The Blacksmith
As we study the knight’s runes, we hear a sound through the trees. It is the distant chime of iron on iron. It grows louder, enveloping us — consuming us. Just the moment when we think we may never hear anything again, the hammering stops. All is silent once more.
The Blacksmith disapproves of your principles. 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.