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Fantasy RPG Locations & Quests Guide

You were once an ordinary person such as a farmer or blacksmith, but were called to join the Circle of Wardens, defenders against threats to the natural world. Empowered by spirit guides, you face dangers from corrupt individuals to dragons. You have extraordinary abilities and are no longer an ordinary person, but a Warden protecting all life.

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Grigor Kolev
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0% found this document useful (0 votes)
256 views2 pages

Fantasy RPG Locations & Quests Guide

You were once an ordinary person such as a farmer or blacksmith, but were called to join the Circle of Wardens, defenders against threats to the natural world. Empowered by spirit guides, you face dangers from corrupt individuals to dragons. You have extraordinary abilities and are no longer an ordinary person, but a Warden protecting all life.

Uploaded by

Grigor Kolev
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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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)
RULES CHARACTERS SPIRIT GUIDE DETAILS
PLAY: Players describe what their characters do. ► Choose your character’s calling. ► Roll for a spirit guide. Spirits always choose you. ► Invent or roll for personal details.
The game moderator (GM) advises when an GUARDIAN: Increase (d8) any 2 of Melee, NAME
SPIRIT GUIDES
action is impossible, requires extra steps, Intimidate, Inspire. Take an armor. 1 Aziz 6 Mihelca 11 Elberd 16 Inger
demands a cost, or presents an avoidable risk. 1 THE BEAR: You are supernaturally strong. 2 Nai 7 Elbek 12 Yunadi 17 Meret
HUNTER: Increase (d8) any 2 of Archery, Forage,
Players only roll to avoid risks. Helps with strength-based skills. 3 Marin 8 Luiz 13 Jorn 18 Hann
Track. Take a weapon.
2 THE BEAVER: Your teeth can bite through 4 Roja 9 Indir 14 Geir 19 Gry
ROLLING: Roll a d6 skill die — higher with a rele-
MINSTREL: Increase (d8) any 2 of Inspire, any wood. No roll needed. 5 Zemir 10 Aza 15 Sjur 20 Fryd
vant skill, or d4 if hindered by injury or circum-
Persuade, Legerdemain. Take a tool. 3 THE BOAR: You rage in battle. Helps with
stances. If helped by circumstances, roll an extra ► Invent or roll your past. Gain your profession as
attacks against your assailants.
d6; if helped by an ally, they roll their skill die MYSTIC: Increase (d8) any 2 of Lore, Incantation, a (d8) Skill and the tools of the trade.
4 THE BROOK: You are never hindered in
and share the risk. Take the highest die. Religion. Choose an Incantation. Gain another for PRIOR OCCUPATION
water and can stay submerged indefinitely.
each Incantation skill increase. Once cast replace 1 Baker 11 Miller
1–2 Disaster. Suffer the full risk. GM decides if 5 THE BUTTERFLY: You can re-roll one roll
an incantation with a new one the next dawn. 2 Blacksmith 12 Porter
you succeed at all. If risking death, you die. per session for a better result.
3 Butcher 13 Roofer
SAGE: Increase (d8) any 2 of Alchemy, Lore, 6 THE DOVE: You can meditate and let your
3–4 Setback. A lesser consequence or partial 4 Carpenter 14 Stonemason
Medicine. Take a tool. spirit wander freely.
success. If risking death, you’re maimed. 5 Cobbler 15 Tanner
7 THE FOX: You are a sly survivor. Helps with
SHADOW: Increase (d8) any 2 of Deceive, 6 Cook 16 Tax Collector
5+ Success. The higher the roll, the better. wilderness skills.
Skulduggery, Sneak. Take a tool. 7 Farmer 17 Watchman
8 THE HARE: You agility is mythical. Helps
If success can’t get you what you want (you hit, but 8 Locksmith 18 Weaver
WARRIOR: Increase (d8) any 2 of Athletics, Melee, with movement skills.
it cant be harmed by mundane means!), you’ll at least 9 Locksmith 19 Wheelwright
Strength-feat . Take a weapon. 9 THE MAMMOTH: When you charge, you
get useful info or set up an advantage. 10 Merchant 20 Winemaker
can topple creatures several times your size.
►Take or increase 3 skills, using these or others
LOAD: Carry as much as makes sense, but more 10 THE MIST: You can cloud the perception of ► When asked by your calling or otherwise, roll
Archery, Athletics, Alchemy, Climb, Deceive, Disguise,
than one bulky item may hinder you at times. others, hindering them on Legerdemain 3+ one from each column to form an incantation.
Forage, Incantations, Intimidate, Inspire, Legerdemain,
11 THE MUSHROOM: You can share thoughts INCANTATIONS
ADVANCEMENT: After a quest, increase a skill Lore, Medicine, Melee, Persuade, Reading People, Reli-
and relay mental images between you and ELEMENT EFFECT FORM
(none �d8 �d10�d12) and gain 1 Coin (₡). Forego gion, Strength-feat, Skulduggery, Sneak, Track, Vehicles.
your circle. No roll needed. 1 Animating 1 Amber 1 Armor
both to gain another spirit guide, max 4
► Take a backpack, a water-skin, and 2 ₡. Most 12 THE OAK: You are reborn once after death. 2 Avenging 2 Bark 2 Arrow
DEFENSE: Say how one of your items breaks to items cost ₡1 each. Ignore trivial transactions Roll for a new spirit and replace The Oak. 3 Banishing 3 Blood 3 Aura
turn a hit into a brief hindrance. Broken gear is (e.g. , crowbar, knife, meal). 13 THE OWL: You are eternally wise. Helps with 4 Binding 4 Bone 4 Beam
useless until repaired or replaced. ARMOR: Hide (break once for defense), Scale knowledge skills. 5 Charming 5 Crystal 5 Beast
(break up to 2×, hinders sneaking), Plate (2₡, bulky, 14 THE RAVEN: You can imitate any sound or 6 Crushing 6 Fire 6 Blade
HARM: Injuries take time and/or medical atten-
break up to 3×, hinders movement), Small Shield voice you have heard before. No roll needed. 7 Deceiving 7 Fog 7 Circle
tion to heal. If killed, make a new character to be
(brake once for defense), Large Shield (2₡, bulky, 15 THE ROCK: Your skin is so hard it can break 8 Hastening 8 Fungus 8 Cloak
introduced ASAP. Favor inclusion over realism.
break up to 2×) up to 2× for defense. 9 Maddening 9 Light 9 Cloud
RUNNING THE GAME: Lead the group in set- 16 THE SNAKE: You are invisible in tall grass or 10 Paralyzing 10 Moss 10 Crown
LIGHT WEAPONS: Dagger, Longsword, Short-
ting lines not to cross in play. Fast-forward, underbrush. No roll needed. 11 Piercing 11 Rot 11 Field
sword, Club, Scimitar, Mace, Shortbow, Spear etc.
pause, or rewind/redo scenes for pacing and 17 THE SONGBIRD: Your voice can bewitch 12 Reflecting 12 Shadow 12 Gate
safety, and invite players to do likewise. Present HEAVY WEAPONS: 2₡, heavy, bulky, requires 2 any creature. Helps with social skills. 13 Restoring 13 Soul 13 Gaze
dilemmas and problems you don’t know how to hands. Bastard Sword, Greataxe, Glaive, Warhammer 18 THE SPIDER: You can climb any surface. 14 Revealing 14 Stasis 14 Mask
solve. Move the spotlight to give everyone time Longbow, Crossbow, etc. No roll needed. 15 Screaming 15 Stone 15 Ray
to shine. Test periodically for bad luck (e.g. , run 19 THE STAG: When giving orders or a speech, 16 Shielding 16 Thunder 16 Root
Using a heavy weapon can help in some circum-
out of ammo, or into guards) — roll d6 to check other circle members can include your Inspi- 17 Silencing 17 Vine 17 Shard
stances, but hinder in others, be aware.
for (1–2) trouble now or (3–4) signs of trouble. ration die in a roll. 18 Soothing 18 Water 18 Shield
Offer rulings to cover gaps in rules; double back TOOLS: Lock-picks, Medicine Pouch, Augury Stones, 20 THE WOLF: When you help, you roll your 19 Summoning 19 Wind 19 Wall
during a break to revise unsatisfying rulings as a Tome of Knowledge, Climbing Gear, Hunting Traps, skill dice twice, taking the better result. 20 Warding 20 Worm 20 Word
group. Camping Kit, Herbalist Set, Alchemist Supplies, etc.
More games at https://chaosmeister.itch.io/ Incantations based on Maze Rats Magic by Ben Milton (CC-BY 4.0)

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