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<blockquote data-quote="akr71" data-source="post: 6950847" data-attributes="member: 6801213"><p><strong>The Boar Hunt</strong></p><p>Travelling down a forest road, the party hears a noise off in the distance - shouts, horns and barking dogs. Any party member that succeeds on a Nature check (DC 10) figures that the commotion is group of 'beaters' trying to force game towards hunters waiting in the woods up ahead - they are at least a quarter mile away, maybe further. The hunting party is about 100 or so yards ahead of the PC's and spread out in a line through the forest. Six <strong>Nobles</strong> (substitute the rapier for a spear) and six <strong>Scouts</strong> (substitute the shortsword for a spear). The Scouts are there as backup in case the Nobles need it, but they will also use their longbows to take down any game other than the preferred wild <strong>boar</strong>.</p><p></p><p>If the party keeps travelling and gets in front of the hunters lying in wait, there is a 25% chance (roll every for every 100 feet traveled) that the game will burst through the woods on the road in front of the party, attempting to cross the road and disappear into the woods on the other side. Roll d10 to see what type of animal crosses the party's path.</p><p>1-3 boar - charges the party immediately on a Perception DC > 10, or if attacked</p><p>4 giant boar - charges the party immediately on a Perception DC > 10, or if attacked</p><p>5-6 black bear - charges the party immediately on a Perception DC > 15, or if attacked, other wise will dash into woods</p><p>7-9 deer - uses dash action to travel deep into the woods</p><p>10 moose (use elk stat block with max HP) - - charges the party immediately on a Perception DC > 10, or if attacked</p><p></p><p>If something crosses the party's path, a scout will come investigate. If the party is attacked, the noise of battle will draw half the hunting party (3 nobles, 3 scouts) to investigate. They will arrive 3 rounds after combat starts and accuse the party of stealing their prey. The party will need to succeed Persuasion check contested with the Nobles' Intimidation check. It is just 'sour grapes' on their part at missing out on the fun.</p><p></p><p>The group of 'beaters' is 10 <strong>commoners</strong> and 6 <strong>mastiffs</strong>.</p></blockquote><p></p>
[QUOTE="akr71, post: 6950847, member: 6801213"] [B]The Boar Hunt[/B] Travelling down a forest road, the party hears a noise off in the distance - shouts, horns and barking dogs. Any party member that succeeds on a Nature check (DC 10) figures that the commotion is group of 'beaters' trying to force game towards hunters waiting in the woods up ahead - they are at least a quarter mile away, maybe further. The hunting party is about 100 or so yards ahead of the PC's and spread out in a line through the forest. Six [B]Nobles[/B] (substitute the rapier for a spear) and six [B]Scouts[/B] (substitute the shortsword for a spear). The Scouts are there as backup in case the Nobles need it, but they will also use their longbows to take down any game other than the preferred wild [B]boar[/B]. If the party keeps travelling and gets in front of the hunters lying in wait, there is a 25% chance (roll every for every 100 feet traveled) that the game will burst through the woods on the road in front of the party, attempting to cross the road and disappear into the woods on the other side. Roll d10 to see what type of animal crosses the party's path. 1-3 boar - charges the party immediately on a Perception DC > 10, or if attacked 4 giant boar - charges the party immediately on a Perception DC > 10, or if attacked 5-6 black bear - charges the party immediately on a Perception DC > 15, or if attacked, other wise will dash into woods 7-9 deer - uses dash action to travel deep into the woods 10 moose (use elk stat block with max HP) - - charges the party immediately on a Perception DC > 10, or if attacked If something crosses the party's path, a scout will come investigate. If the party is attacked, the noise of battle will draw half the hunting party (3 nobles, 3 scouts) to investigate. They will arrive 3 rounds after combat starts and accuse the party of stealing their prey. The party will need to succeed Persuasion check contested with the Nobles' Intimidation check. It is just 'sour grapes' on their part at missing out on the fun. The group of 'beaters' is 10 [B]commoners[/B] and 6 [B]mastiffs[/B]. [/QUOTE]
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