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A Creature catalog for the Chronicle System

MOUNTAIN
TERRORS

A Compendium of Chronicle Creatures


for Mountain Terrains
Author: Mark Bristow, James Cook, Brian Dudolevitch, Adam Easterday, Wojciech Gruchala,
John C. Hay, Alyc Helms, Gustavo Martinez
Developer: Joseph Carriker Editor: Tom Cadorette
Graphic Design & Art Direction: Hal Mangold Interior Art: Stephanie Pui-Min Law
Chronicle Creatures: Mountain Terrors 2015 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.
Special Thanks to the contributors on the Chronicle System Community Development Forum, for all their contributions, advice
and sharp eyes for the systems mechanics. You guys are aces.
INTRODUCTION
Welcome to the first Chronicle Creatures compendium: mal Cohort Benefit, as well as those instances where they
Mountain Terrors. The Chronicle Creatures series is a col- might be encountered, such as on hunting trips. This sec-
lection of individual monsters of varying power levels, de- tion also expands on the rules for training animals.
signed for use with the Chronicle System. The Chronicle System The Beasts section focuses on creatures of roughly animal
is the name weve given to the mechanics engine that runs intelligence and capability, although they are not found in
A Song of Ice and Fire Roleplaying. While the rules of this our modern real world. Creatures of dire size, strange (but
system were designed specifically for George R.R. Martins plausible) physiology, and weird niches in their environ-
Westeros, they will work just as well for any other setting. ment all fall into this category.
In order to facilitate such game play, we are developing a The Horrors, on the other hand, are explicitly fantastic
series of modules under the Chronicle System name, provid- and quite monstrous. Many of these things have the faint-
ing new elements and ideas for use with the system that est touch of magic to them, or are otherwise far more intel-
might not always fit into the established world of A Song of ligent that one might expect such creatures to be. Horrors
Ice and Fire. We feel this will give Narrators more options are usually quite rare in low-magic, gritty fantasy settings,
and plenty of flexibility to make their games truly their own, but more common in high-magic tales.
whether they are adapting the system to a homebrew set- And finally, the Legends. These creatures are overtly magical
ting, or simply providing their players with a Westeros that or otherwise fantastic. In low-magic, gritty fantasy settings,
diverges in some way from the accepted canon. 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 common at some point
Mountain in the past or perhaps becoming so once again.

Terrors Beast-Haunted
This product is a bestiary for the Chronicle System, divided Domains
into four sections, focusing on some of the creatures one
might find living in and around mountainous areas. Because of the scale the Chronicle System operates on, the
The Animals section expands the game stats for nor- terrors in this book might not just threaten individual
mal animals, with an emphasis on mountain-dwelling characters that encounter them, but also entire domains
creatures. These animals are perfectly suited for the Ani- unfortunate enough to be near or even within the high-
lands that the creatures call home.
With the Narrators permission, players may purchase
Chronicle System the following Domain Drawbacks. Purchasing a Domain
Drawback grants a small pool of points that may be di-
If you enjoy this product, we invite you to check rectly added as bonus points to other Resources at do-
out our other Chronicle System supplements, avail- main generation. These points may not be added to any
able on PDF and Print-on-Demand at greenronin. Resources that are penalized by the Drawbacks, however.
com.
Woodland Creatures, the precursor to the Beast-Infested 2 points
Chronicle Creatures series, featuring Beasts, Hor-
rors, and Legends of the woodlands and forests. The mountain domain of choice is infested with a beast of
Out of Strife, Prosperity, a sourcebook that pres- some kind, chosen from the Beasts chapter of this or other
ents a vast selection of new Wealth Holdings for
Chronicle Creatures bestiaries. Attacks against individu-
your House.
als traveling through the mountains are common, and even
Chronicle of Sorcery, a sourcebook that lays the
groundwork for the addition of sorcery and magic travel in groups is no guarantee of safety.
for characters use in the Chronicle System. Gain a -1 to House Fortune rolls. Population Resource
decreases due to a House Fortunes roll are increased by 1.

2 Chronicle Creatures: Mountain Terrors


Introduction

Horror-Prowled (4 points)
Attacking
Something unwholesome and hungry haunts your peaks Small Targets
and vales, chosen from the Horrors chapter of this or other
Chronicle Creature bestiaries. You lose smallfolk to it all As a reminder, any target in combat that is signifi-
the time, and occasionally patrolling soldiers run afoul of cantly smaller than its attacker gains a +2 to Combat
the horror as well. Defense due to the discrepancy in size. A solid ma-
Gain a -1 to House Fortune rolls. Population and Power jority of the creatures in the Animals section qualify
Resource decreases due to a House Fortunes roll are in- for this bonus if they are attacked by an opponent of
creased by 1. adult human size.
Likewise, any target that is significantly greater in
size than its attacker receives a -2 penalty to Combat
Legend-Haunted (6 points)
Defense due to its great size. This generally includes
creatures of horse-size or larger against an opponent
Tales are told of your gloomy mountains, and the mystical,
of adult human size.
accursed thing therein, chosen from the Legends chapter Throughout this work, we have included the
of this or other Chronicle Creature bestiaries. Your people modified Combat Defense for creatures fighting
have generations of tales about it, and probably a handful adult human-sized opponents in parentheses. Thus,
of superstitious protections supposed to protect against it. a badger has a Combat Defense of 7 (9), reflecting
So fearful are those tales, and widely spoken of, that many the +2 Combat Defense bonus it gains against larger
merchants refuse to enter your domain. opponents.
Gain a -2 to House Fortunes rolls. Population, Power
and Wealth Resources decreases due to a House Fortunes
roll are increased by 1. many nights in both early spring and late autumn. There
are even some mountains so high that they remain snow-
capped and frozen year-round.
Other Dangers of
the Mountains Precipitation

Mountains frequently serve as a barrier against which


The creatures in this bestiary are not the only dangers that
heavy clouds are thrown, releasing their precipitation. As
threaten those who venture into the mountains. The Nar-
such, mountains can often see precipitation even in other-
rator is encouraged to keep some of these dangers in mind
wise more arid lands. In even normal situations, these can
for encounters that occur in highland terrains. They usually
affect Visibility and the Terrain negatively when determin-
apply to Step One: Battlefield of any Combat encoun-
ing Step One: Battlefield. As these situations continue,
tersee Chapter 9: Combat, in A Song of Ice and Fire Role-
they can lead to mudslides and avalanches in treacherous
playing (SIFRP) core rulebook for more details.
areas (see below).
Weather
Debris Falls
The heights of the mountains often create severe weather
The height of surrounding terrain presents particularly
patterns unseen in lower vales.
unique dangers in the mountains. Unstable materials
Extreme Cold whether earth drenched by rains, unstable rock formations
or a pile-up of snow and ice from a heavy snowfallcan
Colder seasons can become extremely frigid in the moun- become dislodged and come down atop the heads of those
tains, and even warmer seasons may find nights colder in passing beneath them.
the mountain passes. The Narrator is encouraged to use Avalanches, rockslides, and mudslides have an Intensity
the Extreme Cold rules in Chapter 11: The Narrator of the rating ranging from 1 to 5. A 1 indicates a light fall of mud
SIFRP core book for both night and day in winter, and in or snow that may injure but rarely kills or causes more than a

Chronicle Creatures: Mountain Terrors 3


Introduction

slight obstacle to travel. In contrast, an Intensity 5 avalanche Shelter action, above. This can reduce the damage to noth-
likely buries those caught under them in tens of feet of snow ing, as a character finds shelter between an outcropping
and ice, trapping those it doesnt kill outright, and a mudslide and the oncoming impact, for example.
of Intensity 5 carries with it tons of rock and other debris. If the amount of damage inflicted is equal to or greater
than a given characters passive Endurance, that charac-
Avalanche ter is also rendered unconscious by the strike. This uncon-
sciousness lasts for one minute at one degree of success,
There are four main concerns to deal with when dealing plus one minute for each degree of success scored above
with avalanches: detecting the avalanche, seeking shel- the characters passive Endurance.
ter, the moment of impact, and being buried. Generally
speaking, the center of the avalanche has four degrees of Being Buried
success, and is a number of yards across equal to double
the Intensity. For each step of equal area away from the Characters buried in the snow are in real danger. Narra-
avalanches center, reduce the degrees of success in the tors should use the Suffocation & Drowning mechanics
avalanches attack by one. So, an Intensity 4 avalanche is in Chapter 11: The Narrator of the SIFRP core book. Only
8 yards across at its center. For each 8 yards in either di- conscious characters may hold their breaths per those
rection away from its center, reduce its innate degrees of rules. Characters whove been buried by an avalanche
success by one: 3 degrees at the 8 yard point, 2 degrees at must also make an immediate check against Extreme
the 16 yard point, 1 degree at the 24 yard mark, and then Cold, in the same chapter. Even those dressed warmly
a lot of loose but relatively harmless powder cloud for a are in danger of cold shock from sudden submersion in
distance out from that. piles of snow.
A character is buried beneath a number of feet of snow
Detecting the Avalanche equal to the Intensity of the avalanche multiplied by the
number of degrees of the avalanches force after the char-
The faint rumblings of an avalanche can often be detected acters Seeking Shelter degrees of success are factored in.
beforehand by those who are paying attention and know Thus, a character struck by an Intensity 4 avalanche with
what to look for. This is a Survival test, with bonus dice from 3 degrees of success would be buried beneath 12 feet of
the Notice specialty of Awareness applying to the roll. This snow, ice and stonepotentially quite deadly. Gaining
is a Formidable (12) test for Intensity 1 avalanches, Chal- even 1 degree of success on the Seeking Shelter roll previ-
lenging (9) for Intensity 2 and 3 avalanches, Routine (6) for ous would reduce this to 8 feet of burial.
Intensity 4 avalanches, and Easy (3) for Intensity 5. If a character is conscious, he may dig himself out with a
Routine (6) test using either Athletics (Strength) or Sur-
Seeking Shelter
vival (Strength from Athletics applies). Such a test takes 1
minute of work, and for each degree of success, the char-
Those who become aware of the avalanche before it hap-
acter extricates himself from 1 foot of snow and ice. A
pens may run to seek cover. This is a Survival test, with
character that is not buried may make similar rolls to dig
a Routine (6) difficulty for those who detected the ava-
another character out of the snow, but must know where to
lanche themselves, rising to a Challenging (9) difficulty
dig in order to lend a hand.
for those who are warned by those who actually noticed it.
Finding a character is an Awareness (Notice) or Sur-
Moment of Impact vival (Notice from Awareness applies) test. The difficulty
is Routine (6) if the character in question is moving, and
The Narrator must decide how many degrees of success under 5 feet or less of snow. It becomes Challenging (9)
the avalanche has at the point where characters are located. if the character is buried under more than5 feet of snow
An avalanche inflicts Damage equal to its Intensity multi- but still moving, and Formidable (12) if the character is
plied by the degrees of success in that spot. So, being in the unmoving. Each roll requires a minute of searching to
3-degree zone of an Intensity 3 avalanche inflicts 9 dam- find someone, and if successful locates someone in the area
age. These degrees of success are reduced by the number of whose situation meets the Difficulty of the searchers test
degrees of success rolled by the character in the Seeking result.

4 Chronicle Creatures: Mountain Terrors


Introduction

To find a specific person, the searcher must have an idea Mountain Terrain
of where they were when the avalanche struck, and make a
Cunning (Logic) test, at a Difficulty of Routine (6) for In-
Qualities
tensity 1 and 2 avalanches, Challenging (9) for Intensity
The following Battlefield Qualities might easily apply to
3 and 4 avalanches, and Formidable (12) for Intensity 5.
any encounter in the mountains. Each one is noted if it
Mudslides applies to Combat Battlefields, Warfare Battlefields, or In-
trigues.
Mudslides happen when excess rain or spring melt satu-
rates the soil atop the bedrock of a mountain, causing it Treacherous Terrain Combat
to slide downslope in a torrent of mud and rock. These
debris slides can bury people in multiple feet of mud, po- The kinds of treacherous terrain discovered in the moun-
tentially suffocating them. For all intents and purposes, the tains usually involves mud flats from a recent mudslide or
mechanics of a mudslide are identical to those of an ava- hard raid; fields of scree, tiny rocks and pebbles that make
lanche, save for the following differences: footing unsure; and areas where snow has piled up to in-
hibit movement.
BB Extreme Cold mechanics are not used.
BB The Difficulty to dig oneself out is increased by +3. Boulder Field Combat
BB The Difficulty to find someone buried in mud is in-
A wide area filled with large, rocky protrusions. It is easy
creased by +3.
enough to find cover in such an environment, and there
are plenty of places to hide behind as well. This area quali-
Rockslides
fies as Treacherous Terrain (see Terrain, under Step One:
Battlefield, in Chapter 9: Combat of the SIFRP core book),
Rockslides occur when something shifts in the mountains
costing 2 yards of Movement for each single yard of dis-
core, such as during an earthquake, or when accumulations
tance. It is also littered with Obstacles (in the same section),
of fallen boulders and scree give way, tumbling downslope.
requiring a Lesser Action to move around or through large
Those caught in their path are in tremendous danger from
boulders or rock piles, and providing cover of +5 for us-
the crushing wave of stone. Fortunately, rockslides tend to
ing a boulder, or a full +10 by hiding behind an outcrop-
be the rarest of these forms of debris slides. For all intents
ping and taking no other action. Those inclined to do so
and purposes, the mechanics of a rockslide are identical to
are considered to be in a situation that allows the use of
those of an avalanche, save for the following differences:
a Stealth (Sneak) test the entire time they are within this
BB The Difficulty to Seeking Shelter is increased by +3. area.
BB In the Moment of Impact, rockslides inflict double Destiny Point: By spending a Destiny Point, you can
damage; thus, a three-degree Intensity 2 rockslide still gain any of the following benefits:
inflicts 12 damage. Additionally, anyone who takes BB Move over or through the boulders as part of your nor-
more damage than their passive Endurance is consid- mal movement and without need to take a Lesser Ac-
ered to have the Maimed Drawback until they have tion to get through the obstacles.
received medical attention and at least one week of rest BB Increase the bonus you gain from cover by an addi-
per degree of success the damage is over their passive tional +5.
Endurance.
BB On a successful attack, you may spend a point of Des-
BB As part of Being Buried, rockslide victims are in dan- tiny to also cause your target to trip, falling prone, or
ger of suffocation only if they end up buried beneath even over a cliff.
four feet or more of stone and dirt.
BB Use the terrain to hide without using a Lesser Action
BB Digging oneself (or someone else) out of a rockslide is to do so; it is considered part of your normal Move-
extremely hard work, increasing the Difficulties to do ment.
so by +6.

Chronicle Creatures: Mountain Terrors 5


Introduction

Step One: Battlefield of Chapter 9: Combat in the SIFRP


Cliff-Top /Narrow Mountain Road Combat, Intrigue
core book A character may choose to throw caution to the
This area presents a narrow fighting space, with a tremen- wind, dashing at his normal Movement. Doing so requires
dous fall on one or both sides of the battlefield. Fighting a Challenging (9) Agility (Balance) test to avoid tripping
tests are performed at a -2 penalty due to the limits of and twisting an ankle. Failing this test causes the character
space. Any attack that causes a target to fall prone or trip to fall prone; a Critical Failure causes the character to bad-
can result in a fall. In such an instance, the one falling must ly injure their ankle or leg, taking the Crippled Drawback
make a Challenging (9) Agility (Balance) test to avoid until they have had a chance to rest and heal for a number
plummeting off the space. of days equal to (10 - Endurance).
In an Intrigue, any close interaction comes with the un- Destiny Point: You may spend a point of Destiny to
spoken threat of a simple shove off the cliff, granting +2 to cause a target to trip.
all uses of the Intimidation Technique in an Intrigue.
Majestic Vista Intrigue
Destiny Point: You may spend a point of Destiny to
cause your target to trip. He receives no test to avoid the
The site offers an impressive sweeping view, breathtaking
plummet, but may spend a point of Destiny (assuming he
to behold. It grants a +1B to all attempts to use Charm or
has any) to avoid such a fate.
Seduce Techniques.
Destiny Point: You may cause the target to be swept up
Footcatch Crevices Combat
in the beauty of the location, increasing his Disposition
This terrain is filled with cracks and crevices, providing toward you by one step for the rest of the Intrigue. This
plenty of space for the unwary to twist an ankle or worse. may only be countered by the expenditure of a Destiny
It is considered treacherous terrain, per the Terrain rules in Point by the target.

ANIMALS of the MOUNTAINS


Even in a setting that might be called high magic, the normal animals that might be found in a mountainous set-
mountains are usually populated mostly by normal ani- ting, adding to the animals found in Chapter 11, A Song of
mals. Though they are usually quite shy of the people who Ice and Fire Roleplaying (SIFRP) core book.
tromp through their home, it is not uncommon to encoun-
ter these creatures, whether as chance encounters, as the
prey of a nobles (or poachers) hunt, or even serving at the
side of those with the skill to train them.
Expanded
This chapter presents a set of expanded training rules for Training Rules
domesticating and teaching animals of a variety of tricks
and roles, including a set of Benefits for those characters Training an animal to perform a single task or role requires
who specialize in that task. It also includes a set of stats for an Animal Handling (Train) Extended test, requiring a
number of successful tests equal to the animals Will mi-
Training Difficulty nus Cunning (minimum 1). Each test assumes a week of
regular training, working with the animal for several hours
Animal Will Difficulty
every day.
Will 1 Routine (6) The Difficulty of this roll is based on the animals Will
Will 2 Challenging (9) rating:
Will 3 Formidable (12) An animal may learn a number of tricks equal to its
Will 4 Hard (15) Cunning. After that, training each additional trick increas-
es the Difficulty of the task by +3, cumulative.
Will 5 Very Hard (18)

6 Chronicle Creatures: Mountain Terrors


Introduction

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 those 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 character 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 animals effective
Will by +1 or +2 for the purpose of that training.
Generally speaking, insects and reptiles (with some exceptions) cannot be trained.

Tricks could reasonably bear. No roll is necessary to have the ani-


mal perform this function, although all commands given
These individual Tricks can often be learned by a variety of while in the saddle use the Ride Specialty.
animals, each performing them somewhat differently from
one another. Commanding an animal to use one of these Bear a Burden Dogs, Horses, Ravens
Tricks is an Animal Handling test, with the Charm Spe-
cialty, unless otherwise noted in the Trick. The animal is trained to bear burdens on their backs or
Some animals may find themselves in situations where pull wayns and sleighs as appropriate for their size. Ravens
they may try and throw off the training in order to re- trained to this will carry messages tied to their legs without
act according to their instincts, e.g., a dog wanting to bark trying to rid themselves of it. All commands given with
at something when hes been ordered to be silent, a horse this skill use the Drive Specialty.
wishing to flee from fire when it has been ordered to stay
Charm Dogs, Horses
and the like. When the master is present, it is a simple
Animal Handling test against the animals passive Will; if
The animal will perform any number of trained actions
the master is not present, it is the animals Will test against
that most people find entertaining or endearing: bows,
the masters passive Animal Handling.
counting tricks, eliciting sympathy by drooping ears and
Agility Tests Dogs, Horses sighing and the like. The animal can also perform basic
dance steps to music, and animals with both this trick
The animal is trained to perform a variety of leaping and and the Agility Tests Trick can perform quite advanced
agility tricks. For dogs this is usually leaping through hoops, dances.
and for lighter animals, tumbling and flipping. For horses
Come Dogs, Horses, Raptors, Ravens
this is often course navigation, leaping fences and the like.

Attack Dogs, Horses, Ravens The animal is trained to come when called. Dogs, horses,
and ravens will answer to their names or a whistle; raptors
With this command, the animal will attack any individual usually are trained to a bell or whistle.
that is currently menacing its master. Horses trained to
Fetch Dogs, Ravens
this will lash out with hooves, which is rarely a natural
inclination. A rider giving this command from horseback
The animal is trained to fetch either something that is
may use the Ride Specialty.
thrown by the master, or retrieve a specific kind of item,
Bear a Rider Dogs, Horses such as food, shiny things, pieces of paper and the like. An
animal may be trained to this Trick multiple times, each
The animal is trained to bear a rider, with or without sad- time adding another kind of item it will fetch.
dle. The rider must be of a size and weight that the animal

Chronicle Creatures: Mountain Terrors 7


Introduction

standing still. The animal can also be commanded to re-


Guard Dogs, Horses main in one place. Raptors and ravens will follow a mas-
ter from the air, but cannot be commanded to stay in one
This command causes the animal to either remain in one place.
spot and guard it against everyone it is not familiar with,
or to remain with and protect an individual, designated by Silence Dogs, Horses, Raptors
the master placing that persons hand on the animals flank
while giving the command. An animal with this training With this command, the animal refrains from making its
issues a vocal warning to those getting too near to it. normal vocalizations. Dogs and horses with this command
also actively employ their Stealth to keep from making un-
Harry Dogs, Raptors due noise by their passage.

Some animals can be trained to harry an opponent, dis- Speak Ravens


tracting them from their tasks. Hounds will bark and snap,
sometimes even grabbing onto limbs and pulling, while Though all ravens pick up the occasional word here and
raptors flap in a targets face with wings and talons. An op- there, this training teaches a raven a small vocabulary of
ponent who is harried is -1D on all tests until the animal words that it can use to communicate certain concepts
is recalled or stopped. such as hunger, a warning and the like.

Heel & Stay Dogs, Horses, Raptors, Ravens Terrain Traveling Horses

With this command, the animal remains calmly beside With this training, a horse is trained to navigate through
the master, remaining with him when either walking or terrain that it would normally find difficult, such as wet-

8 Chronicle Creatures: Mountain Terrors


Introduction

lands or mountains. When in that terrain, the horses ter, watching carefully for any game birds or small game
movement is calculated as though it were in one category like rabbits that they can strike. These animals are assumed
of terrain better (Deserts, Hills and Light Woods become to know the Attack, Fetch, and Heel & Stay Tricks.
as Plains, and Mountains, Wetlands and Dense Woods
are treated as though they were Deserts, Hills, and Light Farmer (+0 Difficulty) Horses
Woods). There are no rolls involved in the use of this kind
of training, which becomes second nature to the mount. 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-
Track Dogs sumed to know the Bear a Rider and Bear a Burden Tricks.

When given a strong scent to follow, the dog can follow Guard (+6 Difficulty) Dogs
the trail left by that scent with a Survival test. Each mile
of trail requires an additional test. Situations that might Trained as guardians, these dogs are often used as house-
throw off or confuse the scent, such as moving into a heav- hold defense, and are ssumed to have the Attack, Come,
ily populated area, a body of water or stronger scents like Guard, and Heel & Stay Tricks.
fire or blood can all force re-tests as well, often at higher
Herder (+3 Difficulty) Dogs
Difficulties.

Wear Barding Dogs, Horses The animal is trained to assist with corralling a herd animal
of some kind, patrolling their edges to keep them together
The animal is trained to bear armor that is sized and fit- and defend against predators. The animal is assumed to
ted for its shape. There are no rolls involved in the use of know the Come, Guard, and Heel & Stay Tricks.
this kind of training, which becomes second nature to
House (+0 Difficulty) Dogs
the animal.
The animal is trained to live indoors, well-socialized, quiet
Roles and tending to its wastes outdoors rather than inside. The
animal is assumed to know the Heel & Stay and Silence
Unlike other Tricks, these are a specific function for the
Tricks.
animal, rather than an individual limited command. These
are jobs, as it were, training the animal to the numerous Hunter (+6 Difficulty) Dogs
commands and situations necessary to function in this ca-
pacity. Each role is considered a single Trick, and each roll Dogs with this training are taught to be hunting compan-
to teach a Role counts as two weeks. No animal may be ions, remaining near the master until they are given word
trained to more than one Role. to flush out the prey. They range outward, barking to drive
larger prey back towards the hunting party. The animal is
Entertainer (+3 Difficulty) Dogs, Horses assumed to have the Attack, Fetch, Heel & Stay, and Track
Tricks.
The animal is trained to perform in one of many ways: as
a show animal of some kind, or performing alongside an Warrior (+6 Difficulty) Dogs, Horses
entertainer. The animal is assumed to know the Agility
Tests and Charm Tricks, and either the Fetch or Speak The animal with this training has been accustomed to the
Trick. chaos, blood, and pain of battle, and will not spook in such
situations. Such animals are considered to have the Attack,
Falconry-Trained (+3 Difficulty) Raptors, Ravens Guard, Heel & Stay, and Wear Barding Tricks for dogs, or
the Attack, Bear Rider, Guard, and Wear Barding Tricks
Birds trained thusly can be used for hunting. Hawks and
for horses. These animals qualify as war-trained for the
ravens are launched from the fist to fly out and attack game
purpose of those rules that require it in the SIFRP core
birds flushed from the surrounding wilds, while falcons
system.
and eagles are launched from an aerie and follow the mas-

Chronicle Creatures: Mountain Terrors 9


Introduction

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

The following Benefits are for characters with a notable talent


Bobcat, Lynx
for training animals. Such individuals may find a place in any
lords retinue as a Master of Horse or Master of Kennels, or A mid-sized hunting cat, bobcats are short-tailed with
may undertake their skills for their own benefit and profit. pointed and tufted ears. They are between 2-4 feet in
length but will attack a human in self-defense.
Master Trainer (Ability)

Your wealth of experience means animals trained by Catamount, Puma


you learn their tasks quickly and efficiently.
The largest of the great cats, the catamount can weigh in ex-
Requirements: Animal Handling 3 (Training 2B) cess of 200 lbs and grow longer than 9 feet. They are stealthy
predators, and more than a match for a human opponent.
The time to train an animal is halved when you do the
training. You gain either two rolls per week to teach Tricks,
Coyote
or one roll every week to teach a Role.
Smaller dog-like beasts related to both wolves and dogs,
Way with Beasts (Ability) coyotes are scavengers in more arid terrains. Though they
do move in packs as feral dogs and wolves, they almost
Animals seem to trust and favor you.
never engage large animalsto say nothing of humans
Requirements: Beastfriend directly. In places where coyotes live, they often have a
reputation as tricksters for two reasons: the way their
Your affinity with animals is almost legendary. Reroll all 1s yips and howls sound somewhat like human laughter,
on all Animal Handling tests. Additionally, animals you train and their stealth. Coyotes are known to actually move on
are considered to have one additional point of Cunning for their tiptoes when desiring to be sneaky, and are masters
the purposes of determining how many Tricks they can learn. of stealth.

Animal Traits Deer


The stag (or hart) is a common target in noble hunts, and
The following creatures are considered normal animals, a popular meat on the feasting table.
and adhere to the rules for such creatures from Chapter 11:
Narrator, in the SIFRP core book.
Elk
Creatures have rank 0 in the following Abilities:
Animal Handling, Deception, Healing, Language, Larger and more likely to fight back than deer, elk antlers
Knowledge, Marksmanship, Persuasion, Status, have been known to gore a hunter.
Thievery, and Warfare.
Falcon
They can never take tests related to these abilities and
automatically fail when called to do so. Certain uses of Extremely smart and easy to train, falcons are one of the
other abilities may be impossible. Creatures can make preferred hunting birds for nobility. They are known for
Fighting tests with their natural weapons only. their exceptional speed and ability to take down larger birds
Some animals may have access to a Fly specialty in Ath- while on the wing. Males may also be known as tercels.
letics, the equivalent of the Run specialty for animals ca-
pable of flight. Fox
Abilities not listed for an animal, but not forbidden, are One of the smallest wild canines, foxes are popular for
assumed to be at a rating of 2. hunting because of their exceptional cunning and stealth.

10 Chronicle Creatures: Mountain Terrors


Introduction

BOBCAT, LYNX
Mouuntain Animals
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, In addition to the animals detailed in this chapter,
Fighting 3, Stealth 5 (Sneak 2B), Survival 3 (Hunt 2B) the normal animals detailed in these sourcebooks
can readily be found in mountain environments.
Combat Defense: 10 (12) Health: 9
Natural Armor: AR 0 Movement: 8 yards SIFRP: Bear, Eagle, Hound (wild packs), Raven, Wolf
Woodland Creatures: Badger, Bobcat, Catamount,
Bite 3D 2 Damage Vicious
Deer, Elk, Falcon, Fox, Hawk, Owl, Snake (Ven-
Claws 3D 3 Damage Fast emous), Vulture, Weasel, Wildcat, Wolverine
Attack from above: Bobcats use positional 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, BADGER
allowing it to use both its claws and bite on the first round of Agility 3 (Contortions 1B, Dodge 1B), Athletics 2
combat. (Climb 1B, Swim 1B), Cunning 1, Endurance 2 (Resilience 1B),
Fighting 3, Survival 3 (Forage 1B, Hunt 1B), Will 3
COYOTE
Combat Defense: 7 (9) Health: 6
Agility 4 (Balance 1B, Dodge 2B, Quickness 2B), Athletics 2 Natural Armor: AR 0 Movement: 4 yards
( Jump 1B, Run 2B), Awareness 3 (Notice 2B), Cunning 1,
Fighting 3, Stealth 4 (Sneak 3B), Survival 3 (Forage 2B) Bite 3D 2 Damage

Combat Defense: 9 Health: 6 Tremendous Digger: Badgers can dig with great speed. A badger
can dig through normal soil at a rate of 3 yards a minute.
Natural Armor: AR 0 Movement: 8 yards
Bite 3D 2 Damage CATAMOUNT, PUMA
Agility 4 (Balance 2B, Dodge 2B, Quickness 2B), Athletics 4
DEER
(Climb 2B, Jump 2B, Run 2B, Strength 2B), Awareness 5
Agility 4 (Dodge 2B, Quickness 2B), Athletics 4 ( Jump 2B, (Notice 2B), Cunning 1, Endurance 3, Stamina 1B, Fighting 4,
Run 3B), Awareness 3 (Notice 2B), Cunning 1, Will 3 Stealth 5 (Sneak 1B), Survival 4 (Hunt 2B)

Combat Defense: 11 Health: 6 Combat Defense: 13 Health: 9


Natural Armor: AR 0 Movement: 8 yards Natural Armor: AR 0 Movement: 8 yards
Antlers 2D 2 Damage Bite 4D 4 Damage Vicious
Claws 4D 6 Damage Powerful
FOX
Leaping Charge: When it charges, the catamount can make two
Agility 3 (Contortions 1B, Dodge 1B, Quickness 1B), attacks once with its bite, and once with its claws.
Athletics 2 ( Jump 1B, Run 1B, Swim 1B), Awareness 3
(Notice 1B), Cunning 2 (Memory 1B), Stealth 4 (Blend-in 1B, ELK
Sneak 2B), Survival 4 (Forage 1B, Hunt 1B)
Agility 3 (Dodge 2B), Athletics 4 ( Jump 2B, Run 2B,
Combat Defense: 10 (12) Health: 6 Strength 2B), Awareness 3 (Notice 2B), Cunning 1,
Natural Armor: AR 0 Movement: 7 yards Endurance 3, Fighting 3, Will 3
Bite 2D 2 Damage Combat Defense: 10 (8) Health: 9
Escape Artist: Foxes are lithe and evasive opponents, expert at Natural Armor: AR 0 Movement: 6 yards
fleeing from threats and predators. If a fox breaks out of combat, it
Antlers 3D 4 Damage
does not trigger a free action attack.
Stomp 3D 6 Damage
FALCON Knockdown: Whenever an elk gets at least 2 degrees of success
on a Fighting test with its antlers, it can forgo the extra damage
Agility 5 (Quickness 3B), Athletics 1, Awareness 4 (Notice 3B),
to knock its opponent to the ground. It may immediately make a
Cunning 1, Endurance 1, Fighting 1, Survival 3 (Hunt 2B)
follow-up Stomp attack on a felled enemy.
Combat Defense: 10 (12) Health: 3
Stomp: Against prone opponents and animals significantly smaller
Natural Armor: AR 0 Movement: 1 yard / Fly 10 yards than it (like hunting dogs), an elk may use its weight to stomp rather
Talons 1D 1 Damage than gore with its antlers. An elk must knock an opponent of adult
human size or larger down first with its antlers.

Chronicle Creatures: Mountain Terrors 11


Introduction

GOAT, MOUNTAIN
Goat, Mountain
Agility 4 (Balance 3B, Dodge 1B, Quickness 1B),
Athletics 3 (Climb 3B, Jump 2B, Run 1B), Awareness 3, A large hoofed beast with the beard, shot tail and long
Cunning 1, Endurance 3, Fighting 3, Will 3
black horns of other goats, mountain goats are known for
Combat Defense: 10 Health: 9
their feats of phenomenal climbing and balance. Males
Natural Armor: AR 0 Movement: 8 yards
(called billies) can stand as much as three-and-a-half feet
Horns 3D 3 Damage at the shoulder, and can weigh as much as 300 lbs. Moun-
Charge: The thick skull of a mountain goat makes its head a fairly tain goat hooves are cloven and can be spread wide for
efficient bludgeoning weapon. When a mountain goat charges, it support, have inner pads that provide traction, and the tips
gains an additional +1 to its horns damage.
of their feet have sharp dewclawsthese all combine to al-
Knockdown: When a mountain goat gets at least 2 degrees of low mountain goats to achieve footing in seemingly sheer
success on a Fighting test with its Charge, it can forego the bonus
damage from the Charge to instead knock the target prone. This can
be especially dangerous to foes in the mountainous terrain that is SNAKE, VENOMOUS
the home of these creatures. Agility 2 (Quickness 2B), Awareness 3 (Notice 1B),
Cunning 1, Stealth 2 (Blend-in 1B)
HAWK
Combat Defense: 9 (11) Health: 6
Agility 3 (Quickness 2B), Athletics 2 (Strength 1B), Natural Armor: AR 0 Movement: 3 yards
Awareness 4 (Notice 2B), Cunning 1, Survival 3 (Hunt 2B)
Bite 2D 2 Damage Venomous
Combat Defense: 9 (11) Health: 6
Venomous: Snake venoms act in a variety of fashions, but can be
Natural Armor: AR 0 Movement: 1 yard / Fly 6 yards represented generically with the following toxin:
Beak 2D 2 Damage
Snake Venom Injected
Talons 2D 2 Damage
Retrieve: Because of their size and hunting style, hawks can be Virulence: 3 (normal) 4 (deadly) Frequency: 1/hour
easily trained to retrieve certain objects, whether its prey or a key Toxicity: 2 (small snake) 3 (large snake) Diagnosis: Routine (6)
ring. Hawks can carry an item of up to 5 pounds without difficulty.
Snake venoms affect the blood and central nervous system of the
Larger prey and items (up to 10 pounds) can be borne for a round,
victim, causing bleeding and in the most deadly cases, respiratory
but not longer.
paralysis. On a successful attack, the victim takes 1 Wound as the
toxin spreads and cripples the victim.
VULTURE
Recovery: Wounds can be recovered normally, once the toxin has
Awareness 4 (Notice 2B), Cunning 1, Endurance 3, run its course.
Fighting 1, Survival 3 (Forage 2B)
Combat Defense: 8 (10) Health: 9 OWL
Natural Armor: AR 0 Movement: 1 yard / Fly 5 yards Agility 3, Awareness 5 (Notice 3B), Cunning 1,
Stealth 4 (Sneak 2B), Survival 3 (Hunt 2B)
Beak 1D 2 Damage
Combat Defense: 10 (12) Health: 6
WILD DOG Natural Armor: AR 0 Movement: 1 yard / Fly 4 yards
Agility 3 (Dodge 1B, Quickness 1B), Athletics 3 Beak 2D 2 Damage
( Jump 1B, Run 1B, Strength 1B, Swim 1B), Awareness 3
Talons 2D 3 Damage
(Notice 1B), Cunning 1, Endurance 3 (Stamina 1B),
Fighting 3, Stealth 4 (Sneak 1B),
Survival 4 (Forage 1B, Hunt 1B, Track 1B) WEASEL

Combat Defense: 9 (11) Health: 9 Agility 2 (Contortions 2B), Cunning 1, Endurance 2


(Resilience 1B), Fighting 2, Survival 2 (Forage 1B, Hunt 1B)
Natural Armor: AR 0 Movement: 6 yards
Bite 3D 3 Damage Combat Defense: 8 (10) Health: 6
Natural Armor: AR 0 Movement: 4 yards
Knockdown: Whenever a wolf gets at least 2 degrees of success on
a Fighting test, it can forgo the extra damage to knock its opponent Bite 2D 2 Damage
to the ground.
Trainable: Weasels are very clever, and take training easily. Treat
them as Will 1 for the purpose of Animal Handling (Training) tests.

12 Chronicle Creatures: Mountain Terrors


Introduction

cliff-faces and other precarious perches in the mountains. WILDCAT


Stats for the mountain goat can be used for similar ani-
Agility 3 (Balance 2B, Dodge 1B), Athletics 2 (Climb 1B,
mals, such as bighorn sheep and tahrs. Jump 1B, Run 1B), Awareness 4 (Notice 2B), Cunning 1,
Stealth 5 (Sneak 3B), Survival 3 (Hunt 2B)
Hawk
Combat Defense: 9 (11) Health: 6
Hawks, like falcons, are easy to train and favored by nobil- Natural Armor: AR 0 Movement: 6 yards
ity for hunting small ground animals. While not as smart Claws 2D 1 Damage
as a falcon, they are still possessed of a high intellect and Knockdown: Whenever a wolf gets at least 2 degrees of success on
keen eyesight. a Fighting test, it can forgo the extra damage to knock its opponent
to the ground.
Owl
WOLVERINE
Seldom trained, owls are easy to identify by their barrel
Agility 3 (Contortions 1B, Dodge 1B, Quickness 1B),
shapes and wide eyes. Adaptations of wing and feather al- Athletics 3 (Climb 1B, Run 1B, Strength 1B),
low them to fly silently and sneak up on their prey. Awareness 3 (Notice 1B), Cunning 1, Endurance 3
(Resilience 2B, Stamina 1B), Fighting 4,
Snake, Venomous Survival 3 (Forage 1B, Hunt 1B), Will 3 (Courage 2B)
Combat Defense: 9 (11) Health: 9
Venomous snakes are common in the woodlands, but sel-
Natural Armor: AR 0 Movement: 6 yards
dom attack humans unless threatened.
Bite 4D 3 Damage
Claws 4D 4 Damage Powerful
Vulture
Implacable: Wolverines can take Injuries to reduce damage to their
The largest of the birds of prey, vultures are primarily scav- Health.
engers with a sense of smell as keen as their eyesight. They
have tremendous endurance, gliding and flying long dis-
Wildcat
tances to find fresh carrion to consume.
The smallest of the hunting cats, this can also be used to
Wild Dog represent a domestic cat.
Large dogs tend to hunt in packs, allowing them to support
Wolverine
each other and take down even large opponents or prey.
The largest natural member of the weasel family, wolver-
Weasel ines are aggressive, foul-tempered and nearly fearless. They
Weasels are small, clever predators that can be trained to regularly drive wolves and even bears away from kills to
perform simple tricks. These statistics can also represent claim the meat for themselves.
stoats and ferrets.

Chronicle Creatures: Mountain Terrors 13

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