Hunt and Forage (d20)

Results of an attempt to find food in the wilderness.
You could have each character make a survival (or similar) skill check first, and then roll on this chart once for each success.

d20 Result

1

Monster: It may or may not have edible meat. Hunt at your own risk.

2

Tracks: With an appropriate check, leads to game. Otherwise, just wastes time.

3

Herbs: Not really food, but has various other uses (medicine, seasoning, repellent, etc).

4

Grubs: Enough for a single meal, if you are able to stomach them. Can't be saved.

5

Honey: Enough for a single meal. Also has some medicinal uses. It's protected by bees, of course. Can be saved indefinitely.

6-7

Mushrooms: Enough for d4 meals. If not correctly identified, they may be poisonous (20% chance) or have other strange effects (10% chance). Can't be saved.

8

Eggs: Enough for d6 meals. Can be stored for 2d6 days, but are too fragile for rugged travel.

9

Shellfish: Collected from river banks, beaches, or marshes. Enough for 2d4 meals. Can't be saved.

10-11

Small Game: Squirrels, rabbits, birds, etc. Requires a bow and arrows or traps to hunt. Each kill is worth one meal.

12-13

Seeds/Nuts: Enough for d6 meals. Can be saved for several weeks, at least.

14-15

Fish: Requires fishing gear. Catch d4 fish worth one meal each, or twice as much if it's a great fishing spot (5% chance).

16

Large Game: Deer, Boar, Bear, etc. Difficult and dangerous to hunt, but provides plenty of meat for everyone.

17-18

Fruit: Enough for 2d6 meals. Can be saved for d6 days. If not correctly identified, it may be poisonous (5% chance).

19-20

Root Vegetables: Bland, but nourishing. Enough for 3d6 meals. Can be saved for 3d6 days if kept dry and bundled up.