take a lifetime. Maybe there's something you can do to help.
RANGERS CHOOSE:
A) Offer to help Remi find a spot for his treehouse.
"Really? You'd do that?" Remi's grin somehow grows even wider. "I'll tell you what. You find me a perfect place for my treehouse, and I'll let you stay there whenever you're in the area. Deal?"
Discard all [icon] and attach the HELPING HAND mission to Remi Byrd.
Bring Remi to a forest location and clear him with [icon] again to see if he wants to build his treehouse there. See 243.12 for a list of potential sites.
B) Wish Remi luck and bid him farewell. Discard Remi. Each Ranger soothes 2 fatigue.
243.11
Remi clutches his chest and collapses. You rush to his side and examine his injury. "I've got first aid supplies in my pack," he says weakly, motioning behind him. You tell him there's no need and take out your own first aid kit, then set to work bandaging his wounds. He'll need substantial time to rest and recover.
End the Day.
243.12
Use this list of forest locations to keep track of which locations you have already brought Remi to. (You may wish to write this list down on your campaign tracker or on a separate piece of paper.)
- Lone Tree Station
- Ancestor's Grove
- The Philosopher's Garden
- The High Basin
- Branch
- Biological Outpost
- The Cypress Citadel
- The Otherwoods
- Terra Lodge
- Arbor Mists
243.13
"Well, that settles it," Remi says. "If there's no forest in the Valley that will suit my dream home, I'll just have to look elsewhere."
You ask Remi where he'll search next, and he considers the question carefully. "The Verdessa would be the logical place, I suppose." Your eyes widen. The Verdessa is well known for its many dangers, and is not considered habitable by most Valley dwellers. He places a calloused hand on your shoulder and grins. "Don't worry, I'll be fine. Thank you so much for all your help. I truly appreciate it."
With that, Remi adjusts his enormous backpack and sets off southward. You can only hope that someday, he finds it.
Record REMI WENT SOUTH on the campaign tracker. Return Remi to the collection and permanently remove him from the Valley set.
244. Snow-Capped Summit
As you mount the summit, you take a deep breath and feel a rush of exhilaration. The view from here is unlike any you've seen before. From this vantage point, high above fluffy gray clouds, you can see for miles. To the south, you can barely make out the Terra Lodge and the strange, eerie woods nearby. The mountain ranges further south block your vision of the rest of the Valley. To the north are lands unfamiliar to you. You feel more disconnected from your home than ever before.
244.1
Taking hold of the mag-grappler on the spiderline you've created, you take a deep breath and leap from the summit, riding the line into the clouds around the floating island. You can only hope the nanowire—and your grip—hold out through the heavy winds.
You may immediately proceed to the travel phase and travel to The Undergrove (even if there are ready cards with the Obstacle keyword in play). Build the path deck using the Nimbus terrain set.
245. Remi's Treehouse
High above the forest floor, woven throughout the dense canopy of trees, you spot the wooden structure of Remi Byrd's treetop home. Dozens of chirping birds are perched on the treehouse's roof and the myriad birdhouses along the tree trunk. A few wooden bridges lead from the balcony to several smaller structures nearby. You hear the wood creaking as they sway in the gentle breeze. It looks as though Remi has truly made the space his own.
245.1
You enter the treehouse and find it well appointed and stocked. It's a welcome reprieve from sleeping out in the wilds. You have no doubt you'll get a full night's rest in here, safe from any threats down in the forest floor.
Record 245.2 tomorrow on the day track.
End the day. You are considered to have camped.
245.2
You awaken feeling more refreshed than you have in days. Remi seems to have left out a hearty breakfast for you along with a note: "Thanks for stopping by! You're welcome here anytime." With your stomach full and your body caught up on sleep, you bundle up your belongings and get ready for the day ahead.
Search the path deck for Remi's Treehouse and put it into play. Do not read its entry. Each Ranger moves their [icon] to Remi's Treehouse.
Each Ranger shuffles their starting hand back into their deck, then searches their deck for any six cards to be their starting hand.
246. World Events (SOS)
246.1
As the light of dawn breaks, your gaze is guided toward the northern horizon by the flight of a bird, and there your eyes settle on something unusual: a dark, menacing stormcloud whirling in place over Sentinel Peak, the white-capped mountain at the very northern end of the Valley. You recognize it as a cloud laden with snow—quite unusual weather for this time of year. A chill breeze blows from that direction, and a sense of foreboding fills your heart. There is something strange about that cloud. You resolve to investigate as soon as you are able.
Gain the STORM BREWING mission.
Head north to investigate the strange storm.
246.2
READ ONE:
If you are at The Undergrove, Arbor Mists, or Nimbus Facility:
You wake to a massive quake and the world tilting. Gathering your things, you sprint to the edge of the island and watch as it descends, aiming directly for Sentinel Peak. It seems the machinery keeping the island afloat has finally given out, and it's poised to crash into the mountain.
You can't be caught up here when the island crashes. You have only one choice: wait until it's descended low enough to take a leap of faith, aiming for the lake south of Sentinel Peak. You rush down stairs and over catwalks as you try to get lower. Then you take in a deep breath and jump over the side of the railing.
The icy depths swallow you whole. You swim to the surface and watch as the island crashes into the mountainside. A massive avalanche follows in the wake of the crash, burying the outlying region in snow, dust, and debris. When the rumbling ceases, there is no more storm hanging over the northern end of the Valley…and no more facility, either.
Complete all Nimbus missions. Swap your starting location for Crystal Basin. Build the path deck using the Lakeshore terrain set.
Each Ranger shuffles a Lingering Injury malady into their deck.
The stormcloud—and the island within—have crashed to the ground. Record NIMBUS LOST on the campaign tracker. You can no longer travel to The Undergrove, Arbor Mists, or Nimbus Facility.
Otherwise:
You wake to a rolling, thunderous crash and immediately find a hilltop from which you can view the source of the devastation. To the north, the ominous stormcloud that has made its home beside Sentinel Peak has finally moved. It seems to have drifted into the mountainside, and something solid within has crashed into its icy slopes.
A massive avalanche follows in the wake of the crash, burying the outlying region in snow. A cloud of dust and debris rises from the north as the structure inside the stormcloud finally settles. By the time the rumbling ceases, there is no more storm hanging over the northern end of the Valley. You'll never know the truth behind the mystery of the strange storm, and the mountain in its shadow will forever be changed by the catastrophic crash.
Complete all Nimbus missions.
The stormcloud—and the island within—have crashed to the ground. Record NIMBUS LOST on the campaign tracker. You can no longer travel to The Undergrove, Arbor Mists, or Nimbus Facility.
246.3
As you prepare for the day ahead, you recall that it's been a few days since Remi started construction on his treehouse. He's probably done by now. Perhaps you should drop by and take a look the next time you're in the area.
Record REMI'S TREEHOUSE BUILT on your campaign tracker. Permanently move Remi's Treehouse from the General set to the same set as Remi Byrd. (If that location is not pivotal, bundle Remi's Treehouse next to that location, as a reminder.)