1. Notes

Going on a Hunt

Your Role on a Hunt

When your party goes on a hunt or heads out on an expedition, you choose a role from the ones detailed below. Each role can be only chosen by one character, except for the spotter role.

Sometimes the party may split up. When split into groups of two the only roles available are the trailblazer and spotter.

If someone is alone, they are both the trailblazer and spotter, but they either have to choose to take disadvantage on their survival roll for finding signs or take a -4 to their passive perception.

 

Artisan - Primary Skill: Cooking Utensils, Three highest Ability Scores

The artisan can cook a meal for the party at the start of a hunt and during a short or long rest (if they choose to), granting all who eat it a boon to help them on their hunt/journey/day. See below for more details on cooking.

 

Trailblazer - Primary Skill: Survival

The trailblazer is the leader of the group and is the one who makes the final decision on which direction the group should go on a hunt. Whenever the group enters an area (new or old), the trailblazer rolls a survival check vs the creatures Carve DC to determine what type of complications or benefits the party encounters. Alternatively, if the party is not hunting anything specific or just traversing the area, the trailblazer rolls against the location's Navigation DC.

On a failure the GM rolls a d10 on the finding signs table, on a success the GM rolls a d20 instead. On a critical, the GM rolls a 2d20 and takes the highest roll, on a nat 1 the GM rolls 2d10 and takes the lowest roll.

Note that all these rolls are specifically to set the scene, and the party learns none of the results until the scout and spotters do their part.

 

Scout - Primary Skill: Perception, Stealth

The scout is the frontrunner of the group and the initial person who enters an area. They quietly scout the areas ahead and typically report their findings back to the group to let them know about the lay of the land, potential resources, creatures in the area, or potential hazards. Though it's not unheard of them waiting for the group to reach them instead.

When a scout notices a potential spot for an ambush it gives the spotter a +4 bonus to their perception.

 

Spotter - Primary Skill: passive Perception

The spotter is responsible for keeping an eye out while the rest of the group focuses on their tasks. They use their passive perception to scope out for any ambushes or dangers missed initially by the scout. If the group stated an intend to gather resources at the beginning of the hunt, the spotter is also able to spot resources with their passive Investigation; forgoing the need for manual checks, but only if it is higher than the Investigation DC of the location they are in.

There can be 2 spotters, the 2nd spotter gives a +4 perception bonus to the other, but does not provide any bonus to the original spotter's passive investigation.

 

Finding Resources

When a character attempts to locate resources to gather from while on a hunt, they must make an Intelligence (Investigation) check against the locations Investigation DC. On a success, the GM determines what type of resources are nearby. Typically ore will be found in caves, fish could be found in underground lakes or in rivers, etc. When you go searching for bones, you will typically find them only in lairs. You may also find them, rarely, out in the open depending on the environment you are in.

Each region has a limit on the amount of times a Resource check can be made on a Hunt.

When a character attempts to fish, mine, catch insects, or gather plants they must make a skill check against the Resources DC in addition to having the proper equipment to gather the material with. A character must have fishing tackle to fish, a mining pick to mine for ore, a bug net for catching insects, or an herbalist kit to gather plants and mushrooms. A character can attempt to gather plants and mushrooms without a herbalist kit, but does so at disadvantage. A natural 1 on the skill check leads to your tool breaking.

If the character succeeds on the check, they roll a d6 and receive the item listed in the resources table on the location stat block.

 

Bonepiles

Intelligence (Nature) or Wisdom (Survival) check against the locations Bonepile resource DC.

Mushrooms

Intelligence (Nature) or Wisdom (Survival) check against the locations Mushroom resource DC

Plants

Intelligence (Nature) or Wisdom (Survival) check against the locations Plant resource DC

Fish

Strength (Athletics) or Dexterity (Sleight of Hand) check against the location's Fish resource DC

Minerals

Strength (Athletics) check against the locations Mineral resource DC

Insects

Dexterity (Sleight of Hand) check against the locations Insect resource DC

 

Tracking down your prey

Tracking down the creature the party is hunting is the main goal of monster hunters.

So how do we find the creature? This creature is in the wilderness; it travels around, leaves signs, and acts like any animal would. That is what the hunting system is designed to represent. The party travels around the creature's territory, dealing with environmental hazards, skill challenges, and other creatures while searching for signs of their prey. If lucky, they might stumble on surprising benefits as well.

The party must discover signs of the creature: distant roars, tracks, marking, fresh kills, etc. The party will need to typically find between 3 and 5 signs. Once they do, they locate the monster and the final battle of the hunt begins.

However, when you are on a hunt, the creature you are looking for is not the only one in the area. You may find signs that do not belong to the monster you are looking for – they might be similar or even completely different. Once you find 3-5 of these false signs, a hard or deadly encounter occurs.

 

Obtaining Monster Materials

Carving

Carving your kills is one of 2 ways to obtain materials while on a hunt. When you attempt to carve a creature, make a Dexterity (Survival) check against the creatures Carve DC. On a success, roll a d20 and compare the results to the creatures loot table. On a failed save, treat the roll as if they rolled a 1 on the loot table. When you roll a natural 20 on a Carve check, you roll an additional d20 and add that number to the loot table roll. The new number is the material found on that carve check. Any total higher than 20, counts as if a 20 was rolled.

Carve DC = 10 + 1/2 of the creatures CR rounded down

Capturing

Certain creatures can be captured. A creature that can be captured will have a Capture section of their loot table. A captured creature may provide loot that you are unable to obtain, an increased or decreased chance to obtain certain loot that you may have gotten from carving. When you capture a creature, you obtain a number of materials as labeled in the creatures loot table. No check is made, but the material is not gathered until you return to town. To capture creatures, you need Tranq Bombs or Tranq ammo.

On a hit with either, roll 5d8. If the target is below 25% of its maximum hit points and its remaining hits points are below the number rolled, it falls unconscious for 24 hours.

You can hit a creature with up to three tranq bombs or ammo. Adding the total of each tranq bomb or ammo together. If the creature does not fall unconscious after a third tranq bomb or ammo, it becomes immune to their effect for 24 hours.

A creature that does not have a capture loot table, is immune to tranq bombs or ammo.

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