u/Horst-Wurst

The Wild Hunt - A custom Myth ... that seeks the Knights!

The Wild Hunt - A custom Myth ... that seeks the Knights!

https://wurstproduktion.itch.io/the-wild-hunt-a-mythic-bastionland-myth

Place the Myth in a remote area. After the first Omen is encountered move the Myth every day one hex closer to the PCs current position. The Myth warps the hex it is occupying: Animals are afraid, birds nervously take flight, steeds foam and sidle about.

The Wild Hunt

1 In the distance you hear the sound of a terrible horn. You panic and the hairs in your neck stand up. You want to run but you can't. Then the moment passes.

2A flock of ravens flies overhead and starts circling above you. They croak a terrifying poem.

3 Six Bloodhounds, all teeth and lolling tongue. They alert the Wild Hunt with angry barks. They will try to avoid a direct confrontation but follow you everywhere you go

4 The horn sounds again, closer this time and stags and hares and foxes flee from it. You need all your mental strength or else you run with them.

5 The Herald arrives, flanked by two riders and a bloodhound each. She sounds the horn for the third time to announce the arrival of the Wild Hunt. The riders spur their steeds and sic their dogs on you. Only those with iron will won't flee before them.

6 The Wild Hunt is upon you. A warband of Fae and their horned Lord.

Cast

Bloodhounds

VIG 10, CLA 13, SPI 5, 3GD Tooth and claw (d6)

Vesper, The Herald of the Wild Hunt

VIG 10, CLA 7, SPI 7, 6GD, Swiftbow (2d6)

Riders of the Wild Hunt

VIG 10, CLA 13, SPI 10, 3GD Javelins (d6), handaxe (d6), steed

Stribog, The Horned Lord of the Fae

VIG 10, CLA 6, SPI 14, 10GD A2 (a plate of root and reed)

Thornspear (2d6 hefty, releases painful thorns on occasions: when the dice match an enemy is exposed in the next round)

https://preview.redd.it/x52kpi0yxc0h1.png?width=776&format=png&auto=webp&s=80fc0bb9943f39ac79c405d1bd42f49f3bca5874

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u/Horst-Wurst — 4 days ago