The Wild Hunt
Environment overview
A chase led by a mythological figure escorted by a ghostly or supernatural group of hunters
Potential adversaries
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?
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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?
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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?
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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
reactionAbout 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
- What will it take to leave the hunt behind? Where will you find yourself when you do?
- What terrible nightmares does this bring to light?
- What was the joke? How did you succeed avoiding it?
- How does the Wildmen's drumming drive you into a frenzy?
The Wild Hunt
The music and shouting are deafening. Any rolls relying on sound or delicate communication are made with Disadvantage.
Domains
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Starting Evasion
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Starting Hit Points
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Class Items
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The Wild Hunt Subclasses
No subclasses available.
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Background Questions
Answer any of the following, or create your own.
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Connections
Ask one of the following, or improvise.
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Discussion
Be thoughtful and kind.
Remember to be respectful. Comments are moderated and should add to the discussion.