*4th tier, supernatural*
**Challenge** 20 (25,000 XP) **DC:** 23/18
**Area:** Greater (1 day)
The horns sound in the sky, followed by the pounding of spectral hooves and the calls of the hunters. Few mortals who experience the Wild Hunt live to tell the tale, and those who survive are often driven mad by the experience. These fey hunters ride their steeds through the sky itself in pursuit of their prey.
Most people who witness the Wild Hunt are unaware of its target. If for whatever reason your party is unfortunate enough to interfere – or worse, actually be its target – combine the effects described in this challenge with combat. Such an encounter is likely to be extremely deadly, as indeed it should be.
#### Maddening Horns
Perception checks that rely on hearing have disadvantage, and conversation below a shout is impossible. In addition, creatures concentrating on a spell or effect must make a concentration save every round or lose the spell or effect.
Creatures with the fey type are immune to this effect.
#### Thundering Hooves
The ground shakes with the force of the hunt. The area counts as difficult terrain.
#### Embodiment of Chaos
Creatures with a Lawful alignment must make a Wisdom saving throw when first exposed to the Hunt or become incapacitated as their very nature revolts against what they are experiencing. Magic such as lesser restoration can remove this effect.
#### Cold Iron
Despite their power, the riders of the Wild Hunt fear and despise cold iron like any fey. They will not enter a residence barred with cold iron, or with horseshoes placed, ends up, over each door and window – something an [[03-Mechanics/6-Ability Scores/Arcana|Arcana]] check reveals.
#### Callous Contempt
If the party will not or cannot take shelter, they risk the attention of the Hunt. At the end of each hour of travel, roll 1d4. On a roll of 1-2, they escape notice. On a roll of 3-4, they attract the attention of a rogue huntsperson, who selects one adventurer randomly and deals them 12d6 magical damage, with type and additional effect selected from the table below. A successful group Stealth check reduces the chances of attracting the attention of the hunt to only a roll of 4.
TABLE CALLOUS CONTEMPT DAMAGE
| 1d4 | Type | Additional Effect |
| --- | ----------- | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
| 1 | Bludgeoning | The hunter's horse tramples an adventurer, knocking them prone. They are rattled for the following hour. |
| 2 | Piercing | The hunter uses an adventurer as target practice. The arrow lodges within them; until it is removed with a Medicine check, the adventurer cannot benefit from rests or healing magic. On a failed check, the arrow remains and the adventurer takes an additional 6d6 damage. |
| 3 | Slashing | The hunter unsheathes a brutal scimitar and cuts the adventurer down where they stand. The adventurer takes two levels of fatigue from blood loss. |
| 4 | Psychic | The hunter blows their horn. The adventurer takes two levels of strife and develops a short-term mental stress effect. |
## Potential Solutions
Only the most powerful of adventurers can deal with the leader of the Wild Hunt and get them to call off their assault. All others must simply endure it. Appropriate Prestige, divine intervention, or calling in a favor from a powerful being may grant the party an audience; if so, a [[03-Mechanics/6-Ability Scores/Persuasion|Persuasion]] check is required. An adventurer may also challenge the Hunt's leader to a game, using a gaming set proficiency with Wisdom as the ability, or, at your discretion, enter into a riddle contest. If an adventurer does so, they must act alone and face the consequences alone.
**Critical Failure.** The party becomes the new target of the hunt.
**Failure.** The party is sworn into the service of the Hunt as indentured labor. If a second check is successful, they are instead allowed to go free, but the Hunt continues.
**Success.** The party is able to convince the Hunt's leader to call off the hunt.
**Critical Success.** The party convinces the Hunt's leader to call off the hunt in such a compelling manner that they impress them. They gain a special Fey boon of the Narrator's choice. Some examples include a powerful magical artifact; a use of the *wish* spell, with appropriate fey flavor; or an increase to an ability score.