I would be sorely out of trees if I would put all of the forest together... and of course that's not even the purpose. I developed the set with a line-of-sight mentality. Tiles that the group has passed, are removed from the board.
Here is, however, our first example game (well, part of it) in pictures.
TRIAL RUN: The Expected Journey
Esmyralda, Knight Errant of Bretonnia to her own words, but actually a runaway noble daughter gone adventuring (knight), Boris of the World's Pain Brotherhood (monk) and Oric Ironhead (dwarf) continue towards their goal, the ruined dwarf-home at the borders of Loren. They depart from the inn where they met each other, and sally off into the forest. The innkeeper looks after the distancing group, shaking his head. Poor buggers...
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TURN 1: We are using a bit modded moving system here. The characters are moving with a roll of 1d6 in the wilderness. If they follow the road, they may advance one stone slab (despite their small difference in size) for each dot. If they move off-road, they can advance half an inch for each dot rolled. Orric takes lead (6) and scouts for the group, while Esmyralda (3) and Boris (1) walk with a slower pace. Random roll reveals no random encounters for the first two tiles.
TURN 2: Esmyralda (2) and Boris (2) keep moving behind, while Oric (4) scouts ahead. Our dwarf searches the environment, finding some gold coins from an old boot. No encounters.
TURN 3: Boris (4) and Esmyralda (5) have apparently decided that they need to catch up with the dwarf. Good thing, too, for Oric Ironhead is the pathfinder of the group: he at least claims to know where he is going in Loren. This works just like the torch-bearer rule in WHQ. If at any time, any character is farther than 10 steps (or 10 inches) away from the pathfinder, he is LOST into the woods. (There is a random roll that defines what happens to him and when or if he catches up with the rest of the group. Anyway, Oric advances with a steady pace ahead of the group (3).
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TURN 4: Boris (6) and Esmyralda (3) move along the third tile, while Oric (5) scouts the fourth. This tile reveals a forked path. The group decides the check the path leading to west first. No encounters.
TURN 5: Oric is apparently confused by the fork, for his advance slows (1). Boris catches up with him (4), while Esmyralda guards the rear (3).
TURN 6: Our Iron-headed dwarf moves to the fifth tile first (4). Boris (3) and Esmyralda (2) are still on the fourth. Encounter triggers on the fifth tile. Two wolves appear from the woods, appearing from a randomly defined corner. They prepare to attack the travelers. Oh, the excitement.
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What happens to our brave fellows? Will they loot phearsome treasures or end up in wolf-bellies? To be continued!