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Chapter 2.1 - Spring Hunt (506 AD)

Posted by Teller of TalesFor group 0
Teller of Tales
GM, 152 posts
Spinner of Sagas
Giver of Gifts
Sat 31 Jul 2021
at 03:43
  • msg #1

Chapter 2.1 - Spring Hunt (506 AD)

The long winter is finally over, flowers bloom and buds appear on the trees.  After months of mainly staying within your manor, it is nice to be outside once again.  Over the winter, Sir Abloc and Lady Gwendolyn and Sir Aeddan and Lady Blodeuyn exchanged a couple of letters.  The most recent letters from the ladies included invitations to a hunt to be held by Count Dingad of East Hundred (Sir Enodoc and Sir Manhogan's liege).  Each is encouraged to bring a friend.

And so a bright, brisk morning finds the four companions riding south toward the outskirts of a small forest near the Count's castle.  In addition to some fresh air, exercise, and some fresh meat, this is a social hunt, which will involve a more picnic-like atmosphere.  There are to be about a dozen other knights as well as a number of ladies present.  Lady Gwendolyn and Lady Blodeuyn will, of course, be present.

It is customary to bring a small gift to your host, something 1£ or less.  (A list of standard prices can be found: https://www.eisinger.net/pbem/...agon_Price_Chart.pdf)

Arriving, Sir Enoduc introduces you to Count Dingad.

Other than the Count, Sir Enoduc, and Sir Manhogan, there are 12 knights and eight ladies, including Blodeuyn and Gwendolyn.  Loorette s not here.

You are free to interact with the two ladies you know or their fathers; use heraldry to try to recognize any of the knights; Intrigue to learn about the ladies; or anything else that you would like.



Hunt Procedure:

There are six to ten rounds in a day, each round lasting one hour.  In Winter it is six, Spring and Fall eight, and Summer ten.  For a social hunt, some of those rounds will be taken up by socializing.  The hunt will last for several days.

1.  Search for prey
- Each knight begins by making a hunting roll, success means a trail was found (roll on the prey table).

01Bear (7)
02-04Boar (10)
05Bull (5)
06-10Red deer (15)
11-17Fallow deer (18)
18-19Wolf (10)
20Special


2. Chase
- A track is found and the dogs are set loose.
- Roll Hunting opposed to the prey's evasion score (in parenthesis)
- If successful, go to #4.
- If you succeeded at hunting but did not beat the prey's evasion roll, you are still on the trail, try #2 again.
- If you failed your hunting roll, go to #3.
- If you fumbled your hunting roll, you lost the trail,  Return to #1.

3. Obstacles
- Roll on the Obstacle Table and attempt to overcome the obstacle.
- If successful, you are still on the hunt, return to #2.
- If unsuccessful, you lost the trail, return to #1.

01-02Wrong animal, roll again on Prey Table +5
03-04Jump a fallen tree, Horsemanship
05-06Jump a stream, Horsemanship
07-08Birds flushed underfoot, Horsemanship
09-10Strange noise scares horse, Horsemanship
11-12Thick brush, Horse's DEX
13-14Men shouting somewhere, Awareness
15-16Hidden ditch, Awareness
17-18Dogs baying, Awareness
19-20A horn blast, Awareness


4. The Kill
- You get one free unopposed attack.
- If the prey survives, it attempts to evade.  Roll weapon versus its evasion score.
- Critical success - double damage, continue the fight.
- Success - normal damage, continue to the fight.
- Evasion beats your weapon skill; failure; or fumble - prey escapes.   Return to 1.

Due to the prey being harried by dogs, it will try to escape rather than fight.  Monsters on the Special Prey table may be more, aggressive.
Sir Daron
Player, 98 posts
Sat 31 Jul 2021
at 17:56
  • msg #2

Chapter 2.1 - Spring Hunt (506 AD)

Sir Daron arrives with his squire Brice, carrying a tame bird of prey - a trained hawk as a gift of thanks for Count Dingad.

"Thank you my lord for hosting this hunt," he says, before bowing in turn to Lady Gwendolyn and Lady Blodeuyn. "And thank you miladies."

In truth the young knight is not looking forward to this; he has ever been a poor huntsman. Still he conceals his fears of embarrassment and busies himself with the business of preparing for the hunt, while hopefully not falling off his horse or getting lost.


OOC:

Hunt Round 1

16:40, Today: Sir Daron rolled 8 using 1d20.  Hunting @10. (Success)

16:40, Today: Sir Daron rolled 6 using 1d20.  Prey. (Red Deer)

16:41, Today: Sir Daron rolled 12 using 1d20.  Hunting @10 (Red Deer @15). (Failure)

16:41, Today: Sir Daron rolled 18 using 1d20.  Obstacle. (Dogs Baying)

16:43, Today: Sir Daron rolled 3 using 1d20.  Awareness @15. (Success.)

Sir Rhydwyn
Player, 60 posts
Sat 31 Jul 2021
at 23:26
  • msg #3

Chapter 2.1 - Spring Hunt (506 AD)

Rhydwyn arrives with his squire. He had offered Count Dingad a silver brooch, thanking the man for his hospitality.
19:26, Today: Sir Rhydwyn rolled 11 using 1d20.  vs hunting 11.
Sir Abloc
Player, 144 posts
Glory 1470
Clethor Manor
Sun 1 Aug 2021
at 03:52
  • msg #4

Chapter 2.1 - Spring Hunt (506 AD)

Sir Abloc arrives with his squire Wigan. He is thrilled to be out again after a long winter and with Spring comes the opportunity to see fair Lady Gwendolyn. As a gift to Count Dingad he carries a tapestry. A good sturdy quality tapestry (£1] even though Sir Abloc imagines a Count must have many to chose from and certainly many of better quality.

Before beginning the hunt he express his gratitude to being allowed to join the Count's hunt. He pays attention to the other knights present at the hunt wondering who else the Count has invited. He make certain to ask Sir Enodoc how the rebuilding of Landow Manor is coming along and cant stop from acting like a schoolboy in love while around Lady Gwendolyn.


Hunt Round 1

1. Search for Prey

Sir Abloc rolled 16 using 1d20.  Hunting @ 10 (Failure)

Sir Aeddan
player, 96 posts
Sun 1 Aug 2021
at 21:45
  • msg #5

Chapter 2.1 - Spring Hunt (506 AD)

Sir Aeddan purchases a pair of young hawks and a soft-coated spaniel puppy.  One hawk he gives to Sir Dingad, along with respectful thanks for his hospitality; the other he retains for now.  He offers the puppy to Sir Manhogan, asking if Sir Manhogan will permit the Lady Blodeuyn to raise it as a pet and companion.
Teller of Tales
GM, 157 posts
Spinner of Sagas
Giver of Gifts
Mon 2 Aug 2021
at 01:31
  • msg #6

Chapter 2.1 - Spring Hunt (506 AD)

The Count thanks the knights for their thoughtful gifts.  Sir Manhogan accepts the puppy from Sir Aeddan, exclaiming that Blodeuyn will love it.

The Hunt begins!

Note: This is a different procedure for running a hunt than I have used in the past and I am working through the mechanics to see how it works.  I have color-coded knights' names to indicate which Stage they will be in at the beginning of the next action.  Red for 1, Yellow for 2, Orange for 3, and Green for 4.  I screwed up Sir Daron, who should have been back in Yellow after Action 3 but can't be bothered to fix it.


Morning

Round 1
Action 1

The knights head off into the woods and Sir Daron is the first to spot the trail of a Red Deer.  Sir Rhydwyn also finds the trail but Sir Abloc and Sir Aeddan, perhaps their minds back with the young ladies, wander off into the woods, missing the trail.

Sir Daron rolled 8 using 1d20.  Hunting.
Sir Rhydwyn rolled 11 using 1d20.  Hunting.
Sir Abloc rolled 16 using 1d20.  Hunting.
Sir Aeddan, rolled 20 using 1d20.  Hunting.

Sir Daron takes a check in Hunting, while Sir Rhydwyn (critical) and Sir Aeddan (fumble) each take a point in Hunting.


Action 2

Sir Daron is distracted by dogs braying, while Sir Rhydwyn continues to follow the deer.  Sir Aeddan finally picks up the trail, but Sir Abloc seems to be riding in circles.

Sir Aeddan, rolled 5 using 1d20.  Hunting.
Sir Abloc, rolled 18 using 1d20.  Hunting.
Sir Rhydwyn, rolled 12 using 1d20.  Hunting.
Sir Daron rolled 12 using 1d20.  Hunting.
Prey, rolled 5 using 1d20.  Avoidance.

Sir Aeddan gets a check in Hunting, while Sir Rhydwyn takes a point in Hunting (critical).


Action 3

Sir Rhydwyn comes upon the deer and swings with his sword but misses.  Sir Daron manages to pick the trail up again and he and Sir Rhydwyn will be able to make another attack next action.  Sir Abloc finally picks up the trail but Sir Aeddan is startled by some flushed birds.

Sir Rhydwyn, rolled 19 using 1d20.  Sword.
Sir Aeddan, rolled 5 using 1d20.  Horsemanship.
Sir Daron, rolled 6 using 1d20.  Hunting.
Prey, rolled 16 using 1d20.  Avoidance.
Sir Abloc, rolled 4 using 1d20.
Sir Aeddan, rolled 8 using 1d20.  Obstacle.


Action 4

Sir Daron manages to slash the beast, while Sir Rhydwyn still seems to have trouble connecting with the animal.  Sir Aeddan manages to recover from the sudden appearance of the birds, while Sir Abloc's horse runs into some thick brush.

Sir Daron, rolled 8 using 1d20.  Sword.
Sir Rhydwyn, rolled 2 using 1d20.  Sword.
Prey, rolled 6 using 1d20.  Avoidance.
Sir Daron, rolled 16 using 6d6.  Damage.
Sir Aeddan, rolled 5 using 1d20.  Horsemanship.
Sir Abloc, rolled 13 using 1d20.  Hunting.
Sir Abloc, rolled 12 using 1d20.  Obstacle.

Sir Daron takes a check in Sword.  Sir Aeddan takes a check in Horsemanship.

The deer takes 16 - 4 = 12 damage.


Round 2
Action 1

Although Sir Daron misses on his second swing, Sir Rhydwyn finally connects, wounding the deer.  Sir Abloc manages to get out of the heavy brush, and Sir Aeddan finally locates his companions and the deer.

Sir Rhydwyn, rolled 2 using 1d20.  Sword.
Sir Daron, rolled 19 using 1d20.  Sword.
Prey, rolled 15 using 1d20.  Avoidance (8 - wounded).
Sir Rhydwyn, rolled 19 using 5d6.  Damage.
Sir Abloc, rolled 15 using 1d20.  Horse DEX.
Sir Aeddan, rolled 5 using 1d20.  Hunting.

Sir Aeddan takes a check in Hunting.  Sir Rhydwyn takes a check in Sword.

The deer takes 19 - 4 = 15 damage


Action 2

Sir Rhydwyn and Sir Daron fail to connect with the animal but Sir Aeddan rides up and dispatches the deer.  Sir Abloc, meanwhile, is distracted by men shouting somewhere.

Sir Rhydwyn, rolled 18 using 1d20.  Sword.
Sir Daron, rolled 18 using 1d20.  Sword.
Sir Aeddan, rolled 14 using 1d20.  Sword.
Prey, rolled 16 using 1d20.  Avoidance.
Sir Aeddan, rolled 10 using 5d6.  Damage.
Sir Abloc, rolled 12 using 1d20.  Hunting.

Sir Aeddan takes a check in Sword.

The deer takes 10 -4 = 6 damage and is killed.


Attendants cart the carcass back to the camp, while the trio locate Sir Abloc.  We are halfway through the morning.  You can return and spend some time with the other knights or the ladies, or continue hunting until lunch is called.  Feel free to roll Hunting if you are continuing the hunt.
Sir Daron
Player, 100 posts
Mon 2 Aug 2021
at 01:54
  • msg #7

Chapter 2.1 - Spring Hunt (506 AD)

Surprised and impressed by his success Sir Daron decides to keep up the hunt until lunch.


OOC:
02:52, Today: Sir Daron rolled 19 using 1d20.  Hunting @10.

Sir Abloc
Player, 145 posts
Glory 1470
Clethor Manor
Mon 2 Aug 2021
at 10:42
  • msg #8

Chapter 2.1 - Spring Hunt (506 AD)

Refusing to accept defeat and not wanting to return to Lady Gwendolyn with nothing Sir Abloc push forward.


1) Search for Prey

Sir Abloc rolled 10 using 1d20.  Hunting @ 10 (Critical(?) Success)

Sir Abloc rolled 10 using 1d20.  Prey (Red Deer)

2) Chase

Sir Abloc rolled 9 using 1d20.  Red Deer @ 15 (Success +6) vs Sir Abloc rolled 6 using 1d20.  Hunting @ 10 (Success +4)

3) Obstacles

Sir Abloc rolled 16 using 1d20.  Obstacles (Hidden Ditch; Awareness)

Sir Abloc rolled 17 using 1d20.  Awareness @ 9 (Failure)

And that's it - correct?

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