The Fool
Undecided and hesitant, we watch the Fool’s apparition vanish into the mist of the Mire. Now we are lost, with neither spirit nor memory to guide us.
The party gains the Curse of the Fool. 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.