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W OODLAND CREATURES A COMPENDIUM OF CREATURES FOR THE CHRONICLE SYSTEM
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Page 1: _GRR92701e_WoodlandCreatures

WOODLANDCREATURES

A COMPENDIUM OF CREATURES FOR THE CHRONICLE SYSTEM

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1Woodland Creatures

Welcome to the first of our Chronicle System releases, Woodland Creatures.

The Chronicle System is the name we’ve given to the me-chanics engine that runs A Song of Ice and Fire Roleplaying. While the rules of this system were designed specifically for George R.R. Martin’s Westeros, they will work just as well for any other setting.

In order to facilitate such game play, we are develop-ing a series of modules under the Chronicle System name, providing new elements and ideas for use with the system that might not always fit into the established world of A Song of Ice and Fire. We feel this will give Narrators more choices and plenty of flexibility to make their games truly their own, whether they are adapting the system to a set-ting of their own, or simply providing their players with a Westeros that diverges in some way from the accepted canon. Please keep an eye out for new Chronicle System products!

Woodland Creatures

This product is a bestiary for the Chronicle System, divided into four sections, focusing on some of the creatures one might find living in and around woodland areas.

The Animals section expands the game stats for normal animals, with an emphasis on forest-dwelling creatures. These animals are perfectly suited for the Animal Cohort Benefit, as well as those instances where they might be encountered, such as on hunting trips. This section also ex-pands on the rules for training animals.

The Beasts section focuses on creatures of roughly animal intelligence and capability, although they are not found in our modern real world. Creatures of dire size, strange (but plausible) physiology, and weird niches in their environ-ment all fall into this category.

INTRODUCTION

WOODLANDCREATURES

A COMPENDIUM OF CREATURES FOR THE CHRONICLE SYSTEM

AUThORS: LEE hAmmOCk, JOhN C. hAy, JEb bOyT

EDITOR: TOm CADORETTE DEvELOpER: JOSEph CARRIkER

GRAphIC DESIGN & ART DIRECTION: hAL mANGOLD

INTERIOR ART: bRITT mARTIN, STEphANIE pUI-mIN LAW, TOREN “mACbIN” ATkINSON, ELIzA GAUGER, JONAThAN kIRTz,

WOODLAND CREATURES © 2013 GREEN RONIN pUbLIShING, LLC. ALL RIGhTS RESERvED. REfERENCE TO OThER COpyRIGhTED mATERIAL IN NO WAy

CONSTITUTES A ChALLENGE TO ThE RESpECTIvE COpyRIGhT hOLDERS Of ThAT mATERIAL. ChRONICLE SySTEm, GREEN RONIN, AND ThEIR RESpECTIvE LOGOS

ARE TRADEmARkS Of GREEN RONIN pUbLIShING, LLC.

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Woodland Creatures

Introduction

The Horrors, on the other hand, are explicitly fantastic and quite monstrous. Many of these things have the faint-est touch of magic to them, or are otherwise far more intel-ligent that one might expect such creatures to be. Horrors are usually quite rare in low-magic, gritty fantasy settings, but more common in high-magic tales.

Finally, the Legends. These creatures are overtly magi-cal or otherwise fantastic. In low-magic, gritty fantasy set-tings, they are the subjects of legends and stories, often fearful ones. Whole bodies of superstition and myth may crop up around them, and they may have been more com-mon at some point in the past.

Beast-Haunted Domains

Because of the scale the Chronicle System operates on, the terrors in this book might not just threaten individual characters that encounter them, but also entire domains unfortunate enough to be near or even within the wood-lands that the creatures call home.

With the Narrator’s permission, players may purchase the following Domain Drawbacks.

Woodland Domain Drawbacks

Purchasing a Domain Drawback grants a small pool of points that may be directly added as bonus points to other Resources at domain generation. These points may not be added to any Resources that are penalized by the Draw-backs, however.

Beast-Infested 2 points

The woodland domain of choice is infested with a beast of some kind, chosen from the Beasts chapter of this or other Chronicle System Bestiary works. Attacks against individuals traveling through the forest are common, and even travel in groups is no guarantee of safety.

Gain a -1 to House Fortune rolls. Population Resource decreases due to a House Fortunes roll are increased by 1.

Horror-Prowled 4 points

Something unwholesome and hungry haunts your woods, chosen from the Horrors chapter of this or other Chron-icle System Bestiary works. You lose smallfolk to it all the time, and occasionally patrolling soldiers run afoul of the horror as well.

Gain a -1 to House Fortune rolls. Population and Power Resource decreases due to a House Fortunes roll are in-creased by 1.

Legend-Haunted 6 points

Tales are told of your woodlands, and the mystical, ac-cursed thing therein, chosen from the Legends chapter of this or other Chronicle System Bestiary works. Your smallfolk have generations of tales about it, and probably a handful of superstitious protections supposed to protect against it. So fearful are those tales, and widely spoken of, that many merchants refuse to enter your domain.

Gain a -2 to House Fortunes rolls. Population, Power and Wealth Resources decreases due to a House Fortunes roll are increased by 1.

Attacking Small Targets

As a reminder, any target in combat that is significantly smaller than its attacker gains a +2 to Combat Defense due to the discrepancy in size. A solid majority of the creatures in the Animals section qualify for this bonus if they are attacked by an opponent of adult human size.

Likewise, any target that is significantly greater in size than its attacker receives a -2 penalty to Combat Defense due to its great size. This generally includes creatures of horse-size or larger against an opponent of adult human size.

Throughout this work, we have included the modified Combat Defense for creatures fighting adult human-sized opponents in parentheses. Thus, an eagle has a Combat Defense of 10 (12), reflecting the +2 Combat De-fense bonus it gains against larger opponents.

2

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3Woodland Creatures

Even in a setting that might be called “high magic,” the woodlands are usually populated mostly by normal ani-mals. Though they are usually quite shy of the people who tromp through their forest home, it is not uncommon to encounter these creatures, whether as chance encounters, as the prey of a noble’s (or poacher’s) hunt, or even serving at the side of those with the skill to train them.

This chapter presents a set of expanded training rules for domesticating and teaching animals of a variety of tricks and roles, including a set of Benefits for those characters who specialize in that task. It also includes a set of stats for normal animals that might be found in a woodland setting, adding to the animals found in Chapter 11 of the A Song of Ice and Fire Roleplaying (SIFRP) core book.

Expanded Training Rules

Training an animal to perform a single task or role requires an Animal Handling (Train) Extended test, requiring a number of successful tests equal to the animal’s Will mi-nus Cunning (minimum 1). Each test assumes a week of regular training, working with the animal for several hours every day. The Difficulty of this roll is based on the animal’s Will rating:

Animal Training Difficulties

Will 1 Routine (6)Will 2 Challenging (9)Will 3 Formidable (12)Will 4 Hard (15)Will 5 Very Hard (18)

An animal may learn a number of tricks equal to its Cunning. After that, training each additional trick increas-es the Difficulty of the task by +3, cumulative.

Tricks

These individual Tricks can often be learned by a variety of animals, each performing them somewhat differently from one another. Commanding an animal to use one of these Tricks is an Animal Handling test, with the Charm Spe-cialty, unless otherwise noted in the Trick.

ANImALS Of ThE WOODLANDSSome animals may find themselves in situations where

they may try and throw off the training in order to re-act according to their instincts, e.g., a dog wanting to bark at something when he’s been ordered to be silent, a horse wishing to flee from fire when it has been ordered to stay and the like. When the master is present, it is a simple Animal Handling test against the animal’s passive Will; if the master is not present, it is the animal’s Will test against the master’s passive Animal Handling.

Agility Tests Dogs, Horses

The animal is trained to perform a variety of leaping and agility tricks. For dogs this is usually leaping through hoops, and for lighter animals, tumbling and flipping. For horses this is often course navigation, leaping fences and the like.

Attack Dogs, Horses, Ravens

With this command, the animal will attack any individual that is currently menacing its master. Horses trained to this will lash out with hooves, which is rarely a natural inclination. A rider giving this command from horseback may use the Ride Specialty.

Bear a Rider Dogs, Horses

The animal is trained to bear a rider, with or without sad-dle. The rider must be of a size and weight that the animal could reasonably bear. No roll is necessary to have the ani-mal perform this function, although all commands given while in the saddle use the Ride Specialty.

Bear a Burden Dogs, Horses, Ravens

The animal is trained to bear burdens on their backs or pull wayns and sleighs as appropriate for their size. Ravens trained to this will carry messages tied to their legs without trying to rid themselves of it. All commands given with this skill use the Drive Specialty.

Charm Dogs, Horses

The animal will perform any number of trained actions that most people find entertaining or endearing: bows, counting tricks, eliciting sympathy by drooping ears and sighing and the like. The animal can also perform basic dance steps to

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ANIMALS of the WOODLANDS

music, and animals with both this trick and the Agility Tests Trick can perform quite advanced dances.

Come Dogs, Horses, Raptors, Ravens

The animal is trained to come when called. Dogs, horses, and ravens will answer to their names or a whistle; raptors usually are trained to a bell or whistle.

Fetch Dogs, Ravens

The animal is trained to fetch either something that is thrown by the master, or retrieve a specific kind of item, such as food, shiny things, pieces of paper and the like. An animal may be trained to this Trick multiple times, each time adding another kind of item it will fetch.

Guard Dogs, Horses

This command causes the animal to either remain in one spot and guard it against everyone it is not familiar with, or to remain with and protect an individual, designated

by the master placing that person’s hand on the animal’s flank while giving the command. An animal with this training issues a vocal warning to those getting too near to it.

Harry Dogs, Raptors

Some animals can be trained to harry an opponent, dis-tracting them from their tasks. Hounds will bark and snap, sometimes even grabbing onto limbs and pulling, while raptors flap in a target’s face with wings and talons. An op-ponent who is harried is -1D on all tests until the animal is recalled or stopped.

Heel & Stay Dogs, Horses, Raptors, Ravens

With this command, the animal remains calmly beside the master, remaining with him when either walking or stand-ing still. The animal can also be commanded to remain in one place. Raptors and ravens will follow a master from the air, but cannot be commanded to stay in one place.

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ANIMALS of the WOODLANDS

Silence Dogs, Horses, Raptors

With this command, the animal refrains from making its normal vocalizations. Dogs and horses with this command also actively employ their Stealth to keep from making un-due noise by their passage.

Speak Ravens

Though all ravens pick up the occasional word here and there, this training teaches a raven a small vocabulary of words that it can use to communicate certain concepts such as hunger, a warning and the like.

Terrain Traveling Horses

With this training, a horse is trained to navigate through terrain that it would normally find difficult, such as wet-lands or mountains. When in that terrain, the horse’s movement is calculated as though it were in one category of terrain better (Deserts, Hills and Light Woods become as Plains, and Mountains, Wetlands and Dense Woods are treated as though they were Deserts, Hills, and Light Woods). There are no rolls involved in the use of this kind of training, which becomes second nature to the mount.

Track Dogs

When given a strong scent to follow, the dog can follow the trail left by that scent with a Survival test. Each mile of trail requires an additional test. Situations that might throw off or confuse the scent, such as moving into a heav-ily populated area, a body of water or stronger scents like fire or blood can all force re-tests as well, often at higher Difficulties.

Wear Barding Dogs, Horses

The animal is trained to bear armor that is sized and fit-ted for its shape. There are no rolls involved in the use of this kind of training, which becomes second nature to the animal.

Roles

Unlike other Tricks, these are a specific function for the animal, rather than an individual limited command. These are “jobs,” as it were, training the animal to the numerous

commands and situations necessary to function in this ca-pacity. Each role is considered a single Trick, and each roll to teach a Role counts as two weeks. No animal may be trained to more than one Role.

Entertainer (+3 Difficulty) Dogs, Horses

The animal is trained to perform in one of many ways: as a show animal of some kind, or performing alongside an entertainer. The animal is assumed to know the Agility Tests and Charm Tricks, and either the Fetch or Speak Trick.

Falconry-Trained (+3 Difficulty) Raptors, Ravens

Birds trained thusly can be used for hunting. Hawks and ravens are launched from the fist to fly out and attack game birds flushed from the surrounding wilds, while falcons and eagles are launched from an aerie and follow the master, watching carefully for any game birds or small game like rabbits that they can strike. These animals are assumed to know the Attack, Fetch, and Heel & Stay Tricks.

Farmer (+0 Difficulty) Horses.

The animal is trained as a farm animal, for the myriad pur-poses to which horses are put on the farm. The animal is as-sumed to know the Bear a Rider and Bear a Burden Tricks.

Training Non-

Standard Animals

Fantasy is rich with animal companions, often trained to a degree that is actually impossible with such animals in the real world. The Tricks and Roles described in this section include mention of the kinds of animals most often trained to such tasks.

The Narrator, of course, has the option of adding animals to the lists for any of these tasks to reflect the realities of her setting. Additionally, if a charac-ter wishes to train an animal in a task not normally available to an animal of that type, the Narrator who wishes to allow it (but not make it standard) might increase the animal’s effective Will by +1 or +2 for the purpose of that training.

Generally speaking, insects and reptiles (with some exceptions) cannot be trained.

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ANIMALS of the WOODLANDS

Guard (+6 Difficulty) Dogs

Trained as guardians, these dogs are often used as house-hold defense, and are ssumed to have the Attack, Come, Guard, and Heel & Stay Tricks.

Herder (+3 Difficulty) Dogs

The animal is trained to assist with corralling a herd animal of some kind, patrolling their edges to keep them together and defend against predators. The animal is assumed to know the Come, Guard, and Heel & Stay Tricks.

House (+0 Difficulty) Dogs

The animal is trained to live indoors, well-socialized, quiet and tending to its wastes outdoors rather than inside. The animal is assumed to know the Heel & Stay and Silence Tricks.

Hunter (+6 Difficulty) Dogs

Dogs with this training are taught to be hunting compan-ions, remaining near the master until they are given word to flush out the prey. They range outward, barking to drive larger prey back towards the hunting party. The animal is assumed to have the Attack, Fetch, Heel & Stay, and Track Tricks.

Warrior (+6 Difficulty) Dogs, Horses

The animal with this training has been accustomed to the chaos, blood, and pain of battle, and will not spook in such situations. Such animals are considered to have the Attack, Guard, Heel & Stay, and Wear Barding Tricks for dogs, or the Attack, Bear Rider, Guard, and Wear Barding Tricks for horses. These animals qualify as “war-trained” for the pur-pose of those rules that require it in the SIFRP core system.

Animal Trainer Benefits

The following Benefits are for characters with a notable talent for training animals. Such individuals may find a place in any lord’s retinue as a Master of Horse or Mas-ter of Kennels, or may undertake their skills for their own benefit and profit.

Master Trainer (Ability)

Your welath of experience means animals trained by

you learn their tasks quickly and efficiently.

requirements: animal handling 3 (training 2B)

The time to train an animal is halved when you do the training. You gain either two rolls per week to teach Tricks, or one roll every week to teach a Role.

Way with Beasts (Ability)

Whether because of natural empathy, or supernatural

connection, animals seem to trust and favor you.

requirements: Beastfriend

Your affinity with animals is almost legendary. Reroll all 1s on all Animal Handling tests. Additionally, animals you train are considered to have one additional point of Cun-ning for the purposes of determining how many Tricks they can learn.

Animal TraitsThe following creatures are considered normal animals, and adhere to the rules for such creatures from Chapter 11: the narrator, in the SIFRP core book.

B Creatures have rank 0 in the following Abilities: Animal Handling, Deception, Healing, Language, Knowledge, Marksmanship, Persuasion, Status, Thiev-ery, and Warfare. They can never take tests related to these abilities and automatically fail when called to do so. Certain uses of other abilities may be impossible. Creatures can make Fighting tests with their natural weapons only.

B Some animals may have access to a Fly specialty in Athletics, the equivalent of the Run specialty for ani-mals capable of flight.

B Abilities not listed for an animal, but not forbidden, are assumed to be at a rating of 2.

Badger

Badgers can be aggressively territorial, and are equal adept at scavenging and killing their own prey.

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ANIMALS of the WOODLANDS

Bobcat, Lynx

A mid-sized hunting cat, bobcats are short-tailed with pointed and tufted ears. They are between 2-4 feet in length but will attack a human in self-defense.

Catamount, Puma

The largest of the great cats, the catamount can weigh in excess of 200 pounds and grow longer than 9 feet. They are stealthy predators, and more than a match for a human opponent.

Deer

The stag (or hart) is a common target in noble hunts, and a popular meat on the feasting table.

Elk

Larger and more likely to fight back than deer, elk antlers have been known to gore a hunter.

Falcon

Extremely smart and easy to train, falcons are one of the pre-ferred hunting birds for nobility. They are known for their

CATAMOUNT/PUMA

Agility 4 (Balance 2B, Dodge 2B, Quickness 2B), Athletics 4 (Climb 2B, Jump 2B, Run 2B, Strength 2B), Awareness 5

(Notice 2B), Cunning 1, Endurance 3 (Stamina 1B), Fighting 4, Stealth 5 (Sneak 1B), Survival 4 (Hunt 2B)

ComBat defense: 13 ❂ health 9natural armor: AR 0 ❂ movement: 8 yards

Bite 4D 4 Damage Vicious

Claws 4D 6 Damage Powerful

Leaping Charge: When it charges, the catamount can make two attacks: once with its bite, and once with its claws.

DEER

Agility 4 (Dodge 2B, Quickness 2B), Athletics 4 ( Jump 2B, Run 3B), Awareness 3 (Notice 2B), Cunning 1, Will 3

ComBat defense: 11 ❂ health 6natural armor: AR 0 ❂ movement: 8 yards

antlers 2D 2 Damage

ELk

Agility 3 (Dodge 2B), Athletics 4 ( Jump 2B, Run 2B, Strength 2B), Awareness 3 (Notice 2B), Cunning 1,

Endurance 3, Fighting 3, Will 3

ComBat defense: 10 (8) ❂ health 9natural armor: AR 0 ❂ movement: 6 yards

antlers 3D 4 Damage

stomp 3D 6 Damage

Knockdown: Whenever an elk gets at least 2 degrees of success on a Fighting test with its antlers, it can forgo the extra damage to knock its opponent to the ground. It may immediately make a follow-up Stomp attack on a felled enemy.

Stomp: Against prone opponents and animals significantly smaller than it (like hunting dogs), an elk may use its weight to stomp rather than gore with its antlers. An elk must knock an opponent of adult human size or larger down first with its antlers.

FALCON

Agility 5 (Quickness 3B), Athletics 1, Awareness 4 (Notice 3B), Cunning 1, Endurance 1, Fighting 1, Survival 3 (Hunt 2B)

ComBat defense: 10 (12) ❂ health 3natural armor: AR 0 ❂ movement: 1 yard (or Fly 10 yards)

talons 1D 1 Damage

BADGER

Agility 3 (Contortions 1B, Dodge 1B), Athletics 2 (Climb 1B, Swim 1B), Cunning 1, Endurance 2 (Resilience 1B),

Fighting 3, Survival 3 (Forage 1B, Hunt 1B), Will 3

ComBat defense: 7 (9) ❂ health 6natural armor: AR 0 ❂ movement: 4 yards

Bite 3D 2 Damage

Tremendous Digger: Badgers primarily hunt burrowing animals and can dig with great speed. A badger can dig through normal soil at a rate of 3 yards a minute.

BOBCAT/LYNx

Agility 3 (Balance 2B, Dodge 1B, Quickness 1B), Athletics 3 (Climb 2B, Jump 2B, Run 2B, Swim 1B), Awareness 4 (Notice 2B), Cunning 1, Endurance 3, Fighting 3,

Stealth 5 (Sneak 2B), Survival 3 (Hunt 2B)

ComBat defense: 10 (12) ❂ health 9natural armor: AR 0 ❂ movement: 8 yards

Bite 3D 2 Damage Vicious

Claws 3D 3 Damage Fast

Attack from above: Bobcats use height to give them an advantage that their small size might other prohibit. A bobcat attacking from surprise will leap out of a tree to attack larger prey, allowing it to use both its claws and bite on the first round of combat.

exceptional speed and ability to take down larger birds while on the wing. Males may also be known as tercels.

Fox

One of the smallest wild canines, foxes are popular for hunting because of their exceptional cunning and stealth.

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ANIMALS of the WOODLANDS

Hawk

Hawks, are easy to train and favored by nobility for hunting small ground animals. While not as smart as a falcon, they are still possessed of a high intellect and keen eyesight.

Monitor Lizard, Arboreal

Averaging 3 feet in length, there are several species of tree monitor and all are common in warm woodlands. Unlike most reptiles, monitors have high metabolisms and excel at catching and eating live prey. They are also very intelligent and can be trained by a patient handler.

Moose, Red Elk

The largest of the cervines, moose and red elk are formi-dable opponents, and can be aggressive when wounded or defending their herds.

Owl

Seldom trained, owls are easy to identify by their bar-rel shapes and wide eyes. Adaptations to their wing and feather structure allow them to fly silently and sneak up on their prey.

Snake, Venomous

Venomous snakes are common in the woodlands, but seldom attack humans unless threatened. These statistics can be applied to a wide variety of poisonous serpants.

Vulture

The largest of the birds of prey, vultures are primarily scav-engers with a sense of smell as keen as their eyesight. They

FOx

Agility 3 (Contortions 1B, Dodge 1B, Quickness 1B), Athletics 2 ( Jump 1B, Run 1B, Swim 1B), Awareness 3

(Notice 1B), Cunning 2 (Memory 1B), Stealth 4 (Blend-in 1B, Sneak 2B), Survival 4 (Forage 1B, Hunt 1B)

ComBat defense: 10 (12) ❂ health 6natural armor: AR 0 ❂ movement: 7 yards

Bite 2D 2 Damage

Escape Artist: If a fox breaks out of combat, it does not trigger a free action attack.

HAWk

Agility 3 (Quickness 2B), Athletics 2 (Strength 1B), Awareness 4 ( (Notice 2B), Cunning 1, Survival 3 (Hunt 2B)

ComBat defense: 9 (11) ❂ health 6natural armor: AR 0 ❂ movement: 1 yard (or Fly 6 yards)

Beak 2D 2 Damage

talons 2D 2 Damage

Retrieve: Because of their size and hunting style, hawks can be easily trained to retrieve certain objects, whether it’s prey or a key ring. Hawks can carry an item of up to 5 pounds without difficulty. Larger prey and items (up to 10 pounds) can be borne for a round, but not longer.

MONITOR LIzARD

Agility 3 (Quickness 1B), Athletics 2 (Climb 1B), Awareness 3 (Notice 1B), Cunning 1

ComBat defense: 10 (12) ❂ health 6natural armor: AR 0 ❂ movement: 6 yards

Bite 2D 2 Damage

Tenacious Bite: Monitors do not like to let go of prey once they have seized it. If a monitor scores 2 degrees of success on a Fighting role, it counts as having Grabbed its opponent. The monitor is considered to have a Fighting 4 for the purpose of breaking its Grab.

MOOSE/RED ELk

Agility 2 (Dodge 1B), Athletics 5 ( Jump 1B, Run 1B, Strength 3B), Awareness 3 (Notice 2B), Cunning 1,

Endurance 4 (Stamina 2B), Fighting 4, Will 3

ComBat defense: 10 ❂ health: 12natural armor: AR 0 ❂ movement: 6 yards

antlers 4D 5 Damage

stomp 4D 8 Damage

Knockdown: Whenever a moose or red elk gets at least 2 degrees of success on a Fighting test with its antlers, it can forgo the extra damage to knock its opponent to the ground. It may immediately make a follow-up Stomp attack on a felled enemy.

Stomp: Against prone opponents and animals significantly smaller than it (like hunting dogs), a moose or red elk may use its weight to stomp rather than gore with its antlers. The moose or red elk must knock an opponent of adult human size or larger down first with its antlers.

Persistent: Moose and Red Elk can take Injures to reduce damage to their Health.

OWL

Agility 3, Awareness 5 (Notice 3B), Cunning 1, Stealth (4 (Sneak 2B), Survival 3 (Hunt 2B)

ComBat defense: 10 (12) ❂ health: 6natural armor: AR 0 ❂ movement: 1 yard (or Fly 4 yards)

Beak 2D 2 Damage

talons 2D 3 Damage

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ANIMALS of the WOODLANDS

have tremendous endurance, gliding and flying long dis-tances to find fresh carrion to consume.

Weasel

Weasels are small, clever predators that can be trained to perform simple tricks. These statistics can also represent stoats and ferrets.

Wildcat

The smallest of the hunting cats, this can also be used to represent a domestic cat.

Wolverine

The largest natural member of the weasel family, wolver-ines are aggressive, foul-tempered and nearly fearless. They regularly drive wolves and even bears off of kills to claim the meat for themselves.

SNAkE

Agility 2 (Quickness 2B), Awareness 3 (Notice 1B), Cunning 1, Stealth 2 (Blend-in 1B)

ComBat defense: 9 (11) ❂ health: 6natural armor: AR 0 ❂ movement: 3 yards

Bite 2D 2 Damage Venomous

Venomous: Snake venoms act in a variety of fashions, but can be represented generically with the following toxin:

Snake Venom Injected

virulenCe: 3 (normal) 4 (deadly)

toxiCity: 2 (small snake) 3 (large snake)

diagnosis: Routine (6) frequenCy: 1/hour

Snake venoms affect the blood and central nervous system of the victim, causing bleeding and in the most deadly cases, respiratory paralysis. On a successful attack, the victim takes 1 Wound as the toxin spreads and cripples the victim. Recovery: Wounds can be recovered normally, once the toxin has run its course.

VULTURE

Awareness 4 (Notice 2B), Cunning 1, Endurance 3, Fighting 1, Survival 3 (Forage 2B)

ComBat defense: 8 (10) ❂ health 9natural armor: AR 0 ❂ movement: 1 yd (or Fly 5 yds)

Beak 1D 2 Damage

WEASEL

Agility 2 (Contortions 2B), Cunning 1, Endurance 2 (Resilience 1B), Fighting 2,

Survival 2 (Forage 1B, Hunt 1B)

ComBat defense: 8 (10) ❂ health 6natural armor: AR 0 ❂ movement: 4 yards

Bite 2D 2 Damage

Trainable: Weasels are very clever and take training easily. Treat them as Will 1 for the purpose of Animal Handling (Training) tests.

WILDCAT

Agility 3 (Balance 2B, Dodge 1B, Athletics 2 (Climb 1B, Jump 1B, Run 1B), Awareness 4 (Notice 2B), Cunning 1, Stealth 5 (Sneak 3B), Survival 3 (Hunt 2B)

ComBat defense: 9 (11) ❂ health: 6natural armor: AR 0 ❂ movement: 6 yards

Claws 2D 1 Damage

WOLVERINE

Agility 3 (Contortions 1B, Dodge 1B, Quickness 1B), Athletics 3 (Climb 1B, Run 1B, Strength 1B), Awareness 3

(Notice 1B), Cunning 1, Endurance 3 (Resilience 2B, Stamina 1B), Fighting 4, Survival 3 (Forage 1B, Hunt 1B),

Will 3 (Courage 2B)

ComBat defense: 9 (11) ❂ health 9natural armor: AR 0 ❂ movement: 6 yards

Bite 4D 3 Damage

Claws 4D 4 Damage Powerful

Implacable: Wolverines can take Injuries to reduce damage to their Health.

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Woodland Creatures10

In the context of the Chronicle System, “beasts” are crea-tures that do not actually exist in our modern real world, but are close enough to reality that they either could exist or may have even once existed. These creatures are all of animal intelligence, generally occupying niches similar to real-world animals in their environments.

Training Beasts

Because they are so similar to animals, beasts may be trained using the Expanded Training Rules (see the Ani-mals of the Woodlands chapter). They are considered to have a Will of one rank higher than their actual statistics for the purpose of such training.

Ant, Giant

The size of large cats, giant ants roam widely through the forest from great burrows foraging for food. Wise hunters know to stay away from the game trails that grow wider as they near an ant burrow. Farmers see giant ants as a bane because they can clear a field of crops and carry away small animals and children.

Ant, Rounder

Also called “cutter ants” or “scoop swarms”, there is no uni-versally agreed upon name for these large, vicious insects. Individually, they do not seem to present much of a men-ace: large for an insect, rounders average between 3 and 4 inches in length, with a third of their size being a set of enormous, lopsided, and razor-sharp mandibles. It is these mandibles that earn the creature its variety of nicknames: when employed against larger creatures, the result is a hemispherical divot roughly an inch across. The removed gobbet of meat is taken back to the rounder nest, where the colony can feed on the mold and bacteria that grow on the slowly putrefying flesh.

Despite their savage mandibles and noisome feeding hab-its, rounders only present a real threat in the wake of spring rains that flood their burrows, driving the entire colony into the open. It is under these circumstances that the insects have been known to swarm, creating dense clouds composed of hundreds of thousands, or even millions, of rounders. These rounder swarms ravage vast swaths of land as they search for a new place to house the colony, and have been known to bring down dogs, horses and even humans beneath the tide of hopping, flying chitinous horrors.

Rounder fighting, where a single rounder is placed in a box to try and kill another large insect (or in some instanc-es a small mammal) constitutes a common pastime for peasants. Exceedingly rural taverns, as well as seedy dives sometimes encourage wagering on these fights and may have a small fighting area purpose built for such matches.

When the swarm swells to a significant size, it acts as a single entity, rather than thousands of individuals. They are so densely packed that hitting any one insect is a simple task, but they are so numerous that it is difficult to make a dent in the swarm’s capabilities. It is impossible to kill them all, but a spirited defense will cause the swarm to disperse.

Battlehorn

The battlehorn is a creature of much debate. These massive creatures are often found among caribou and reindeer herds but never seem to form herds of their own. Instead they ap-portion themselves to one per herd of their lesser kin, com-ing together only during the spring mating season. Calves tend to remain by the sides of their mothers until they reach maturity, at which point the herd splits off into two smaller herds, each with its own battlehorn.

bEASTS Of ThE WOODLANDS

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According to legend this is because the battlehorns are sent from the gods or the spirits of the forest to prevent the herds they guard from being overhunted. Considering the unbridled violence that battlehorns show when reacting to an attack on their pack, this does not seem implausible.

Battlehorns look much like very large moose, standing twelve to fifteen feet tall at the shoulder. Their antlers are especially large and sharp, a result of the battlehorns sharp-ening them on rocks, a grating sound that canny hunters learn to listen for. As a battlehorn ages it develops growths similar to its antlers on its shoulders, spine, and other vital areas, growing a form of organic armor over many years. Arrows bounce off the hide of a mature battlehorn, mak-

ing it very difficult for them to be eliminated in order to make hunting the herd easier.

Bone Ape

Bone apes are massive creatures, standing nearly nine feet tall when upright. Their appearance is much like that of a silverback gorilla, only larger and covered in white or gray fur. Bone apes can stand on their legs, but when running tend to use their arms for support. They are far more at home in the trees than on the ground, and can brachiate easily among the branches of large, old-growth trees. They are also quite skilled at navigating the straight lengths of coniferous tree trunks.

GIANT ANT

Agility 2 (Balance 2B), Athletics 2 (Climb 1B, Strength 3B), Awareness 1, Cunning 1, Endurance 4, Survival 3,

Will 2 (Coordinate 1B)

ComBat defense: 5 (7) ❂ health: 12natural armor: AR 0 ❂ movement: 5 yards

Bite 2D 2 damage Grab

ROUNDER ANT

Athletics 1 (Climb 1B), Cunning 1, Endurance 1, Survival 2 (Forage 1B)

ComBat defense: 5 (7) ❂ health 3natural armor: AR 0 ❂ movement: 2 yards or Fly 1 yard

Bite 2D 1 damage Piercing 2

ROUNDER SWARM

Athletics 4 (Climb 1B), Cunning 1, Endurance 6 (Resilience 3B), Fighting 4, Survival 3 (Forage 2B)

ComBat defense: 6 (4) ❂ health: 18natural armor: AR 1 ❂ movement: 2 yards or Fly 1 yard

swarming Bite 4D 4 Damage Piercing 3

Swarm Body: The “body” of the swarm is easy to hit but difficult to injure. Piercing and slashing weapons lose three degrees of success for the purpose of inflicting damage. Bludgeoning weapons lose two degrees of success for the purpose of inflicting damage. Additionally, the swarm can take both Injuries and Wounds as part of normal combat, representing the loss in effectiveness that comes of individual rounders dying.

Vulnerable to Fire: Like all swarms, the tightly packed rounders in a swarm are exceedingly vulnerable to fire. Flaming oil and other fire-based attacks score an automatic additional degree of success.

Disfiguring Marks: The victim of a rounder swarm is lucky to survive the experience, and those who do are often left permanently scarred by the encounter. A character that takes 2 or more Wounds from a Rounder swarm also receives the drawback Marked to represent the myriad circular divots that scar his or her face and arms.

BATTLEHORN

Athletics 5 ( Jump 2B, Run 3B, Strength 2B), Awareness 3, Cunning 1, Endurance 6 (Stamina 2B), Fighting 4,

Survival 4 (Foraging 2B), Will 4

ComBat defense: 10 (8) ❂ health: 18natural armor: AR 3 ❂ movement: 8 yards

gore 4D 7 damage Powerful

Charge: Given at least a 6-yard distance to their target, battlehorns can charge their target as a greater action. This grants them +1D Fighting, +2 damage, and the attack gains the Staggering and Vicious qualities.

Defending the Herd: When defending other moose, caribou, reindeer, or similar creatures, the battlehorn gains +1B on Fighting, Awareness, and Athletics checks.

Ferocious: A battlehorn can take Injuries to reduce damage to its Health.

Stubborn: Battlehorns reduce all penalties due to Injuries by 1.

BONE APE

Agility 4 (Acrobatics 2B, Dodge 1B, Quickness 1B), Athletics 5 (Climb 4B, Jump 2B, Strength 2B), Awareness 3

(Notice 1B), Cunning 1, Endurance 4 (Stamina 1B), Fighting 5, Stealth 3 (Sneak 1B), Survival 4 (Hunt 2B, Track 1B), Will 3

ComBat defense: 12 ❂ health: 12natural armor: AR 3 ❂ movement: 3 yards

strike 5D 5 damage Powerful, Grab

Bite 5D 4 damage Vicious

Attack From Above: If a bone ape is at least 3 yards higher than its target, it may leap down and make a strike attack, gaining a +2B to its attack roll and +2 damage. Regardless of whether the attack hits, the bone ape takes regular falling damage but can reduce it with an Agility (Acrobatics) test as normal.

Camouflage: A bone ape gains +2D on Stealth tests made in snowy terrain.

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These rare primates are found in more northern climes where snow is present for much of the year. Largely soli-tary, these omnivores spend most of their time hunting for the food necessary to sustain their massive bodies. To that end they eat a wide variety of berries and tubers, but prefer meat when it is available. According to folklore, they show a special fondness for human flesh and will often seek it out in preference to other options. Bone apes are widely said to be terrible, cruel beings that brutally murder lone hunters or those who get lost in the woods. In the regions they are known to haunt, few dare to venture into the woods alone and many a missing hunter is ascribed to them.

Bone apes are excellent at concealing themselves in the snowy trees of the forest, leaping down to ambush victims, striking with the force of their entire body. They prefer attacking solitary targets, but will attack larger groups of humans if hungry or they feel their territory is threatened. Bone apes are very intelligent, ambushing individuals who leave their group, even creating diversions and traps to en-courage such behavior. While bone apes consume most of their kills, they often return bones and other unconsumed

parts to the vicinity of the victim’s fellows out of some kind of territory-marking behavior.

Butcher Bird

A grisly display of severed limbs and bloody meat is often the first and last indicator that another victim has walked into a region of woods claimed by a butcher bird. Standing over nine feet tall, these flightless birds boast a heavy, curved beak that is ideally suited for slicing through meat and bone. This lends itself well to the creature’s primary method of food storage. Rather than risk that food might not be avail-able for its mate or chicks, the butcher bird will aggressively attack anything it considers prey. What it cannot eat imme-diately is cut into pieces and carried back to the nesting area, where it hangs the remains in tree forks and on sharp limbs as a kind of larder to which it can return when prey is scarce.

The beak is only one part of this bird’s arsenal. Its strong, hardened legs can deliver a powerful defensive kick to any-one foolish enough to get too close. Butcher birds primar-ily hunt in the daytime, relying on their keen eyesight to locate targets. Despite their size and (in the spring at least) flamboyant color patterns, these giant birds can remain hidden by standing extremely still. In the dappled leaves of the forest, the patterns of black, green, and yellow blend into their surroundings, allowing the bird to ambush prey when they find it.

Butcher birds do not rely solely on stealth when hunt-ing, however. Rather it allows them to get close to a target, after which they burst out of the growth in a tremendous display of speed. Butcher birds have been recorded chasing down horses and deer over short distances, and have no difficulty running down human prey.

BUTCHER BIRD

Agility 3 (Dodge 2B, Quickness 2B), Athletics 5 (Run 2B, Strength 2B), Awareness 3 (Notice 2B), Cunning 1, Endurance 3, Fighting 5, Stealth 3

(Blend-In 2B), Survival 4 (Hunt 3B)

ComBat defense: 11 (9) ❂ health: 9natural armor: AR 0 ❂ movement: 10 yards

Beak 5D 7 Damage Powerful, Vicious

kiCk 5D 5 Damage Staggering

Sever Limb: The butcher bird’s beak is a brutal weapon, designed to hack off limbs and break down bodies. If a butcher bird scores four degrees of success in a beak attack against a character, the character also receives the drawback Maimed as it rips off an arm or part of a leg.

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are perfectly capable of killing small groups of humans though, and will do so given the chance.

A single flock of claw-wing lizards can devastate an area if it grows large enough, killing every animal it can find to feed the flock’s rabid hunger. Luckily claw-wings hi-bernate through the winter, hiding in logs, in mud, and in hollow trees to survive the cold. They also exhibit this hi-bernation behavior when fully sated after gorging on food. This gives other creatures time to recover from the preda-tions of the claw-wing flock and to kill the claw-wings in a more vulnerable state.

In the regions where claw-wing lizards are common, lo-cal farmers and hunters often spend much of their winter months hunting down the hibernating lizards and killing them in order to spare their herds and game for the com-ing year. They are universally seen as a blight to be wiped out to the extent that a small number of claw-wing hunt-ers have appeared in recent years, offering their services to smoke out and kill claw-wings, using a variety of special tools and tactics.

Corpse Owl

Corpse owls are most commonly found in northern for-ested areas, but they can also be found in low-lying for-ests near water where heavy fog is a common condition. Corpse owls are large, reaching a wingspan of up to 10 feet, with a white, gray, and black coloration scheme. This coloration allows them to easily blend in during snowy or foggy conditions, but also gives them the appearance of a skeletal face and limbs. Often in particularly dense fog or snow corpse owls look to be flying skeletons, hunting

Butcher birds are extremely territorial and are known to kill rivals that invade their area. At the same time, they are monogamous and protective, if gruesome, parents. Both the male and the female share the task of raising chicks, and take turns stocking the larder while the other protects the nest. If the nest is attacked, the alarm call of the parent will bring the other running, and the unfor-tunate transgressor will soon be facing two angry parents instead of one. For some, however, the risk is worth it, as the chicks are intelligent and easy to train, making them highly sought after as guard animals and in some regions as exotic mounts.

Claw-Wing Lizard

Found primarily in more southern climes, claw-wing liz-ards are hound-sized reptillian carnivores that roam in flocks that number up to dozens. These cold-blooded crea-tures are eating machines, constantly on the hunt to keep their hunger satiated. Claw-wing lizards will attack any prey, but fear fire and avoid large groups of humans. They

CORPSE OWL

Agility 4 (Dodge 2B, Quickness 2B), Athletics 3, Awareness 4 (Notice 2B), Cunning 1, Endurance 3, Fighting

3, Stealth 4 (Sneak 1B), Survival 4 (Hunt 2B, Track 2B)

ComBat defense: 11 ❂ health: 9natural armor: AR 0 ❂ movement: 1 yard or Fly 8 yards

talons 3D 3 damage Vicious

Corpse Cry: The cry of a corpse owl sounds much like that of a wounded person. It requires a Challenging (9) Survival (Hunt) test to tell a corpse owl cry from that of a wounded person.

Hidden Attack: As a greater action, the corpse owl may make move up to half its Fly movement, attack a target, and move at least half its Fly movement again before making a Stealth check. This can only be performed when visibility is at least Shadowy and in forested terrain.

Creature of the Night: Corpse owls suffer no penalties due to darkness. They gain +1D to Stealth tests in darkness.

CLAW WING LIzARD

Agility 5 (Acrobatics 1B, Balance 1B, Dodge 1B, Quickness 1B), Athletics 3 (Climb 2B, Jump 1B),

Awareness 4 (Notice 1B), Cunning 1 , Fighting 3, Stealth 3 (Sneak 2B), Survival 4 (Hunt 2B)

ComBat defense: 12 ❂ health: 6natural armor: AR 0 ❂ movement: 3 yards or Glide 6 yards

Claw 3D 3 damage Vicious

Flocks: Claw-wing lizards attack in flocks, usually numbering 8 to 10 members. They are very adept at targeting a single victim, repeatedly attacking it until it can no longer fight back. When a claw-wing lizard gains two degrees of success on an attack any other claw-wing lizards attacking that same target before the victim’s turn comes again, they gain +1B to their attack rolls. This is cumulative across multiple attacks.

Glide: Claw-wing lizards cannot fly, but can glide when leaping from a height. For each yard of height they leap from, they can glide 2 yards. They can try to extend this range each round with a lesser action, making an Routine (6) Agility (Acrobatics). Success decreases the height lost that round by 1 yard, with each degree decreasing it another yard, e.g., a claw-wing that leaps from a tree, spends a lesser action to stay aloft farther, and rolls a 12 on its Agility (Acrobatics) test will reduce any height lost by two yards for that round.

Dive Attack: As a greater action the claw-wing lizard may make move up to half its Glide movement, attack a target, and move at least half its Glide movement again.

Camouflage: A claw-wing lizard gains +2D on Stealth test made in forested terrain.

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through the boughs of the forest for fresh souls. Indeed many locals believes this to be their task, collect-

ing the souls of the dead, particularly those who have es-caped death one time too many. They are avoided and kill-ing them is often considered bad luck, even though corpse owls will readily attack humans if hungry or threatened.

Furthering its unsettling nature, the cry of the corpse owl sounds much like that of a wounded person crying out in pain. They have been known in times of slim hunting to use this cry to lure people into the woods and then kill them. A skilled woodsman can tell the difference between the cry of a corpse owl and a man, but it is not easy.

Devourer

A large, short-tailed weasel than can grow to be as big as an ox. Devourers hunt anything and everything that cross their path, even clawing their way into stone barns in search of prey. Devourers have brown hair with darker hair around their faces and paws. Often they have pale markings in white or tan around their faces and along their sides. They have a strong scent that can cause panic in other animals.

Dire Wolverine (Glutton)

Regional names vary for these insatiable eating machines, but the most common nickname invokes their ravenous ap-petites. Gluttons are broad and muscular, standing well in excess of five feet at the shoulder. Superficially, they resem-ble large wolverines, with a broad head and powerful jaws. They also exhibit great strength in their shoulders and fore-legs, and are perfectly capable of ripping open hiding places to get at prey within. Like their smaller cousins, dire wol-verines are extremely flexible, capable of winding through or around surprisingly small areas—an area big enough to allow its head is wide enough to admit the entire animal.

The dire wolverine’s speed and power gives the creature its incredible appetite. While they prefer meat, gluttons have been observed eating berries, fruit, and insects, as well as traditionally inedible objects like bone or leather (in-cluding, in one instance, a saddle). Because of the constant need to supply itself with food, they are habitual wanderers with a territory often in excess of a league.

Within that territory, the glutton will provide for it-self primarily by stealing the kills of other predators. They have no particular fear of other animals, and will kill if the predator refuses to step down. Gluttons regularly drive off wolves and large bears, and on several occasions have been seen driving off direwolves and other larger preda-tors. They also have no problem ripping open fresh graves to feast on the corpse buried within.

Because of their size and ferocity, the glutton is sometimes seen in family heraldic crests. Such families tend to overlook the glutton’s less social aspects in favor of its tenacious atti-tude, though some are merely indifferent to the comparison.

DEVOURER

Agility 3 (Quickness 1B), Athletics 5 (Strength 1B), Awareness 3 (Notice 2B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 4, Stealth 4,

Survival 5 (Forage 3B, Hunt 2B)

ComBat defense: 11 (9) ❂ health: 12natural armor: AR 1 ❂ movement: 6 yards

Bite 4D 5 damage Powerful

Claws 4D 4 damage Piercing 1

Panic-Inducing Musk: Normal animals that smell the devourer will attempt to flee. A trained animal may be calmed by making a Challenging (9) Animal Handling (Charm) test. This increases to a Formidable (12) test if the animal is attacked by the devourer, or someone the animal is carrying is attacked. For the purposes of this effect, an Animal Cohort is not considered a normal animal.

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Emperor Stag

Also known as the lord of the forest, the emperor stag is a majestic white hart that stands taller than a palfrey. It is said that there can be only one emperor stag in a forest at a time and that it is crowned by magnificent antlers that are as hard as iron and as sharp as swords. When born, an emperor stag resembles other fawns. As it grows, though, instead of losing its spots, its spots grow until its coat is almost completely white. The hide of an emperor stag is highly prized.

Large Spider

The smallest of the great spiders are still quite large, with an average size of 2-3 feet across. They prey pri-marily on small vertebrates, but are not above attacking larger prey if they have the advantage, or are defending their territory.

DIRE WOLVERINE

Agility 4 (Balance 1B, Contortions 2B, Dodge 1B, Quickness 1B), Athletics 4 (Climb 2B, Run 2B, Strength 2B, Swim 1B),

Awareness 4 (Notice 2B), Cunning 1, Endurance 4 (Resilience 3B, Stamina 1B), Fighting 5, Survival 4 (Forage 2B, Hunt 2B,

Track 1B), Will 4 (Courage 2B)

ComBat defense: 12 (10) ❂ health: 12natural armor: AR 1 ❂ movement: 7 yards

Bite 5D 6 damage Powerful

Claws 5D 4 damage Fast

Vicious Wound: Dire wolverines are skilled at crippling their targets, and then allowing the creature to bleed to death rather than expend the energy needed to kill their prey outright. If a glutton scores 3 or more degrees of success on a fighting test, it delivers a vicious wound that will continue to bleed at a rate of 1 health per round unless the character (or a healer) succeeds at a Challenging (9) Healing (Treat Injury) test.

Scent Marker: Gluttons are notorious for their pungent aroma, and the first sign that one has visited the area is the thick musky order that surrounds them and lingers after they’ve gone. For characters with a working sense of smell, it is a Routine (6) Awareness (Notice) test to notice that a dire wolverine has been in the area in the last 4 hours.

EMPEROR STAG

Agility 4 (Balance 2B, Dodge 1B, Quickness 2B), Athletics 4 ( Jump 2B, Run 2B), Awareness 3 (Notice 2B), Endurance 4,

Fighting 4, Stealth 3 (Sneak 1B), Survival 3

Combat Defense: 11 (9) ❂ Health: 12natural armor: AR 0 ❂ movement: 10 yards

antlers 3D 4 Damage Piercing 1

hooves 2D 4 Damage

LARGE SPIDER

Agility 2 (Dodge 1B), Athletics 3 (Run 1B), Awareness 3 (Notice 2B), Cunning 1, Stealth 3

(Sneak 2B), Survival 3 (Hunt 2B)

ComBat defense: 8 (10) ❂ health: 6natural armor: AR 0 ❂ movement: 7 yards

Bite 2D 3 damage Spider Venom (see sidebar)

Poison: The venom injected by a spider’s bite is actually the animal’s digestive enzymes, designed to liquefy their prey’s innards before eating.

Spider Venom Injected

virulenCe: (Spider’s Athletics)+1

diagnosis: routine (6) or Challenging (9) if

delivered on a weapon.

toxiCity: 2 frequenCy: 1/round

Failure to resist the toxin’s effects cause the victim to suffer -1D on Athletics and Endurance for each failure. If either attribute is reduced to 0, the victim dies.The toxin breaks down quickly in air, but can be stored in glass jars for up to a week. In this case, the typical method of delivery is coating the point of a weapon, as the toxin must reach the bloodstream to be effective.Recovery: The victim recovers 1 point of Endurance per day after the toxin has run its course.

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Spiders

In the deep woodlands, things can sometimes grow beyond all expectation. The diminutive spider is a com-mon example of this, and tales are often spread to warn children that if they go too deep into the forest, then the spiders will get them. While they never approach the monstrous size reported in some fables, these arachnids can still grow to be much larger than most people prefer.

The default spider presented hunts through prowling its territory for prey. These are far from the only types of spiders, however. The next most common type of spider in the woodlands is the weaver, which stretches its web between two trees and waits patiently for prey to come to it. To create a weaver from the example, replace the Sneak Specialty of Stealth with an equal amount of Blend-in. These spiders use their webs first, to trap their prey, then attack once it is entangled.

Ambush spiders create a burrow for themselves, capped with a piece of webbing coated with dirt and sticks. Extremely sensitive to vibration, this predator charges out of its burrow and drags its prey back down with it. As a result, it preys on smaller animals than its more ambitious cousins. To create an ambush spider from the base example, replace the Sneak specialty of Stealth with an equal amount of Blend-in, and increase Awareness by 1. Remove Dodge, as these spiders tend to be tightly packed in their burrow and don’t move well.

The final spider type, and perhaps the most fearless, are the jumping spiders. These aggressive predators will attack nearly anything, and have the ability to take down most prey they encounter. Their standard hunting tactic is to sneak within pouncing distance of their prey, then leap and drag the target to the ground while in-jecting it with venom. To create a jumping spider from the template, add the Athletics specialty of Jump equal to half the spider’s Agility (round up); to represent their tenacity, jumping spiders can take injuries to reduce damage to Health.

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Enormous Spider

Enormous spiders can reach 5 feet across, though most are in the 3-4 foot range. Easily capable of bringing down foxes and other medium to small vertebrates, they have little fear of man. They are also the first with webs strong enough to hold up a person.

Giant Spider

Masters of the forest, giant spiders can reach 7 or 8 feet across, and view anything they can catch as prey.

Wasp, Giant

Large pests that can have a wingspan of a foot or more. They dwell in towers of mud built against cliffs and large trees. Giant wasps dislike direct sunlight and are more of-ten found in the dark of the woods.

ENORMOUS SPIDER

Agility 3 (Dodge 2B), Athletics 4 (Run 1B), Awareness 3 (Notice 2B), Cunning 1, Endurance 3,

Fighting 3, Stealth 3 (Sneak 2B), Survival 3 (Hunt 2B)

ComBat defense: 10 ❂ health: 9natural armor: AR 1 ❂ movement: 9 yards

Bite 3D 4 Damage Spider Venom (see sidebar)

weB 3D 0 Damage Entangling

Poison: See the Large Spider for details.

Harvesting Poisons

Many of the creatures that inhabit this book wield poisons as part of their deadly prowess. A character look-ing to take advantage of that in a defeated creature might look to harvest poison from the creature itself. This is a three-step process: Understanding the Creature, Harvesting the Remains, Preserving the Venom.

B Understanding the Creature: To understand what must be done in order to harvest the venom, a character must succeed at a Knowledge test. This is a routine (6) test for Animals, Challenging (9) test for Beasts, formidaBle (12) test for Horrors and hard (15) for Legends. A character may use the Research Specialty if she manages to find a good library or other written works that could help reveal such lore.

B Harvesting the Remains: Cutting into the creature and retrieving the poison sacs, venom glands or whatever else it is that generates the toxin in question requires either a Healing or Survival test. This is a formidaBle (12) test, but the Difficulty is reduced by one step for each degree of success past the first on the Understand-ing the Creature test.

B Preserving the Venom: With a Challenging (9) Knowledge or Healing test, and ingredients costing 20 silver, a character can preserve the venom for use on weapons and the like later. Alternately, a character may bring the har-vested material back to an apothecary or other similarly learned individual, and have them preserve it for 50 silver.

GIANT SPIDER

Agility 4 (Dodge 2B), Athletics 5 (Run 2B), Awareness 4 (Notice 3B), Cunning 1, Endurance 4, Fighting 5, Stealth 3

(Sneak 2B), Survival 4 (Hunt 2B)

ComBat defense: 12 (10) ❂ health: 12natural armor: AR 2 ❂ movement: 10 yards

Bite 5D 5 Damage Spider Venom (see sidebar)

weB 5D 0 Damage Entangling

Poison: See the Large Spider for details.

GIANT WASP

Agility 4 (Acrobatics 1B, Dodge 2B, Quickness 2B), Athletics 3, Cunning 1, Fighting 3

ComBat defense: 9 (11) ❂ health: 6natural armor: AR 0 ❂ movement: 1 yard or Fly 6 yards

sting 3B 1 Damage Poison

Poison: The venom injected by a giant wasp is paralytic and necrotizing, causing muscles to seize and tissue to quickly blacken and fester. :

Giant Wasp Venom Injected

virulenCe: 4 toxiCity: 2

diagnosis: routine (6) or Challenging (9) if

delivered on a weapon. frequenCy: 1/round

Failure to resist the toxin’s effects cause the victim to suffer -1D on Agility and Athletics for each failure. If either attribute is reduced to 0, the victim falls down paralyzed.Recovery: The victim recovers 1 point of Agility and Athletics per day after the toxin has run its course.

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groups but showing no fear of fire. Barghests seem to have an uncanny knack for recognizing truly vulnerable prey: traps laid for them in the form of deceptively weak-look-ing travelers have not worked. Victims of the barghest who survive report being stalked by a massive black dog with glowing eyes that seems to bring the fog with its howl. Those who do not survive are found ripped to shreds, their remains left in a prominent place along the road, a warning to other travelers.

According to legend, barghests cannot cross running water and cannot enter holy ground. They are also known to be highly resistant to most weapons. Killing one is a major feat and most regions tormented by a barghest have hefty outstanding bounties for its death.

Black Web

The black web is a fungus that lives in the earth, send-ing dark strands up through nearby plants, slowly corrupt-ing them and taking them over. An area infested by black web is covered by dark strands of fungus, absorbing the light and stilling the life of all within the area. A beast

In the context of the Chronicle System, “horrors” are crea-tures of strange supernatural provenance, or simply crea-tures that do not and could not exist in our world for some reason. Most such creatures are roughly of animal intel-ligence, though many show a low, fearful cunning to their actions; some others are more intelligent still.

Training Horrors

Though many horrors are of animal intelligence, their in-stincts and reactions are not like normal creatures. They tend to be driven by urges that men cannot anticipate or curb, making them impossible to train.

Barghest

These large black dogs are the subject of much legend and gossip, lurking on the edges of the territory man has claimed for himself. Barghests are reported mostly near roads through dark forests or bogs, menacing travelers on particularly foggy or dark nights. They usually stalk lone travelers or small groups, avoiding large, well-armed

hORRORS Of ThE WOODLANDS

BARGHEST

Agility 4 (Dodge 1B, Quickness 1B), Athletics 3 (Climb 1B, Jump 2B, Run 3B, Strength 1B), Awareness 4

(Notice 1B), Cunning 1, Endurance 4 (Resilience 2B, Stamina 2B), Fighting 4, Persuasion 2 (Intimidate 2B), Stealth 3 (Blend In 1B, Sneak 2B), Survival 3, Will 4

ComBat defense: 11 ❂ health: 12natural armor: AR 1 ❂ movement: 8 yards

Claw 4D 3 damage Vicious

Bite 4D 4 damage Vicious, Slow

Howl: The howl of a barghest can summon fog in a 1-mile radius. This takes several minutes, and there must be conditions conducive to the formation of fog. The fog reduces Lit conditions to Shadowy conditions in the affected region. This is not something barghests use in combat, but should instead be used to foreshadow the appearance of a barghest.

Born to Darkness: Barghests are completely at home in darkness and suffer no penalties due to it. They do suffer a -1D penalty to all tests in Lit conditions. Barghests gain a +2D bonus to Stealth tests made in shadowy or darkness conditions.

Unholy Hide: When attacked by weapons that are not holy, have not been blessed, or are not made of silver, barghests gain 6 points of armor.

Wards: Wards cannot cross running water or enter holy ground. If forced to do so they suffer one injury each round they are in the proscribed area.

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or man that blunders into a patch of black web breathes in its spores and become stupefied, standing still as the black web moves through their body until they collapse and are drawn down into the ground. The black web can grow quickly, clutching at a character’s feet.

Cocoon Tree

Cocoon trees, sometimes called “hangman’s tree” or “snakevine” (incorrectly) is a large, deciduous tree, with thick, ropy aerial roots that hang down from the canopy, and five-lobed leaves that vary from soft yellow-green to a brilliant orange. They represent the opposite strategy from plants like Skullwort (page 23)—rather than wait for prey to succumb nearby, cocoon trees actively prey on creatures that come too close.

The tree’s various names arise from how it kills its victims. Creatures who come within reach of, or worse, brush up against one of the tree’s aerial roots prompt a rapid, surprising response from the plant. The roots will twist about rapidly in an attempt to wind around the target. If the victim is grabbed in these early stages, the tree will retract its roots into the canopy, pulling the vic-tim off the ground, reducing the victim’s ability to fight back. Other, nearby roots will also loop about the helpless target, and reflexively, the tree will begin to constrict its victim. Each time its prey exhales, the roots get tighter, until the victim can no longer inhale and the pressure on the heart and organs becomes fatal. A typical cocoon tree can hold and consume 3 victims at a time. A cocooned victim can be freed from outside by attacking the roots that hold them, which is often easier than attempting to kill the whole tree.

Once it has subdued its target, the root-encased vic-tim hangs within the canopy, while feeder systems from the aerial roots penetrate the flesh and extract the nu-trients. When nearly all usable material has been ab-sorbed, the roots relax and the desiccated remains drop to the base of the tree, where they finish decaying, and nourish the broader ecosystem at the tree’s base. This habit makes the trees a tempting target for overcon-fident cutpurses, as coins and other metals often end up around the base of the tree. Most are not prepared for how quickly the tree can move when it attacks, and quickly meet the same fate as those whose possessions they came to collect.

BLACk WEB

The black web does not have Abilities, per se. Instead it reacts to those who blunder into areas it

infests. As such, it does possess derived Combat statistics.

ComBat defense: 6 ❂ health: 6natural armor: AR 2 ❂ movement: 0 yards

Spores: Creatures moving through the black web stir up its poisonous spores. See the sidebar “Black Web Spores” for its poison statistics. Those covering their mouths and noses with cloths or similar precautions gain a +1B to the resistance tests. Black web spores stupefy any who inhale them, slowing the function of the mind. Those who fall under its influence simply stop moving and stand still, enabling the spores to grow on and inside the stupefied victim, drawing nutrients from the body of the victim itself.

Black Web Spores Inhaled

virulenCe: 5 toxiCity: 3

Diagnosis: Routine (6)

frequenCy: 1/round and 1/day

The first effect is on the victim’s mind, taking place immediately upon inhaling the spores. On a successful attack, the victim receives a -1D penalty to Will and Cunning, plus another -1D per degree. If this reduces the victim’s Will to 0, he stops moving and simply stands still. These attacks continue each round until the victim resists damage completely and is no longer in an area of spore infestation.Once the spores begin to grow, the spores kill by growing rapidly in the victim’s body and consuming him for nutrients. Each day, the spores make an attack. This inflicts 1 Wound on a successful attack, plus another for each degree. When the victim takes a Wound, he must also immediately resolve an attack on his Will and Cunning, as above.Recovery: Will and Cunning return at a rate of one of each per day of bed rest. Only once all Will and Cunning damage has been healed can Wounds sustained from spore consumption be healed, as normal.

Hard to Kill: The black web is deeply rooted in the earth and the wood of trees. It may be subdued, but to truly kill it, the ground must be turned over and sterilized so that it does not return.

Vulnerable to Fire: Only fire attacks cause any damage to black web. All other attacks simply result in clouds of spores, subjecting those making the attacks to inhalation.

COCOON TREE

Athletics 3 (Strength 2B), Awareness 4 (Notice 2B), Cunning 1, Endurance 6, Fighting 4

ComBat defense: 9health: 18 (Whole tree) or 6 (Root tendril)natural armor: AR 3 ❂ movement: 0 yards

root 4D 3 Damage Grab

Constrict: 4D, 3 Damage, only used against grabbed opponents (remember that grabbed opponents are -5 to Combat Defense, minimum 1)

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Corpsecaller

Corpsecaller is the generic name for a broad variety of carnivorous animals that thrive in the dark, marshy un-dergrowth and deep woodlands. Other names include “ghostlamps,” “falsefire,” and “Child-in-the-Dark,” all of which describe the different methods by which the crea-tures lure victims within range of their more lethal attacks.

Ghostlamps are the most common, and are recognizable by the bright glowing ball of tissue that is suspended near the creature’s mouth. This lamp appears to be hovering without support in the dark of night, and the creature will bob and move the extended lure in such a way that mimics a lantern or other distant source of light. Falsefires have a similar strategy, though they forgo the suspended lure in favor of a small set of glowing organs that flicker and dim in a passing impersonation of firelight. In both cases, the light is used to draw prey closer, so that it can attack from surprise with its vicious jaws.

The Child-in-the-Dark uses no lights at all, preferring to remain completely hidden from view. Instead, it relies upon sound to attract its prey, pushing air through a thin bladder to produce a sound very similar to a human child in distress (it has also been compared to a peacock’s call). Once the sound has lured a victim into range, however, the outcome is the same. The jaws snap shut, and the unsuspecting victim is forced to fight for its life against a hungry predator.

Because of the nature of their hunting style, corpsecall-ers tend to be highly territorial and will force out other corpsecallers within their area. The exceptions to this are ghostlamps, which can sometimes group together in the low dozens, creating the appearance of an entire army marching in the distant woods. This gregarious nature is abandoned as soon as prey arrives, however, and the ghostlamps will often fight amongst themselves for the right to consume the prey that one has caught.

Forest Lanterns

These creatures appear as lantern-like lights seen in the forest at night. Travelers tempted into following them CORPSECALLER

Athletics 2 (Strength 1B), Awareness 3 (Notice 1B), Cunning 1, Fighting 3, Stealth 4

(Blend-In 2B), Survival 2 (Hunt 1B)

ComBat defense: 7 ❂ health: 6natural armor: AR 0 ❂ movement: 4 yards

Bite 3D 3 Damage

Gifted Mimic: It is a Formidable (12) Awareness (Notice) test to recognize that the light or sound is a corpsecaller, rather than a more obvious source. This is reduced to Routine (6) once the character is within 4 yards of the corpsecaller, but by then it is often too late.

FOREST LANTERN

Agility 3 (Dodge 2B, Quickness 2B), Cunning 1, Deception 4, Endurance 3, Stealth 3

ComBat defense: 7 ❂ health: 9natural armor: AR 0 ❂ movement: Fly 6 yards

spark 3D 4 Damage Piercing 5

Flash: With this attack, all creatures within 2 yards of the forest lantern must succeed on a Challenging (9) Agility test or be blinded for 1d3+1 rounds. Characters that succeed on the test are blinded for only one round. After flashing, a forest lantern must succeed on a Challenging (9) Endurance test before it may flash again. For each minute that passes, the difficulty of this Endurance test is reduced by one rank.

Shine Forth: While they are known for blinking on and off, it is difficult for a forest lantern to remain unlit for long. To go dark, a forest lantern must succeed on an Easy (3) Will test. However, the difficulty increases by 1 for each additional round the lantern remains dark.

GHOST TAkER

Agility 5 (Balance 1B, Dodge 1B, Quickness 3B), Athletics 4 (Climb 1B, Jump 2B, Run 3B, Strength 2B), Awareness 5

(Notice 2B), Cunning 1, Endurance 4 (Resilience 1B, Stamina 2B), Fighting 4, Stealth 4 (Sneak 1B), Survival 5

(Hunt 3B, Track 2B), Will 4 (Dedication 2B)

ComBat defense: 14 ❂ health: 12natural armor: AR 2 ❂ movement: 8 yards

Claws 4D 4 damage Vicious

Bite 4D 5 damage Vicious

Ghost Sight: Ghost takers can see spirits, ghosts, and other insubstantial beings that may be concealed from the mortal eye. Their claws can damage such creatures as if they were flesh and blood.

Pounce: If attacking from surprise, such as from hiding, the ghost taker gains +1D to its Fighting and can make two claw and one bite attacks as a greater action.

Spectral Form: When out of sight from mortal eyes, such as when hidden on a successful Stealth check, the ghost taker shifts to a partially spectral form. It gains +2D to Stealth checks and can pass through sold objects no more than a yard thick, but cannot pass through living things or iron. If seen, the ghost taker immediately shifts back to normal; if in the middle of a physical object while doing so the ghost taker takes a wound, and is immediately moved out of the object in the direction it was traveling when spotted, leaving a splash of blood on the surface of the object.

Spirit Collector: Any being killed by a ghost taker cannot be turned into any manner of ghost or undead.

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can be led astray far from familiar paths and into thickets and bogs. When not lit, forest lanterns are difficult to see. They resemble a hollow ball or pine cone. During the day, forest lanterns rest in trees. A person that ventures too close to a forest lantern may be blinded by a flash or receive a shock.

Ghost Taker

A rare breed of forest cat, ghost takers look much like gray-furred pumas. These creatures are seen by many prim-itive tribes as holy creatures that are to be honored—and avoided. According to these tribes, the ghost takers are the guardians against the spirit world, working to keep it from intruding in the world of mortals. In the legends of these tribes, ghost takers are gifts from the gods or agents of the forest, able to track and slay those spirits of the dead who somehow return to the land of the living. Unfortunately for the living, this does not make the ghost takers any more well inclined towards them.

Ghost takers are hunters and are more than happy to hunt humans when the opportunity presents itself, though they do not seek humans out and will avoid large groups or fire. Among the tribes that honor them, those killed by ghost takers are seen as being possessed and rightfully killed by the ghost taker, but more civilized folk rarely ac-cept such explanations. Ghost takers have shown a partic-ular hatred for magicians, especially those who traffic in or with the dead. To slay such individuals, ghost takers have

been known to risk entering villages and camps, braving fire and crowds to get their prey.

Gryphon

Majestic beasts with the head and forelimbs of a bird and the torso and hindquarters of a lion. They are relentless hunters. The smallest and only nocturnal gryphon is the forest gryphon, which has the head of an owl and the body of lynx. Slightly larger is the brown gryphon, which has the head of a hawk and the body of a panther. Brown gryphons are found in a variety of areas including plains, hills, and mountains.

Gryphon, Greater

Larger even than the brown gryphons are the two greater gryphons. The sea gryphons have the head and forelimbs of an osprey and the torso and hindquarters of a lion. Sea gryphons are found along coasts and tidal rivers. Largest of all are the mountain gryphons, which have the head and forelimbs of an eagle and the torso and hindquarters of a lion. The greater gryphons can range far from their nests while hunting for food. Mountain gryphons are known for being partial to horseflesh.

Scavenger’s Rot

Scavenger’s rot is a disease that breaks out among the wildlife in deeper parts of the forest, sometimes surviving

GREATER GRYPHON

Agility 3 (Quickness 1B), Athletics 4 (Fly 2B, Jump 2B, Strength 1B), Awareness 5 (Notice 2B), Cunning 1,

Endurance 4, Fighting 4, Stealth 3, Survival 4 (Hunt 2B, Orientation 1B)

ComBat defense: 12 ❂ health: 12natural armor: AR 0 ❂ movement: 1 yard or Fly 8 yards

Beak 4D 3 Damage Piercing 1

fore talons 4D 5 Damage Grab

rear Claws 4D 5 Damage

Rake: If a gryphon succeeds in grabbing its opponent in its fore talons, it may make an additional attack with its rear claws.

Swoop: A gryphon can swoop down upon its target, moving up to twice its flight Movement in combination with an attack. The attack is at -1D and at +2 damage for the round.

Trainable: Gryphons are considered beasts for the purposes of training them, but their fiercely wild nature is harder to tame, their Will considered one rank higher for training rolls.

GRYPHON

Agility 3 (Quickness 2B), Athletics 4 (Fly 1B, Jump 2B), Awareness 4 (Notice 2B), Cunning 1, Endurance 3, Fighting 4,

Stealth 4 (Sneak 2B), Survival 4 (Hunt 1B)

ComBat defense: 11 ❂ health: 9natural armor: AR 0 ❂ movement: 1 yard or Fly 6 yards

Beak 4D 2 Damage

fore talons 4D 4 Damage Grab

rear Claws 4D 4 Damage

Rake: If a gryphon succeeds in grabbing its opponent in its fore talons, it may make an additional attack with its rear claws.

Swoop: A gryphon can swoop down upon its target, moving up to twice its flight Movement in combination with an attack. The attack is at -1D and at +2 damage for the round.

Sneaky: A forest gryphon gains +1D on Stealth tests at night.

Trainable: Gryphons are considered beasts for the purposes of training them, but their fiercely wild nature is harder to tame, their Will considered one rank higher for training rolls.

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long enough to be transmitted to human hosts. While su-perstitious folk blame the rot on a legendarily capricious forest spirit, some more forward-thinking alchemists and sages believe it is instead the result of the consumption of certain mushroom and fungi found only in certain por-tions of the forest. Whatever the cause, scavenger’s rot is a terrible, deadly disease that incites fear any time it ap-pears. Luckily it can only be transmitted by bodily fluids, but not everyone is cognizant of that. Any time a creature infected with scavenger’s rot is discovered, panic is likely to follow, possibly including a witch hunt to find who has offended the forest spirit.

The early stages of scavenger’s rot is little more than a fever, confusion, and blood blisters forming on the vic-tim’s skin after a few days. The later stages are horrific though, as the victim does not die quickly but instead slowly suffers through their body being shut down over several weeks. During this time the victim loses their mind, becoming focused only on finding sustenance to try and shore up their crumbling organs. Such poor souls prefer meat of any variety, with a wide outbreak of scav-enger’s rot leading to shambling, mindless people willing to do anything to fill their continually empty stomachs.

This image is what drives people to fear it so much. Such individuals are commonly called “rotters,” and are usually killed on sight, although from a distance. Luckily for the uninfected, victims of scavenger’s rot usually die within a few weeks due to malnutrition and organ shutdown, so if those infected can be kept isolated the infection will die out.

Scavenger’s rot uses the rules for Plague (see Chapter 11: the narrator of A Song of Ice & Fire Roleplaying core rules), except the Difficulty for all Endurance and Heal-ing tests are formidaBle (12). As soon as the victim is infected with scavenger’s rot, by consuming fungi in the deep forest or suffering an injury or wound from the natu-ral weapon of an infected creature, they become a carrier, passing the infection along via any bodily fluid. Once a victim has suffered a number of wounds equal to their En-durance, they have progressed to the final stage of scaven-ger’s rot, becoming a nearly mindless plague carrier. Such individuals no longer suffer a penalty from their wounds but can think only of eating in an effort to feed the illness within them; they do not care much as to what they con-sume. Such individuals usually die within a few weeks, but if they are kept well-fed, consuming at least ten pounds of meat each day, they can be sustained indefinitely. There is no known cure for the unfortunate who reach the final stage of scavenger’s rot.

If a character suffers any injuries or wounds from a creature infected with scavenger’s rot using natural weap-ons or unarmed attacks, at the end of the combat they must make tests as if they had been exposed to Plague. If they have suffered a wound, they suffer -1D penalty on these tests.

When a human or animal reaches the final stage of scav-enger’s rot apply the following changes:

B Lose all specialties except Dodge, Quickness, Strength, Run, Resilience, and Stamina.

B Lose all Destiny Points.

HUMAN ROTTER

Agility 1, Animal Handling 1, Athletics 2, Awareness 1, Cunning 1, Deception 1, Endurance 3,

Fighting 2, Healing 1, Knowledge 1, Marksmanship 1, Persuasion 1,Stealth 2, Survival 1, Thievery 1,

Warfare 1, Will 1

ComBat defense: 4 ❂ health: 9natural armor: AR 0 ❂ movement: 4 yards

Claw 2D 2 damage Grab

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B Lose all benefits except Massive and Tough, though retain physical flaws, if any.

B Modify the creature’s abilities as follows: Reduce Agility, Awareness, Cunning, Deception, Knowledge, Persuasion, Marksmanship, Survival, Thievery, Warfare, and Will by 2 ranks (minimum 1). Reduce Language and Status to 0 rank.

B Claws and teeth: Rotters use their hands and teeth to attack. Unless otherwise noted with the creature’s abilities, these attacks deal Athletics -1 damage and have a chance to infect the target with scavenger’s rot. For human rotters, these attacks also have the Grab quality.

B Creatures gain the Horde ability. When multiple rot-ters attack the same target, for each additional rotter they all gain +1 to their attack rolls.

B lethargiC: Rotters may only take a single action each round.

B swarmer: Rotters tend to cluster around singular foes, excitedly grasping and biting. Rotters unconsciously use the Assistance rules (see Chapter 2: game rules in A Song of Ice & Fire Roleplaying) in normal combat. In such situations, the rotters who are assisting lend their full Fighting rating (instead of half their rating) as a bonus to the attack roll of the main attacker, as well as to the opposed Fighting test to escape from the Grab.

Use the following statistics for typical human rotters.

Rotter Swarms

Rotters congregate into large groups of shambling horrors. They can be reflected best using the presented statistics.

Skullwort

Plants evolve numerous ways to survive, especially in the often nutrient-challenged soil of marshy woodlands. The skullwort, sometimes called “sleepwort,” is one extreme to which some plants will go to enrich their soil, while the cocoon tree (page 19) represents the opposite extreme.

Skullwort is a low plant, with broad, slightly swol-len leaves that surround several cup-shaped flowers. The flowers bloom from spring through first frost, when the plant goes dormant for the winter, and produce a delicate smell that has been compared to freshly baked bread or various other appealing scents. While the flow-ers contain the pollen that earns the plant its name, it is the leaves that seal its deadly reputation. If any sig-nificant weight is placed on one of the leaves, the plant will reflexively release a cloud of pollen from one of the flowers, affecting everyone within 1 yard. As the victim stumbles and falls, however, they are likely to hit more leaves, increasing the dosage of the pollen and quickly overwhelming even large prey. (See the statistics for more information.)

Once the prey has succumbed to the toxin, the leaves slowly cover the body. The underside of each leaf releases a cocktail of digestive enzymes that accelerate the break-down of the body and allowing the waiting roots to gather up the nutrients as they are released.

ROTTER HORDE

power: 2 ❂ disCipline: Easy (3)

armor rating: 0 ❂ armor penalty: 0

defense: 4 ❂ health: 9 ❂ fighting damage: 2

Endurance 3, Athletics 2, Fighting 2

Mindless Horde: Rotter hordes only carry out a single order each round, which must be selected from Attack, Charge, and Move. The unit must attack or move towards the closest non-rotter unit. Rotters will never move away from their attacker when routed. Any unit damaged by a Rotter horde suffers a -1 penalty to the Casualty roll after the battle.

SkULLWORT

All Abilities at 1 (or 0 where sentience is required)

ComBat defense: 3 ❂ health: 3natural armor: AR 0 ❂ movement: 0 yards

Skullwort pollen is an inhaled poison that affects the target’s coordination and mental faculties, causing clumsiness, drowsiness, and in cases of extensive exposure, death. Each flower is able to release a single dose of the pollen, affecting any target within 1 yard.

Skullwort Pollen Inhaled

virulenCe: 4 toxiCity: 1

Diagnosis: Easy (3) or Formidable (12) if the plant is not apparent.

frequenCy: 1/round (but multiple flowers can

attack, and stack results)

Should the poison overwhelm the target, the victim suffers -1D to Agility and -1D to Cunning. If Cunning is reduced to 0, the target falls unconscious, where it may yet be exposed to the poison. If the target’s Cunning falls below 0, he or she dies.reCovery: The victim recovers 1 point of Cunning and 1 point of Agility per day after the toxin has run its course.

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The skullwort is a mostly immobile plant, and it attacks all the animals around it by reflex, rather than through planned action. As a result it has no notable attributes—it can be destroyed as any plant can, especially if its only weapon, its pollen, has already been exhausted. For this reason, they often grow in broad patches, so that they both protect each other and reap the benefits of each plant’s success. After a skullwort has released all of its pollen, the plant requires 48 hours to produce another round of doses.

The ease of delivery make this poison a favorite for as-sassins, who carefully seal the pollen up in empty eggshells with wax, then throw the resulting poison bomb at their quarry.

Weirdlings

Deep in the heart of the forest are primal places where man was not meant to tread nor disturb. These are plac-es where civilization means nothing and the untouched power of the wilds reigns supreme. Most mortals know instinctively to avoid such places, feeling them holy or terrifying, but not everyone is so alert. If by accident or conscious effort mortals spend too long in such places,

they become infected with the power of the forest—or at least that’s what the legends say. But no one knows for sure where exactly the weirdlings come from, or even how they came to be, when they burst forth from the depths of the forest, dressed in tattered skins and carrying only the crudest weapons, screaming their wild, blood-chilling battle cries.

Something happens to a weirdling when it is affect-ed by the power of the forest; it forgets the things of civilization. Language, tools, and similar knowledge are just lost. Instead they become animalistic and primitive, concerned with little more than food, water, and repro-duction. They become fiercely territorial, attacking any-one who ventures near to their territory, and often raid settlements on the edges of the forest. Why they do so is unknown as they seem to place no value on the trap-pings of civilization.

Beings become weirdlings by spending too long in the primal heart of the forest, forgetting civilization and the world outside in favor of the ancient trees and ways of beasts. For animals this change makes them larger, health-ier, and more feral. For men it makes them as beasts, wear-ing skins (if they wear anything at all), forgetting all con-cept of hygiene, order, society, or craft aside from the most basic tools. For each day a being spends in one of these primal locations they must make a Will (Dedication) test. This begins at Easy, but each day the difficulty increases by one. Each failed test inflicts one point of Composure damage on the victim. Though a victim may take Frus-tration to mitigate this damage, if the victim runs out of Composure he becomes a weirdling. Composure damage and Frustration accrued in this manner cannot be restored until they leave the heart of the primal forest. Most crea-tures do not notice this process until they are out of Com-posure, though humans and sentient beings are likely to notice earlier as they grow short of temper, less focused, and more bestial while the forest wears down their sense of humanity and civilization.

A being can conceivably be cured of the weirdling taint, but doing so requires forcibly removing them from the forest, taking them to a settlement of some sort, and restraining them from escaping—getting back to the for-est will be all that consumes them. For each day away from the forest, the weirdling suffers one point of Com-posure damage; when out of Composure the weirdling suffers one Frustration per day. If the weirdling suffers more Frustration than it has Will, it dies, losing its con-nection to the forest. Each day the weirdling may make

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a formidaBle (12) will test; if successful it suffers no Composure damage or Frustration that day. After three such successful tests the weirdling has fought itself free of the call of the forest and returns to normal, but these Will tests can only be made if the weirdling is presented with encouragement to resist the forest, such as family members begging it to return, enjoying the fruits of civi-lization, and the like.

Whenever a human or animal is transformed into a weirdling, apply the following changes:

B Lose all specialties in except those in Agility, Athletics, Awareness, Endurance, Stealth, Survival, and Will.

B Lose all benefits save the following: Animal Cohort, Beastfriend, Berserker, Bludgeon Master, Brawler, Dan-ger Sense, Dexterous, Fast, Fury, Gifted Athlete, Great Hunter, Hardy, all Heritage qualities, Keen Senses, Lucky, Night Eyes, Sinister, Terrain Specialist, and Tough.

B Lose all Fighting specialties except Bludgeons, Brawl-ing, and Spears.

B Increase Agility, Animal Handling, Athletics, Endur-ance, Stealth, and Survival by 1 rank.

B Reduce Cunning, Deception, Healing, Knowledge, Language, Marksmanship, Persuasion, Thievery, and Warfare by 1 rank (minimum 1).

B Reduce Status to 0.

B weapons and armor: Weirdlings use simple clubs, quarterstaves, thrown rocks, and spears. These weapons function as normal but have the Fragile quality due

HUMAN WEIRDLING

Agility 3 (Dodge 1B, Quickness 1B), Animal Handling 3 (Charm 2B), Athletics 4 (Climb 1B, Jump 1B, Run 2B,

Strength 1B, Swim 1B), Awareness 3 (Notice 1B), Cunning 1, Deception 1, Endurance 4 (Stamina 1B), Fighting 3 (Bludgeons 2B, Brawling 1B, Spears 1B),

Healing 1, Language 1, Knowledge 1, Marksmanship 1, Persuasion 1, Status 0, Stealth 3 (Sneak 1B),

Survival 3 (Hunt 2B, Track 1B), Thievery 1, Warfare 1

ComBat defense: 9 ❂ health: 12armor: Soft Leather (AR 2, AP -1) ❂ movement: 5 yards

quartertaff 3D+2B 4 damage Fast, Two-Handed

CluB 3D+2B 3 damage Off-Hand +1

thrown roCk 4D 3 damage Close Range

spear 3D+1B 4 damage Fast, Fragile

WEIRDLING MOB

power: 6 ❂ disCipline: Routine (6) ❂ armor rating: 2

defense: 9 ❂ health: 9 ❂ armor penalty: -1

fighting damage: 3 ❂ marksmanship damage: 3 (Close)

Endurance 3, Athletics 3, Fighting 3

to poor workmanship. If they wear armor at all, it is leather, hide, bone, or wood.

Use the statistics presented for typical human weirdlings.

Weirdling Mobs

Long-standing places of power in the forests can some-times have dozens of weirdlings who will die to defend the place. The statistics presented can be used to simulate that using the Warfare rules.

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In the context of the Chronicle System, “legends” are strange creatures almost too terrible to be real. They defy what men understand about the world, suggesting the existence of terrible things beyond what mortal creatures can know. These creatures may not even actually exist in the world, and may indeed just be legends, stories told to frighten or teach lessons.

Corpsehorse

Common folk know to be wary of a lone horse in a pasture, or one happened upon in a woodland clearing. The wise know better than to try to ride a new horse until they’ve seen it sleep, and horse-thieves may find more than they bargained for when their mark seems too good to be true.

While disguised, a corpsehorse looks like a horse of excellent quality, even to the trained eye. When mounted, however, a terrible transformation takes place. Fleshy pseudopods erupt from the beast’s sides, gripping the victim by the legs, preventing him or her from jumping clear of the beast. The head, in actuality another pseudo-pod, swings back in unnatural arcs like a club to bludgeon the rider. The otherwise useless teeth gnash and snap, bit-ing and rending as the head beats at its hapless rider.

Not content to stop there, the corpsehorse charges into water, deep mud, or even quicksand, and rolls onto its back to pin the victim beneath the surface. Once the victim is drowned and dead, the corpsehorse releases the body. Only then does the corpsehorse reveal its vulnerable mouth, as the monster’s barrel chest opens like a flower to wrap about

the corpse, pulling it into the empty space so it can digest its prize.

While their mimicry is excellent, natural horses can sense the inherent otherness of a corpsehorse, and will not allow it into a herd. In some cases it can still stand on the edge, making it more likely to be singled out, but more often the natural horses will avoid it altogether.

Crossroads Guardian

The crossroads guardian appears to travelers at crossroads or river crossings. He appears as either a wizened old man, or a rakish young fellow in clothes worn from travel. In either guise, he has a penchant for riddles and questions, and hidden beneath his hat he has the horns of a goat.

The crossroads guardian will ask travelers for directions, and then engage them in an intrigue that may leave them confused as to where they’re going or even where they’ve come from (Objective: Deceit; Technique: Charm, Con-vince, or Seduce). The crossroads guardian may also offer a character a boon as thanks for stopping to offer aid. How-ever, the boon comes with a price:

B A Stroke of Luck: The chaacter receives 2 bonus dice in one specialty of their choice. If the character suc-ceeds in a bargain with the crossroads guardian, the character will receive 3 bonus dice in a specialty of their choice.

B Crossroads Compulsion: In exchange for the boon, the crossroads guardian will compel the character to serve him by engaging in intrigues to cheat, incite, or seduce others. At first, the character will be able to sat-isfy the compulsion by doing this once a month. If the character fails to do so, he will suffer 1 penalty die on all actions until the compulsion is satisfied. If the char-acter fails to fulfill the compulsion more than once, it will increase so that it must be fulfilled once a week. Truly unfortunate are those who must satisfy it daily—and nearly all who deal with the crossroads guardian reach that stage eventually.

B Crossroads Thrall: The character is susceptible to the crossroads guardian’s words. All future successful in-trigue tests by the crossroads guardian will gain one additional degree of success.

If defeated in an intrigue, the crossroads guardian will grant the boon of a prophecy. The prophecy will be in

LEGENDS Of ThE WOODLANDS

CORPSEHORSE

Agility 3 (Quickness 2B), Athletics 5 (Run 2B, Strength 2B, Swim 2B), Cunning 1, Endurance 4 (Resilience 2B,

Stamina 2B), Fighting 4, Stealth 4 (Blend-In 3B), Will 3

ComBat defense: 10 ❂ health: 12natural armor: AR 0 ❂ movement: 8 yards

head-CluB 4D 6 Damage

Enveloping Attack: The corpsehorse attacks by surprise, its pseudopods erupting around the hapless victim who mounts it. If the corpsehorse wins initiative against its rider, it will envelop the victim’s legs, pinning them to the creature’s back. It is a Formidable (12) Athletics (Strength) test to break free of this fleshy prison.

Expert Mimic: The corpsehorse excels at looking like a paragon of its chosen breed. Before it has revealed itself, a corpsehorse can only be noticed if the observer succeeds at a Hard (15) Awareness (Notice) test. If discovered, the corpsehorse will flee rather than attack without the benefit of surprise.

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the form a general answer to a question from the char-acter, providing the character with information that was not otherwise readily available or easily obtainable. The prophecy can describe where something or someone may be found or it may describe the motivations and alliances of those working against the character. A prophecy will always be open to interpretation, such as “what you seek lies a week to the north in a tower of fish among the reeds.” The character will also receive 2 bonus dice that may be applied to one or more specialties relevant to the subject of the prophecy. The character will enjoy the benefit of those bonus dice until she fulfills the prophecy by obtaining the sought after person or object.

Cult of the Hunt

There are many powerful entities in the depths of the for-est, and while most have little concern in the world out-side, some have demonstrated a keen interest in the affairs of mankind. One of these was a forest spirit known as the Lord of the Hunt, the primal master of the art of hunting that once called the forests his own. The Lord of the Hunt disappeared long ago but his influence remains in the Cult of the Hunt, an organization of hunters, woodsmen, and others who live beneath the trees, all seeking to grasp some small aspect of his ancient puissance through ritual hunts.

The Cult of the Hunt is found in more remote settle-ments found on the frontier of the unexplored wilderness. They are rarely found in civilized areas, and those that are often concealed among the upper classes as sporting clubs. The leader of the cult, known as the Huntmaster, is cho-sen by ritual challenge and dons a mask during ceremonies that mimics the antlered visage of the Lord of the Hunt. Such individuals are master hunters and manipulators, able to keep their followers in thrall.

CROSSROADS GUARDIAN

Agility 4 (Dodge 2B, Quickness 2B), Awareness 4 (Empathy 2B), Cunning 6 (Logic 2B), Deception 6 (Bluff 2B,

Cheat 1B), Endurance 4, Fighting 4, Knowledge 4, Persuasion 5 (Bargain 2B, Charm 1B, Convince 1B,

Seduce 1B), Status 6, Stealth 4, Thievery 4 (Sleight of Hand 2B), Will 4

ComBat defense: 9 ❂ intrigue defense: 16health: 12 ❂ Composure: 12 ❂ movement: 4 yards

quarterstaff 4D 2 Damage Fast, Two-handed

Guardian Might: Blows from a crossroads guardian can be surprisingly powerful. All attacks have the Staggering quality.

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Cult followers live and work day-to-day, just like every-one else in their communities. On important dates, like solstices and harvest festivals, the Cult throws off their dis-

guises, donning the skins and blood-markings of their lord, and take to the forests to worship his power through the hunt. On such occasions the Cult often pursues particularly dangerous beasts and horrors, such as ghost takers or bone apes—sometimes even going so far as to import such crea-tures that have been caught elsewhere. Many cults, however, soon grow tired of such mundane fare and instead turn to hunting their fellow man. They will kidnap victims from the surrounding region, release them into the forests, and hunt them down in cruel and sadistic fashion. Cults like these are the scourge of the region where they are found, reviled by honest men. Nonetheless, they do run rampant because no one can know who its members are with surety.

Drowning Lady

“Stray too close to the watery blue, And the drowning lady will come for you.”

-Traditional Rhyme

A subject of countless warnings given to children across the land, the things known as drowning ladies have preyed upon the unwary since time for mankind began. These aquatic spirits live beneath the surface of still ponds and lakes across the countryside. While called by different names throughout the world, descriptions of them are the same: their hair entangled with duckweed and algae, their blank white eyes covered with a cloudy film, with impos-sibly long, bony arms that end in terrible claws, and a wide, gaping mouth filled with needle-sharp teeth. Their rubbery skin turns away even the surest of blows, and the grasp of their skeletal arms is inhumanly strong.

In their most traditional role, a drowning lady lurks be-neath the surface close to shore, waiting for those to come near, whether to fill a waterskin or, especially, gaze upon their reflection in the still water—indeed, many of the old-est poems caution against indulging one’s vanity at the wa-ter’s edge. Some children tell of talking with the “woman beneath the water,” though the words of children are usu-ally not trusted. Regardless of the prelude, once she has chosen a victim, her arms lash out to ensnare them, drag-ging them beneath the waves, where the lack of air and the lady’s vicious teeth make short work of the unfortunate.

These malevolent spirits engage in other sinister traps to lure their prey. One might masquerade as a washer-wom-an, kneeling in the water near the shore, whiling away at her chores. When approached by any looking to ask her a question or even offering to help, her disguise drops as

HUNTSMAN

Agility 2 (Quickness 1B) Animal Handling 3 (Charm 1B, Ride 1B), Athletics 3 (Climb 1B, Run 2B, Swim 1B), Awareness 2 (Notice 1B), Endurance 3 (Stamina 1B),

Fighting 3 (Spear 1B), Marksmanship 3 (Bow 1B), Status 1, Stealth 3, Survival 3 (Hunt 2B)

ComBat defense: 7 ❂ health: 12armor: Hard Leather (AR 3, Armor Penalty -2)

movement: 4 yards

spear 3D+1B, 3 damage Fast, Two-Handed

hunting Bow 3D+1B, 3 damageLong Range, Two-

Handed

Call of the Hunt: When ritually prepared for the hunt, a process that takes an hour of chanting, eating strange herbs, and painting oneself with blood, the Huntsman gains +1D to Agility, Athletics, Awareness, Endurance, and Survival. This also increases the Huntsman’s damage, defenses, and Health appropriately. These bonuses last until the next sunrise, at which point the Huntsman suffers a -1D penalty to the same abilities until he has a good night’s rest. This weakness is often a giveaway to others on the morning after a hunt that the exhausted person is a cult follower.

HUNTMASTER

Agility 4 (Dodge 1B, Quickness 1B), Animal Handling 5 (Charm 2B, Ride 1B, Train 1B), Athletics 4 (Climb 1B, Run 2B, Strength 1B, Swim 1B), Awareness 4 (Notice 2B), Endurance 3 (Stamina 2B), Fighting 4 (Spear 2B),

Marksmanship 4 (Bow 3B), Stealth 4 (Sneak 1B), Survival 5 (Hunt 3B), Will 3 (Dedication 2B)

ComBat defense: 10 ❂ health: 12armor: Hide (AR 5, Armor Penalty -2) ❂ movement: 4 yds

Boar spear 4D+2B 6 damage Impale, Powerful, Slow, Two-Handed

longBow 4D+3B 6 damage Long Range, Piercing 1, Two-HandeD, Unwieldy

Call of the Hunt: When ritually prepared for the hunt, a process that takes an hour of chanting, eating strange herbs, and painting oneself with blood, the Huntmaster gains +1D to Agility, Athletics, Awareness, Endurance, and Survival. This does increase the Huntsmaster’s damage, defenses, and Health appropriately. These bonuses last until the next sunrise, at his point the Huntsmaster suffers a -1D penalty to the same abilities until he has a good night’s rest. This weakness is often a giveaway to others on the morning after a hunt that the exhausted person is a cult follower.

Master of the Pack: The Huntmaster gains +1B when engaged in intrigues against followers of the cult he leads, and to Willpower (Coordination) checks made in support of the cult’s activities. When ritually prepared and hunting with cult followers, both the Huntmaster and the Huntsmen gain +1B to Survival, Fighting, Stealth, and Marksmanship checks.

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she reaches out to drag the hapless victim into the water to their doom. Most insidious and gruesome of all, in-stead of eating their catch, some ladies rest in the middle of the waters, manipulating their most recent victim like an grisly puppet, flailing them about as someone in the throes of drowning. Whoever jumps in to save them usu-ally find themselves in the lady’s underwater larder as her next meal, once she devours her original catch.

Drowning ladies have been known to grant boons to those who aid them, and in some rural communities, the spirit is the subject of worship rather than fear. Strangers, or a child determined by the drawing of lots, are taken to the lakeside and drowned, and left for the spirit to find. In return, the drowning lady agrees to not prey on the village’s children, and/or villagers to take water for their needs. These degenerate villages invariably frame this un-holy bargain in terms of the greater good, rather than see it as the evil deal it truly is.

Hag of the Dark Woods

In one of the less-traveled portions of the forest stands a dark and twisted oak tree, its leaves eternally red and its bark as black as pitch. Legends say this massive old tree was once home to a dryad, stricken by grief when her lover

HAG OF THE DARk WOODS

Agility 3 (Dodge 2B, Quickness 3B), Animal Handling 5 (Charm 2B), Awareness 5 (Notice 2B), Cunning 4, Endurance 2 (Resilience 3B, Stamina 2B), Fighting 3, Healing 5, Language

4, Knowledge 5, Marksmanship 3, Persuasion 4, Stealth 3, Survival 3, Thievery 4, Will 5

ComBat defense: 10/11 w/dagger ❂ health: 6armor: Soft Leathers (AR 2, Armor Penalty -1)

movement: 3 yards

dagger 3D 1 damageDefensive +1, Off-hand

+1

quarterstaff 3D 2 damage Fast, Two-Handed

Goodly Neighbor: While the Hag of the Dark Woods has been twisted by the blood power she has absorbed, she still retains many of the powers of her otherworldly kin. The Hag does not age and gains +2B to resist all mortal forms of disease or poison. All attacks made with iron weapons that hit the Hag gain one additional degree of success, or she takes one point of Health damage if she comes into contact with any iron object. If the Hag takes damage in excess of her Health from an iron weapon she is immediately slain.

Hag’s Curse: The Hag can lay a terrible curse on others, but only in certain circumstances. She must either have been insulted or injured by the target of the curse, or a supplicant must have offered a sacrifice of blood or other object of symbolic power in exchange for the curse. Placing the curse requires the Hag to either put a physical item on the target, or gets the target to eat some sort of offered food, such as an apple or a loaf of bread. Assuming the curse is delivered, the target suffers either a specific penalty, such as all the target’s cows giving nothing but spoiled milk, or a general -1D penalty to all skill checks. The curse can only be removed by the will of the Hag or upon her death.

Forest Home: The Hag can move in forested treacherous terrain, or from branch to branch, as if it were normal terrain. The Hag gains +2D to Stealth in forested terrain.

Blood-Tree Bond: The Hag is a forest spirit, bound to a massive tree at the heart of the forest, twisted by centuries of blood sacrifice. If the Hag is slain, she grows a new body at her tree over the course of the next month. She can only be permanently slain by cutting down and burning the tree to which she is bound.

Blood Oath: The Hag can empower oaths sworn in her presence if made with an offering of blood, inflicting one point of Health damage on all involved. If any party breaks the word of the oath, they immediately suffer one wound. Alternatively, breaking the oath may activate the Hag’s Curse (see above).

Poisons: The Hag has ready access to a wide array of poisons, herbal remedies, and other alchemical products.

Shapechanging: The Hag can change her form into any mundane animal commonly found in a forest. Changing form takes one round, during which she is considered a helpless target. She does take any clothes or equipment with her when changing form.

DROWNING LADY

Agility 4 (Quickness 2B), Athletics 5 (Strength 2B), Cunning 2, Deception 4, Disguise 2B), Endurance 3,

Fighting 4, Stealth 4, Will 3

ComBat defense: 11 ❂ health: 9natural armor: AR 2 ❂ movement: 4 yards

Claws 4D 3 Damage Grab

Bite 4D 5 Damage Can only be used against a grabbed victim

Horrific Visage: The appearance of a drowning lady can chill the most hardened of souls. Seeing one in her natural state (rather than in disguise) is cause for a Challenging (9) Will (Courage) test. Those who fail are -1D on all tests, and must test again the next round. Critical failure causes the victim to scream and attempt to flee, both of which can be dangerous if already underwater.

Grisly Puppet: A drowning lady can hold the legs of a victim to operate the corpse like a puppet, mimicking the actions of life. It is a Challenging (9) Awareness (Notice) test to recognize that the puppet is not alive.

Waterbound: While long of arm, a drowning lady cannot leave the body of water she inhabits. If not in contact with her watery home, a drowning lady suffers -1D to all tests. If dragged more than 100 yards from the water, she suffers -2D and take 1 damage to Health every round.

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was killed by the local nobility for poaching as he climbed the branches of the tree. The tale holds that on that day, the once-mirthful forest spirit became something dark and twisted, her tree-home transforming to match her pain and hatred. The nobles responsible for the death of her lover all died in mysterious circumstances over the coming season, followed by all the men-at-arms and retainers who were present. By the time the slaughter was over the name of the Hag was on the lips of the peasants as something not to be trifled with, and given wide berth.

In the years since, the Hag has become both a revered and feared figure. If one is brave enough to find her in the Dark Woods, she will offer her assistance for a price, usually col-lected later. Her favors run from love potions and curses to outright murders, but are never truly beneficial to any re-gardless. Her prices range from blood and memories all the way up to first-borns and the even bargainer’s life. She always follows through on her promises in one way or another, but those supplicants who pay her price are never happy with the results. Her deals are the very definition of “be careful what you wish for, because it just might come true.”

Head-Hunter

A hideous undead monstrosity, head-hunters are not crea-tures that hunt for heads, but rather unnatural horrors that are heads, hunting for bodies in which to dwell, moving from one to another in much the same way as a hermit crab changes its shell.

When attached onto a body, the head-hunter looks like a normal person, though the attentive observer might notice an unusual stiffness in the neck or a difference in skin color between hands and face. Because of this, head-hunters prefer to stay in remote or out-of-the-way places, replacing woods-men and crofters, those with whom others have little contact.

Upon finding a prospective new host, the head-hunter will attempt to smother or poison the victim. If driven to violence, it will strike for the head, rather than risk harm-ing a body that it desires. After overcoming its victim, the head-hunter removes the head and neck, then reaches into the opening and removes any viscera. Once the new host is prepared, the head-hunter detaches from its old host, its natural form simply that of a head, on four spindly legs, trailing a gore-soaked mass of its own viscera. It carefully inserts itself into the new host body through the opening, settling itself on the stump of the neck at last. After the exhausting effort, it replenishes its strength by consuming the brain and organs of its new host.

HEAD-HUNTER

Agility 3 ( Dodge 1B), Athletics 4, Awareness 3 (Empathy 1B, Notice 2B), Cunning 3, Endurance 3,

Fighting 4, (Axes 2B, Bludgeons 2B), Stealth 4 (Blend-In 2B)

ComBat defense: 10 (9) ❂ health: 9 (3)armor: varies, depending on armor worn (0)

movement: 3 yards (2 yards)

axe 4D+2B 5 damage Two-handed

CluB 4D+2B 3 damage Off-Hand +1

Bite 2D 1 damage

Nightmare Creature: Seeing a head-hunter pull itself free from its host body is an event that can damage even the toughest psyche. Such an unfortunate must immediately succeed at a Hard (15) Will (Courage) test. If failed, the victim is -2D to all tests, and flees screaming.

Horrific Vanity: Head-hunters can be distracted by mirrors, fascinated by their own appearance within them, and the look of their host body. Showing a head-hunter a mirror will cause the creature to go into a fugue state for several minutes, or until attacked.

Dreadful Host: Head-hunters operate their host bodies as though the were their own, inserting their spindly legs into the spinal column to take control of all its functions. As a result, unless the neck injury is visible, it is a Challenging (9) Awareness (Notice) test to detect a head-hunter is more than the addled peasant it appears to be.

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Head-hunters are capable of interacting with humans, speaking, and even eating and drinking, though they gain nourishment only from human flesh. Most hide the grisly wound in their necks beneath a scarf or a high collar, ap-pearing mostly normal as they visit with their prey. Head-hunters often keep barrels of salt in their houses, a desic-cant they use to shrink their organs down enough to fit into a smaller host body.

Attributes in parentheses represent the creature’s abili-ties when not in a host body.

Headless knight

There are tales of a knight found riding along lonely forest paths or guarding a bridge. The knight wears dark armor, rides a dark horse, and carries a black shield with a skull in red as his coat-of-arms. Some say that the knight himself has no head. Others say that his helmet appears empty or tell of knocking off his helmet only to find nothing beneath. There are even tales of how he frightens travelers by remov-ing his head and hurling it at them. Bards sing of how the knight travels the roads seeking his betrothed, who left him at the altar to run away with another knight. The loss of his head has not impaired the headless knight’s ability to sense and strike at his foes. The legends never agree why the knight is missing his head. The exact story changes from place to place, depending on that place’s own history.

Jumping Jack

The tall, gangly creature known as Jumping Jack is a mis-chievous fellow. Standing taller than a mounted knight, he bounds through the forest on long legs with great spring-ing steps, covering several leagues a day. It is said that he can jump over cottages and small trees with ease. He is fond of stealing things from farmers: pumpkins, pigs, pies, and kisses (or more) from their daughters.

Exactly what the arrival of the Jumping Jack portends for a settlement is largely unknown, although any with a history of having seen them each have their legends. The Jumping Jack almost never appears alone, though—his appearance is always a bad portent: whether disastrous weather, great trag-edy, or a warning of something truly terrible to come.

River Warden

A giant turtle with a back as large as a lord’s dining table, the river warden spends much of its time sunning along

the bank, floating in calm water, or resting just below the surface of the water. Travelers sometimes tell of sitting along a river bank only to find the bank sliding out into the middle of the river. Plants, shrubs, and even small trees grow on the back of a river warden, furthering the

HEADLESS kNIGHT

Agility 3 (Quickness 1B), Animal Handling 3 (Ride 2B), Athletics 3, Awareness 3 (Notice 1B), Endurance 4, Fighting 5 (Long Blades 2B, Shields 1B), Stealth 3 (Sneak

1B), Survival 2 (Track 2B)

ComBat defense: 9 (5 in Armor, +2 w/ shield) ❂ health: 12armor: Brigandine (AR 8, AP -4, Bulk 3) ❂ movement: 2 yds

longsword 5D+2B 4 Damage Piercing 3

Aura of Fear: The sight of the knight without his head can strike fear in even the bravest. All living creatures that start their turn within 10 yards of the headless knight must succeed on a Challenging (9) Will test or take -1D on all tests. Those who fail must flee each round until they succeed on another Will save. Animals that fail their tests become panicked and flee.

Courser: The headless knight usually appears mounted on a black courser. If the headless knight is defeated, the courser will run away into the forest or otherwise disappear.

JUMPING JACk

Agility 4 (Acrobatics 1B, Balance 2B, Dodge 1B, Quickness 1B), Athletics 4 ( Jump 3B, Run 1B),

Awareness 3 (Notice 1B), Cunning 3, Deception 3 (Bluff 1B), Endurance 4 (Stamina 1B), Fighting 3, Persuasion 3 (Charm 2B, Convince 1B, Seduce 2B,

Taunt 1B), Stealth 4 (Sneak 2B), Thievery 3 (Steal 1B)

ComBat defense: 11 (10 w/armor) ❂ intrigue defense: 8health: 12 ❂ Composure: 6

armor: Soft Leather (AR 2, AP -1) ❂ movement: 7 yards

quarterstaff 3D 4 Damage Fast, Two-handed

Great Leap: Jumping Jack’s leaps are reduced in difficulty by two degrees (what would be Formidable for someone else is Routine for him).

RIVER WARDEN

Athletics 8 (Strength 8B, Swim 5B), Awareness 3 (Notice 1B), Cunning 4, Endurance 8, Fighting 6,

Knowledge 4, Stealth 3 (Sneak 1B)

ComBat defense: 13 ❂ intrigue defense: 10health: 24 ❂ Composure: 6 ❂ natural armor: AR 5

movement: 1 yard or Swim 8 yards

Bite 6D 18 damage Powerful, Vicious

Long Neck: A river warden has a long neck it uses to rapidly lunge out at its prey, extending to the surface of the water while it rests on the bottom. Its neck can extend out almost as far as its shell is long, about 3-5 yards, but with AR 0.

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illusion that their shells are part of the bank or an is-land. Truly old river wardens—called river lords in the stories—can be told by the size of the trees growing on its back. Some who live near rivers are said to sacrifice small children so that the warden will let them live in peace. River wardens prey on anything venturing close to the water and particularly delight in capsizing boats. Their jaws are sharp, strong enough to take off a man’s arm or leg, or even snap his torso in twain, in one bite. Because they live such long lives, some a century or even more, river wardens are said to know histories and leg-ends forgotten by the people along the river, though it takes ancient magics to speak with them.

Rock Giant

Creatures of a time before man walked the earth, rock gi-ants are from an age where magic was a major force in the world. At some point, the rock giants who survived the an-cient conflicts and cataclysms found they tended to sleep longer and more, as the magic in the world faded. Soon they found a suitable place and laid down their huge bod-ies to sleep for countless millenia. In time, their sleeping forms became rocky outcroppings and hills, holy places, and some were even mined for their high quality stone, slowly killing the rock giant without men ever know-ing what they did. The rock giants slept through all this nonetheless, nothing able to stir them from the deepest of slumbers.

Occasionally some unusual magical event, such as a sol-stice, planetary alignment, or a ley line convergence will focus enough magical power around or at a rock giant to awaken it. This happens only once every few centuries—but the destruction that follows is enough to ensure the tale is remembered from one waking to the next. Rock gi-ants that awake are confused by all these tiny, fast-moving beings around their feet who cannot speak intelligibly , re-acting with shouting and fear.

Rock giants tend to react violently to this, striking out at anything below their feet or in their path. Due to their strength and size, they are capable of leveling en-tire villages. It often takes siege engines or a small army to stop a rock giant, though if someone could somehow drain the magic that woke it might also prove a feasible means to return it to slumber. These wakeful periods usu-ally only last a few days before the rock giant returns to sleep, wherever it originally awoke or wherever it might be taken down.

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Tall Man

The Tall Man is a rare form of restless spirit, spoken of in whispers and bedside tales passed on to warn the young of the folly of rushing to judgment. The legends say only one Tall Man walks the mortal world at a time, but that may just be wishful thinking given the judgmental nature of man.

A Tall Man is created when an man or woman is ex-ecuted, by hanging from a tree, for a crime they did not commit. The angry spirit of such individual often cannot pass on due to such injustice, and it is these spirits that form a Tall Man: from the wood of the tree that ended their life, these spirits stride the earth, seeking vengeance for their undeserved death.

ROCk GIANT

Agility 1, Athletics 5 (Strength 5B, Thrown 2B), Endurance 8 (Resilience 2B, Stamina 2B), Fighting 6

(Bludgeon 2B, Brawling 3B), Survival 3 (Orientation 2B), Thievery 1, Will 3 (Courage 1B, Dedication 1B)

ComBat defense: 8 ❂ health: 24armor rating: 10 ❂ movement: 6 yards

slam 4D 5 damage Grab

CluB 4D+2B 10 damage Staggering, Powerful, Slow

thrown roCk 5D+2B 4 damage

trample 5D 5 damage

Grab: A human-sized target hit by the giant’s slam attack and grabbed is picked up. The target cannot move at all without succeeding in a Very Hard (18) Athletics (Strength) or Agility (Contortionist) test. While the victim is grabbed, the giant’s grab damage against that charavter increases to 20. A giant may have up to two victims grabbed at the same time, but doing so means it can make no attacks other than trample attacks, unless it releases one of the grabbed victims.

Heavy: Due to their immense weight, rock giants cannot cross bridges, stand on buildings without crushing them, and so on. Mud or swampy environments are considered treacherous terrain for them.

Huge: Stone giants are at least 10 yards tall. Any attacks against them gain +1D. They treat most treacherous terrain as normal, passing over any obstruction less than 5 yards tall without difficulty.

Stone Heart: Rock giants are immune to all mortal forms of disease and poison.

Trample: Any creature less than 3 yards tall in the path of the giant is automatically targeted by a trample attack as a free action, if the giant wishes.

Valuable Minerals: The body of a rock giant has numerous valuable minerals inside it. If a house were to claim these it would boost the house’s Wealth rating by 5.

Warfare: Rock giants stats are the same for warfare-level conflict.

TALL MAN

Agility 4 (Dodge 2B, Quickness 1B), Animal Handling 1, Athletics 4 (Climb 2B,

Strength 3B, Thrown 2B), Awareness 3 (Notice 2B), Cunning 4, Endurance 6 (Resilience 2B, Stamina 4B), Fighting 5,

Healing 1, Stealth 5 (Sneak 1B), Thievery 3, Will 4 (Dedication 2B)

ComBat defense: 11 ❂ health: 18armor rating: 6 ❂ movement: 6 yards

Claws 4D 5 damage Vicious, Grab

noose 4D+2B 2 damage Reach, Entangling, Strangling (see below)

As to a Tree: The long, branch like body of the Tall Man looks much like that of a spindly tree. It gains +2D Stealth when in forested terrain.

Creature of the Night: Tall Men suffer -1D to all actions in Lit conditions, but suffer no penalties in Shadowy or Darkness conditions.

Scent of the Guilty: The Tall Man gains +2D to any Awareness checks made to detect those guilty souls it hunts.

Strangling: Any target hit by the Tall Man’s noose with two degrees of success is grabbed and slowly strangled. Until the target escapes from being entangled by the noose, the noose’s damage increases to 10.

Unstoppable: If destroyed, the Tall Man will regrow each sunset at the tree where its former human self was was hung, as long as any of those guilty still live. The only ways to permanently destroy the Tall Man are to punish all the guilty parties, or to destroy the tree that spawns the tall man. Attempts to destroy the tree will cause it to immediately spawn a Tall Man to defend itself, if the attempt is made at night. Destroying the tree will not destroy any Tall Man already spawned, but punishing all the guilty parties will immediately dispel any active Tall Man.

Vulnerable to Fire: All fire attacks that hit a Tall Man gain one additional degree of success. A Tall Man that takes damage in excess of its Health from fire is immediately slain.

A Tall Man resmebles a gaunt version of the spirit moti-vating it, only taller, thinner, and made of twisted, gnarled wood. A Tall Man usually stands 10 to 12 feet high, with eerily thin arms that can reach up to 8 feet. The Tall Man’s appearance is horrific, all the more so for the ease with which it can conceal itself among trees, easily blending in with other gnarled silhouettes shaking in the breeze. The only sure way to find it is to look for the noose that remains toed around it, the same noose that ended its human life.

A Tall Man is intelligent, cunning, devious, cruel, and unrelenting. It cares nothing for collateral damage, or for any who may suffer as it seeks its vengeance. Even if de-stroyed, it will regrow and stride again unless the guilty are finally punished, or the tree that birthed the Tall Man is destroyed.