The Convict
The day wears on…
An early morning storm turns the once-solid ground into slick clay. More than once we slip to our hands and knees, muddying our already filthy garments.
By late afternoon, we have pushed our way through the worst of it. However, we discover another surprise waiting for us when we come upon a bedraggled man — a prisoner, by the looks of his clothing. He sits in a shallow puddle on the ground, his feet chained to a great boulder. With a jagged rock, he hammers at the iron which ensnares him — but upon closer inspection, we see that the chain has long since broken.
"Gotta get it off," he growls. "Gotta get out of here before I lose my mind. A man goes mad trying to escape a place like this. Almost there. Can't go mad!"
The prisoner turns his eyes upon us, eyes buzzing with a haunting light. All at once, we are filled with his desperate longing — the urge to be free, beyond all rhyme and reason, at the expense of all sanity.
The Challenge
The Convict spent years fighting for his freedom, often on the edge of sanity. Channel this delicate balance with a game of precision.
Each traveller takes a card (it does not matter which) from the deck.
Stand at one end of the table. Using only one hand, the travellers try to gently slide the card as close to the edge of the table without it falling off.
If not playing around a table, use the floor and mark an imaginary "edge" which the cards cannot cross. If even a floor will not work, get creative!
The game ends when every traveller has had their turn or a second card falls off the far edge. (One is fine!)
HELP FROM AN ITEM
If any traveller carries a KEY, they may take two shots
Success. If every traveller has taken their turn and two cards did not fall off the far edge, the Challenge is passed. The traveller who came closest to the edge wins the Blessing of the Convict.
Failure. If two cards fall off the far edge of the table, the Challenge is failed.
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If the Challenge is passed, the traveller whose card came closest to the edge wins the Blessing of the Convict.
If the Challenge is failed, the party fails to thread the needle between the longing for escape and madness. They suffer the Curse of the Convict. Take this spirit's card and place it in a designated area on the table so everyone can see it. If this is the party's third Curse, click here.
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The rain begins to fall again, a gentle drizzle over the rocks and trees. The convict smiles as he turns his gaze skyward. Raising his arms in ecstasy, he dissolves from sight — free at last.
Re-form the deck before continuing.