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.

If this is your FIRST night in the Mire, click here.
If this is your SECOND night or later in the Mire, click here.