Cairn

Warden Reference Screen — Yochai Gal

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Core Rules

Ability Scores & Saves

PCs have three abilities: STR (Strength), DEX (Dexterity), and WIL (Willpower), each scored 3–18.

Roll d20 equal to or under the relevant ability score to succeed.
1 is always a success. 20 is always a failure.

Which Ability?

  • STR — Physical power: lifting, bending bars, resisting poison.
  • DEX — Poise, speed, reflexes: dodging, climbing, sneaking, balancing.
  • WIL — Persuasion, deception, intimidation, magic.

When to Roll

Only roll when the outcome is uncertain and the stakes matter. If something is sincerely impossible, no roll will allow it.

Hit Protection (HP)

HP is not health. It reflects resilience, luck, and gumption. Characters start with 1d6 HP.

Recovery

A moment's rest and a swig of water restores all lost HP. This leaves the party exposed.

Ability Score Loss

Damage that reduces HP below 0 removes the excess from STR. A STR save is then required to avoid Critical Damage.

Score at 0Effect
STR = 0Death
DEX = 0Paralyzed
WIL = 0Delirious

Ability loss recovers with a week's rest and a skilled healer.

Inventory

PCs have 10 inventory slots: 6 in backpack, 1 per hand, 2 on upper body.
  • Most items occupy one slot. Small items can bundle.
  • Bulky items take 2 slots and are awkward to carry (typically two-handed).
  • Filling all 10 slots reduces the PC to 0 HP.
  • A PC cannot carry more than inventory allows.
  • Carts, horses, mules, and hirelings can increase carrying capacity.
  • The backpack doubles as an emergency sleeping bag if emptied.

Deprivation & Fatigue

A PC deprived of a crucial need (food, rest, water) cannot recover HP or ability scores.

Fatigue

  • After more than one day of deprivation, the PC gains 1 Fatigue per additional day.
  • Each Fatigue occupies one inventory slot.
  • Fatigue is removed after a full night's safe rest.
  • Casting spells also adds Fatigue.
  • Some events in the fiction may cause Fatigue.

Character Advancement

There is no XP. Characters grow through in-world events.

After surviving a dangerous situation or overcoming a major obstacle, ask the player:

  • Did you learn something important about the world or yourself?
  • Did you face a genuine risk of death and survive?
  • Did you use your wits, items, or connections in a new way?

A positive answer may warrant an ability score increase (reroll & keep if higher), a new skill, or a relevant ability acquired through training or experience.

Growth is narrative and earned, not tracked numerically.

Armor

Before calculating damage to HP, subtract the target's Armor value from the damage roll.

Maximum Armor: 3. No one may have more.
ItemArmorNote
Gambeson+1 
Brigandine1Bulky
Chainmail2Bulky
Plate3Bulky
Shield+1Must be held
Helmet+1Must be worn

Spellbooks & Magic

Spellbooks contain a single spell and take up one inventory slot. Anyone may cast by holding a Spellbook in both hands and reading it aloud.

Casting a spell always adds 1 Fatigue to inventory.

Enhanced Casting

Given time and safety, PCs can enhance a spell's impact at no extra cost.

Dangerous Conditions

If deprived or in danger when casting, the Warden may require a WIL save. Failure may cause extra Fatigue, spell destruction, injury, or death.

Scrolls

  • Do not take up an inventory slot.
  • Do not cause Fatigue.
  • Disappear after one use.

Relics

Magical items with a limited number of charges. Do not cause Fatigue. Require specific recharge conditions.

Reactions & NPCs

When the PCs encounter an NPC whose reaction is unclear, roll 2d6:

2 — Hostile 3–5 — Wary 6–8 — Curious 9–11 — Kind 12 — Helpful

Die of Fate

For random circumstances, roll d6: 4+ generally favors the players. 3 or under means bad luck for the PCs.

Hirelings

Create with 3d6 per ability, 1d6 HP, simple weapon (d6). Cost: 1–3gp per day or a share of treasure.

Wealth & Treasure

The standard coin is the gold piece (gp).

1 gp = 10 sp = 100 cp

Treasure is highly valuable, usually bulky, and rarely useful beyond its worth and prestige. It tells a story about the place it came from.

Common Weapon Damage

CategoryDamageNote
Unarmedd4 
Dagger, Staff, Sickled6 
Sword, Mace, Axed8 
Halberd, Warhammerd10Bulky
Slingd4 
Bowd6Bulky
Crossbowd8Bulky

Combat

Combat Sequence

1
Declare actions (all players state what they do before dice roll)
2
DEX save to act before opponents (when turn order is uncertain)
3
Roll weapon damage die, subtract target's Armor, deal remainder to HP
4
If HP reaches 0: excess damage hits STR → Critical Damage Save
5
On STR save failure: PC is out of action, dies within an hour if untreated

Attacking & Damage

Damage = Weapon Die − Target's Armor
(minimum 0 — armor can reduce to zero but not below)

Unarmed

Always deals 1d4 damage.

Multiple Attackers

If multiple attackers target the same foe: roll all damage dice, keep the single highest result.

Dual Weapons

Attacking with two weapons simultaneously: roll both damage dice, keep the highest.

Attack Modifiers

Impaired (disadvantage)

Roll 1d4 damage regardless of weapon die.

Triggered by: fighting from a position of weakness, bound hands, cover that hinders you, attacking a detachment as an individual.

Enhanced (advantage)

Roll 1d12 damage.

Triggered by: attacking a helpless foe, a daring maneuver that clearly gives the upper hand, certain spells or abilities.

Blast

Affects all targets in the noted area. Roll separately for each affected character. Includes explosions, sweeping onslaughts, meteorite impacts. If unsure how many targets: roll the damage die for a count.

Critical Damage & Death

When HP drops below 0: subtract remainder from STR, then make a STR save.
  • Save passes: PC is badly hurt but continues.
  • Save fails: PC falls — can only crawl, grasping for life. Dies within one hour without aid.

HP Reduced to Exactly 0

Roll on the Scars table below instead of taking a Critical Damage save.

Unconsciousness & Death

When a character dies, the player creates a new character or takes control of a hireling — who joins the party immediately.

Retreat

Fleeing a dire situation requires a successful DEX save and a safe destination to run to.

Morale

Morale does not apply to PCs — only to enemy groups and NPCs.

Enemies must pass a WIL save to avoid fleeing when:

  • They take their first casualty.
  • They have lost half their number.
  • A lone foe is reduced to 0 HP.

Some groups use their leader's WIL in place of their own.

Detachments

Large groups of similar combatants fighting together are a single detachment.

  • Critical damage routes or weakens the detachment.
  • 0 STR destroys it entirely.
  • Individual attacks against a detachment are impaired (except Blast).
  • Detachment attacks against individuals are enhanced and deal Blast damage.

Scars Table (HP reduced to exactly 0)

Look up the result based on total damage taken in the attack that brought HP to 0.

Dmg Scar Effect
1 Lasting Scar Roll d6: 1 Neck, 2 Hands, 3 Eye, 4 Chest, 5 Legs, 6 Ear. Roll d6; if higher than max HP, take new result.
2 Rattling Blow Disoriented and shaken. Describe how you refocus. Roll d6; if higher than max HP, take new result.
3 Walloped Sent flying, winded, deprived until rested a few hours. Roll d6 and add to max HP.
4 Broken Limb Roll d6: 1–2 Leg, 3–4 Arm, 5 Rib, 6 Skull. Once mended, roll 2d6; if higher than max HP, take new result.
5 Diseased Gross infection. When recovered, roll 2d6; if higher than max HP, take new result.
6 Reorienting Head Wound Roll d6: 1–2 STR, 3–4 DEX, 5–6 WIL. Roll 3d6; if higher than current score, take new result.
7 Hamstrung Barely move until serious help and rest. After recovery, roll 3d6; if higher than max DEX, take new result.
8 Deafened Cannot hear until extraordinary aid. Make a WIL save; if you pass, increase max WIL by 1d4.
9 Re-brained Hidden part of psyche knocked loose. Roll 3d6; if higher than max WIL, take new result.
10 Sundered An appendage torn off or crippled. Warden decides which. WIL save; if pass, increase max WIL by 1d6.
11 Mortal Wound Deprived and out of action. Die in one hour unless healed. Roll 2d6 on recovery; take as new max HP.
12 Doomed Death seemed close but you survived. If your next Critical Damage save fails, you die horribly. If you pass: roll 3d6; if higher than max HP, take new result.

Bestiary Reference

Monster HP Armor STR DEX WIL Attack Notes
Root Goblin 48148 Spear (d6) Avoid combat unless advantaged. Prize Spellbooks.
Hooded Men 1291214 Leystaff (d8) Critical: drain 1d4 WIL. Carry a Spellbook.
Cobblehound 1221418 Bite (d10) Immobile construct guardian. Loves bones.
Wood Troll 1215127 Claws & bite (d8+d8 blast) Can recover lost HP as an action. Critical: wounds sprout moss.
Frost Elf 14181314 Icicle dagger (d6) Resistant to most magic. Beautiful, amoral.
Boggart 341713 Trickster. Prizes relics. Knowing its true name grants control.

Monster Creation Guidelines

ScoreMeaningHPMeaning
3Deficient3Average creature
6Weak6Hardy
10Average10+Serious threat
14Noteworthy
18Legendary

Dice Roller

Quick Roll

Click a die

Save Roller

Roll d20 equal to or under your ability score to succeed.

Set attribute and roll

1 = always success  •  20 = always failure

Damage Roller

Roll weapon damage, subtract armor.

Configure and roll

Roll History

  • No rolls yet

Character Tracker

Slot colors: Used   Fatigue   Right-click slot = Fatigue

Warden Tools

Name Generator

Click to generate a name

Character Background

Click to generate a full background

Omen / Portent

Click to draw an omen from the Wood…

Random Treasure

Click to reveal a treasure

Random Relic

Click to find a relic

NPC Reaction (2d6)

Roll to determine NPC disposition
2 — Hostile 3–5 — Wary 6–8 — Curious 9–11 — Kind 12 — Helpful

Die of Fate (d6)

Roll for random circumstances

4+ favors the players  •  3 or under means bad luck for PCs

Morale Check

Enemy WIL save. Triggered on first casualty, half casualties, or lone foe at 0 HP.

Set WIL and check

Backgrounds Reference

Roll d20 or choose:

1 Alchemist11 Magician 2 Blacksmith12 Mercenary 3 Butcher13 Merchant 4 Burglar14 Miner 5 Carpenter15 Outlaw 6 Cleric16 Performer 7 Gambler17 Pickpocket 8 Gravedigger18 Ranger 9 Herbalist19 Servant 10 Hunter20 Smuggler

Starting Gear Reference (d20)

RollArmorWeapons
1–3NoneDagger, Cudgel, or Staff
4–14Brigandine (1, bulky)Sword, Mace, or Axe
15–19Chainmail (2, bulky)Longbow, Crossbow, or Sling
20Plate (3, bulky)Halberd, Warhammer, or Battleaxe

All PCs also start with: 3 days' rations, a torch, 3d6 gp.

Warden Notes

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