cryptid hunt - cavesandcreatures/the-goblins-of-whismywood GitHub Wiki

Triggers

This quest is given by the Taxman. He is looking for a Jackalope to stuff and wants the players to catch it for him.

Scene

  • Shortly after entering the Forest, the players can find footprints that match a large rabbit. Following those footprints will eventually lead them to the Jackalope's location.
  • The players will play the mini game described below to catch the Jackaloupe

Outcomes

  • Upon catching the Jackalope, it should transform into a Derek the Druid
  • If the players wound him, they shouldn't necessarily kill it, although this might be inevitable depending on how they attack
  • Upon transforming into human form, they can interact with Derek

Mini Game Rules

A Jackaloupe has been spotted in this forest! The players will hunt it down and catch it by using their investigation and sneak skills. The Jackloupe will try its best to not get caught.

To catch the Jackalope, the players must corner it. This can be achieved by forcing it to run into an area where there is only one path in/out. Players might need to employ this method to catch it, or find another creative solution.

The map consists of a forest background with circles and lines. Circles are connected to other circles via lines. When a line connects two circles, those circles are considered adjacent. Players will occupy circles throughout the mini-game. Any number of players may occupy a single circle at anytime. Players will move through the forest by moving to adjacent circles. The DM will control the Jackaloupe who also moves through the forest in a similar way.

Players start at the bottom of the forest map inside one of the bottom-row circles. The DM chooses a secret location for the Jackalope to start, preferably one near the middle of the map, or closer if they want the game to go faster. Starting with the player to the left of the DM and proceeding clockwise around the table, players can take one or no actions. When taking an action they'll choose one of the following two actions:

  1. Look for clues. They can roll for investigation to see if they spot any clues about the Jackalope's whereabouts, such as footprints or broken branches. Players may apply their INV modifiers to rolls for action 1.
  2. Move through the forest. They can attempt to move to a single adjacent space, rolling DEX (for stealth) to determine if they make any noise. Adjacent spaces are circles connected by a single line. Players may apply their DEX modifiers to rolls for action 2.

When looking for clues, the following outcomes are possible:

1-5: They cannot discern which way the Jackalope went.

6-10: They see a clue which reveals three possible directions of the Jackalope, one of which points directly at the Jackalope.

12-15: They can make out two possible directions of the Jackalope, one of which points directly at the Jackalope.

16-20: They see a clue pointing to the exact direction the Jackalope.


When moving, the following outcomes are possible:

1-5: They move loudly enough that the Jackalope can hear them from four adjacent spaces away.

2-10: They move loudly enough that the Jackalope can hear them from three adjacent spaces away.

11-15: They are quiet and the Jackalope can only hear them from two adjacent spaces away.

16-20: They make no noise while moving and do not alert the Jackalope.


The DM will control the Jackalope and uses the following rules for movement in between the DM's turns:

  • On the DM's turn, they can move the Jackalope up to two adjacent spaces in any direction.
  • Anytime a player makes noise that's loud enough for it to hear, the Jackaloupe is alerted.
  • If another player makes a noise that's loud enough for it to hear, he can move up to three adjacent spaces. This movement must be in a direction that does not move towards either of the two players that alerted it this round.
  • If the Jackaloupe moves-- whether during its turn or after it hears a second player-- it is no longer alerted.

Maps

ForestEncounter3Public

Cryptid-Hunt

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