Warden Reference Screen — Yochai Gal
← GM ScreensPCs have three abilities: STR (Strength), DEX (Dexterity), and WIL (Willpower), each scored 3–18.
Only roll when the outcome is uncertain and the stakes matter. If something is sincerely impossible, no roll will allow it.
A moment's rest and a swig of water restores all lost HP. This leaves the party exposed.
Damage that reduces HP below 0 removes the excess from STR. A STR save is then required to avoid Critical Damage.
| Score at 0 | Effect |
|---|---|
| STR = 0 | Death |
| DEX = 0 | Paralyzed |
| WIL = 0 | Delirious |
Ability loss recovers with a week's rest and a skilled healer.
After surviving a dangerous situation or overcoming a major obstacle, ask the player:
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.
Before calculating damage to HP, subtract the target's Armor value from the damage roll.
| Item | Armor | Note |
|---|---|---|
| Gambeson | +1 | |
| Brigandine | 1 | Bulky |
| Chainmail | 2 | Bulky |
| Plate | 3 | Bulky |
| Shield | +1 | Must be held |
| Helmet | +1 | Must be worn |
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.
Given time and safety, PCs can enhance a spell's impact at no extra cost.
If deprived or in danger when casting, the Warden may require a WIL save. Failure may cause extra Fatigue, spell destruction, injury, or death.
Magical items with a limited number of charges. Do not cause Fatigue. Require specific recharge conditions.
When the PCs encounter an NPC whose reaction is unclear, roll 2d6:
For random circumstances, roll d6: 4+ generally favors the players. 3 or under means bad luck for the PCs.
Create with 3d6 per ability, 1d6 HP, simple weapon (d6). Cost: 1–3gp per day or a share of treasure.
The standard coin is the gold piece (gp).
Treasure is highly valuable, usually bulky, and rarely useful beyond its worth and prestige. It tells a story about the place it came from.
| Category | Damage | Note |
|---|---|---|
| Unarmed | d4 | |
| Dagger, Staff, Sickle | d6 | |
| Sword, Mace, Axe | d8 | |
| Halberd, Warhammer | d10 | Bulky |
| Sling | d4 | |
| Bow | d6 | Bulky |
| Crossbow | d8 | Bulky |
Always deals 1d4 damage.
If multiple attackers target the same foe: roll all damage dice, keep the single highest result.
Attacking with two weapons simultaneously: roll both damage dice, keep the highest.
Triggered by: fighting from a position of weakness, bound hands, cover that hinders you, attacking a detachment as an individual.
Triggered by: attacking a helpless foe, a daring maneuver that clearly gives the upper hand, certain spells or abilities.
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.
Roll on the Scars table below instead of taking a Critical Damage save.
When a character dies, the player creates a new character or takes control of a hireling — who joins the party immediately.
Fleeing a dire situation requires a successful DEX save and a safe destination to run to.
Enemies must pass a WIL save to avoid fleeing when:
Some groups use their leader's WIL in place of their own.
Large groups of similar combatants fighting together are a single detachment.
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. |
| Monster | HP | Armor | STR | DEX | WIL | Attack | Notes |
|---|---|---|---|---|---|---|---|
| Root Goblin | 4 | — | 8 | 14 | 8 | Spear (d6) | Avoid combat unless advantaged. Prize Spellbooks. |
| Hooded Men | 12 | — | 9 | 12 | 14 | Leystaff (d8) | Critical: drain 1d4 WIL. Carry a Spellbook. |
| Cobblehound | 12 | 2 | 14 | 1 | 8 | Bite (d10) | Immobile construct guardian. Loves bones. |
| Wood Troll | 12 | — | 15 | 12 | 7 | Claws & bite (d8+d8 blast) | Can recover lost HP as an action. Critical: wounds sprout moss. |
| Frost Elf | 14 | 1 | 8 | 13 | 14 | Icicle dagger (d6) | Resistant to most magic. Beautiful, amoral. |
| Boggart | 3 | — | 4 | 17 | 13 | — | Trickster. Prizes relics. Knowing its true name grants control. |
| Score | Meaning | HP | Meaning |
|---|---|---|---|
| 3 | Deficient | 3 | Average creature |
| 6 | Weak | 6 | Hardy |
| 10 | Average | 10+ | Serious threat |
| 14 | Noteworthy | — | — |
| 18 | Legendary | — | — |
Roll d20 equal to or under your ability score to succeed.
1 = always success • 20 = always failure
Roll weapon damage, subtract armor.
4+ favors the players • 3 or under means bad luck for PCs
Enemy WIL save. Triggered on first casualty, half casualties, or lone foe at 0 HP.
Roll d20 or choose:
| Roll | Armor | Weapons |
|---|---|---|
| 1–3 | None | Dagger, Cudgel, or Staff |
| 4–14 | Brigandine (1, bulky) | Sword, Mace, or Axe |
| 15–19 | Chainmail (2, bulky) | Longbow, Crossbow, or Sling |
| 20 | Plate (3, bulky) | Halberd, Warhammer, or Battleaxe |
All PCs also start with: 3 days' rations, a torch, 3d6 gp.