The Strongman

We have faced many obstacles in the Elder Wood, but this — perhaps — is the most vexing. Our path is blocked by a precipitous mountain. It appears not on our map; to our knowledge, there is no record of it anywhere. And yet here it stands — impossibly steep, towering, unscalable.

We are arguing over the map, irritable with dehydration, when an elderly voice sounds behind us. It is an old, old man, his skin like parchment, his hands a-tremble. “If goin’ forward’s what yer need, I'm happy to help.”

Smiling kindly, he gently lifts the entire mountain out of our path. As he crumbles it to dust between his fingers, we thank him gladly. But the old man only chuckles. “I could teach you. True strength lies within, you know… But a little muscle never ‘urt. So! Which of yer is the strongest, then?”

The day wears on…

The Challenge

If you want to learn the Strongman’s secrets, first you must prove your mettle!

  • Set a timer for two minutes. Press start.

  • Simultaneously, each traveller attempts to balance and stack cards from the deck on just the tip of their index finger. Balancing hands must be held away from the body and cannot be stabilised in any way. Cards cannot touch any other part of your hand.

  • If any traveller’s cards fall at any point, that traveller must start again.

  • The game ends when the deck is exhausted or the timer runs out.

Success. If at least one traveller stacks four or more cards, the Challenge is passed. The traveller who stacks the most cards win the Blessing of the Strongman. In the case of a tie, the Blessing goes to the eldest traveller.

Failure. If no traveller stacks four cards, the Challenge is failed. The party suffers the Curse of the Strongman. 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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As we attempt to prove our strength to the old man, we realise that he is laughing softly. “Oh! The frailty of the flesh.” His eyes flash; we see, for a moment, a great void, black and limitless, stretching to oblivion.

Consumed by panic, we fall to the floor. When we rise, the elder is gone.

  • Re-form the deck before continuing.

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