The Peddler

The day wears on…

Towards afternoon, the bog hardens into a spongy road of dirt and stones. Heartened, we walk it — only to see, treading the road ahead, a peddler and donkey. He turns a merchant’s smile upon us as we draw level with him.

“Care to browse my wares? I’ll pay a premium for new stock, and you’ve a long road ahead of you. I should know.” He smirks slyly, as if at some inner joke.


The Peddler’s Shop



The Peddler offers a trade to each traveller: their Item for a random Bargain from the deck.

  • Clockwise starting with the Reader, travellers take it in turns to choose whether to TRADE or REFUSE.

  • If a traveller chooses to trade, they must immediately discard one of their Items, then draw a random Elder Card from the deck. This card becomes their new Bargain.

  • The next traveller then makes their choice.

  • Travellers may trade more than one Item if they choose. If a traveller possesses no Item, they must refuse the Peddler’s deal.

  • Once every traveller has chosen and — if applicable — traded, continue below.

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If at least one traveller TRADES, the first traveller to trade gains the Peddler as a Bargain.

If no traveller trades, the Peddler scorns their lack of business sense. The party suffers the Curse of the Peddler. 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.

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Our packs newly bulging, we thank the peddler for his business and walk on. The next time we look back, he is gone.