I feel like last week’s post was rushed and shoved out the door. My apologies; I had an inner ear infection that was just starting to get painful. Lucky me, I have plenty of Lamb's Ear (Stachys byzantina) tincture. While it’s not documented, perhaps it’s never been tried; it's quite effective against ear infections. Three to four drops in the ear, held for about one minute, two to three times a day for about three to four days works like a charm.
I wanted very much to explore further and give some actual play examples, but time was pressing, as I like to keep a schedule with my posts—at least once a week—and it’s developed into quite a nice habit over the past 8 months. Yes, in July, it will be a year of weekly posts. For me, that’s not only quite an accomplishment; it's also proof that I’m capable. For me, it’s my way of "killing the Buddha," i.e., killing off what for me has always been a false truth.
Without any further hesitation, let’s dive into this week's post, where I give some actual examples of using my archery mechanics. I promise it’s better than it sounds; come and take a look. You might find it useful.
Above is the lower left corner of a larger forest map where I’ve used my movement mechanics to create random movement from various hot spots in the forest. The yellow X’s represent known areas where elk and the like are found to be prolific. I tracked some random animal movement over several yards to create a sense of movement. These paths could also be seen as game trails, which are worn paths frequented by animals, or simply the random movement of an animal going about its day. These game trails can be rolled fresh every time or reused like a familiar crutch, whatever feels right for you.
With either trail, you can see I started at one of the known hot spots on the map, which I simply picked at random based on how they felt. I then rolled a d8, d6 combo and moved the elk image in the direction noted by the d8’s value on the movement wheel, the number of hexes indicated by the d6. For this playthrough, I considered each hex as representing 10 yards.
In the above example showing another portion of the map northwest of the previous image, in this location, there is a river blocking movement south. So when I rolled a 2, southeast (down and to the right), I simply moved along the river. I then rolled a to move southwest (down and to the left), and I continued to follow the river. I’m including this movement value here to show how flexibility is important when moving, either randomly or by giving the target a direction by using the smaller outer values on the Movement Wheel.
This tracking is one method, and the simplest way to track and discover the target. As the PC moves once, the target makes two moves until it’s discovered, then the Secondary Tracking table (see way down below) can be utilized. But before we get too all that…
Introducing our hunter, Lucy, a Forest Witch. She's new to this area, hunting only by the rumors she’s been able to acquire, but also knows to expect the unexpected. She’s preparing for winter, and this is one of the last hunts before the first snow blankets the land. She’s a bit behind on preparing for winter, but she’s willing and able to take the chances she needs.
Lucy is an experienced Archer and has been hunting her entire life, getting a +2 bonus with a bow. She’s entering the map from the east along an old game trail. She rolls a d6 for movement and uses the archery table and rules from before. I’ll go over the rules again in a moment, but first, note the target below, which replaces the table. I think it makes for a better visualization of how it works.
I hope this is clearer, and once again, the process of use is quite simple. Roll a d4+d8 and check to see if the result is within range. If it’s not, it’s a miss; however, you can use whatever bonus you have to shift the result, hopefully, in your favor. If you want more details, like where the arrow landed, you can check the d4 value for the general area the arrow struck, or grazed (10) the target.
For example, if you roll a 2 and 7, resulting in a total of 9, and want to know which 9 it was, the d4’s initial value, 2, tells us that it struck the target to the far bottom, or southern area. Had we rolled a total of 10, we would have just grazed the animal, most likely scaring it off. But we can roll a d10 to find out what happened, or use the result's location to tell us the story. I’ve provided a d10 example below in the Graze Table. The graze table automatically reduces the Proximity by 4; we discuss Proximity a bit later on.
Grazing Table
1. Grazing Wound: The arrow strikes the deer, causing a superficial wound that doesn't hinder its ability to flee. The deer runs d8 +2 hexes in the opposite direction.
2. Flesh Wound: The arrow penetrates the deer's flesh but misses vital organs, causing minimal damage, but lots of confusion. The deer runs d8 +4 hexes in a random direction.
3. Broken Antler: The arrow hits the deer's antler, breaking off a portion but not causing significant harm. The deer may be startled and escapes d6 +3 in a random direction.
4. Startled Flight: The arrow grazes the deer's hindquarters, causing it to leap and bolt away in alarm, making tracking more difficult. The deer runs in a random direction (d8) and for the next 3 rounds has heightened awareness and runs d6 in the opposite direction if it detects anyone within 30 yards; 2 in 4 chance of being detected.
5. Vegetation Obstruction: The arrow strikes a branch or bush near the deer, causing it to startle and flee before the player can take a clear shot. The deer runs d6 +2 in the opposite direction of the sound.
6. Narrow Miss: The arrow narrowly misses the deer, causing it to evade the shot with a quick movement, leaving the player empty-handed. Roll d6 twice for random movement after PC has taken two turns.
7. Blunted Arrow: The arrow hits the deer with reduced force due to being deflected by an obstacle, resulting in a non-lethal impact. The deer runs d6 +2 a random direction, opposite of the hunter.
8. Stumble and Recovery: The arrow causes the deer to stumble briefly, but it quickly regains its footing and escapes into the wilderness at a reduced speed. The deer runs d4 +1 in a direction opposite of the hunter.
9. Panic Call: The deer emits a loud alarm call in response to being hit, alerting nearby deer and making further hunting attempts in the area more challenging. The deer runs d8 in a random direction and there is a +1 chance of an encounter for the next 3 rounds of movement.
10. Temporary Limp: The arrow strikes the deer's leg, causing it to limp momentarily before running off. The injury isn't severe but may slow the deer temporarily.
Here, right in this hex, tracking comes into play. And right now it’s rather simple and it may stay that way with some adjustments here and there to tighten it up, but it might also change slightly, and unlikely it might change a lot. There are two types of tracking tables and they both use what is called a Depth mechanic. Depth is pluggable with any sort of noun you prefer, in this case, I use the ‘Proximity’ to the target.
The Proximity starts at a value of 0 and rises according the following ‘Initial Tracking’ table. Which is used for, you guessed, initial tracking. There is also Secondary Tracking, which occurs after you’ve attempted to hit your target and they have ran for one reason or another, weather you were successful or not. Note that a 6, 7 or 8 do more damage with a 6 being directly at center, doing the most damage, if not killing the target immediately. On a 7 or 8 the chances of the target running are 25% (1 on a d4) on a 7, and 50% on an 8 (1 or 2 on a d4). A 9 is a weak hit and has a 75% chance of the target running, on a 10, roll on the Graze Table above.
Not that when referencing d8 in the tables below, it means to roll a d8 for a random direction on the Navigation Wheel, shown in the lower left corner of the full map which can be downloaded and used freely.
Initial Tracking Table
Roll a d12 to initiate tracking and add Proximity to the result.
Ghostly noises and whispers in this area, you think you see beings in the woods around you and keep feeling a strong presence coming at you from various directions ever so often. Chance of encounter increases by 25%, 2 in 4, for the next 30 yards. Proximity -2.
Nothing. Nothing at all…
Nothing, save for some evidence of previous hunters. Broken arrows, human tracks
Nothing, just a quiet forest. Maybe a bit too quiet.
Older tracks, maybe a day or more old, heading d8. Proximity +1
Evidence that an animal slept here, which direction it left towards is unknown. +1 Proximity for each of the next 3 hexes, until a 1-4 is rolled. Otherwise keep the Proximity bonus, up to 3.
Nothing here but you and the ghosts. Evidence of unmarked graves. Chance of an encounter increases by 25%. This amount stacks with other increases.
Fresh tracks lead off towards d8. Proximity +2.
You see the target d6 +1 x 10 yards ahead. I.e. 4 x 10 = 40. Proximity +3.
You hear noises in the d8. If you investigate, chances of an encounter increase by 25% to 2 in 4. Otherwise you see the target run d8 out of site. Proximity +3.
Target is spotted, approximately d6 x 10 yards away in d8.
Fresh tracks. So fresh in fact the dirt still teams with the aura of the whomever left them. Proximity +2.
Target can be seen d4 yards away towards d8 and is entirely unaware of your presence, or perhaps undisturbed by it. Add or subtract the result of your shot by 1, whichever assist you more.
Target seems to have injured itself in its attempts to escape you. Its speed has been reduced considerably, moving at d8, 20 yards per turn. Add or subtract 2 from your shot result.
You sneak up on the target who is d4 x 10 yards away. Add or subtract 2 from your shot result.
Or higher the target has run itself rampant is considerably slower, if it all able to continue running any further. Add or subtract 3 from your shot value.
Secondary Tracking Table
Roll a d12 to initiate tracking and add Proximity to the result.
1. Target Lost - Proximity reset to 0.
2. Small bit of fir stuck on a branch. Proximity +1
3. Nothing
4. Nothing
5. Illegible Tracks Proximity +1
6. Nothing
7. Light tracks that appear to be heading d8. Proximity +1
8. Nothing
9. Blood stain or Tracks heading d8. Proximity +2
10. Nothing
Obvious sounds coming from d8 Proximity +2
12. Target spotted d6 x 10 yards away towards the d8. Proximity +2
13. Target can be seen d4 yards away towards d8. Proximity +2
14. Target found, too tired to move if hit with an 8 or less. Other wise it has fallen and injured itself. In either case there is a 3 in 6 chance it will run in a known d8 direction for d4 x 10 yards before collapsing and eventually dying. Proximity reduces by 5.
15. Target found nearly dead from rounds if 8 or less. Otherwise, target has injured itself quite badly in it’s attempts to escape. There is a 2 in 6 chance of it running d4 X 5. Proximity reduces by 3.
16 Or Higher, the target is located, nearly dead, and or unable to continue running away. 1 in 6 chance it runs d6 yards d8 before finally collapsing and dying of its wounds and or heart attack. Otherwise, please do the right thing.
Please note that these mechanics are what I’m using for testing. It’s unrealistic to think that they are accurate in any way. Instead they are what I’ve found, so far, with my limited testing to be functional enough to play around with. The average person can see about 167 yards a head of them in the woods, give or take various amounts for density, weather, terrain and combinations thereof. Which for the most part can be taken into consideration via a (the) map or whatever you imagination tells you is going on. I opted for 10 yards per hex because visually that’s what I see. In real life that 10 yards could easily be tripled if not more if you wanted to convert it over.
According to my research the average bow, is effective at around 20-40 yards, but ideally 0-20, and of course that’s very dependent on the skill of the archer. Which I have written mechanics for simulating, I feel it’s a bit too much for the method I’m presenting here. Taking that, 20-40 yard range, I think that’s quite reasonable and so far I’ve not really messed around with it too much. As is, I’d have to say those whole process is a bit easy. It’s kinda easy to track the target down and take that deadly shot. I wanted to make sure it works before I start messing with the settings. That being said, let’s get back to Lucy. I’m sure she’s tired of waiting for us back there in the woods…
Before leaving location #1, Lucy decides to start tracking her target. She looks all around her and…. Rolls a d12 in the Initial Tracking table and rolls a 1 to discover that she’s not going crazy. This area is in fact haunted. Since arriving at this location her senses have been on end, and she keeps hearing voices whispering almost tangible things from the woods. As if trying to get her to enter. Lucy decides it’s best to leave this place and rolls a d6. The result is 3 and she moves to location #2, still within that 30 yards, so she remembers that the chances of an encounter are higher in the his area. Fortune shines upon her, as she rolls d4 with a result of 3. So very close… She should feel the cold grip of the spirits who haunt this place trying to grab at her from all directions as she rolls the d12 again…
The bell strikes 5 times in the distance, it’s gettin quite late but then Lucy notices some older tracks, maybe from earlier in the day. Proximity is now +1. She had better hurry and get out of her. Rolling the d6 results in a 2 and she moves two hexes northwest. The ground no longer sour in area she rolls for normal encounter results and gets a 4. checking around the area for signs by rolling the d12 and it gives us an 8, to which she adds her Proximity and get a 9.
Just as she about the leave she notices movement out of the corner of her eye. She turns slowly and reaches for an arrow after rolling the d6 and getting a 4. The target is 4+1 x 10, or 40 yards away. At 40 yards that’s a bit of a risk, so Lucy attempt to stealthily move another 10 yards closer without being noticed.
How this done is up to you. Use your favorite system to roll against your stealth. For simplicity’s sake I rolled a d20 in hope of rolling under Lucy’s Dexterity of 14, which I did with an 8. So Lucy successfully moves to location #3 which puts her at 30 yards instead of 40. The reason being is that perhaps, at 40, which is a bit of a stretch, so archery is -1. At 30, there is no negative penalty, and at 20 or less, there is a +1 to archery than can be applied, I’m not going to use it here, but why not have a bonus for being so close?
Lucy pulls back the arrow, her breath becomes still, her eyes clear and focused. The tip of the arrow shifts, up, then slightly right as she calculates the shot in her head. She releases and with a slight wiz the arrow slices through the air and… We roll a d4 and d8… snake eyes… Double 1’s. Even with her bonus of +2, that’s only a four. Guess I should have taken that extra +1. Lucy slips on some mud as she releases the arrow, falling forward hitting the ground so hard she lets out a sudden ‘uhhhhh….;’ in response to get the wind knocked out of her. Scaring the target in a random d8 direction d4 x 10 yards away. The arrow lost someplace in the woods about 20 yards ahead.
Lucy rolls a D6 and moves into the location where the deer was last seen. Now, since the initial tracking has been used, we move onto the Secondary Tracking Table and Lucy rolls the d12 to try and look for clues…
Lucy rolls the d12 and it results in a 7. She notices some light tracks that are heading (d8 = 4) east. Proximity increases by +1. Lucy rolls the d6 and gets a 3 and she moves to the east three hexes.
Continuing her secondary tracking, she rolls the d12 and gets a8, + Proximity = 9. More tracks, so she must be heading (d8 =4 again!) in the right direction, so she rolls the d6 again to move east, one hex to location #5. Proximity total is now 3. She rolls the d12 and gets a 12. 12 + 3 = 15.
Lucy see’s the target just ahead (d4) 20 yards away and is able remain unseen as she pulls her arrow from the quiver and pulls it back. Thinking she this to be her last chance before it’s gone for good, she spends an extra second considering her shot before releasing and… (d6+d8 with total of 4 bonus points to use all or some) she gets a 4. 4 + 4 = 8, so instead only use 2 of those points for a total of 6. Striking the animal dead in its tracks.
Lucy gives thanks the animal for giving its life for the sake of another and begins gathering everything she can carry.
It’s simple and effective and I hope you find it useful. If not, that’s okay also, I enjoy doing this sort of thing either way. Lucy is going to get as much as he can and work her way back home. She’ll return it the morning to try and get what’s left. As for me, done for the night also. I’m going to switch over the some Twitch and relax for the remainder of the evening and enjoy the rain.
Take care of yourselves everyone and I hope you all have an amazing week. Appreciate you all and as always please remember to take care of one another.