The Warden

The day wears on…

We walk straight through the morning. Around midday, we pause to take a rest when…

We wake suddenly, now lying on the floor of the forest. It is late afternoon, and our memories of the last few hours are hazy. Did we fall asleep? But it must be more than that — for, to our dismay, we find that we are now handcuffed to one another. Rusty manacles bind our wrists, right as paper dolls.

As we wonder in confusion at our situation, a sound echoes between the trees: barking hounds. They’re hunting for something. Could it be… us?


The Challenge

Escape your manacles while keeping your fellows imprisoned!

  • Each traveller uses their right hand to take hold the left wrist of the traveller to their right. A circle of manacles should be formed.

  • Set a timer for twenty seconds.

  • For twenty seconds, all travellers attempt to break their left wrist free of the traveller to their left, while holding tight with their right hand to the traveller on their right.

Success. If, after twenty seconds, at least one traveller still holds the wrist of the traveller to their right, the Challenge is passed. However, any travellers who are still imprisoned will face a harsh punishment.

Failure. If, after twenty seconds, no traveller still holds the wrist of the traveller to their right, the Challenge is failed.

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If the Challenge is passed, the traveller who still holds a wrist in their right hand wins the Blessing of the Warden. If multiple travellers do so, then the Blessing goes to the eldest.

Conversely, those travellers who are still imprisoned have been ‘arrested’. The Warden confiscates their Items. Place all Items of such prisoners to one side. A traveller may only reclaim their Item if and when they next win a Blessing.

HELP FROM AN ITEM

If any traveller carries a LETTER, the Warden mistakes it for a letter of pardon. The letter-bearing traveller may return a confiscated Item to its owner. The owner of the confiscated Item draws a random Blessing from the deck.

If the Challenge is failed, the party suffers the Curse of the Warden. If this is the party's third Curse, click here.

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Breaking free of the rusty chains, we cast them into the undergrowth and flee. The barking of the dogs fades to silence behind us.