Earthborne Rangers: Spire in Bloom Valley Expansion
Earthborne Rangers: Spire in Bloom Valley Expansion Rulebook
Table of Contents
Table of Contents
- Getting Started
- Campaign Expansions
- 201. Silverfin Docks
- 202. Spire Crossing
- 203. Brookside
- 204. Etra, Master of Revels
- 205. Festival Grounds
- 206. Raemon, Caravaneer
- 207. Broken Sculpture
- 208. Bo Talos, River Trader
- 209. Olyv, Ranger Aspirant
- 210. Deadfall
- 211. Parental Bond
- 212. Backalley Shortcut
- 213. Fun and Games
- 214. People of Spire
- 215. Buzzkill
- 216. World Events (SIB)
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 and replace the original Spire location card with the new Spire location card. Then, start a new campaign using the Getting Started section on page 9 of the rulebook. Finally, record 216.1 above any perfect day on the day track (we recommend day eight).
- 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 and replace the original Spire location card with the new Spire location card. Finally, record 216.1 above any perfect day on the day track (we recommend day eight, or the next perfect day on the day track if it is already past day eight).
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. If the campaign you are playing includes the Spire location, use the original Spire location card, not the new one included in this expansion. 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 and replace the original Spire location card with the new Spire location card. 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 tracker.) Begin at Lone Tree Station, using the Woods terrain set. Finally, record 216.1 above any perfect day on the day track (we recommend day eight, or the next perfect day on the day track if it is already past day eight).
201. Silverfin Docks
IF YOU ARE ON SPIRE UNDER ATTACK!, GO TO 1.224
OTHERWISE READ:
The Silverfin flows swiftly by, glittering in the sun as you make your way down the wooden stairs to the docks. Bright-winged birds circle high above, occassionally diving into the current to pluck a wriggling fish from the water.
Crowded piers extend out into the river, where several skiffs and seed barges are moored. The air smells strongly of fish. Dockworkers and river pilots are busy unloading the day's catch and loading up boats with goods bound for other villages along the river. From here, one could take a boat to and from the riverbank, or up and down the Silverfin itself.
202. Spire Crossing
IF YOU ARE ON SPIRE UNDER ATTACK!, GO TO 1.224
OTHERWISE READ:
A long bridge of gray stone arches over the glistening waters of the Silverfin—the only major crossing leading in or out of the bustling village of Spire. It's customary for travelers along the bridge to stop and greet one another as they pass. Several travelers are already engaged in lively conversation, in no particular rush to get to where they're headed.
If you are on SUPPLY RUN or RETURN TRIP, do not shuffle Raemon, Caravaneer into the path deck.
203. Brookside
IF YOU ARE ON SPIRE UNDER ATTACK!, GO TO 1.224
IF BROOKSIDE INFESTED, GO TO 203.1
IF YOU ARE ON THE FESTIVITIES BEGIN, GO TO 203.2
OTHERWISE, READ:
On the outskirts of Spire, the riverbank is home to dozens of homesteads and lush gardens that, over the years, have accumulated into a small village. A cobblestone thoroughfare leads into the bustling neighborhood, punctuated by small footbridges crossing over the Silverfin's many tributaries. Along the path are several artisan workshops and cozy homes, as well as the occasional stilt-horse-drawn wagon loaded with goods for trade.
203.1
Brookside is still swarming with bees after the events of the festival. The massive cloudhive has settled over what was the festival grounds, and it doesn't look like it's going to be leaving anytime soon.
Search the Old Growth set for a Cloudhive and put it into play. Then search the Old Growth set for two Cloudhive Swarms and shuffle them into the path deck. (If the current terrain is already Old Growth, put the Cloudhive Swarms into play, instead.)
203.2
The Blossom Festival is well underway when you arrive. Throngs of people make their way to the festival grounds, chatting merrily as they go.
Find the Festival Grounds and move each Ranger's [icon] to it to attend the festival.
204. Etra, Master of Revels
ENTERS PLAY:
- IF YOU ARE ON SUPPLY RUN OR FLOWER COLLECTION, GO TO 204.1
- IF YOU ARE ON THE FESTIVITIES BEGIN, GO TO 204.2
- IF YOU SPREAD THE WORD, GO TO 204.3
- OTHERWISE, GO TO 204.4
CLEAR :
- IF YOU ARE ON SUPPLY RUN OR FLOWER COLLECTION, GO TO 204.5
- IF YOU ARE ON THE FESTIVITIES BEGIN, GO TO 204.6
- IF YOU SPREAD THE WORD, GO TO 204.7
- IF HELPING HAND IS ATTACHED, GO TO 204.8
- OTHERWISE, GO TO 204.10
CLEAR : GO TO 204.11
204.1
If you are on FLOWER COLLECTION and it has three checkmarks, go to 1.201. Otherwise, continue reading:
Amongst the hustle and bustle of the festival arrangements, you spot Etra Lash leading several others down the trail away from Brookside. It looks like he hasn't yet completed the festival preparations. "Hello again!" he calls out to you as he approaches. "How's your task coming along?"
Clear Etra with [icon] to speak with him about your current task.
204.2
You spot Etra escorting a crowd of villagers toward the festival grounds, gathering more and more as he goes. He waves, motioning for you to join him. "You are coming to the Blossom Festival, are you not?
Clear Etra with [icon] to accompany him to the festival grounds.
204.3
You notice Etra Lash standing at a market stall by the side of the path, perusing some delicious-looking pastries. The smell of freshly baked bread wafts over to you from the market. Etra spots you as you approach and smiles amicably. "Hello there! Can't resist the scent either, eh?" he says with a chuckle.
Clear Etra with [icon] to ask what he's up to.
204.4
As you walk down the path, you come across Elder Mora Orlin in the midst of a heated discussion with Etra Lash, the man who organizes festivals and ceremonies for the village of Spire. "It'll just be for a few hours, my dear Elder Orlin," Etra says pleadingly. "A day, at most!"
"Oh, for the love of the ancestors," Elder Orlin replies. "I'll tell you what. If you can find enough people who agree with you, then I will concede the point, but for now, my decision stands. Now, if you'll excuse me, I am expected at the Forge…" With that, Elder Orlin walks off brusquely, and you watch as Etra is left to sit with his thoughts.
Clear Etra with [icon] to ask what the problem is.
204.5
If you are on FLOWER COLLECTION and it has three checkmarks, go to 1.201. Otherwise, continue reading:
"Not finished yet? Well, that's okay. There's still plenty to do," Etra explains. "If you want to help in some other way, you're more than welcome. What do you say?"
You may replace SUPPLY RUN with FLOWER COLLECTION, or FLOWER COLLECTION with SUPPLY RUN (on your campaign tracker and in the surroundings). Whether or not you do this, discard Etra and each Ranger soothes 2 fatigue.
204.6
You see many familiar faces on your way to the festival grounds. The air is charged with excitement as the main tent comes into view. Etra stays behind and ushers everyone into the festival grounds, saying hello to each and every attendee, then heads off to shepherd more villagers toward the festivities.
Discard Etra. Each Ranger soothes 2 fatigue. If Festival Grounds is in play and has no tasks on it, each Ranger may move their [icon] to it. Otherwise, search the path deck and discard for Festival Grounds, put it into play, and read its entry.
204.7
"I'm headed to a meeting and wanted to bring some treats," Etra explains, wrapping some still-warm bread in cloth and placing the bundle in a basket. "As a Ranger, I'm sure you understand just how welcoming a basket of baked goods can be! Why, I remember meeting a Ranger on the path when I was just a boy. She stopped by say hello, and then offered me a biscuit. It was a little stale, but I remember it being quite delicious all the same." Etra looks off, wistfully, then returns his attention to you. "As a matter of fact…here," he says, gesturing toward the basket. "Please. I insist!"
You pluck a sweet roll from the basket and give thanks. Etra beams with delight, then departs with a wave.
Discard Etra. Each Ranger may either soothe 2 fatigue, or spend any amount of energy of one aspect to gain that much energy of another aspect.
204.8
If there are four or more humans in the path discard, go to 204.9. Otherwise, continue reading.
Etra looks over the handful of villagers you've assembled and counts heads. "Hmm…could you maybe gather a few more people? Elder Orlin will surely need a greater consensus than this."
Rangers Choose
A) Continue helping Etra.
Discard all [icon] from Etra.
B) Part ways.
Discard Etra and return HELPING HAND to the collection. Each Ranger soothes 2 fatigue.
204.9
You return to Etra with a small gathering of villagers whom you've converted to Etra's cause.
"Well, would you look at that!" he says, wearing a proud smile. "You're more persuasive than I thought!"
He turns and addresses the gathered villagers. "Everyone, to the Carbon Forge!" and together they march off to find Elder Orlin. You can tell from their enthusiasm that Etra is going to get his way.
Clear Etra with [icon] to speak with him about your current task.
Discard Etra and return HELPING HAND to the collection. Record SPREAD THE WORD on the campaign tracker. Gain the Rousing Speech reward card. Each Ranger may either soothe 2 fatigue, or spend any amount of energy of one aspect to gain that much energy of another aspect.
204.10
You ask Etra what his argument with Elder Orlin was about, and he sighs. "You see, I would like to use the Carbon Forge to craft a few decorations for the event that's coming up, but Elder Orlin, in her wisdom, believes it to be frivolous. 'The Carbon Forge is for necessities only,' she says. But fun IS a necessity! It's my life's work, after all!" Etra says with conviction. "I pled my case, but it sounds like she'll only agree to let me use the Forge if I can convince a bunch of others that it's worth it, so we might convince her in turn. What do you say, my friend? Care to help me build the case for the necessity of fun?"
Rangers Choose
A) Of course. Let's go spread the word!
"I knew I could count on you!" Etra shakes your hand vigorously. "Come find me after you've gathered a few people. I'll go do the same."
Discard all [icon] and attach the HELPING HAND mission to Etra.
Clear other humans, then clear Etra with [icon] to proceed.
B) I'm afraid I agree with Elder Orlin.
Discard Etra. Each Ranger soothes 2 fatigue.
204.11
A few nearby villagers help you set Etra down on a nearby bench. They stand around fretting nervously as you take out some medical supplies and start the arduous task of tending to his wounds.
End the Day.
205. Festival Grounds
An enormous clearing marks the site where Spire holds many of its festivities, from annual celebrations and holidays to local get-togethers and feasts. At the moment, it's a bit of a mess—it looks like the grounds are being prepared for a festival, but it's in utter disarray.
You watch as a group of volunteers struggle to construct an enormous tent that currently lies collapsed on the ground; a lumpy mess tethered loosely to half-assembled tent poles.
The rest of the volunteers wait patiently nearby for the tent to be pitched. Tables carved from enormous dolewoods are set up all around the disheveled tent, cluttered with stacks of unopened crates.
It looks like there's a lot of work to get done. You consider giving the beleaguered volunteers a hand.
206. Raemon, Caravaneer
ENTERS PLAY:
- IF YOU SHARED A DRINK, GO TO 206.1
- OTHERWISE, GO TO 206.2
CLEAR :
- IF YOU ARE ON RETURN TRIP, GO TO 206.3
- IF YOU SHARED A DRINK, GO TO 206.4
- IF A HEARTY BREW IS IN PLAY, GO TO 206.5
- IF HELPING HAND IS ATTACHED, GO TO 206.6
- OTHERWISE, GO TO 206.7
CLEAR : GO TO 206.8
206.1
You find Raemon near his hoversled with a checklist in hand, taking inventory of his goods. He smiles and waves jovially as he spots you in his periphery. "Well, if it isn't my old friend!" To your delight, he seems more well-rested and refreshed than when you last saw him.
Add 4 supplies to Raemon.
Clear Raemon with [icon] to learn how the supply runs are going.
206.2
As you round a corner, you come across an unmistakable sight: a caravan of wagons and stilt-horse-led carriages guided by Raemon, a well-traveled man who carries people and supplies to and from Spire, Crossroads Station, and the various other villages of the Valley. He waves you over as you approach, though you can't help but notice how exhausted he looks.
Clear Raemon with [icon] to ask how he's doing.
206.3
A box of supplies tumbles off of Raemon's hoversled and onto the ground. "Ah, sorry about this old thing," Raemon says, slapping the side of the sled. "It's not used to carrying this heavy of a load. Here, let me help you with that…"
Discard all [icon] from Raemon. Either move 2 supplies from among features in play to Raemon, or each Ranger soothes 2 fatigue.
206.4
You stay a while and listen to Raemon's tales about his most recent trip. "I actually have a bit of a surplus at the moment. Interested in taking a look? I still owe you for that drink!"
Either discard Raemon and each Ranger soothes 2 fatigue, or add 4 supplies to Raemon and each Ranger may immediately resolve his [icon] effect.
206.5
"Ah, so this is where you were taking me," Raemon remarks as you begin to climb the steps to A Hearty Brew. You tell Raemon that it's about time he took a well-earned break. Work is important, but our bodies and minds need time to rest and recuperate, too. He nods along, rolling his eyes but smiling despite himself. "I know, I know. You're right—a wisdom older than the Elders themselves. Well, lead the way, then!"
You get a round of drinks and sit together in the open courtyard. A talespinner sits in a nearby corner, strumming a quiet tune on his lute. Raemon leans back in his chair, takes a few sips of honey mead, and breathes a sigh of relief. "I have to admit, I needed this. Thank you for taking the time to bring me here. I appreciate it."
He raises his flagon and you clink yours against it. "To the Rangers," he says. You make a toast of your own, and together you sit in silence while the worries of the day float away like leaves in the autumn breeze.
Discard Raemon and return HELPING HAND to the collection. Each Ranger soothes 2 fatigue. Record SHARED A DRINK on the campaign tracker.
206.6
You pause for a moment to see how Raemon is doing. He lags behind slightly, exhaustion catching up with him. "Where are we headed, anyway?" he asks, curious.
Rangers Choose
A) Continue helping Raemon.
Discard all [icon] from Raemon.
B) Part ways.
Discard Raemon and return HELPING HAND to the collection. Each Ranger soothes 2 fatigue.
206.7
"Who, me? I'm doing fine," Raemon says, unconsciously rubbing his eyes. The dark circles under his eyes, his grimy clothes, and his frequent yawning tell a different story. He's likely been running caravans back and forth for days at a time without pausing to rest. Maybe you should encourage Raemon to take a break. In fact, you know just the place.
Rangers Choose
A) Take Raemon somewhere he can relax for a bit.
Discard all [icon], and attach the HELPING HAND mission to Raemon.
You tell Raemon to come with you. "Why, do you need help with something?" he offers. You decide not to tell him where you're headed just yet—he would only protest.
Bring Raemon to A Hearty Brew in Spire, then clear him again with [icon].
B) Wish Raemon the best.
Discard Raemon. Each Ranger soothes 2 fatigue.
206.8
Raemon barely seems to register his injury at first, then he takes another step and the pain causes him to keel over. You catch him and lay him on the ground. "I've had worse," he sputters, but you know better than to let a wound like this go untreated. Over his complaints, you start the process. It'll take some time, but it's worth it to ensure he's okay.
End the Day.
207. Broken Sculpture
ENTERS PLAY: GO TO 207.1
CLEAR : GO TO 207.2
207.1
Your heel crunches as you step on a piece of glass, and as you look up, you spot the reason why: just beyond the path, a kinetic glass sculpture stands in ruin by the side of the stone bridge, its vague form held together in mid-air, blown apart into thousands of glittering shards. Whatever this sculpture once was, it's impossible to tell now. It's difficult to see from this distance, but if you had to guess, it looks like it was trampled by something enormous. You'll have to get closer to investigate further.
Clear the Broken Sculpture with [icon] while each Ranger's [icon] is on it to get a closer look, or simply clear it with [icon] to pass it by.
207.2
If you are on or have completed TRACKING DESTRUCTION, go to 207.3. Otherwise, continue reading:
You step carefully through the cloud of glass, covering your mouth and nose so you don't inhale any shards, and examine the remains of the sculpture more closely. The device that held the kinetic glass in stasis is still functional, which explains the floating glass. A few flecks of dried blood on a larger piece confirm your earlier suspicion. A living being did this—a big one. Just then, you hear a voice call out from behind you. "In case you're wondering, it was a model of Spire," the voice says.
You turn to face Tollin Lang, Spire's resident sculptor. He carries a bundle of sculpting tools—no doubt hoping to clean up this mess or restore his creation. You ask what happened, and he looks at you with a troubled expression.
"It was the Great Ursus! A group of teens came to tell me that they saw it happen. And they were laughing! Laughing! The nerve!" Tollin exclaims. "The hunters call her 'Deadfall.' They say she's so big she can knock down a tree just by looking at it! Ridiculous. Well, she did more than look at my beautiful sculpture, that's for sure. Can you believe it? There's no accounting for taste."
You've heard the stories. From what you know, Deadfall is enormous, easily twice the size of the average adult ursus. She could trample right over a dolewood sapling and barely feel the impact. If she's on a rampage, it could spell trouble for the entire Valley.
Rangers Choose
A) Resolve to track down Deadfall, the Great Ursus.
Gain the TRACKING DESTRUCTION (DEADFALL) mission. (Reminder: search the Valley set for Deadfall and attach her facedown to the mission card.) Discard Broken Sculpture.
B) Another time, perhaps.
Discard Broken Sculpture. Each Ranger soothes 2 fatigue.
207.3
Tollin has set up a series of devices to pull the scattered kinetic glass shards from the air and collect them so nobody gets hurt.
"Hello again," he says distractedly, clearly focused on his work. "This is going to take a some time, I'm afraid. Care to lend a hand?" You spend some time helping Tollin gather kinetic glass from the air before moving on.
Discard Broken Sculpture. Each Ranger soothes 2 fatigue.
208. Bo Talos, River Trader
ENTERS PLAY:
- IF FRIENDS RECONCILED, GO TO 208.1
- IF YOU ARE ON LOST LETTER, GO TO 208.2
- IF YOU COMPLETED LOST LETTER, GO TO 208.3
- OTHERWISE, GO TO 208.4
CLEAR :
- IF FRIENDS RECONCILED, GO TO 208.5
- IF YOU ARE ON LOST LETTER, GO TO 208.6
- IF YOU COMPLETED LOST LETTER AND OLYV IS IN PLAY, GO TO 208.7
- OTHERWISE, GO TO 208.8
CLEAR : GO TO 208.9
208.1
"Hey!" Bo calls out to you as he spots you walking along the docks. A smirk plays on his lips as he hops off his seed barge and onto the pier. "What are you doing back around these parts? Thought I might not see you again, what with you Rangers being so busy and all."
Clear Bo with [icon] to talk with him some more.
208.2
Just ahead, you spot Bo unloading his seed barge along the docks. He greets you in his usual gruff manner. "Found that letter yet?" he asks.
Clear Bo with [icon] to assure him that you're on it.
208.3
Spotting Bo Talos up ahead, you are about to call out to him to tell him the good news when you are suddenly pulled away by none other than his estranged friend, Olyv Sol. She leads you around the corner of a nearby building and starts pacing back and forth, sweat beading on her forehead. "I can't do it," she says. "I can't go through with it."
You tell Olyv it's going to be okay, and that you will be nearby, cheering her on. She shakes her head. "You don't understand. He was so mad last time. When I…when I left. What if we just end up arguing again?"
You remind her that Bo was the one who sent for her. Clearly, he's not angry any more. He wants to make peace. "I know, I know," she nods along. Can you just…go talk to him first? Let him know that I'm here?"
Search the collection for Olyv, Ranger Aspirant and put her into play. (Do not read her entry. She'll either be in the Lone Tree Station set or the Valley set.) If OLYV EARNED HER CLOAK, add 4 XP to her.
Clear Bo with [icon] to encourage the two of them to speak with one another.
208.4
As you navigate the bustling docks, you find yourself watching the dockworkers go about their business, loading and unloading skiffs and seed barges. For a moment, you set aside the urgency of your task and daydream about where each boat might have come from, and where they might be headed next.
"It's not polite to stare, you know," a man's voice calls out to you from behind. You turn to face a well-built, muscular man with a hard expression, no doubt earned by years of working the docks, carrying heavy loads. You apologize and tell him that you were merely lost in thought.
"Well, I've had enough of a day without you standing in the way gawking," he says with a scowl, pushing you aside so he can reach his seed barge. He loads a crate of carbon-forged fishing gear onto the boat and you make yourself scarce, though you can't help but wonder what's got his feathers ruffled.
Clear Bo with [icon] to ask why he's upset.
208.5
You sit by the water's edge and spend some quality time with Bo before continuing on your journey. He thanks you again for helping to mend his relationship with Olyv. Even though Olyv joining the Rangers disrupted their plans, their friendship is stronger now than ever before.
"Hey, since I got you here, want to take a look through some of my wares?" he asks. "I do owe you one, after all."
Discard Bo. Each Ranger may either soothe 2 fatigue or equip a gear from their hand (without paying its energy cost).
208.6
You assure Bo that you're on the lookout for his letter, and you'll recover it should you spot it.
"I wish I knew for sure where the courier dropped it, but I have no clue. All I know is that he lost more letters than just mine. He said the velox attack happened at about the halfway point of his route. Not sure if that helps, but that's all I know."
Discard Bo. Each Ranger soothes 2 fatigue.
208.7
You tell Bo that you found and delivered his letter, and that Olyv wants to talk to him. His eyes go wide, and his usual hard expression softens as Olyv emerges from around the corner. You back up, giving the two some space.
For a moment, you think neither of them is going to speak. Then Olyv breaks the silence. "I…I got your letter," she says, quiet as a mouse.
Bo doesn't look her in the eyes, instead focusing his gaze on a thin carbonforged chain around Olyv's neck. A familiar tortoise pendant dangles on the end. "Olyv, I…"
"Don't," Olyv cuts him off. "You were right. We had all these plans, and I ruined everything."
"You didn't ruin anything," Bo says, gesturing toward the docks. "See? I'm piloting a seed barge, just like I always wanted. When you told me you wanted to join the Rangers, I was selfish and cruel. I was hurt, and I was just a big dumb idiot. I should have been happy for you. I should have said, 'Good for you!' But I didn't, and I haven't been able to live with myself since. Olyv, are you…happy?"
"I wish I could say that I was," Olyv confesses, tears in her eyes. "I love being a Ranger, but I haven't been able to live with myself either! I miss you, Bo. I miss our friendship." She steps forward slowly, cautiously, the space between them seeming infinite at first. Then Bo closes the gap and sweeps her into a crushing hug.
"I missed you so much," Bo says, his voice choked as the two embrace. You quietly step away and give the reunited friends some space.
Discard Bo and Olyv. Each Ranger soothes 4 fatigue. Gain the True Friendship reward card. Record FRIENDS RECONCILED on the campaign tracker.
208.8
You ask the man what's bothering him, which earns you a hearty chuckle. "Rangers really will help with just about anything, won't they?" he jokes. "Fine, take a seat."
He introduces himself as Bo Talos, a trader who travels up and down the Silverfin from White Sky to Tumbledown, mostly trading equipment and supplies between the various villages and homesteads along his route. "It was supposed to be me and my friend Olyv doing this together, but last year she just…abandoned all our plans and up and left for Lone Tree Station. She wants to be a Ranger like you.
"We haven't talked since that day. It…wasn't pretty. I said some harsh things I'm not proud of." He runs his hand through his hair and sighs. "I tried to apologize. I sent her a letter, but the courier came back to let me know that he'd lost it along the way. Said he was attacked by veloxes and his parcels all fell out of his satchel as he ran."
You ask why he doesn't try to send another letter, and he shakes his head. "You don't understand. It has to be that letter," he says stubbornly. "It's…special." Perhaps if you find Bo's letter, you can deliver it for him.
Rangers Choose
A) Agree to find Bo's missing letter.
You tell Bo that you'll look for his letter and deliver it yourself. Bo raises an eyebrow. "You'd do that? Well…I'd be in your debt."
Gain the LOST LETTER mission. Discard Bo.
Find Bo's letter, then deliver it to Olyv Sol. Olyv will either be at Lone Tree Station, or if she's already earned her cloak, she'll be traveling all over the Valley like you.
B) Sorry, on second thought, there's no time.
Discard Bo. Each Ranger soothes 2 fatigue.
208.9
Bo staggers onto the ground, groaning. "Ugh…I thought I was tougher than this," he admits. You assure him that he is tougher than most as you sit down next to him, preparing to treat his wound. And it's true, too—he remains stoic throughout the process, not letting out a single grunt or complaint.
End the Day.
209. Olyv, Ranger Aspirant
ENTERS PLAY:
- IF OLYV EARNED HER CLOAK, GO TO 209.1
- OTHERWISE, GO TO 209.2
CLEAR :
- IF OLYV EARNED HER CLOAK, GO TO 209.3
- IF HELPING HAND IS ATTACHED, GO TO 209.4
- OTHERWISE, GO TO 209.5
CLEAR : GO TO 209.6
209.1
You almost don't spot Olyv before she swings down from a high tree branch, landing nimbly in front of you. "Hi there!" she says, beaming, resplendent in her gray ironwool cloak. She's clearly very proud of it, considering how well she's kept it since starting her travels as a full-fledged Ranger. "Where are you headed? Need any help from a seasoned veteran?" She lets out a lighthearted chuckle.
Add 4 XP to Olyv.
Clear Olyv with [icon] to either teach her more or part ways.
209.2
Ahead, you spot Olyv Sol sitting on a low branch overlooking the southern woods. Having gone through much of your training together, you remember Olyv well, but you also remember that during the Atrox Mountain night hike, an important exercise in every Ranger's training, she fell from a great height and broke both her legs. It was a sobering experience for everyone involved, and a not-so-subtle reminder that the life of a Ranger is often perilous.
Because of her injury, Olyv needed to spend many moons in recovery, and fell behind in her training as a result. It does your heart good to see her up and about again. She cautiously hops down as you approach.
"Hey! How's your patrol going?" she asks. "Must be nice to finally be done with your training, huh?" Her voice is tinged with a bit of envy.
Clear Olyv with [icon] to ask her how training is going.
209.3
"I have to admit, it feels great to be out in the wild again," Olyv says. "Mind if I keep tagging along?"
Choose one: Either discard all [icon] from Olyv and add 2 XP to her, or discard her and each Ranger soothes 2 fatigue.
209.4
As you have been traveling with Olyv, you've noticed your shared mentor, Calypsa, secretly watching nearby, although Olyv seems oblivious.
"Well if it isn't Olyv Sol," Calypsa says, emerging from her hiding spot. "This is a surprise! I could have sworn that you had told me you were going to give up and go home. Yet here you are!"
Olyv does her best to mask her surprise. "Did I say that?" she replies playfully. "I guess I changed my mind."
"Nothing would make me happier," says Calypsa. "Are you finally ready to complete your training?"
CHECK HOW MUCH XP IS ON OLYV AND READ THE CORRESPONDING ENTRY:
2 or less XP:
"Ummm…," Olyv hesitates.
Calypsa raises an eyebrow. "I think you may need to spend some more time on the trail, just to be sure," she says.
Discard all [icon] from Olyv.
Between 2 and 4 XP:
"I am," Olyv says. "At least I think I am."
Calypsa smiles, but shakes her head. "I don't know, Olyv. You must be absolutely sure you still want to become a Ranger before you can swear the oaths."
Discard all [icon] from Olyv.
4 or more XP:
"Yes!" Olyv says with confidence. "I am."
"Well, well!" Calypsa says. "It seems to me that you're finally ready to don the cloak."
"You better believe it!" Olyv says, beaming.
"You have proven not only your resilience and understanding, but your dedication as well," Calypsa says. "I am so very proud of you." You can tell from her smiling eyes that she means every word. "Tonight, you will swear your oaths. Tomorrow, you will be a Ranger."
"Oh my gosh! Really??" Bursting with joy, Olyv floats over to you to give you a tight hug. "Thank you!" she says. "I'll never forget this." She gives you one more squeeze, then hurries off to prepare for the ceremony.
Discard Olyv and return HELPING HAND to the collection. Permanently move Olyv to the Valley set. Record OLYV EARNED HER CLOAK on the campaign tracker. Each Ranger soothes 2 fatigue.
209.5
"Training is…well…it's been difficult," she says. "I've learned about as much as I can about being a Ranger. I've spent a lot of time in the library reading books and studying maps, but I haven't had the courage to go back out into the field since the accident." She lets out a long sigh. "Maybe Bo was right after all. I'm just not cut out to be a Ranger."
You tell Olyv that you're sorry to hear that she's having trouble, but that she shouldn't give up. It's surely only a matter of time before she's ready to get back out there.
"Maybe," she says thoughtfully, and at this a light seems to kindle behind her eyes. "Say, would you be willing to help me? You're right. I can't just sit around at Lone Tree Station for the rest of my life, but I'd feel a lot more confident if a full-fledged Ranger was by my side. What do you say?"
Rangers Choose
A) Absolutely. Let's get out there!
Discard all [icon] from Olyv and attach the HELPING HAND mission to her.
Add as much XP to Olyv as you think she needs, then clear her with [icon] to see if she's ready to overcome her fear and finally don the cloak.
B) Sorry, Olyv. You need to figure this out on your own.
Discard Olyv. Each Ranger soothes 2 fatigue.
209.6
Olyv inhales sharply as she examines her wound. "Ah! That stings."
You decide to use this moment as a teaching opportunity and tell Olyv to sit down so you can patch her up. Teaching her will take longer than simply dressing the wound, but this way you'll impart an important lesson on the fledgling Ranger.
End the Day.
210. Deadfall
You hear the Great Ursus's roar mere moments before she steps into view. The sound rattles your bones and sets your heart racing. The tales about the Great Ursus, Deadfall, don't do her justice. She's enormous—more than a thousand kilos of fur and muscle, nearly five meters tall, with claws that could strip the bark from a dolewood.
As she strides forward, you notice she seems to move with a bit of a limp. Even injured, however, she seems no less formidable.
Deadfall rears onto her hind limbs and roars once more, clearly enraged. What has her so worked up?
211. Parental Bond
As you come to a clearing, you find yourself face-to-face with an animal and its offspring. You'll have to approach this situation with care. Parents are understandably protective of their young.
Depending on your current terrain, attach Parental Bond to a copy of the corresponding parent and search the General set for its corresponding young (both listed below). If a copy of the corresponding parent is not in play, search the path deck and discard for one, put it into play, then attach Parental Bond to it.
- Woods: Parent: Prowling Wolhund / Young:Wolhund Pup
- Old Growth: Parent: Dozing Bearsloth / Young:Bearsloth Cub
- Mountain Pass: Parent: Pouncing Atrox / Young:Atrox Cub
- Grasslands: Parent: Hungry Scrof / Young:Scrof Shoat
- Lakeshore: Parent: Romping Lutrinal / Young:Lutrinal Pup
- River: Parent: Wading Ursus / Young: Ursus Cub
- Ravine: Parent: Skittish Opilion / Young:Opilion Eggs
- Swamp: Parent: Hydraworm / Young:Hydraworm Spawn
- Any other terrain: Discard Parental Bond and draw a new path card in its place.
212. Backalley Shortcut
ENTERS PLAY: GO TO 212.1
CLEAR : GO TO 212.2
212.1
In between two buildings, you spot a narrow alleyway. It's a more direct, if somewhat less sociable, route through the village that could save you a lot of time if you want to avoid the crowds.
Clear this feature with [icon] to travel instantly via Thoroughfare (or if the location's [icon] threshold is met, to travel as if you were at any location within the village of Spire).
212.2
You slip into the alley, leaving the sounds of the bustling thoroughfare behind.
You may immediately proceed to the travel phase of the round (even if there are ready cards with the Obstacle keyword in play) and either:
- Travel via Thoroughfare, regardless of the location's [icon] threshold.
- If the location's [icon] threshold is met, travel as if you were at any of the following locations: Spire, Spire Crossing, Brookside, or Silverfin Docks. 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 Backalley Shortcut and resolve the remainder of the test as normal.
213. Fun and Games
ENTERS PLAY:
- ELDER MORA ORLIN, GO TO 213.1
- DACE, GO TO 213.2
- TOLLIN LANG, GO TO 213.3
- ETRA LASH, GO TO 213.4
- BO TALOS, GO TO 213.5
- RAEMON, GO TO 213.6
- ANY OTHER HUMAN, GO TO 213.7
CLEAR :
- ELDER MORA ORLIN, GO TO 213.8
- DACE, GO TO 213.9
- TOLLIN LANG, GO TO 213.10
- ETRA LASH, GO TO 213.11
- BO TALOS, GO TO 213.12
- RAEMON, GO TO 213.13
- ANY OTHER HUMAN, GO TO 213.14
CLEAR : GO TO THE NORMAL ENTRY FOR THAT CHARACTER
213.1
Despite all odds, Elder Orlin seems to be enjoying herself. A smile tugs at the edges of her mouth as she watches a group of children decorate a pool of water with floating flowers.
Clear Mora Orlin with [icon] to see what this is all about.
213.2
Dace stands just outside the main tent, quite literally bouncing up and down with excitement. "Wow! Look at all of this!" she exclaims, beaming. Spotting you nearby, she hops next to you. "Come on! Let's dance!"
Clear Dace with [icon] to dance with her.
213.3
You spot Tollin Lang by a field of tall grass, shouting to a group of children. "First to catch the scrof gets a treat!" He grins as you sidle up to him. "I've hidden a kinetic glass sculpture of a scrof in the field for the children to discover," he explains. "I call it 'The Great Scrof Hunt!'"
Clear Tollin with [icon] to participate in "The Great Scrof Hunt."
213.4
You find Etra Lash inside the main tent, proudly admiring his work. "Hello there!" he shouts over the din when he sees you approach. "I'm so glad you made it out to the festival!"
Clear Etra with [icon] to people-watch with him.
213.5
If FRIENDS RECONCILED, go to 213.5a
Bo Talos stands near a food stall, watching the proceedings with a scowl, though you suspect he may simply be putting on airs. Perhaps someone should encourage him to have some fun.
Clear Bo with [icon] to convince him to have fun.
213.5A
You spot Bo Talos and Olyv Sol standing together, enjoying some sweet honey rolls from a nearby trader's stall. "Mmm! This is so good!" Olyv says. "Come on Bo, you have to try one!" Bo sighs, but smiles affectionately. "All right, all right. If you insist!"
Search the collection for Olyv, Ranger Aspirant and put her into play in the same area as Bo. (Do not read her entry. She'll either be in the Lone Tree Station set or the Valley set.) If OLYV EARNED HER CLOAK, add 4 XP to her.
Clear Bo or Olyv with [icon] to enjoy some treats with the two of them.
213.6
Raemon is helping a trader restock her stall when you approach. "Ah, hello there!" As usual, Raemon is working when he should be enjoying the festivities instead.
If you SHARED A DRINK, add 4 supplies to Raemon.
Clear Raemon with [icon] to encourage him to take a load off.
213.7
All of the villagers seem to be enjoying themselves in their own way. Some partake in the tantalizing array of food, while others dance and play festival games.
Clear this human with [icon] to enjoy the festival with them.
213.8
You watch as festival-goers take turns dunking their head in the water, laughing on their way back up. One emerges with several daisies stuck to her head, and the crowd rejoices. "The object is to catch as many flowers as you can on your way out," Elder Orlin says. "Come now, it's your turn!" She scoots you to the front of the line, and the next thing you know, your head is submerged.
Discard all [icon] from Mora Orlin and add 1 mirth token to her. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
213.9
Dace leads you to a clearing away from the hustle and bustle of the main tent, where a musical troupe of talespinners is playing the traditional tune known as "Ginny's Delight." You and Dace join the villagers dancing to the merry melody, and you swear sometimes the two of you lift off the ground as she twirls you around the clearing.
Discard all [icon] from Dace and add 1 mirth token to her. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
213.10
"All right, kids! New rule!" Tollin shouts as he pulls you to the edge of the field. A few curious heads pop out of the tall grass as you approach. "Now you have to find the scrof…while avoiding this agile velox!" He winks at you. "Well, what are you waiting for? Go get them, velox!" You roar, and the children flee, squealing with feigned terror.
Discard all [icon] from Tollin and add 1 mirth token to him. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
213.11
You sit and converse with Etra for a while, letting your worries melt away. "Beautiful, isn't it?" he says, motioning to the gleeful crowd. Together you watch with smiles on your faces as the people of Spire dance, feast, and play.
Discard all [icon] from Etra and add 1 mirth token to him. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
213.12
If FRIENDS RECONCILED, go to 213.12a
You try to convince Bo to join the crowd, but he shakes his head. "That's okay. I'm having fun just watching. Honest." He lets out a wistful sigh. "Besides…the person I'd want to be with isn't here, anyway…" Despite his attitude, you get the feeling Bo is enjoying the festival in his own way. You spend some quiet time with him before rejoining the others.
Discard all [icon] from Bo and add 1 mirth token to him. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
213.12A
Together with Bo and Olyv, you sample every one of the confectioner's pastries until all of you are stuffed. "I can't eat another bite," Bo says, patting his belly.
"Wanna bet?" Olyv grabs one more roll and playfully jams it against Bo's lips. The two of them fall into a fit of laughter as he attempts to fight off the pastry attack.
Discard all [icon] from Olyv and Bo and add 1 mirth token to each of them. Each Ranger soothes 2 fatigue. Ready FUN AND GAMES.
213.13
You tell Raemon that you'll help restock the stall in his place, and that he should go and enjoy himself. He protests, but eventually relents. Practically every time you see Raemon, he's working—it's nice to watch him unwind for once.
Discard all [icon] from Raemon and add 1 mirth token to him. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
213.14
You spend time together wordlessly enjoying the festivities. The music is lively and the food is delicious. Before long, you part ways, smiling and laughing, as you each set your sights on the next diversion.
Discard all [icon] from this human and add 1 mirth token to them. Each Ranger soothes 1 fatigue. Ready FUN AND GAMES.
214. People of Spire
You kneel beside your charge and begin administering first aid, grateful that there are others nearby who can help. It takes some time, but thanks to the others, not as long as it otherwise would have.
Discard this human. Each Ranger suffers 5 fatigue.
215. Buzzkill
ENTERS PLAY: GO TO 215.1
CLEAR : GO TO 215.2
CLEAR : GO TO 215.3
215.1
You hear a shriek as a swarm of bees descends upon them. If you don't act quickly, they're surely going to come to greater harm.
Add 1 to this human.
Clear this human with [icon] to safely escort them away from the Cloudhive.
215.2
You hustle them away from the festival until you're certain they'll be safe from the cloudhive swarms. You tell them to stay put before running back into the fray.
Discard this human. Move any mirth on them to BUZZKILL.
215.3
You remove them from immediate danger, but it's too late—they've been stung all over. You take some time to perform first aid on them, first removing the many stingers, then applying a cooling medicinal salve from your first aid kit.
Discard this human. Each Ranger suffers 5 fatigue.
216. World Events (SIB)
216.1
You've counted many beautiful days in the Valley, but today is shaping up to be particularly stunning. A soft breeze plays across your skin, and the sun rises over the mountaintops, casting its golden light upon the newly bloomed flowers that cover the hillside.
Hummingbirds and cloudhive bees flit here and there among them. You can't remember seeing so many flowers in one place in your entire life.
"A glorious morning, is it not?" You're stirred from your reverie by a man's voice calling from the trail. You recognize Raemon from your travels—he often runs caravans of both supplies and people to and from Spire. He approaches your camp and shakes your hand in greeting.
"It's always a pleasure to meet a Ranger on the trail. Looks like the weather is going to be perfect for the Blossom Festival, doesn't it? What good fortune!"
This is the first you've heard of a "Blossom Festival," but you're not surprised by the news. There's been abundant (and abnormal) floral growth all over the Valley for much of the current cycle, and Spire's Master of Revels, Etra Lash, is known to organize impromptu celebrations for occasions such as these. It is strange, you think to yourself, to see so many plants flowering at once—and so many out of season. You wonder aloud at the cause.
Raemon laughs. "I have responsibilites enough without troubling myself with such questions," he says. "But if you want to unravel the mysteries of nature, I wish you luck on your quest. May the ancestors guide you!"
With that, Raemon waves goodbye and returns to the trail. You see him join up with a caravan of hoversleds and stilt-horse wagons traveling in the direction of White Sky.
As you prepare for the day ahead, you imagine the delights that the Blossom Festival might hold—honeyed sunberry wine, the luxurious sounds of a dolewood lute, specially prepared foods and confections created by Spire's most talented chefs…
…perhaps you should go to the festival grounds of Brookside, the small village on the riverbank across from Spire itself, to see how preparations for the festival are coming along. Rangers are tasked with aiding the people of the Valley in whatever way they can, after all. Maybe they could use a hand.
You start down the trail, and watch as the cloudhive bees dance among the flowers.
On the day track, record Wild Growth underneath the weather for today, three days from now, six days from now, and nine days from now. On those days, use Wild Growth instead of the indicated weather.
Return the current weather to the collection and replace it with Wild Growth.
Record 216.2 ten days from now on the day track. If you completed REMOVE THE RECLAIMERS, record it six days from now instead. Gain the CAUSE FOR CELEBRATION mission.
Travel to Brookside to see how preparations for the Blossom Festival are coming along.
216.2
If you are on INVASION – STAGE II, SPIRE UNDER ATTACK!, or FALL OF SPIRE, record 216.2 tomorrow on the day track and do not read the rest of this entry. Otherwise, continue reading:
READ ONE:
If SPIRE FALLEN: You wake in a fret, your dreams haunted by terrifying visions. Your encounters with the reclaimers must have you on edge. But today is a new day—and an exciting one, at that. For despite the devastation caused by the reclaimer invasion, today is the day the Blossom Festival is set to begin in Brookside. You thought that perhaps the festival would be delayed on account of what happened in Spire, but the people are resilient and have already begun to rebuild. Perhaps a festival is just what they need to keep their spirits high.
Otherwise: You wake to the sound of birdsong and emerge from your tent, feeling refreshed. You smile as you remember that the Blossom Festival begins today in Brookside.
» Continue reading:
Complete each Festival mission.
Gain THE FESTIVITIES BEGIN mission.
Record 216.3 four days from now on the day track. Record Wild Growth underneath the weather for today and the next three days. On those days, use Wild Growth instead of the indicated weather. Return the current weather to the collection and replace it with Wild Growth.
Travel to Brookside soon to attend the Blossom Festival.
216.3
READ ONE:
If you SAVED THE FESTIVAL:
You awake feeling refreshed, greeted by memories of the Blossom Festival and how you averted disaster. Thanks to you, more people will remember how delightful and merry the festival was, instead of how a cloudhive swarm nearly ruined it.
Each Ranger gains 1 additional energy of any type for the first round.
If BROOKSIDE INFESTED:
You wake in a fit, only to discover that your nightmare about being covered by a blanket of angry bees was just that: only a nightmare.
You hope that the people of Brookside stay safe now that they have a massive colony of cloudhive bees so near to their village.
Otherwise:
You pass by some travelers on the trail in the early hours of the day, and hear in passing that the Blossom Festival ended in ruin—apparently all of the floral decorations caught the attention of a massive cloudhive which now hovers ominously over the festival grounds in Brookside.
Complete each Festival mission.
Record BROOKSIDE INFESTED on your campaign tracker.