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.