The Waters
Finding a narrow gap in the stream, we plug it with logs from the nearby trees. The current grows sluggish, pushing at our makeshift dam. But by the time the snarling waters break free, we have already crossed downriver.
The Waters are angered by your blasphemy.
The party suffers the Curse of the Waters. Place the Waters’ card in your designated Curse area, so all travellers can see it. 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.
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