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The Wild Hunt

Tier
2
Type
Event
Difficulty
14
Impulses
Join the hunt, Revelry, Chase

Environment overview

A chase led by a mythological figure escorted by a ghostly or supernatural group of hunters

Potential adversaries

Devil dogs Head Hunter Wildman Jesters Guards

Features

Passives

passive
  • Run with the hunt

    Once caught in the path of The Wild Hunt players must join in the hunt. If they wish to leave it they need to get over a countdown of 6 (traversal) and there is no knowing where they will end up.

    Questions
    • What will it take to leave the hunt behind? Where will you find yourself when you do?
  • Baying of the Hounds

    Any PC who begins their turn within Very Far range of a Devil Dog or The Head Hunter must mark a Stress unless they succeed on a Presence Roll

    Questions
    • What terrible nightmares does this bring to light?
  • Feverish Revelry

    The music and shouting are deafening. Any rolls relying on sound or delicate communication are made with Disadvantage.

Actions

action
  • It is just in jest

    The Jester play a prank on the party. It is a cruel joke and they must save roll presence or suffer 3d8 damage and mark a stress (on a success just mark stress).

    Questions
    • What was the joke? How did you succeed avoiding it?
  • The Blood Moon's Dance

    Spend 1 Fear. Every creature currently under "Join the Hunt" (including Adversaries) gains +2 to their Attack rolls but takes a -3 penalty to their Evasion until the start of the GM's next turn

    Questions
    • How does the Wildmen's drumming drive you into a frenzy?

Reactions

reaction

About this environment

The music and shouting are deafening. Any rolls relying on sound or delicate communication are made with Disadvantage.

The Wild Hunt

Tier 2 Event

A chase led by a mythological figure escorted by a ghostly or supernatural group of hunters

Impulses: Join the hunt, Revelry, Chase

Difficulty: 14

Potential Adversaries: Devil dogs, Head Hunter, Wildman, Jesters, Guards

Features

Run with the hunt - Passive: Once caught in the path of The Wild Hunt players must join in the hunt. If they wish to leave it they need to get over a countdown of 6 (traversal) and there is no knowing where they will end up.
  1. What will it take to leave the hunt behind? Where will you find yourself when you do?
Baying of the Hounds - Passive: Any PC who begins their turn within Very Far range of a Devil Dog or The Head Hunter must mark a Stress unless they succeed on a Presence Roll
  1. What terrible nightmares does this bring to light?
Feverish Revelry - Passive: The music and shouting are deafening. Any rolls relying on sound or delicate communication are made with Disadvantage.
It is just in jest - Action: The Jester play a prank on the party. It is a cruel joke and they must save roll presence or suffer 3d8 damage and mark a stress (on a success just mark stress).
  1. What was the joke? How did you succeed avoiding it?
The Blood Moon's Dance - Action: Spend 1 Fear. Every creature currently under "Join the Hunt" (including Adversaries) gains +2 to their Attack rolls but takes a -3 penalty to their Evasion until the start of the GM's next turn
  1. How does the Wildmen's drumming drive you into a frenzy?

Discussion

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