Animals and their capture are an important element in gathering plunder. The following rules
deal with trying to come to grip with the beasts.
To capture an animal roll 1d6 for the animal and 1d6 for each person trying to catch it.
Heros add one to their die roll but suffer penalties if they roll a natural "1" or "2". If you loose or
tie the roll, the animal breaks away and runs. If you win the roll you may have secured the animal.
For both, consult below.
- Sheep, cow, goat -- If you win one die roll you have secured the animal. If you roll a "1"
you fall down. If you fall down or lose the roll the animal runs 1d6 away if in a pen, or 2d6 if in
the open. No more than three people may attempt to secure the animal each turn.
- Pig -- Must have two consecutive winning rolls to secure the beast. If you roll a "1" or a
"2" you fall down. If you fall down or lose the roll the pig runs 1d6 away if in a pen, or 2d6 if in
the open. No more than two people may attempt to secure the animal each turn.
- Farm Fowl --If you win one die roll you have secured the animal. If you roll a "1" you fall
down. If you fall down or lose the roll the animal flies fly 3d6 away. No more than one person
may attempt to secure the animal each turn.
- Horse -- If you win one die roll you have secured the animal. If you roll a "1" you fall
down. If you fall down or lose the roll the animal runs 1d6 away if in a pen, or 3d6 if in the
open.
- Boar -- Must roll as in combat and kill the beast. Treat the boar as a hurskarl. If the result
is fall back for the boar, it will run 3d6 away. Three wounds or greater will kill the
beast. You can be hurt by this creature!
Capturing animals |
Animal | Wins to grapple | #
people who can help | Fall down | Run away in pen
| Run away in open |
Pig | 2 | 2 | 1
or 2 | 1d6 | 2d6 |
Fowl | 1 | 1 |
1 | 3d6 | 3d6 |
Horse | 1 | 2
| 1 | 1d6 | 3d6 |
Sheep | 1 | 3 |
1 | 1d6 | 2d6 |
Cow | 1 | 3 |
1 | 1d6 | 2d6 |
Goat | 1 | 3 |
1 | 1d6 | 2d6 |
|
When animals run or fly away select a random direction for their movement.
Once secured the animal must be taken back to camp. May only move at a walk. If
attacked cannot use weapon or shield (pig, sheep), or may not use shield (horse, mule, cow,
goat). Roll for each figure carrying an animals. If roll two "1s" figure falls down and animal
escapes. Once back at camp one figure must remain to keep animals secure.
Shooting wild animals:
- Archers may shoot (or be required to shoot) wild animals that appear on the table. Once
they appear select a random direction that they will move. They will move 3d6 distance each turn
until they exit the table. Each wound they take reduces their movement by 1d6. Grave wounds or
worse will kill the animal. Four wounds will kill the animal.