The Bard
The day wears on…
After toiling through miles upon miles of razor-thorned brush, we are finally rewarded with a sun-dappled clearing of pasque flower and meadow grass.
We lie in the field, enjoying a much needed reprieve — when, in the distance, we hear a sound. As if blown from far away, a mellifluous voice floats upon the breeze. At first, the silken note is yet another pleasure of the pasture. But before we know it, we find ourselves harmonising with the singer's tone. The chord is beautiful, to be certain. But to our horror, we realise that we cannot stop — not even to take a breath.
The Challenge
Set a stopwatch.
Starting the timer, all travellers must simultaneously sing a single note. The note can be quiet but must be audible.
If a traveller stops singing or takes a breath, they are eliminated and must be quiet.
The traveller who is left singing last wins.
HELP FROM AN ITEM
If any traveller carries a FLUTE, they may begin to sing five seconds later than everyone else.
Success. If at least one traveller sings longer than thirty seconds, the Challenge is passed.
Failure. If no traveller held their note for longer than thirty seconds, the Challenge is failed.
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If the Challenge is passed, the last traveller left singing wins the Challenge. They receive the Blessing of the Bard.
If the Challenge is failed, all travellers suffer the Curse of the Bard. If this is the party's third Curse, click here.
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Blessings and Bargains symbolise the support of a spirit of the Elder Wood. Both offer protection against death for the traveller who wins them.
Blessings: When a spirit is pleased, it might grant its special protection to a particular traveller. Spirits who have bestowed a member of the party with their Blessing travel invisibly with them and will help to protect them when they reach the Heart of the Wood.
Travellers who win a Blessing should place the Blessing behind their Character Card so that the spirit's name and number are still visible.
Bargains: Sometimes, instead of granting its Blessing to a traveller, a spirit might instead offer a conditional protection called a Bargain. Bargains symbolise a trade between spirit and traveller; the spirit protects the traveller, but its influence affects the traveller's behaviour. The traveller must obey the Bargain rules written on the spirit's card so long as they possess the Bargain. In return, the spirit will convert its Bargain to a Blessing in the Heart of the Wood, thus helping the traveller survive.
Travellers who win a Bargain should place the Bargain card face-up to one side of their Character Card, so that they can read the card's Bargain rules.
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When a spirit is displeased by the party, it will lay its Curse upon them. Curses have dire consequences. The more Curses a party gathers, the more lives will be claimed in the Heart of the Wood. Furthermore, if a party incurs three Curses, the Wood's spirits will reject them and they will be forced to flee for their lives, ending the game.
When you incur a Curse, place it in a designated area of the table so that all travellers are aware of it.
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As our voices peter out one by one, we hear the distant sound of a lute, skilfully strummed. Then we are alone once more.