As promised I deliver the first installment of The Noble Houses of Westeros Creature Compendium. These are just a few basic easily modified people and beasts players might encounter during the course of the adventures, GMs can easily alter them to meet their needs however.

This time around I decided to use mostly physical combatants, next time around I think we’ll see a few social and mental threats instead just to give players a nice variety to choose from.

Name: Boar
Gender: Male/Female
Birthplace: Forested Woodland

Health: 10

Abilities
Physical: D10
Mental D4
Social: D6

Weaknesses: Beast- Simple minded and incapable of speech boars are feared for the sharpness of their tusks rather than their wits. Reduce the boards Social and Mental die sizes by 1.

Description: Boards are surprisingly strong and fast creatures who live solitary lives. Mothers guard their piglets with startling ferocity attacking anything that threatens them. Their saber-like tusks are deadly and have gored many unwary hunters. King Robert Baratheon was killed by a boar when the beast wounded him with is tusks.

Name: Dire Wolf
Birthplace: The north, beyond the Wall.
Gender: Male/Female

Abilities
Physical: D12
Mental: D6
Social: D8

Specialties: Pack Hunter- While in a pack with at least one other Dire Wolf increase the size of all of the Dire Wolf’s die by one.

Enormous- Dire Wolves are monstrous creatures spoken of legends, even those who dwell in the north have rarely set eyes on one of the beasts, a fact for which they’re grateful. Increase the size of the Dire Wolf’s Physical die by one.

Description: Dire Wolves are massive predators that prowl the snowy landscapes of the north snatching up whatever prey they can sink their fangs into. They’re almost always on the move as their hunting territory is expansive and they require a great deal of food to survive. Their packs number between 6 and 10 although a lone wolf may sometimes be encountered. A single Dire Wolf is deadly enough but a pack of them can bring down almost any prey with ease. A Dire Wolf in the service of an individual or House would take on the House and its words as well. You can make a Dire Wolf more distinctive by adding additional specialties or weaknesses.

Name: Iron Islands Pirate
Gender: Male/Female
Birthplace: The Iron Islands
House: House Greyjoy
House Words: “We Do Not Sow.”
Trade: Pirate

Health: 10

Abilities
Physical: D10
Mental: D6
Social: D8

Equipment: Choose one of the following: Sword, trident, a bow and a quiver of twelve arrows or a net all are of poor quality. Pirates wear clothing of a very poor quality, usually little better than rags. All pirates carry a small dagger and a pouch filled with 1d6 of coins, roll 1d4 and consult the table to determine the type of coins.
1d4 Pouch Table
1- Copper Coins
2 or 3- Silver Coins
4- Gold Coins

Weaknesses: Of the Sea- The people of the Iron Islands are accustomed to crashing waves, rocky shores, and violent storms however they aren’t at home on dry land. Most confine their raids to the coast as attacks further inland have often proven disastrous. Whenever the Iron Islands Pirate is not within 1 days journey of the ocean reduce all of their die by one size.

Description: These pirates sail out from the Iron Islands launching raids against other ships and coastal settlements. They’re skilled sailors and archers, but only average warriors overall. Members of these crews aren’t above betraying one another to ensure their survival or prosperity. A ship’s crew usually numbers between twelve and thirty.

Name: Iron Island Pirate Captain
Gender: Male/Female
Birthplace: The Iron Islands
House: House Greyjoy
House Words: “We Do Not Sow.”
Trade: Pirate

Health: 8

Abilities
Physical D8
Mental D6
Social D10

Equipment: Choose one of the following a sword or a bow and a quiver of twelve arrows. All Pirate Captains carry a dagger, and they wear clothing of a fair quality. They also carry a pouch filled with 1d8 coins.
1d4 Pouch Table
1- Copper Coins
2 or 3- Silver Coins
4- Gold Coins

Specialties: “What is Dead May Never Die.”- The Drowned God’s worshipers throughout the Iron Islands instills a measure of fearlessness in his worshipers. When faced with the threat of death increase all of the Iron Island Pirate Captain’s die sizes by one.

“I Know These Waters.”- Spending a lifetime at sea grants you special knowledge about it. Whenever making a knowledge check about the sea increase the size of your Mental die by one.

Ready For a Fight- Captains often find that their crew test their worth, and failure often results in their quick death. When rolling for initiative increase the size of your Physical die by one.

Weaknesses: Of the Sea- The people of the Iron Islands are accustomed to crashing waves, rocky shores, and violent storms however they aren’t at home on dry land. Most confine their raids to the coast as attacks further inland have often proven disastrous. Whenever the Iron Islands Pirate is not within one days journey of the ocean reduce all of their die by one size.

Description: The captains who command the ships that sail out of the Iron Islands are cunning warriors who’ve earned the respect or fear of their crews. The captain wades into combat issuing orders to his men and cutting down foes left and right.

Name: Hill Tribesman
Gender: Male/Female
Birthplace: The Vale
House: N/A
House Words: N/A
Trade: Bandit

Health: 10

Abilities
Physical: D10
Mental: D6
Social: D8

Equipment: Choose one of the following ax, sword or spear. You may also choose a shield and a dagger. The warriors of the Hill Tribes wear armor poor quality chainmail that adds a +1 to their Physical die for defense rolls. Tribal jewelry roll 1d4 to determine what it is by consulting the table below.
1D4 Tribal Jewelry Chart
1-Ear Necklace
2-Tarnished Ring
3- Bead Bracelet
4- Necklace of Teeth

Description: Hill Tribesmen live in the Vale attacking those who try to travel through the area, but they don’t attack well armed parties or large forces. They will sometimes spare their victims if they are bribed or tricked.

Name:Hill Tribe Chieftean
Gender: Male/Female
Birthplace: The Vale
House: N/A
House Words: N/A
Trade: Bandit

Health: 10

Abilities
Physical: D10
Mental: D6
Social: D8

Equipment: Choose one of the following ax, sword or spear. You may also choose a shield and a dagger. The warriors of the Hill Tribes wear armor poor quality chainmail that adds a +1 to their Physical die for defense rolls. Tribal jewelry roll 1d4 to determine what it is by consulting the table below.
1D4 Tribal Jewelry Chart
1-Ear Necklace
2-Tarnished Ring
3- Bead Bracelet
4- Necklace of Teeth

Specialty: Bloodthirsty- Violence is a way of life for members of the Hill Tribes. During combat increase the Hill Tribe Chieftean’s Physical die size by one.

Fierce Commander- Commanding a group of barbaric warriors is no small task but these brutes manage to keep order by barking orders and cracking skulls. During combat increase your Social die size by one.

Description: The leaders of the hill tribes are brutal warriors who keep their power by supplying their warriors with easy prey and spoils. Years of being hunted and scorned by the civilized people of the Vale have made them bitter and eager to take whatever revenge they can.

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