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Ancient (age 210-???). continue to build your hoard; roll to been pillaged.

If you lost your lair to a


LEGACY of the WYRM P 9 A 7 S 11 E 9 W 10 collect another 1d6 x 100 gc, then make rival dragon, you must resolve another
Hardened scales, but also one weak point. another Will check. This continues until conflict with them to retake your lair.
Legacy of the Wyrm is a solo role-playing Wings are weakened; eventually, they you pass the Will check. However, failing
game in which you portray an ancient become useless. even once results in a treasure hunter RESOLVE EVENTS. Roll 2d6 to determine
dragon as well as the scribe that is seeking you out. one major event that takes place during
recording the story of the dragon’s life. HOARD. You begin with a hoard of 0 gold the current cycle. Role play the event and
crowns (gc). Gain Knowledge. Your knowledge select traits to test if necessary.
As the dragon, you role play your life, increases by 1 each round and due to
starting as a small wyrmling, then living KNOWLEDGE (K). You begin with 0 events you resolve. Once you have 2d6 Event
your glory days as a mature dragon, and knowledge. accumulated 10 knowledge, there is a 1 in 2 Find a rare magical artifact.
finally experiencing your long twilight as 6 chance that a wizard will seek you out 3 Face a monster. +1 N.
an ancient, decrepit wyrm. NOTORIETY (N). You begin with 0 during the round. Test Eloquence; pass 4 Find an ancient text; +1 K.
notoriety. and the wizard is friendly, resulting in a 5 Mob of villagers attacks lair.
As the scribe, you write the story that the 6-8 No event; you slumber.
A ROUND OF PLAY shared exchange of knowledge. Add 1d6
dragon relays to you, attempting to parse 9 Dragon cultists ask for aid.
knowledge. However, fail, and things go
fact from fiction. 10 Sage studies with you; +1 K.
1. The Cycle of Years poorly; you must battle the wizard.
11 Defeat a hero. +1 N.
NEEDED TO PLAY 2. The Scribe 12 Find a mate.
Notoriety. Your notoriety increases based
3. The Interlude
• Two six-sided dice (d6) on the outcome of conflicts and events
4. Advance THE SCRIBE
that you resolve. Every 10 notoriety you
• A journal
THE CYCLE OF YEARS accumulate, there is a 1 in 6 chance that a
rival dragon seeks you out and challenges The First Cycle. Before writing about the
THE WYRM
dragon’s first cycle, describe both the
Every round you reflect on one decade of you.
TRAITS. Your traits are determined by your life as the dragon, starting as a 10- dragon’s lair and the ancient dragon itself.
your current age, changing over time. year-old wyrmling. Each cycle includes RESOLVE CONFLICTS. Once the checks
Record the Cycle. Each round, record the
• Physical. Strength, endurance. three steps: (1) make checks, (2) resolve have been made, face the resulting
dragon’s tale in your journal. You may
conflicts, and (3) resolve one event. conflicts in any order you choose. Select a
• Agility. Speed and coordination. embellish a bit to curry favor with the
narratively appropriate trait that you
• Scale. Defensive capability. dragon.
MAKE CHECKS. At the start of each 10- would like to test in order to resolve the
• Eloquence. Charm, persuasion, deceit.
year cycle, you must make a series of conflict. THE INTERLUDE
• Will. Willpower, spirit, resilience. checks; these checks will set up the
primary conflicts you’ll face that cycle. Treasure Hunters. If you defeat the During the interlude, narrate a brief scene
AGE. While you are now an ancient treasure hunters, then your hoard is safe.
dragon, you begin your tale to the scribe between the dragon and the scribe.
To make a check, roll 2d6 and compare Fail, and the treasure hunters steal 2d6 x
by recounting your time as a wyrmling of the result against the indicated trait. If 100 gc from your hoard. ADVANCE
age 10. As you age, you modify your trait you roll equal to or lower than the trait,
scores as well as gain new abilities. then you pass the check; if you roll higher Dragon Slayers. If you defeat the dragon At the end of the cycle, do the following:
than your trait, then you fail. slayer, then add 1 to notoriety. Fail, and • Increase your dragon’s age by 10 years.
Wyrmling (age 10-50). you flee your lair.
P 7 A 10 S 7 E 5 W 6 • Update your traits and abilities.
Sate Hunger. Make a Will check to stop • Begin a new cycle.
No wings or breath weapon yet. eating when sated. Fail and you kill too Wizard. If you defeat the wizard, then add
much livestock and possibly a maiden or 1 to notoriety. Fail, and you flee your lair. CREDITS
Adolescent (age 60-100).
two. This attracts the attention of a dragon
P 10 A 9 S 8 E 6 W 7 Rival. If you defeat the rival dragon, then
slayer whom you must face. Designed & written by Trent Seltzer •
Can now breath fire 1d6 times a day. add 1 to notoriety. Fail, and you flee.
Caslon Antique font courtesy of Alan Carr
Wings are fully developed. Lust for Gold. Roll 1d6 x 100. This is how
Fleeing Lair. If you flee, you leave your via Fontspace OFL • Legacy of the
much gc you accumulate. Then, make a Wyrm © 2022 by Trent Seltzer • Visit
Mature (age 110-200). hoard behind; lower your hoard to 0 and
Will check; pass and you are satisfied with Groovy Dad Games for more games.
P 11 A 8 S 9 E 7 W 9 reduce notoriety by 5. Next cycle, you can
the gold you’ve collected. Fail, and you
Can breathe fire at will. return to your lair, but 2d6 x 100 gc has

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