(Rules freely inspired from Pendragon)
Hunting, with war, was the predilection activity for nobles in the Middle-Ages. Here are a couple of suggestions for Storyguides willing to play a thrilling hunt, either with magi or companions.
A hunt takes place in four main steps. Each step lasts for about an hour, and may occur several times. Typically, a day hunting may last for 6 hours during winter, 8 hours during spring, and 10 hours during summer.
Step one: Looking for a prey
A Perception + Hunting (Tracking) simple roll is necessary to discover a track. The difficulty level varies, depending whether the area is well stocked with game or not. It is generally 6+. Another simple die is then rolled on the Prey Table to determine the nature of the game.
Roll | Prey | Chase Difficulty |
1 | Fox | 12+ |
2-4 | Stag | 9+ |
5 | Wolf | 9+ |
6-7 | Boar | 6+ |
8 | Bear | 9+ |
9 | Great White Stag | 12+ |
0 | Special* | 15+ |
Step two: The track
Once the track is found, dogs are sent and hunters chase the game. A new Perception + Hunting (Tracking) roll is necessary. The difficulty level varies depending on the prey (see the Prey Table) and the terrain where the hunt is taking place (see the Terrain Modification Table). The result of this stress roll is interpreted by consulting the Chase Result Table.
Terrain | Difficulty Modifier |
Clear terrain, prairie | -2 |
Populated forest | -1 |
Forest | 0 |
Deep forest | +1 |
Hills | +1 |
Mountains* | Hunting is impossible |
Swamp* | Hunting is impossible |
Populated land* | -2 |
Hunters' mother country | -2 |
Rain | +2 |
Heavy rain | +5 |
Snow | +7 |
Thin layer of snow on the ground | -2 |
Thick layer of snow on the ground | +4 |
Wounded prey | -3 |
Roll success | Effective success |
Success by 5+ | The prey is cornered, proceed to step four. |
Success | The chase goes on, get back to step two. |
Failure | Obstacles prevent the hunters to carry on, proceed to step three. |
Disaster | The track is lost, get back to step one. |
Step three: Getting over the obstacles
Hunters are delayed by an obstacle they must get over before returning to the chase at step two (see the Obstacle Table). If the result of this stress roll is a failure, the track is lost and the hunt must start over at step one.
Simple die | Obstacle |
1 | The hunters track the wrong animal. Roll again at +2 on the Prey Table. |
2 | A tree has fallen on the path: Dexterity + Riding roll at 9+. |
3 | A stream must be crossed: Dexterity + Riding roll at 6+. |
4 | Birds take fly at the horse's feet: Dexterity + Riding roll at 9+. |
5 | Strange noises frighten the horse: Dexterity + Riding roll at 6+. |
6 | Thick bushes must be jumped over: Dexterity + Riding roll at 9+. |
7 | Other hunters shout: Perception + Awareness roll at 9+. |
8 | A nearly invisible ditch must be jumped over: Perception + Awareness roll at 6+. |
9 | Dogs bark: Perception + Awareness roll at 9+. |
0 | A horn rings: Perception + Attention roll at 6+. |
Step four: The kill
Hunters are now close enough to attack the beast with the weapon of their choice. If the prey survives this first attack, a second attempt is possible while the game tries to escape. If the second attack fails, the beast manages to flee and the chase starts back at step two. Otherwise, if the prey is still alive, it fights to the death.
Useful abilities and spells:
Perception + Hunting (Tracking) rolls may be replaced by formulaic or spontaneous Intellego Animal spells which levels must be at least 5, 10, 15, 20, 25, when the roll difficulty level is respectively 3+, 6+, 9+, 12+, 15+.
Story hooks: