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.

————
⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖ ⧖
————

  • 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.