=====HUNTING AND TRAPPING===== One activity players can pursue is hunting animals for their meat and hides/fur. This is different from foraging while travelling, since the entire expedition is structured to find game. ====Yield for Different Ordinary Game==== When an ordinary animal is hunted or trapped, the meat/hides can yield the following cash at a trading post or frontier settlement: **Varmints**\\ Squirrel 1cp\\ Racoon 2cp\\ Possum 1cp\\ Groundhog 2cp\\ Coyote 2sp\\ Wolf 5sp\\ Rats (per bag) 4cp\\ **Big Game**\\ Wild boar 3gp\\ Black Bear 10gp\\ Deer 2gp\\ Stag 10gp\\ Puma 20gp\\ Grizzly Bear 25gp\\ Bison 8gp\\ **Fur Animals**--must be trapped to get the value\\ Beaver 12gp\\ Fox 5gp\\ Weasel 5sp\\ Muskrat 5sp\\ **Birds**\\ Small Bird 1cp\\ Turkey 8cp\\ Falcon/Hawk(egg or chick, alive) 8gp\\ ====Resolving Hunting Expeditions==== The characters involved spend a number of days around a base camp in an unsettled wilderness area for up to 10 days, after which they must move at least 10 miles distant. __Varmint Hunting__: scouring the area for garbage animals produces 1 animal per day per point of Wisdom bonus or Survival skill bonus per person. However many people are varmint hunting at a time, only 3 may be in sight of one another at a time. Each group of hunters has the regular chance of a wilderness encounter. Each person rolls for type of animal taken: 1-Squirrel\\ 2-Racoon\\ 3-Possum\\ 4-Groundhog\\ 5-Coyote\\ 6-Rats (bag of)\\ __Big Game Hunting__: each day the character with the best Survival Skill rolls, but he gets advantage if another character passes a Wisdom (survival) check. Each point above 20 indicates that the party has found the tracks of a big game animal (i.e., if the total roll is 23, you have found 3 sets of tracks.). A particular hunter can only follow 1 set of tracks, and if he makes a Wis(survival) check, he has caught up with the game animal and must kill it using the combat rules. __Fur Trapping:__a person can place a number of traps equal to his Constitution score in a day (provided that he has purchased that many). After each week they are left alone, roll a Survival check for each trap he set to see if the trap has been sprung and roll randomly to see what he has caught. He can collect as many traps in a day as he can set. * Wetlands Trap: roll d6, 6=beaver, 1-5=muskrat * Forest trap: roll d6, 6=fox, 3-5=weasel, 1-2=varmint * Bear Trap: roll d6. 6=grizzly bear, 4-5=black bear, 1-3=deer Wetlands and forest traps, the animal will be dead, or easily killed. If a bear is caught, apply 1d8 damage plus 1 point of damage for each day it has been trapped (1d6). __Bird Hunting__: for a day's bird hunting, make a single Survival Check, each point you exceed the target produces 1 small bird (you must use a sling or hunting bow for a normal check, a crossbow or warbow is at dasadvantage). Going turkey hunting nets 1 turkey for each point of Survival check over 18. Hawk egg or chich hunting can only be done from March to May, and requires a day's work and a Survival Check of DC20 to succeed.