Price To Pay
From Wildermyth Wiki
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.
Trivia
A hero who chooses Option 2 will receive the following in their history:
[Name] often spilled her own blood in defense of [Party], but the droplets given to an ancient hag left a tether from which she could not escape.