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The Wild Hunt

Environments Designed by Alexandra Ford • Art by Aldo Dominguez

At a glance

Tier
2
Type
Event
Difficulty
14
Impulses
Exhaust Inspire Dread Hunt

Environment overview

The winds whip up into a torrent of stolen screams and the moonlight turns oppressive as the hunt is called down upon the party.

Potential adversaries

Mortal Hunter Fae Undead Plants and Animals

Features

Passives

passive
  • Laws of the Hunt

    Whenever the PC's take a rest, they may take a downtime move to perform the rituals necessary to hide from the Hunter Crowned. Each character who doesn't perform the ritual marks a Stress and rolls a d6. If any player rolls a 1, the PC's become Watched.

    Questions
    • What ritual must be done to hide the characters presence? What sensation do the characters feel while they are Watched? What must be done to escape the Hunt?
  • Wild Dread

    All action rolls are made with a Hope die of a D10.

    Questions
    • Whose voices do the characters hear in the screaming wind? How does nature shift in response to the hunt?

Actions

action
  • Hidden in Moonbeams
    Fear 2

    Spend 2 Fear to have The Mortal Hunter and its entourage appear, they may each immediately take the spotlight. Alternatively, the Hunter vanishes as suddenly as they appeared. Use this action only while the PC's are Watched.

    Questions
    • What do you notice only when its too late?
  • Rally the Woods

    The plants nearby bend to the will of The Hunter Crowned, working to obstruct its quarry. One PC must make a Strength Reaction Roll. On a failure, they take 3d6 physical damage and are temporarily Restrained, and take an additional 1d6 physical damage whenever a player rolls with Fear for as long as they are Restrained. On a success, they take half as much damage and are not Restrained. Use this action only while the PC's are Watched.

    Questions
    • What one plant can the Mortal Hunter not bend to its will?

Reactions

reaction

About this environment

An environment meant to serve as backbone for an adventure, intended to be used alongside a Mortal Hunter as recurring adversary.

In the cold winter months of the windy nights, the dead walk in procession guided by The Unseelie Court. During these months, it is said that one most follow the laws of the Fae most closely at night. For even the slightest infraction may call upon them the Wild Hunt.

When a rule breaker (or group of rule breakers) is drawn to the hunt, they are informed by a spectral arrow from. Flying from the shadows to pierce a tree, or found dead in the body of a poor bystander or massive beast. Pinned to the arrow will be a scroll containing a riddle, rhyme or poem describing the terms of the Hunt. Whether or not they understand the rules, as soon as they open the scroll, their fate is sealed. Until the complete the task described the scroll, which might be collecting a number of trinkets from strange locals, killing a particular creature, finding a hidden location and completing another riddle there, or simply surviving till the next new moon, they will be hounded relentlessly by the Mortal Hunter. Those hunted feel the presence of the the Mortal Hunter in the back of their mind at all times, all the more noticeably once the the Mortal Hunter has their eye on them. For as long The Wild Hunt lasts, the Mortal Hunter will stop at nothing to kill its quarry, and in takes some perverse pleasure in the dread its relentless hunt causes.

Should however, the Quarry survive The Wild Hunt, a task requiring great cleverness, survival acumen, and no little combat prowess, they are gifted a boon of great fortune. More than one great figure of history rose to prominence with the help of one of these boons, and those holding one are considered honorary members of The Unseelie Court.

The Wild Hunt

Tier 2 Event

The winds whip up into a torrent of stolen screams and the moonlight turns oppressive as the hunt is called down upon the party.

Impulses: Exhaust, Inspire Dread, Hunt

Difficulty: 14

Potential Adversaries: Mortal Hunter, Fae, Undead, Plants and Animals

Features

Laws of the Hunt - Passive: Whenever the PC's take a rest, they may take a downtime move to perform the rituals necessary to hide from the Hunter Crowned. Each character who doesn't perform the ritual marks a Stress and rolls a d6. If any player rolls a 1, the PC's become Watched.

  1. What ritual must be done to hide the characters presence? What sensation do the characters feel while they are Watched? What must be done to escape the Hunt?

Wild Dread - Passive: All action rolls are made with a Hope die of a D10.

  1. Whose voices do the characters hear in the screaming wind? How does nature shift in response to the hunt?

Hidden in Moonbeams - Action: Spend 2 Fear to have The Mortal Hunter and its entourage appear, they may each immediately take the spotlight. Alternatively, the Hunter vanishes as suddenly as they appeared. Use this action only while the PC's are Watched.

  1. What do you notice only when its too late?

Rally the Woods - Action: The plants nearby bend to the will of The Hunter Crowned, working to obstruct its quarry. One PC must make a Strength Reaction Roll. On a failure, they take 3d6 physical damage and are temporarily Restrained, and take an additional 1d6 physical damage whenever a player rolls with Fear for as long as they are Restrained. On a success, they take half as much damage and are not Restrained. Use this action only while the PC's are Watched.

  1. What one plant can the Mortal Hunter not bend to its will?

Discussion

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