The Blacksmith
The day wears on…
We curse through a bog so tightly packed with cypress trees that we walk in a constant shade. Indeed, it feels as though the night has continued through the morning and into the afternoon.
At last, we burst from the spike-rush to sight a half-flooded ruin between the trees. Stopping to rest, we see that it is an abandoned smithy; a search reveals the remnants of a spear handle and blade. If we can only attach the two, we will have a handy weapon — and fishing tool — to aid us in our travels.
The Challenge
Compete to finish the spear before your fellows.
Deal two cards to each traveller.
Set a timer for thirty seconds. Start it.
All players must attempt to stand their two cards against one another in a triangular shape, mimicking the shape of a spearhead.
The game ends when any traveller successfully stands their cards against one another, or when the timer runs out.
HELP FROM AN ITEM
If any traveller carries a HAMMER, they may have an extra thirty seconds.
Success. If a traveller succeeds before thirty seconds have elapsed, the Challenge is passed.
Failure. If the time runs out and no traveller has succeeded, the Challenge is failed.
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If the Challenge is passed, the successful traveller wins the Blessing of the Blacksmith.
If the Challenge is failed, the party suffers the Curse of the Blacksmith. If this is the party's third Curse, click here.
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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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Just as the iron seems about to take, the spearhead turns to dust between our fingers. A deep guffaw echoes through the forge. Grabbing our packs, we rush away.
Re-form the deck before continuing.