Following Senator Thomm’s commissioning speech, Adventure Inc. makes plans for the first leg of the journey. In order to explore the most territory, and to avoid the logistics of moving a massive group across the continent, the expedition leader Lady Alexandre Mackenzie has split the company into four Expeditionary Groups of various sizes (Intrepid, Venture, Arcana, and Fortune).
Each group has an assigned route, independent of the others, to traverse and explore and then to report their findings at predetermined gathering points for the whole company. The first leg of the journey is from Lazlo to Escanaba (Merc Bay). Groups Intrepid and Venture will travel over land, Group Arcana will map a route of interconnecting ley lines, and Group Fortune by ship.
A few hours north of the city of Lazlo, the port of Collingwood, is abuzz with activity. As Group Fortune loads a small vessel, christened the SS Fortuna, with cargo to support the great expedition of Adventure Incorporated. The ship’s hold is laden with unique wares, gifts from the Senate of Lazlo to be used in political negotiations on the other side of the Rockies. These priceless items cannot be purchased at the major way stations in Ishpeming or the Colorado Baronies. Thus, their arrival in Merc Bay to meet up with the other Expeditionary Groups is paramount.
Preparing to set sail the group makes the final details, sets the watches, and takes care of any last minute business.
You are in a port city about to set off into the great unknown. What do you do?
Journey wrote: When ready to depart, use the Journey rules from the Tomorrow Legion Field Guide to assign roles. You can provide support to the leader as well.
- Travel Time: 10 hours (1 card flip)
- Navigator (Survival)
- Lookout (Notice)
- Pilot (Boating)
- Scout (Stealth)