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. |
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.