Start location and town entry
You may notice that when testing your scenario, the message about the merchant doesn't pop up if you head west. This will happen if the start location is on or to the west of the special encounter.
![[IMAGE]](/static/tutorial/start-location/bad-start.jpg)
The 'S' in the small grey square is where the party will appear when the enter the scenario. We want them to appear on the east side of the special rectangle, so let's change it. Click on Town > Set Starting Location...
![[IMAGE]](/static/tutorial/start-location/menu.jpg)
... then pick a new starting location, four or more squares away from the special rectangle.
![[IMAGE]](/static/tutorial/start-location/good-start.jpg)
While you're at it, change the entrances for the town. Whenever the party enters a town from the outdoors, it will appear in one of the squares marked by a small grey square with an arrow on it. Page 34 of the offical documentation tells you exactly how the game interprets directions. In this case, the town is a tunnel, and the party will only be entering and exiting on the west side (as exiting on the east side ends the scenario). So put all the town entrances on the west side of the tunnel, using the indicated buttons.
![[IMAGE]](/static/tutorial/start-location/entrance.jpg)
Once that's done, it's time to do some more scripting.