Wardens05 Singles

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The document outlines the rules for a roleplaying game where players take on the role of Wardens, defenders empowered by spirit guides to face threats ranging from corrupt villagers to rampaging dragons.

Players can choose from character classes like Guardian, Hunter, Minstrel, Mystic, Sage, Shadow, and Warrior. Each class increases different skills and starts with different equipment.

Characters can increase skills like Archery, Lore, Persuade, and more. They start with a backpack, waterskin, and 2 coins to purchase items. Items include weapons, armor, and tools.

RULES CHARACTERS

PLAY: Players describe what their characters do. ► Choose your character’s calling.
The game moderator (GM) advises when an GUARDIAN: Increase (d8) any 2 of Melee,
action is impossible, requires extra steps, Intimidate, Inspire. Take an armor.
demands a cost, or presents an avoidable risk.
HUNTER: Increase (d8) any 2 of Archery, Forage,
Players only roll to avoid risks.
Track. Take a weapon.
ROLLING: Roll a d6 skill die — higher with a rele-
MINSTREL: Increase (d8) any 2 of Inspire,
vant skill, or d4 if hindered by injury or circum-
Persuade, Legerdemain. Take a tool.
stances. If helped by circumstances, roll an extra
d6; if helped by an ally, they roll their skill die MYSTIC: Increase (d8) any 2 of Lore, Incantation,
and share the risk. Take the highest die. Religion. Choose an Incantation. Gain another for
each Incantation skill increase. Once cast replace
1–2 Disaster. Suffer the full risk. GM decides if
an incantation with a new one the next dawn.
you succeed at all. If risking death, you die.
SAGE: Increase (d8) any 2 of Alchemy, Lore,
3–4 Setback. A lesser consequence or partial
Medicine. Take a tool.
success. If risking death, you’re maimed.
SHADOW: Increase (d8) any 2 of Deceive,
5+ Success. The higher the roll, the better.
Skulduggery, Sneak. Take a tool.
If success can’t get you what you want (you hit, but
WARRIOR: Increase (d8) any 2 of Athletics, Melee,
it cant be harmed by mundane means!), you’ll at least
Strength-feat . Take a weapon.
get useful info or set up an advantage.
►Take or increase 3 skills, using these or others
LOAD: Carry as much as makes sense, but more
Archery, Athletics, Alchemy, Climb, Deceive, Disguise,
than one bulky item may hinder you at times.
Forage, Incantations, Intimidate, Inspire, Legerdemain,
ADVANCEMENT: After a quest, increase a skill Lore, Medicine, Melee, Persuade, Reading People, Reli-
(none �d8 �d10�d12) and gain 1 Coin (₡). Forego gion, Strength-feat, Skulduggery, Sneak, Track, Vehicles.
both to gain another spirit guide, max 4
► Take a backpack, a water-skin, and 2 ₡. Most
DEFENSE: Say how one of your items breaks to items cost ₡1 each. Ignore trivial transactions
turn a hit into a brief hindrance. Broken gear is (e.g. , crowbar, knife, meal).
useless until repaired or replaced. ARMOR: Hide (break once for defense), Scale
(break up to 2×, hinders sneaking), Plate (2₡, bulky,
HARM: Injuries take time and/or medical atten-
break up to 3×, hinders movement), Small Shield
tion to heal. If killed, make a new character to be
(brake once for defense), Large Shield (2₡, bulky,
introduced ASAP. Favor inclusion over realism.
break up to 2×)
RUNNING THE GAME: Lead the group in set-
LIGHT WEAPONS: Dagger, Longsword, Short-
ting lines not to cross in play. Fast-forward,
sword, Club, Scimitar, Mace, Shortbow, Spear etc.
pause, or rewind/redo scenes for pacing and
safety, and invite players to do likewise. Present HEAVY WEAPONS: 2₡, heavy, bulky, requires 2
dilemmas and problems you don’t know how to hands. Bastard Sword, Greataxe, Glaive, Warhammer
solve. Move the spotlight to give everyone time Longbow, Crossbow, etc.
to shine. Test periodically for bad luck (e.g. , run
Using a heavy weapon can help in some circum-
out of ammo, or into guards) — roll d6 to check
stances, but hinder in others, be aware.
for (1–2) trouble now or (3–4) signs of trouble.
Offer rulings to cover gaps in rules; double back TOOLS: Lock-picks, Medicine Pouch, Augury Stones,
during a break to revise unsatisfying rulings as a Tome of Knowledge, Climbing Gear, Hunting Traps,
group. Camping Kit, Herbalist Set, Alchemist Supplies, etc.
More games at https://chaosmeister.itch.io/
SPIRIT GUIDE DETAILS
► Roll for a spirit guide. Spirits always choose you. ► Invent or roll for personal details.
NAME
SPIRIT GUIDES
1 Aziz 6 Mihelca 11 Elberd 16 Inger
1 THE BEAR: You are supernaturally strong. 2 Nai 7 Elbek 12 Yunadi 17 Meret
Helps with strength-based skills. 3 Marin 8 Luiz 13 Jorn 18 Hann
2 THE BEAVER: Your teeth can bite through 4 Roja 9 Indir 14 Geir 19 Gry
any wood. No roll needed. 5 Zemir 10 Aza 15 Sjur 20 Fryd
3 THE BOAR: You rage in battle. Helps with
► Invent or roll your past. Gain your profession as
attacks against your assailants.
a (d8) Skill and the tools of the trade.
4 THE BROOK: You are never hindered in
PRIOR OCCUPATION
water and can stay submerged indefinitely.
1 Baker 11 Miller
5 THE BUTTERFLY: You can re-roll one roll
2 Blacksmith 12 Porter
per session for a better result.
3 Butcher 13 Roofer
6 THE DOVE: You can meditate and let your
4 Carpenter 14 Stonemason
spirit wander freely.
5 Cobbler 15 Tanner
7 THE FOX: You are a sly survivor. Helps with
6 Cook 16 Tax Collector
wilderness skills.
7 Farmer 17 Watchman
8 THE HARE: You agility is mythical. Helps
8 Locksmith 18 Weaver
with movement skills.
9 Locksmith 19 Wheelwright
9 THE MAMMOTH: When you charge, you
10 Merchant 20 Winemaker
can topple creatures several times your size.
10 THE MIST: You can cloud the perception of ► When asked by your calling or otherwise, roll
others, hindering them on Legerdemain 3+ one from each column to form an incantation.
11 THE MUSHROOM: You can share thoughts INCANTATIONS
and relay mental images between you and ELEMENT EFFECT FORM
your circle. No roll needed. 1 Animating 1 Amber 1 Armor
12 THE OAK: You are reborn once after death. 2 Avenging 2 Bark 2 Arrow
Roll for a new spirit and replace The Oak. 3 Banishing 3 Blood 3 Aura
13 THE OWL: You are eternally wise. Helps with 4 Binding 4 Bone 4 Beam
knowledge skills. 5 Charming 5 Crystal 5 Beast
14 THE RAVEN: You can imitate any sound or 6 Crushing 6 Fire 6 Blade
voice you have heard before. No roll needed. 7 Deceiving 7 Fog 7 Circle
15 THE ROCK: Your skin is so hard it can break 8 Hastening 8 Fungus 8 Cloak
up to 2× for defense. 9 Maddening 9 Light 9 Cloud
16 THE SNAKE: You are invisible in tall grass or 10 Paralyzing 10 Moss 10 Crown
underbrush. No roll needed. 11 Piercing 11 Rot 11 Field
17 THE SONGBIRD: Your voice can bewitch 12 Reflecting 12 Shadow 12 Gate
any creature. Helps with social skills. 13 Restoring 13 Soul 13 Gaze
18 THE SPIDER: You can climb any surface. 14 Revealing 14 Stasis 14 Mask
No roll needed. 15 Screaming 15 Stone 15 Ray
19 THE STAG: When giving orders or a speech, 16 Shielding 16 Thunder 16 Root
other circle members can include your Inspi- 17 Silencing 17 Vine 17 Shard
ration die in a roll. 18 Soothing 18 Water 18 Shield
20 THE WOLF: When you help, you roll your 19 Summoning 19 Wind 19 Wall
skill dice twice, taking the better result. 20 Warding 20 Worm 20 Word

Incantations based on Maze Rats Magic by Ben Milton (CC-BY 4.0)


You were a Farmer once. Or a cobbler or blacksmith. Then the spirits of the wild called you to the
Circle of Wardens, a group of defenders of all life against darkness and corruption. Empowered by spirit
guides, you face down threats from as small as a corrupt village elder to a maddened dragon attempting
to destroy the world. The Spirit Guides give you extraordinary mythical abilities to enable you to do so.
You are not ordinary folk anymore; you are WARDENS.

► Threats ► Quests
1 Ruthless bandits hiding in the woods. 1 Escape a strange and dangerous place.
2 A horde of relentless giants on the warpath. 2 Rebuild a long lost circle stronghold.
3 Guild of merchants consumed by greed. 3 Scout the area for any threats.
4 Royal house mercilessly exploiting the land. 4 Help the reconstruction of a razed hamlet.
5 Notorious crime-lord seeking riches. 5 Stop a vile ritual from being completed.
6 Crazed wizard creating chimeric monsters. 6 Defend a village from crushing opposition.
7 Uncannily intelligent undead villagers. 7 Reclaim a long lost relic.
8 Murderous cult of the seven daggers. 8 Solve the robbery of revered remains.
9 Cursed knight with insatiable hunger. 9 Deliver a message to a far away ally.
10 Vile priests spreading their believes. 10 Stop intruders in a sacred place.
11 Adventuring party looking for artifacts. 11 Learn the truth behind a myth.
12 Bloodthirsty dragon on a killing spree. 12 Guard an important artifact.
13 A band of rampaging ogres on a raid. 13 Save villagers from a corrupted beast.
14 Horrid demons seeking to end all existence. 14 Prepare a mighty feast for a high holiday.
15 Corrupt village elder with death cult believes. 15 Slay an unearthly monstrosity.
16 Heartbroken dryad searching for true love. 16 Transport gifts to a big celebration.
17 Furious wyvern looking for their offspring. 17 Disrupt a cults activities in the area.
18 Frenzied satyrs having an unbridled revelry. 18 Rattle the local brigands and robbers.
19 Ravenous lord expanding their lands. 19 Delve into recently uncovered ruins.
20 Depraved treant corrupting the wild. 20 Destroy a malevolent thing.

► Locations ► Relics and Artifacts, possible rewards


1 Disturbing cottage in noxious swamp land. 1 BOUNTIFUL SEED: When planted grows a
2 Grandiose sunken palace in a frigid lake. copious grove in a Week. Feeds a Village.
3 Weird clearing in a mushroom forest. Produces a new seed on the central Oak.
4 Ancient eyrie in cloud covered mountains. 2 CRYSTAL TABLET: Stores three Incanta-
5 Painted cave full of twisting tunnels. tions. When used up fills anew at dawn.
6 Overgrown ruins of an archaic city. 3 FEY CROWN: The wearer is unaffected by all
7 Besieged sprawling fortress city. incantations, harmful or beneficial.
8 Secluded picturesque hamlet. 4 MOON SICKLE: Glowing like a crescent
9 Bustling trading post at an enormous river. moon, destroys all undead on successful hit.
10 Populous nomadic camp on peaceful plains. 5 ORB OF INCANTATIONS: Exchange Ele-
11 Storm beaten rocky beach of black obsidian. ment, Effect and Form at will.
12 Isolated old fort in rugged wild hills. 6 RING OF FOREBEARS: Allows communion
13 Ash covered slopes of a smoldering volcano. with all former owners. Helps all skill rolls.
14 Cursed chateau in an overgrown garden. 7 SHAPING VEIL: Wear it to turn into any
15 Lonely tower in primeval forest. person or creature imaginable.
16 Remote grove of antediluvian oaks. 8 SPICE OF LIFE: Sprinkle on any food to
17 Forlorn citadel in jagged mountains. make it fresh and extraordinary savory.
18 Hidden ruins on an island in a misty lake. 9 THE KEY: Open all doors or create one out
19 Dazzling forest of giant flowers. of thin air leading to where the user wants.
20 Forgotten circle of timeworn monolith. 10 UNBREAKABLE BUCKLER: Breaks 1× for
defense, mends in d2 rounds.
Version 02. Text & layout by Marcus Burggraf adapted from 24XX SRD by Jason Tocci under a CC BY 4.0 license, Cover art by Beeple (Mike Winkelmann)

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