When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and…

When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and…

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.

5 thoughts on “When you find the location of the Hillman’s home and bring a suitable gift, he will invite you in his home and…”

  1. 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.

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