Difference between revisions of "Price To Pay"
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Revision as of 12:39, 26 December 2019
Price To Pay |
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Author |
Shae Rossi |
Event type |
Wilderness scouting |
The party arrive at a windmill in need of repair. Unfortunately the key belongs to a witch in the woods, who will need them to give something up in return...
Choices
1. "Fine, I'll lose a memory."
Outcome The hero loses a memory in exchange for the key.
2. "I could lose some blood for the cause."
Outcome The hero loses some blood in exchange for the key.
3. "Hang on, are you messing with us?"
Outcome Roll. Success = Recover the key without giving anything up. Failure = Anger the witch and fail to retrieve the key.