Hunting Guide

Hunting Guide

What to Hunt

Normal Prey
d20 Creature (Avoidance)
1 Bear (7)
2 Fox (13)
3 – 4 Boar (10)
5 Bull (5)
6 – 10 Red Deer (15)
11 – 17 Fallow Deer (18)
18 – 19 Wolf (10)
20 Reroll - choose that creature, but a prime specimen. Or they find EXACTLY what they were hoping to hunt.

The Hunt

Note: A hunt is normally divided into segments of about an hour in length. A single day allows up to 6 segments in winter, 8 in spring and autumn, and 10 in summer. Once these segments have elapsed, the hunt is over for the day. Decide when people arrive to the hunt, and how long they have before they need to call it a day to get back before full darkness falls and they're stuck in the woods.

1. Either pick one person to lead the hunt, or all who have Hunting can make their own rolls. Others can choose to follow one of the Hunters and make no Hunting rolls of their own.
2. GM makes roll to pick prey. Hunting rolls made to see if trail is picked up on.
3. Depending on the season above in note, will give you the number of 'segments' the prey is ahead of the hunters. They advance or fall back spaces depending on their rolls in the chase. (i.e. If it's winter, the prey is 6 spaces ahead if the party starts off first thing in the morning. A first roll of crit success moves the hunter two spaces closer. A fail would move him one back. Keep track of how many rounds you go before it starts getting dark! )

The Chase

Roll: Hunting vs Avoidance

Crit Success: Find the Prey immediately
Success: Move forwards 1
Fail: Move back 1 and hit an obstacle
Crit Fail: Lost trail completely

d20 Obstacle
1 – 2 Got the wrong animal. Reroll prey, ignoring 1. For 20, find what you want, or with staff approval, something else.
3 – 4 Stream: Make another Hunting roll with a –10 modifier; if you fail, you lose the trail and must reroll to find your trail again.
5 – 6 Fallen tree: Make a Horsemanship roll or fall, taking 1d6 damage; if fallen, back 1 more, and make another hunting roll once remounted.
7 – 10 Birds flushed underfoot: Make a Horsemanship roll or suffer a –5 modifier on the next Awareness roll made during this hunt.
11 – 12 Thick brush: Make a Horsemanship roll; if you fail, move back one from prey and roll Hunting again.
13 – 14 Men shouting somewhere: Make an Awareness roll; if you fail, move back one and reroll Hunting again.
15 – 16 Hidden ditch: Make an Awareness roll or suffer a –5 modifier on the next Horsemanship roll made during this hunt.
17 – 18 An animal growls nearby. Make an Awareness roll or suffer a –5 modifier on the next Hunting roll made during this hunt.
19 - 20 A horn blasts somewhere: Make a Hunting roll or suffer a -5 modifier on the next Awareness roll made during this hunt.

The Kill

1. Surprise Attack: First hunter catches up to it, can make one surprise free attack if near or with ranged weapon. If more than one, whomever has highest MR or Dex gets first attack.

Crit Success: Double Damage dealt. Quarry will seek to attack nearest hunter afterwards
Success: Normal damage. Quarry will seek nearest hunter, unless taken Major Wound in which it will attempt to avoid again.
Partial Success (beast rolls higher success than hunter): Quarry escapes – add +5 to further Hunting rolls
Fail: Quarry escapes - -5 on Hunting rolls, continue on trail
Crit Fail: Quarry escapes – lost trail, -5 to Hunting, begin over

2. Rush: Up to 3 Hunters can rush attack, plus any ranged. Avoidance vs attack rolls. If several attack, then Avoidance divided among just as would for combat
3. Normal Combat: Continue normal melee, unless quarry successfully flees.

If the quarry successfully flees, then begin the chase again.

Prey Stats


This smallish variety of brown bear is the only bruin native to Britain. It normally tries to avoid humans, but can be deadly if trapped or cornered. A popular entertainment is to pit a bull versus a captured bear in a pit or arena. When combating a mounted foe, a bear usually attacks the rider first.

Glory Won 10
SIZ 25, DEX 10, STR 25, CON 18
Move 8; Armor 6;
Unconscious 11; Major Wound 18; Knockdown 25; Hit Points 43
Healing Rate 4; Damage 3d6 (maul)*.
Combat Skills: Claws 13.
Skills: Avoidance 7.

Ferocity: A bear attacks normally for 1 full round after another creature would be incapacitated (i.e., even after its current hit points reach or drop below its Unconscious threshold, or after it receives a Major Wound, for example).
*Maul: A bear may attack only one target per round, using its Claws value of 13. If the bear wins the melee round, however, it makes two separate 3d6 damage rolls instead of a single damage roll, simulating the bear’s mauling attacks. Damage inflicted by these two damage totals is treated as two separate wounds.

Prime Specimen Stats:
Glory Won 25
SIZ: 30, DEX 15, STR 30, CON 23
Move 5; Armor 8
Unconscious 13; Major Wound 23; Knockdown 30; Hit Points: 53
Healing Rate 5; Damage 4d6
Combat Skills: Claws 15
Skills: Avoidance 10.
Valorous Modifier: -5.

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