when the dice go badly
Wintercry uses a small version of the DVNGEON rules. There are three attributes: Body, Mind and Soul. A skill check is two six-sided dice, an attribute and any bonus against a target number.
The interesting result is the one just below the target. It succeeds, but costs something. At a broken bridge that might mean leaving food behind, losing the rope, or crossing with hurt ribs.
There are no hit points and a bad roll does not end the story. It changes what the wanderer carries into the next scene.

Luck can reroll the lower die. Gifts can add three to a fitting check, then make their own roll. In Wintercry, a Gift strains on 1, 2 or 3 and Luck never refreshes. A point spent early is a point missing beneath the castle.
Shame never changes the dice. Some things should remain part of the story, not become a modifier.