When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and challenge you to a game.
Roll +Con if you try to outdrink him
Roll +Str if you arm wrestle him
Roll +Dex if you play dice
Roll +Cha if you recite poetry
Roll +Int if you give him a riddle
Roll +Wis if you try to see through his trick.
On a 6- you pay a terrible price for your learning. You lose an eye/ear/voice(receive a suitable debility) but gain +1 forward once a session for the stat you rolled.
7-9 you may leave without boon or scar or take both. Lose eye/ear whatever and take boon (roll 3d6 for stat of choice and take higher two).
10-11 you take the boon and gain no scar
12+ you may take two boons for one scar
15 you may take two boons with no scar.
This is only a slightly refined rough and suggested improvements are much welcome.
This move is partly inspired by the myth of Odin trading his eye for a sip of the well of wisdom.
And more from the book “Otto of the silver hand” where it is said that One eyed Hans drank with the Hillman and gained the strength of ten men. He would have rolled a 10+ on his roll.
Not sure if the stat you roll should be one you get the boon for, or if you can choose which stat you want. I think GM discretion is best.
This is just awesome!
Just noticed the STATS aren’t in “standard” order, +CHA should be the last entry.
Addramyr Palinor I wrote the ideas as I remembered them. I can reorder them later.
I’d almost use this for a “Bustling Tavern”