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Nerdarchy > Uncategorized  > Adventure: When the Hunters Become the Hunted

Adventure: When the Hunters Become the Hunted

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An ethical wilderness mystery for parties of levels 3–6

Premise

The small frontier village of Tern Hollow has long relied on the surrounding forests for game to see them through the harsh winters. But this year, the hunters return empty-handed—or not at all. Those who have survived the hunts tell tales of packs of beasts moving with unnatural coordination, snares being torn apart, and a voice whispering through the trees:

“The forest remembers.”

The people of Tern Hollow are desperate. Without meat, many will starve before spring. The party is hired to discover what’s driving the animals to violence… and to stop it before the town collapses.


🌲 Adventure Hooks

  • Call for Aid: The village elder, Mira Valeen, posts notices offering gold and furs to anyone who can bring back a safe hunt—or find out why the beasts have turned.

  • Missing Hunters: A hunter the adventurers once knew (or owe a favor) has gone missing, last seen deep in the Thornwake Woods.

  • Merchant Interest: A fur trader offers the party a bonus if they “make things quiet in the woods again,” hinting there’s more profit in a compliant forest than a rebellious one.


🦊 Act I: The Forest Strikes Back

When the party first investigates the woods, they quickly realize this is no ordinary disturbance.

Encounters & Clues:

  • Ambushed Hunt: The party comes upon a hunting group under attack—not by monsters, but by wolves, boars, and hawks working in tandem. Saving the hunters might earn local gratitude (or reveal how guilty they are).

  • Signs of Magic: Arcane or nature-based checks reveal faint druidic sigils carved into the trees, pulsing with life energy. They mark territory and ward against intrusion.

  • A Voice in the Leaves: At night, one of the adventurers hears whispers—gentle but sorrowful—urging them to “go home, before the forest must feed.”

Skill Challenge – Surviving the Wild Hunt:
To reach the forest’s heart, the party must endure coordinated animal assaults and shifting terrain. Use Nature, Animal Handling, and Perception checks to avoid being driven in circles or surrounded.


🌿 Act II: The Warden of the Wild

The source of the unrest is either of the following, depending on your campaign tone:

Option 1: Elowen, the Grieving Druid

Once a member of Tern Hollow, Elowen fled after watching the hunters slaughter her beloved companion, a great stag. She’s since bound her spirit to the forest itself, awakening the beasts in her sorrow and rage.

Personality: Tragic, protective, vengeful but not evil.
Goal: End the hunts permanently and let the forest reclaim its balance.
Tactics: She doesn’t kill outright; she scares, drives off, and curses trespassers.

If the party parley with her, they learn her plea:

“How much blood must the snow drink before you call it enough?”

She offers a truce—if the town will agree to limit their hunts, or accept her guidance on sustainable foraging.


Option 2: Faelen, the Fey of Thorns

A crueler twist: a minor archfey bound to the mortal world through an old forgotten pact. He sees the forest as a gameboard, the hunters as prey, and the adventurers as new entertainment.

Personality: Smiling, capricious, and poetic.
Goal: Force mortals to remember their place beneath the fey.
Tactics: Uses charm, illusion, and beasts as pawns; enjoys “hunts” where roles are reversed.

Negotiating with Faelen is possible—but costly. He might demand tribute, a mortal memory, or an oath that binds the party’s descendants to protect the forest.


❄️ Act III: Meat or Mercy

Once the truth is known, the adventurers must decide:

  • Side with the Village: Slay or banish the druid/fey. The people cheer, but the forest grows silent and cold. Future hunts may yield plenty… but the magic that once blessed the land fades.

  • Side with the Forest: Broker peace or enforce balance. The villagers may hate the adventurers for it, but come spring, the forest’s bounty will return.

  • Walk the Middle Path: Negotiate an uneasy truce—limited hunting rights, rituals of thanks, or offerings to the forest spirit. It will take work, but might save both sides.

Moral Note:
The real danger isn’t the beasts—it’s desperation. How far will mortals go to survive winter… and how far will nature go to defend itself?


🪶 Rewards

  • Huntsman’s Boon (Consumable): Once per day, after eating the heart of a slain beast, gain advantage on Wisdom (Survival) checks for 24 hours.

  • Branch of the Green Pact (Wondrous Item): A carved wooden charm. While attuned, you may cast Speak with Animals once per day. If you break your word to the forest, it shatters.

  • Reputation Reward: If peace is achieved, the adventurers gain the Blessing of the Wild, granting them advantage on one saving throw against natural hazards per long rest.


🪓 Closing Thoughts

“When the Hunters Become the Hunted” is an adventure about balance and consequence. It challenges players to think beyond “kill the monster” and ask why the wilds have turned against civilization.

In the end, it isn’t about who wins—it’s about who learns to listen.

Thanks for reading. Until Next Time, Stay Nerdy!!

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Ted Adams

The nerd is strong in this one. I received my bachelors degree in communication with a specialization in Radio/TV/Film. I have been a table top role player for over 30 years. I have played several iterations of D&D, Mutants and Masterminds 2nd and 3rd editions, Star wars RPG, Shadowrun and World of Darkness as well as mnay others since starting Nerdarchy. I am an avid fan of books and follow a few authors reading all they write. Favorite author is Jim Butcher I have been an on/off larper for around 15 years even doing a stretch of running my own for a while. I have played a number of Miniature games including Warhammer 40K, Warhammer Fantasy, Heroscape, Mage Knight, Dreamblade and D&D Miniatures. I have practiced with the art of the German long sword with an ARMA group for over 7 years studying the German long sword, sword and buckler, dagger, axe and polearm. By no strecth of the imagination am I an expert but good enough to last longer than the average person if the Zombie apocalypse ever happens. I am an avid fan of board games and dice games with my current favorite board game is Betrayal at House on the Hill.

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