The Witchstone
From Wildermyth Wiki
The Witchstone |
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Author |
Douglas Austin |
Event type |
Wilderness scouting |
The party encounter a sinister-looking rock: a witchstone. And legend says that "if you don't offer it a joyous memory, it will lay a curse upon your back."
Choices
1. "And if we don't keep going it will be <Hero>'s curse instead."
Outcome One of the party becomes inhabited. The following is added to the hero's history: They became the home of a tortured black spirit, when the Witchstone's appetite went unsated.
2. Sacrifice a romantic memory...
Outcome Hero loses the memory, and the following is added to their history: In order that their friends might pass safely to <Location>, <Hero> relinquished a memory of young romance to the Witchstone there, and lost it forever.
3. Sacrifice a familial memory...
Outcome Hero loses the memory, and the following is added to their history: In order that their friends might pass safely to <Location>, <Hero> relinquished a memory of their parents to the Witchstone there, and lost it forever.
4. Sacrifice a memory of self-worth...
Outcome Hero loses the memory, and the following is added to their history: In order that their friends might pass safely to <Location>, <Hero> relinquished a memory of their proudest moment to the Witchstone there, and lost it forever.
Trivia
Option 1 targets a hero with a high coward score.
Option 2 targets a hero with the Flirt or Brokenhearted hook.
Option 3 targets a hero with the Loyal or Nostalgic hook.
Option 4 targets a hero with the Proud or Integrity hook.