Monster Hunting 101

by Berserk

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Monster Hunting 101

The Hunt is On

"Redcaps, Ghosts, Angels, Demons, Hellhounds, Baykok, Wendigo, Djinn, Witches, Sphinx and many many more. Y'all are hunters and as such you are tasked with the duty of keeping the world safe from these horrors. And for this your training is the first and most important thing you could get. You fledglings might think how much these short lessons can ever help ye with killing an actual demon coming to rip you apart, but this, you'd see becomes yer most precious skill" - The Tipsy Tavernkeeper.

In this guide you'd find mechanics of how to run a monster hunt that would feel thorough, fun and engaging.

This piece of homebrew is meant to be system neutral and so You are more than free to use whatever works and also adapt whatever suits your needs and system. Just keep in mind that you might need to adapt some rules as these are general guidelines.

Have a good hunt and keep your limbs attached.

Know your Enemy

"Every Good Hunter must know what he hunts or the hunter will become the hunted? y'all get me rookies?"- The Tipsy Tavernkeeper.

In this section You'd learn everything you need to know about the beginning of monster hunting, knowing what you are going to face. Because knowing the enemy will let you know how to find it, how to lure it and how to slay it.

There are four main steps to each research about a monster.

  1. Determine your Target. - Choose the monster you want to hunt. from here you will use existing sources to figure out how to approach it.

  2. Tracking. - Roll 4d6 to determine background checking about the monster's usual patterns, favorite dens, and what tracks it may leave behind.

  3. Baiting. - Roll 4d6 to determine background checking about the monster's base instincts and desires. what moves it, what is its favourite prey and how you can use it to lure it.

  4. Weaknesses. - Roll 4d6 to determine background checking about the monster's strengths and weaknesses, what methods would be more effective than others and what you could do yourself when you face it.

If your character may have a prior knowledge about the monster, your Game Master may allow you to reroll your lower rolls according to your experience with the monster

the results of each roll will later affect the dice used in each step. as you are provided information from your Game Master according to the result list bellow.

  1. A total of 1-6 will grant you 1d6 for your next step as you haven't gather much useful information.
  2. A total of 7-12 will grant you 2d6 for your next step as you have gathered some details that may be useful.
  3. A total of 13-18 will grant you 3d6 for your next step as you have gathered a good amount of sense about the monster.
  4. A total of 19-24 will grant you 4d6 for your next step as you have come to know everything you needed to know about this monster.

After this information gathering you may continue to the next step.

Tracking

"Werewolves? These folks leave obvious tracks whenever they go. Did ya see their paws? It looks like nothin' else really. You learn to know them"- The Tipsy Tavernkeeper.

In this section You will learn everything you need to know about how to find a monster that attempts to hide. Does it hide in plain sight under a human guise? Does it lurk in the shadows in the middle of the forest? What are the leads to your mark?

To track the monster you first want to gather leads to it.

Roll the amount of dice determined in the research you conducted.

  1. A total of 1-5 means you have found very few tracks and the monster is well hidden. more time will be needed to find a lead to its location.
  2. A total of 6-10 means you have found a lead and that with some work and creativity you can locate this monster
  3. A total of 11-15 means you have found clear evidence to the monster's location and you have a general idea of where it may be.
  4. A total of 16-20 means you have found very obvious tracks and you don't need to do much to determine the monsters location.

Baiting

"You want to attract Wendigos? Heh, These really get drawn to cannibalism on cursed land. it just calls to them like moths to the flame, but good luck with doing that to attract 'em if ye know what i'm talkin' about"- The Tipsy Tavernkeeper.

In this section You'd learn everything you need to know about luring a monster you tracked out of its hideout. Does it like the smell of blood? maybe it is fond of women? who knows?

To bait the monster you want to use the information provided to you by your research and set up a trap.

Roll the amount of dice determined in the research you conducted.

  1. A total of 1-5 means you haven't managed to really make the monster notice you. it's back to the drawing board
  2. A total of 6-10 means you have managed to attract its attention, but the beast is cautious and you need a better plan to make it come out on its own
  3. A total of 11-15 means you have managed to make the monster come out, but it may be aware of your presence, roll for initiative because once it finds out it's a trap you'd better be ready to strike.
  4. A total of 16-20 means you have managed to bait the monster and it came out oblivious of your trap. you have the surprise attack advantage now so better not waste it.

Fighting and Weakness exploitation

"Killin' a vampire? Beheading is probably yer best bet greenhorn. Ye better aim for the neck before he gets yours"- The Tipsy Tavernkeeper.

In this section You'd learn everything you need to know about exploiting a weakness of a monster. Does it have a problem with daylight? does any specific substance or material affect it?

To exploit a weakness you found in the research you would want to attempt to use a weakness of that monster that is exploitable during a fight. for example, using daylight against vampires is more determined by where and when the fight takes place, but beheading means you can attempt to aim for the head.

Roll the amount of dice determined in the research you conducted.

  1. A total of 1-5 means it was an ineffective attempt to use the weakness. nothing happens
  2. A total of 6-10 means it has some effect but not enough to help you kill it more effectively. nothing happens
  3. A total of 11-15 means you have found something this monster is visibly weak against. add an extra 1d6 to the damage of this attack against this monster
  4. A total of 16-20 means you have found something this monster is nearly helpless against. add an extra 2d6 to the damage of this attack

That is all for the guide for monster hunting. You have learned how to conduct a research, track, bait, and exploit a weakness of any monster.

"This is all y'all need to know about how you study, track, bait and then slay those beasts.

better fortune be on yer side and try to make sure you stay in one piece cause this is a common occupational hazard here.

Now get outta here and find somethin' to hunt unless ye drink somethin'"- The Tipsy Tavernkeeper.

Have A Good

Hunting

Experience

This piece of homebrew is meant to be system neutral, and adaptable to any system. just keep in mind that you might need to adapt some rules as these are general guidelines.

All photos belong to: Legends of Runeterra by Riot Games