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by Rich H » Thu Jul 17, 2014 5:50 pm
HUNTER
A FALLEN TOKEN
Dangerous Meetings
The huntsman discovers a token of some kind: a sign that someone has deliberately dropped or placed. Is someone in danger and in need of help?
HAUNTED GROUNDS
Dangerous Meetings
On a failure, the hunter continues to pursue an easy prey but as soon as the beast’s blood hits the earth, the air grows dim as an evil mist descends and ghosts assail the company with dreadful spells.
OUTLAWS
Dangerous Meetings
While travelling away from the rest of the company, the huntsman spies a small patrol of outlaws approaching. Does the companion race back to the company, or try to hide?
FAT PHEASANTS
Misery
The huntsman spots a flock of juicy fat black pheasants (or other desirable fowl). He is permitted a single Hunting or Bow test to bring one down before the rest scatter. If the test fails, the birds vanish, and the company are tormented by the thought of what they might have had if they were luckier.
TRACKS OF THE WEREWOLF
Daunted
The huntsman finds a gigantic paw-print in the mud and must make a Valour test. If successful, the character correctly observes that the print is old and that the beast is no longer nearby. If unsuccessful, the hunter mistakenly determines that the print is fresh and that a gigantic wolf is lurking in the woods.
JUST OUT OF REACH
Despair
The huntsman spots a flock or herd just beyond some natural barrier such as a rushing river or deep chasm.
A NOBLE BEAST
Corruption
Unbeknownst to the huntsman, the beast he is tracking is a noble and intelligent creature. He recognises this on a successful Hunting test. If the creature is killed by the Huntsman, he will be asked to pay a were gild to its family, and will also need to make a Corruption test.
FOUL FORAGING
Weariness
The huntsman makes a Hunting test. On a failure, he mistakes a poisonous plant, berry, or mushroom for a common edible one. The company is sickened and considered Weary for the rest of the leg of the journey.
MAGIC MUSHROOMS
Fatigue
The mushrooms in the area are unfamiliar. All Huntsmen make a Hunting Test. If no one succeeds, the companions are plagued by nightmares and restless sleep.
SCARCE GAME
Fatigue
The company moves through an area of scarce game. Can their Hunters successfully forage food?
FROM HUNTER TO PREY
Strain
A dangerous predator has followed the tracks or the scent of a hunting companion. On a failure, the Huntsman is attacked by an unusually dangerous creature.
THINGS THAT BITE AND STING
Strain
The huntsman is attacked by a small creature that quickly disappears.
FOUL WATER
Strain
The river and streams of the area are corrupted. All Huntsmen make a Hunting Test. If no one succeeds, the company are Poisoned.
POACHED QUARRY
Wrong Choices
The hunter pursues the same quarry as a group of Elves. One Huntsman makes a Hunting Test. If he succeeds, he has killed a particularly fine stag that was being stalked by a group of Elves and they are not happy.
Last edited by
Rich H on Thu Jul 17, 2014 5:54 pm, edited 1 time in total.