Fieldwarden
Protectors of the harvest, defense against pests, thieves, and beasts. A position of great honor, while it lasts: many guardians do not live out their natural lives. Roll a second time on the Bonds table.
Names
Seed, Thresh, Dibber, Sow, Stalk, Harrow, Cobb, Flax, Briar, Rye
Starting Gear
- 3d6 Gold Pieces
- Rations (3 uses)
- Torch (3 uses)
- Brigandine (1 Armor, bulky)
- Sling (d6)
- Hand Axe (d6)
- Repellent (pick the type, 3 uses)
What got the better of you? Roll 1d6:
1 | A voracious swarm of pests that swallowed crops and animals alike. With nothing to defend, you left. Take Gale Seed Extract (3 uses). Ingesting it lets you sprint with a speed four times your regular rate. Afterward you add two Fatigue. |
2 | A crop spirit, angered by a poor tithing. The fires consumed nearly everything, and afterward you were able to gather a pouch of Fireseeds (d8, blast, 4 uses). |
3 | An antlered, toothy demon that nearly ended you. Take a blood-stained Bone Knife (d6). On Critical Damage, its next attack becomes enhanced from contact with blood. |
4 | The Withering, a type of stem rot from the Roots. Take a Diseased Crop (6 uses) that quickly decays any plant it touches. |
5 | Wolves, or so you thought. You are now a Werewolf [8 HP, 15 STR, 14 DEX, claws (d6+d6), bite (d8)]. Your WIL remains the same. You can turn at will (once per day) but must make a WIL save to revert. Anyone left alive from your attacks must make a WIL save to avoid infection. |
6 | Crop thieves. Not all of them survived, but you were outnumbered. Start with +d4 HP and a Cusped Falchion (d8). |
What tool saved your life? Roll 1d6:
1 | Bloodvine Whip | d8 damage. On Critical Damage, it drains the target’s blood, granting the weapon’s next attack the blast quality |
2 | Clatter Keeper | A hand-cranked device that emits a loud noise, frightening away most creatures. |
3 | Sun Stick | Provides ample warmth and light for up to one hour. Recharge: Leave in heavy sunlight for a full day. 1 use. |
4 | Root Tether | When thrown, binds a creature as large as a wolf to the soil for a short time. |
5 | Greenwhistle | A small flute that calms plants, making passage through areas heavy with plant life a bit easier. |
6 | Everbloom Band | A circlet adorned with flowers that never wilt. On Critical Damage, the flowers dissolve into dust, but you act as if your save succeeded (STR loss still occurs). |