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Notes:
1: Statistics of the
Hunt
The Master of the
Hunt
The
Master of the Hunt is a tall man, wearing a great grey
cloak. Sometimes he is described as wearing a helm with
antlers, and sometimes he is described as actually having
antlers on his head. The Master rides a great grey horse,
of uncertain gender. Its eyes seem to glow with green
flames, and sparks are struck from its hooves. The Master
carries a great spear, as well as a short bow, with a
quiver of hunting arrows that never seems to be
exhausted.
Fighter 20, Str 19, Dex 16, Con 18,
Int 9, Wis 10, Cha 15
AL N, AC 2, MR 50%, MV 12, HP 100, THAC0 1, #Att 2
Dmg 1d8/1d8 (spear) +6 or 1d6/1d6 (short bow)
Special Attacks: None
Special Defences: Regenerates 2d6 hit points a
round, while fighting the prey of the Hunt.
Huntsmen
The
Huntsmen are shadowy beings, of varied race and gender,
who follow the Master. They wear black, grey, or white
cloaks, and ride horses the same colour as their clothes.
They are a variety of classes, but all can attack with
spear or short bow. Usually, this is what they will use.
However, if attacked by something more formidable,
huntsmen capable of casting spells will do so.
Fighter 15+ (60%); Wizard 18+
(30%); Priest (usually speciality priest of nature deity,
or druid) 18+ (8%); Bard 15+ (1%); Other class 15+
(1%)
Str 15-18, Dex 15-18, Con 15-18, Int 3-18, Wis 3-18, Cha
3-18
AL Any, AC 4-2, MR 10%, MV 12, HP 50-100, THAC0 5-1, #Att
2
Dmg 1d8/1d8 (spear) +6 or 1d6/1d6 (short bow)
Special Attacks: Any permitted to class (eg.
Spells), although they will be used only rarely.
Special Defences: Regenerate 2d4 hit points a
round, while fighting the prey of the Hunt.
The Hounds of the
Hunt
The
Hounds are a great pack of wolflike dogs, whose eyes and
tongues burn with a greenish fire. It is very difficult
to count them, but there may be anywhere from 200-2000
(20d10*10) with any one Hunt.
AL N, AC 5, MR 10%, MV 15, HD: 10,
THAC0 10, #Att 3
Dmg 1d6/1d6/1d8
Special Attacks: None
Special Defences: Regenerate 1d4 hit points a
round, while fighting the prey of the Hunt.
2:
Spell: Call
the Wild Hunt
Level: 9
School: Conjuration/Summoning
Range: Special
Components: V, S, M
Area of Effect: Special
Casting Time: 1 hour
Duration: Special
Saving Throw: Special
This
spell allows the caster to summon the Wild Hunt to hunt
down another being. This spell is very dangerous for the
caster, as well as being uncertain in effect. When the
caster completes the spell, the Wild Hunt arrives in 1d4
rounds. When the Hunt arrives, the caster must make a
charisma check. If it succeeds, the caster has convinced
the Master of the Hunt that the target of the spell is
worth the effort of hunting. If the check fails, the
caster must make a second charisma check. If it succeeds,
the Hunt simply disappears, returning to its home. If it
fails, the caster has angered the Master, and the caster
becomes the object of the Hunt, immediately succumbing to
all the affects. There are some bonuses to the initial
charisma check. First, if the enemy to be hunted has
harmed nature, there is a +1 to +5 bonus, depending on
the severity and scope of the harm. Second, if the target
has harmed the caster irreparably, there is a +3 bonus.
Other bonuses or penalties may apply at the DM's
discretion.
If
the Master accepts the hunt, the Wild Hunt must next
attempt to pick up the scent of its prey. This takes 2d4
hours. To pick up the scent, the Hunt must have been
summoned within 30 miles of a place the target has been
before. Even if the Hunt sets out to track the target,
the hunt is still uncertain. There is a 15% chance that
the Hunt becomes distracted by some other being while it
is attempting to pick up the scent of the prey. In this
case, it chases some random being for 2d4 days, then
returns to the Stalking Grounds.
If
the Hunt is not distracted, then it picks up the scent.
When this happens, the target, wherever he or she is,
must make a save vs. spells at -6. If the save fails, the
quarry is stricken by a magical fear. The quarry
has no other desire but to flee the Hunt, which he or she
knows is pursuing. If the first save is successful, the
quarry has no idea the Hunt is on his or her scent until
they are actually seen, at which time another save at -6
must be made, with identical results if it fails. If a
prey fails a saving throw, and runs in fear, then they
are entitled to another save once per day, with no
modifiers. If they succeed, they can stop running, and do
whatever they want to. Most keep running. If they fail,
they are still affected by the fear.
The
Hunt always takes 2d4 days to reach the quarry. However
fast the quarry moves, the Hunt moves a little faster.
Once they sight their prey, their actions depend on the
orders of the spellcaster who summoned them. If they were
commanded to simply pursue, they will chase the being
until they reach the boundary the caster set. Often, this
is the crystal shell of a Prime, but it can be other
borders as well. If they have been commanded to destroy
their prey, on the other hand, they will attack, using
all the ferocity at their command. They will not rest
until the prey is destroyed. If all the hounds, huntsmen,
and the Master are killed (unlikely at best!), then the
Hunt will return to the place they were destroyed in one
hour, completely regenerated, and continue the chase. If
they kill their quarry, then they disappear, returning to
their place on the Outlands.
There
is only one known way of losing the Hunt. The quarry must
change planes. If they do so, they can make a save vs.
spells, with a -2 penalty. If it succeeds, the Hunt is
thrown off the scent, and returns to the Outlands. If it
fails, the Hunt is able to continue tracking the
creature. The Hunt will search about the area the quarry
disappeared for 1d4 hours, and then will shift planes en
masse to the quarry's point of arrival on the other
plane. Note that leaving a crystal sphere does not count
as changing planes. Also note that while pursued by the
Hunt, a being cannot enter Sigil. The Lady of Pain does
not want the Hunt tearing through the streets, and bans
entry to the Hunt and its prey. All portals to Sigil do
not function for a being pursued by the Hunt. Finally,
note that while affected by the fear effect, a wizard
cannot cast spells. Thus, various planeshifting spells
are not castable until after the wizard shakes off the
effect. However, being told that changing planes is a way
of losing the Hunt grants the wizard an immediate saving
throw to shake off the fear.
The
material components of this spell are complex. The wizard
must have a gold and silver hunting horn worth at least
10000 gps. A platinum scroll, worth another 10000 gps,
with the list of things the target has done to make him
or her worth hunting, must also be procured. A horse of
perfect quality must be found. If the caster is evil, the
horse must be black. If the caster is good, the horse
must be white. If the caster is neutral, the horse must
be grey. In all three cases, every hair on the horse's
body must be that colour. No other colour can be found,
or the spell will fail. Finally, the caster must be
wearing a hunting cloak, worth ten times the normal price
for a cloak, the colour of the horse.
To
cast the spell, the wizard reads the list of things the
target has done, then launches into a long speech as to
why the target should be either hounded out of a certain
region, or why the target should be hunted to his or her
death. At the end of the hour, the caster must blow a
hunting call on the horn. To do so, the caster must have
the musical instrument proficiency necessary to play the
horn. Within 1d4 rounds, the Hunt arrives. If the caster
convinces the Master to go after the target, the Master
will then offer to let the caster accompany them. He or
she then has a choice as to what to do. If the caster
chooses not to accompany the Hunt, nothing bad happens.
The Master asks for the hunting horn, which the caster
must give to him, and an indistinct figure, wrapped in
the cloak the caster supplied, appears on the back of the
steed. Then, the whole Hunt rides off, trying to find the
target's scent. However, if the caster chooses to join
the hunt, there are a few benefits. First, there is only
a 5% chance that the Hunt becomes distracted. Secondly,
the Hunt only takes 1d4 days to track down the target.
Finally, all of the target's saves are made at a further
-2 penalty.
There
are dangers associated with riding with the Hunt,
however. When the Hunt is over, the caster must make a
save vs. spell, at -2. If the caster fails, then he or
she disappears along with the hunt, to ride with them on
their eternal hunt. If the first saving throw fails,
there is a 75% chance that the caster returns to his or
her world 5d4 years later, much changed. If he or she
does not return within this time, then they will never
return. If the caster dies while on the track of the
target, he or she returns with the rest of the Hunt when
they take up the chase. However, if this happens, the
caster must save vs. spells at -8 at the end of the
chase, or go with the Hunt. There are some benefits to
riding with the Hunt as well. Regardless of whether the
wizard goes with the Hunt after the chase or not, he or
she gains some knowledge of hunting and hunting weapons.
The caster gains the non-weapon proficiencies of Riding,
Land-based, Animal Lore, and Tracking, and the weapon
proficiencies of Short Bow and Spear. These proficiencies
take up no extra slots, and have no restrictions on their
use.
3:
Spell: Call
the Wild Hunt
Level: Quest Spell
Sphere: Summoning, Animal
School: Conjuration/Summoning
Range: Special
Components: V
Area of Effect: Special
Casting Time: 5 rounds
Duration: Special
Saving Throw: Special
This
spell is identical to the wizard spell, except for the
following differences.
- The caster does not need to make
any charisma check to get the Wild Hunt to chase the
prey. It is assumed that if the spell was granted by the
caster's god, the caster has a good reason.
- There is only a 5% chance of the
Wild Hunt becoming distracted while trying to gain the
prey's scent.
- The target automatically fails his
or her first save vs. the magical fear. All other saves
are made at a -2 penalty, in addition to any other
penalty.
- When changing planes in order to
lose the Wild Hunt, the target must save vs. spells at a
-4 penalty, instead of -2.
- No material components are
normally required to summon the Hunt. To summon the Hunt,
the priest must simply describe the reason for summoning,
and then call on the power granting the spell to summon
the Hunt.
- The priest is not asked or
required to join the Hunt. The priest may, but only if
the god allows it. If the priest wishes to join the hunt,
the horse, cloak, and horn must be provided, as per the
wizard spell. If the priest joins the hunt, he or she is
subject to the danger of being carried along. A priest
who joins the Hunt also gains the proficiencies, as
described in the wizard spell.
4: 1% chance per
day spent in the Stalking Grounds.
5: 1d6 days,
usually.
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