100% found this document useful (1 vote)
2K views

Cairn PDF

This document provides an overview of the rules and principles for playing Cairn, an adventure game where players take on the role of hardened adventurers exploring a dark fantasy world. The game emphasizes player choice, danger, and cooperation. Character creation involves rolling for traits and abilities, and starting with a limited inventory. The Warden's role is to provide information to help players solve problems, while maintaining a neutral stance. Death is possible, but telegraphed to avoid random outcomes. The goal is an emergent narrative focused on problem-solving and character growth through experience.

Uploaded by

lawdawg
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
100% found this document useful (1 vote)
2K views

Cairn PDF

This document provides an overview of the rules and principles for playing Cairn, an adventure game where players take on the role of hardened adventurers exploring a dark fantasy world. The game emphasizes player choice, danger, and cooperation. Character creation involves rolling for traits and abilities, and starting with a limited inventory. The Warden's role is to provide information to help players solve problems, while maintaining a neutral stance. Death is possible, but telegraphed to avoid random outcomes. The goal is an emergent narrative focused on problem-solving and character growth through experience.

Uploaded by

lawdawg
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
You are on page 1/ 20

Cairn is an adventure game for one This work would not exist without Into

facilitator (the Warden) and at least one The Odd by Chris McDowall.
other player.
Based on Knave by Ben Milton, Weird
Players act as hardened adventurers, North by Jim Parkin both licensed for
exploring a dark, mysterious Wood filled reuse under CC BY 4.0. Inventory system
with strange folk, hidden treasure and inspired by Mausritter by Isaac Williams.
unspeakable monstrosities.
All art is sourced from the public domain.
This game was written with the following Cover art by Wilhelm Jordan.
design philosophies in mind:
Written by Yochai Gal. Licensed for reuse
under CC BY 4.0.

Player Choice Principles


Players should always understand the Guidelines for both the Warden designed
reasons behind the choices they’ve made, to foster a play experience defined by
and information about potential risks problem solving, critical thinking,
should be provided freely and frequently. exploration, and an emergent narrative.

Death Growth
Player characters may be powerful, but Characters are changed through diegetic
also vulnerable to harm in its many forms. (in-world) advancement, gaining new
Death is always around the corner, but it is skills and abilities by surviving dangerous
never random or without warning. events and overcoming obstacles.

No Classes Neutrality
A Player Character’s role is not limited by The Warden’s role is to portray the rules,
a single class. Instead, the equipment they situations, NPCs and narrative clearly,
carry defines their specialty. while acting as a neutral arbiter.

Shared Objectives Difficulty


Players trust one another to engage with Dice do not necessarily reflect an
the shared setting, character goals and obstacle’s difficulty or challenge level.
party challenges. Therefore, the party is Instead, the likelihood of success or failure
typically working together towards a is arbitrated by the Warden in a dialogue
shared goal, as a team. with the players, appropriate to the fiction.

2
Principles for Wardens
Information: Preparation:
 Afford players with real information as  The game world is organic, malleable,
they explore the world. and random. It intuits and makes sharps
 Players do not need to roll dice to learn turns.
about their circumstances.  Leverage random tables and generators
 Be helpful and direct with your answers to develop situations rather than stories
to their questions. or plots.
 Respond honestly, describe consistently,  NPCs remember what players say and
and always let them know they can keep do to them and the world around them.
asking questions.  No one wants to die for no reason.
Infuse survivability and self-interest into
Difficulty:
every personality.
 Default to context and realism rather
than numbers and mechanics. Narrative Growth:
 If something the players want to do is  Emergent experience of play is what
sincerely impossible, no roll will allow matters, not math or character abilities.
them to do it.  Give the players weapon trainers and
 Is what the player describes and how personal quests to facilitate their
they leverage the situation sensible? Let improvement and specialization.
it happen.  Pay attention to the needs and wants of
 Saves cover a great deal of uncertain the players, then put realistic
situations, and are often all that is opportunities in their path.
necessary for risky actions.  A dagger to your throat will kill you,
regardless of your expensive armor and
Danger:
impressive training.
 The game world produces real risk of
pain and death for the player characters. Treasure:
 Telegraph serious danger to players  A Treasure is specific to the
when it is present. The more dangerous, environment wherein it is recovered. It
the more obvious. tells a story.
 Put traps in plain sight and let the  Treasure is highly valuable, almost
players take time to figure out a always bulky, and rarely useful beyond
solution. its worth and prestige.
 Give players opportunities to solve  Relics are not Treasure, though they are
problems and interact with the world. useful and interesting.
 Use Treasure as a lure to exotic
Choice:
locations and under the protection of
 Give players a solid choice to force intimidating foes.
outcomes when the situation lulls.
 Use binary “so, A or B?” responses Die of Fate:
when their intentions are vague.  Occasionally you will want an element
 Work together with this conversational of randomness (e.g. the weather,
progress to keep the game moving. character knowledge, etc.).
 Ensure that their actions leave their  In these situations, roll 1d6. A roll of 4
mark on the game world. or more generally favors the players.
 A roll of 3 or under tends to mean bad
luck for the PCs or their allies.

3
Principles for Players
Agency: Caution:
 Attributes and related saves do not  Fighting is a choice, and rarely a wise
define your character. They are tools. one; consider whether violence is the
 Don’t ask only what your character best way to achieve your goals.
would do, ask what you would do, too.  Try to stack the odds in your favor, and
 Be creative with your intuition, items, retreat when things seem unfavorable.
and connections.
Planning:
Teamwork:  Think of ways to avoid your obstacles
 Seek consensus from the other players through reconnaissance, subtlety, and
before barreling forward. fact-finding.
 Stay on the same page about goals and  Do some research and ask around about
limits, respecting each other and your objectives.
accomplishing more as a group than
individuals. Ambition:
 Set goals and use your meager means to
Exploration: take steps forward.
 Asking questions and listening to detail  Expect nothing. Earn your reputation.
is more useful than any numbers, items,  Keep things moving forward and play to
or skills you have. see what happens.
 Take the Warden’s description without
suspicion, but don’t shy away from
seeking more information.
 There is no single correct way forward.
Talking:
 Treat NPCs as if they were real people,
and rely on your curiosity to safely gain
information and solve problems.
 You'll find that most people are
interesting, and will want to talk things
through before getting violent.

4
Character Creation
Traits Inventory
First, choose or roll a name for your Characters have a total of 10 inventory
character, then roll their age (2d20+10). slots: a backpack with six slots, along with
one slot for each hand and two for the
Then, choose or roll the rest of their traits body (belt, chest, head etc.). Most items
such as physical appearance, mannerisms, take up one slot, although small items can
past and background, etc. using the Trait be bundled together into a single slot.
tables on page 7.
Bulky items take up two slots in a
Ability Scores backpack, and are typically two-handed or
awkward.
Player Characters (PCs) have only three
abilities: Strength (STR), Dexterity Anyone carrying a full inventory (e.g.
(DEX), and Willpower (WIL). When filling all 10 slots) is reduced to 0 HP. A
creating a PC, roll 3d6 for each of their PC cannot typically carry more than their
abilities, in order. They may swap two of inventory allows.
the results.
Example: Ines rolls for her PC’s STR, Starting Gear
resulting in a 2, a 4 and a 6, totaling 12. Next, roll on the Starting Gear tables
The next two ability rolls result in a 9 for (page 8) to determine starting armor,
DEX and a 13 for WIL. She decides to weapons, tools and equipment. PCs begin
swap the 12 and the 9, for a PC with 9 with 3d6 Gold Pieces.
STR, 12 DEX and 13 WIL.
See the Equipment List on page 11 for
related armor, damage and slot values.
Hit Protection Some of the smaller items can be bundled
Roll 1d6 to determine your PC’s starting together into one slot (usually with Gold).
Hit Protection (HP), which acts as a sort
of gauge for a character’s ability to avoid Roll a d100 on the Spells tables only if
serious damage. HP does not indicate a indicated by the Bonus Items table.
character’s health or fortitude; nor do they Alternatively, roll 2d10 and use one dice
lose it for very long. See Healing, page 12. as the ones place, one as the tens place.
If you feel like choosing from a list of
Character Packages instead, see page 10.

Party Inventory
In addition to their Starting Gear, the Each resource is bulky; try to distribute
party of characters begins with the these resources across each party member
following expeditionary resources: evenly (ie one character has Illumination,
another has Rations, etc.).
● Rations (food, water, mess kits)
● Illumination (torches, lanterns, fuel) So long as each resource is intact, assume
● Climbing Gear (rope, pitons, gloves) there is enough for everyone. There are no
● Camping Gear (tents, bedrolls, tarps) rules for how quickly these items are used
up; that is entirely up to the Warden (as
well as plain common sense).

5
Name & Background (d20)
Female Names
1 Morgwen 6 Drelil 11 Lirann 16 Elgile
2 Moralil 7 Thegwin 12 Lisabeth 17 Cannora
3 Wenain 8 Breagan 13 Henaine 18 Ygwal
4 Yslen 9 Lirathil 14 Beatrice 19 Theune
5 Esme 10 Agune 15 Wenlan 20 Griya

Male Names
1 Gringle 6 Breagle 11 Cwinglid 16 Gruwth
2 Breyir 7 Melnax 12 Theglid 17 Grinwit
3 Ethex 8 Mannog 13 Gruwid 18 Breglor
4 Yirmeor 9 Arwel 14 Boroth 19 Orthax
5 Clewd 10 Wenlan 15 Borrid 20 Canhoreal

Surnames
1 Cormick 6 Weavilman 11 Addercap 16 Thatcher
2 Abernathy 7 Loomer 12 Dunswallow 17 Harper
3 Crumwaller 8 Burl 13 Smythe 18 Candlewick
4 Glass 9 Wolder 14 Tolmen 19 Harkness
5 Getri 10 Malksmilk 15 Swinney 20 Sunderman

Background
1 Alchemist 6 Cleric 11 Magician 16 Performer
2 Beggar 7 Cook 12 Mariner 17 Pickpocket
3 Butcher 8 Cultist 13 Mercenary 18 Smuggler
4 Burglar 9 Gambler 14 Merchant 19 Student
5 Charlatan 10 Herbalist 15 Outlaw 20 Ranger

6
Character Traits (d10)
1. Physique 6. Clothing
1 Statuesque 6 Athletic 1 Antique 6 Elegant
2 Brawny 7 Lanky 2 Bloody 7 Frayed
3 Towering 8 Short 3 Rancid 8 Filthy
4 Stout 9 Scrawny 4 Soiled 9 Livery
5 Rugged 10 Flabby 5 Frumpy 10 Filthy

2. Skin 7. Virtue
1 Dark 6 Oily 1 Ambitious 6 Merciful
2 Birthmark 7 Pale 2 Courageous 7 Humble
3 Tanned 8 Perfect 3 Disciplined 8 Tolerant
4 Pockmarked 9 Rosy 4 Honorable 9 Gregarious
5 Weathered 10 Tattooed 5 Serene 10 Cautious

3. Hair 8. Vice
1 Bald 6 Long 1 Aggressive 6 Vengeful
2 Braided 7 Wispy 2 Bitter 7 Lazy
3 Oily 8 Filthy 3 Craven 8 Nervous
4 Wavy 9 Frizzy 4 Deceitful 9 Rude
5 Curly 10 Luxurious 5 Greedy 10 Vain

4. Face 9. Reputation
1 Chiseled 6 Elongated 1 Oddball 6 Dangerous
2 Square 7 Broken 2 Wise 7 Honest
3 Bony 8 Soft 3 Respected 8 Boor
4 Sharp 9 Rat-like 4 Ambitious 9 Lazy
5 Sunken 10 Round 5 Repulsive 10 Entertainer

5. Speech 10. Misfortunes


1 Blunt 6 Formal 1 Abandoned 6 Defrauded
2 Booming 7 Stuttering 2 Addicted 7 Demoted
3 Droning 8 Precise 3 Blackmailed 8 Discredited
4 Gravelly 9 Squeaky 4 Condemned 9 Disowned
5 Cryptic 10 Whispery 5 Cursed 10 Exiled

7
Starting Gear (d20)
Armor
1-3 4-14 15-19 20

No armor Brigandine Chainmail Plate

Helmets and Shields


1-13 14-16 17-19 20

None Helmet Shield Helmet & Shield

Weapons
1-5 6-14 15-19 20

Dagger, cudgel, Sword, mace, Longbow, crossbow, Halberd, warhammer,


staff axe sling battleaxe

Expeditionary Gear
1 Antitoxin 6 Crowbar 11 Wolfsbane 16 Pole, 10ft
2 Pulleys 7 Tinderbox 12 Fire Oil 17 Large Sack
3 Large Trap 8 Grappling Hook 13 Padlock 18 Repellant
4 Chain, 10ft 9 Hammer 14 Manacles 19 Spirit Ward
5 Chalk 10 Waterskin 15 Mirror 20 Dowsing Rod

Tools
1 Air bladder 6 Saw 11 Fishing Rod 16 Net
2 Sealant 7 Bucket 12 Marbles 17 Tongs
3 Shovel 8 Caltrops 13 Glue 18 Lockpicks
4 Bellows 9 Chisel 14 Pick 19 Metal file
5 Grease 10 Hand-Drill 15 Hourglass 20 Nails

Trinkets
1 Incense 6 Bottle 11 Fake jewels 16 Face paint
2 Sponge 7 Soap 12 Blank hook 17 Whistle
3 Lens 8 Spyglass 13 Card deck 18 Instrument
4 Perfume 9 Tar pot 14 Dice set 19 Quill & ink
5 Horn 10 Twine 15 Cook pots 20 Small bell

Bonus Item (roll on table indicated)


1-6 6-13 13-17 17-20
Weapon Tool or Trinket Expeditionary Gear Spellbook

8
Spellbooks (d100)
Spell Descriptions: Pages 17-19
1 Adhere 26 Earthquake 51 Masquerade 76 Smoke Form
2 Anchor 27 Elasticity 52 Miniaturize 77 Snail Knight
3 Animate Object 28 Elemental Wall 53 Mirror Image 78 Sniff
4 Anthropomorphize 29 Filch 54 Mirrorwalk 79 Sort
5 Arcane Eye 30 Flare 55 Multiarm 80 Spectacle
6 Astral Prison 31 Fog Cloud 56 Night Sphere 81 Spellsaw
7 Attract 32 Frenzy 57 Objectify 82 Spider Climb
8 Auditory Illusion 33 Gate 58 Ooze Form 83 Summon Cube
9 Babble 34 Gravity Shift 59 Pacify 84 Swarm
10 Bait Flower 35 Greed 60 Phobia 85 Telekinesis
11 Beast Form 36 Haste 61 Pit 86 Telepathy
12 Befuddle 37 Hatred 62 Primal Surge 87 Teleport
13 Body Swap 38 Hear Whispers 63 Push/Pull 88 Target Lure
14 Charm 39 Hover 64 Raise Dead 89 Thicket
15 Command 40 Hypnotize 65 Raise Spirit 90 Summon Idol
16 Comprehend 41 Icy Touch 66 Read Mind 91 Time Control
17 Cone of Foam 42 Identify Owner 67 Repel 92 True Sight
18 Control Plants 43 Illuminate 68 Scry 93 Upwell
19 Control Weather 44 Invisible Tether 69 Sculpt Elements 94 Vision
20 Cure Wounds 45 Knock 70 Sense 95 Visual Illusion
21 Deafen 46 Leap 71 Missile Shield 96 Ward
22 Detect Magic 47 Liquid Air 72 Shroud 97 Web
23 Disassemble 48 Magic Dampener 73 Shuffle 98 Widget
24 Disguise 49 Manse 74 Sleep 99 Wizard Mark
25 Displace 50 Marble Craze 75 Slick 100 X-Ray Vision

9
Optional Gear Packages
Cleric Fighter
Warhammer (d10, bulky) Glaive (d10, bulky)
Chainmail (2 Armor) Scimitar (d8)
Gauntlets (+1 Armor) Shortsword (d6)
Heavy cloak Splintmail (1 Armor)
Holy symbol Tobacco pouch
Incense Dice set

Dowser Hunter
Sickle (d6) Longbow (d8, bulky)
Patchwork doublet (1 Armor) Hatchet (d6)
Dowsing rod Padded leathers (1 Armor)
Wand (random spell) Large trap
Bottle of ley-touched water Bloodhound (2 HP, Bite [d6])
Spyglass Horn

Dwarf Knight
Prickly root (d6) Longsword (d8)
Pinecone lattice (1 Armor) Chainmail (2 Armor, bulky)
Trowel and tongs Shield (+1 Armor)
Jar of forest ants Heraldic cape
Poisonous mushroom Manacles
Hand-drill Tar pot

Elf Magic-User
Elegant sword (d8) Arcane stave (d6, random spell)
Recurve bow (d8) Spellbook (random spell)
Gilt clothing (1 Armor) Spellbook (random spell)
Rune (random spell) Distinguished robes
Golden Fae flute Potion of Haste (one use)
Air Bladder Spirit Ward

Friar Thief
Divine stave (d6, random spell) Two daggers (d6+d6)
Simple robes Hooded jerkin (1 Armor)
Censer & bottle of holy water Lockpicks
Jug of honey wine Bag of caltrops
Folk songbook Bag of marbles
Antitoxin Metal file

10
Equipment List (Prices in Gold Pieces)
Armor
Shield (Armor +1) 10
Helmet (Armor +1) 10
Gambeson (Armor +1) 15
Brigandine (Armor 1, bulky) 20
Chainmail (Armor 2, bulky) 40
Plate (Armor 3, bulky) 60

Weapons
Dagger, Cudgel, Sickle, Staff, etc. (d6 damage) 5
Spear, Sword, Mace, Axe, Flail, etc. (d8 damage) 10
Halberd, War Hammer, Long Sword , etc. (d10 damage, bulky) 20
Sling (d4 damage) 5
Bow (d6 damage, bulky) 20
Crossbow (d8 damage, bulky) 30

Tools & Gear


Air Bladder 5 Ladder (bulky, 10ft) 10
Large Trap 20 Large Sponge 5
Bellows 10 Lens 10
Black Grease 10 Loaded Cards or Dice 5
Block and Tackle 30 Lockpicks 25
Book 300 Manacles 10
Bottle/Vial 1 Metal File 5
Bucket 5 Mirror 5
Caltrops (bag) 10 Musical Instrument 100
Camping Gear (bulky) 60 Net 10
Climbing Gear (bulky) 50 Oilskin Bag 5
Chain (10ft) 10 Rations (bulky) 30
Chalk 1 Oilskin Trousers 10
Chisel 5 Padlock and Key 20
Cookpots 10 Glowdust 30
Crowbar 10 Pole (10ft) 5
Drill 10 Quill and Ink 1
Face Paint/Makeup 10 Sack 1
Fire Oil 10 Saw 10
Fishing Rod/Tackle 10 Shovel 10
Glass Marbles (bag) 5 Small Bell 20
Glue (bottle) 1 Spike (Iron) 5
Grappling Hook 10 Spiked Boots 5
Hammer 10 Spyglass 200
Holy Water 25 Tar (Pot) 10
Horn 10 Twine (300ft) 5
Hourglass 100 Wagon (8 slots) 1000
Illumination Supplies (bulky) 40 Whistle 5
Incense (packet) 10 Wolfsbane 10

11
Rules
Abilities Healing
Each of the three abilities are used in Resting for a few moments and having a
different circumstances. drink of water restores lost HP, but leaves
the party exposed. Ability loss can usually
Strength (STR): Used for saves requiring be restored with a week’s rest facilitated
physical power, like lifting gates, bending by a priest, healer, or another appropriate
bars, etc. source of expertise. Some of these services
Dexterity (DEX): Used for saves requiring may be free, while expedient means may
poise, speed, and reflexes, like dodging, come with cost.
climbing, sneaking, balancing, etc.
Armor
Willpower (WIL): Used for saves to
Armor subtracts its score from the result of
persuade, deceive, interrogate, intimidate,
damage rolls against the wearer, before
charm, provoke, manipulate spells, etc.
HP. Items (such as a shield) will provide
bonus defense (ex: +1 Armor), but only
Saves while the item is held.
A save is a roll to avoid bad outcomes
from risky choices and circumstances. One cannot have more than Armor 3,
PCs roll a d20 for an appropriate ability although shields, gauntlets, and helms may
score. If they roll equal to or under to that provide additional defensive benefits
ability score, they pass. Otherwise, they according to their use.
fail. A result of a 1 is always a success,
and a 20 is always a failure. NPCs
Example: Bea encounters a group of Reactions
When the PCs encounter an NPC whose
heavily-armed Goblins standing guard to a
reaction to the party is not obvious, the
subterranean tunnel. Her player carefully
Warden may roll 2d6 and consult the
plots a course, realizing that her
following table.
character’s 13 DEX makes sneaking past
the guards her best option. She rolls a 2 3-5 6-8 9-11 12
single d20, resulting in a 10 – a success.
Hostile Wary Curious Kind Helpful
Deprivation & Fatigue Morale
Anyone deprived of crucial need(s) is NPCs and monsters must pass a WIL save
unable to benefit from any healing. If a PC to avoid fleeing when they take their first
is deprived for more than a day, the casualty, and again when they lose half of
character adds a Fatigue point to their their number.
inventory. Fatigue typically occupies one
slot without benefit, Groups with a leader use the leader’s WIL
in place of their own. Lone foes must save
PCs can carry multiple points of Fatigue, when they’re reduced to 0 HP. Morale
either as a result of events occurring in the does not affect PCs.
fiction, or by casting spells. It lasts until
the PC is able to recuperate in safety (such
as a good night’s sleep).

12
Wealth & Treasure Casting Spells
The most common coin is the gold piece Anyone can cast a spell by holding a
(gp), which is equal to 10 silver pieces Spellbook in both hands and reading its
(sp), and 100 copper pieces (cp). contents aloud.
Treasure is highly valuable, usually Casting a spell gives one point of Fatigue
bulky, and rarely useful beyond its value. to the PC, occupying a single slot in their
inventory.
Treasure can be a lure for PCs, taking them
to exotic or dangerous locations, often Given time and safety, PCs can enhance a
under the protection of intimidating foes. spell (e.g. affecting multiple targets,
increasing its power, etc.) without any
Villages, strongholds, and ports of call additional cost.
barter and trade based on the local rarity
and value of any item or commodity. If the PC is deprived or under grave
danger, the Warden may require a WIL
If an item of interest is not listed in the save to avoid any ill-effects. Consequences
equipment list, the Warden should of failure are on par with the intended
determine its rarity or value accordingly. effect, and may result in Fatigue, Ability
loss, destruction of the Spellbook, or death.
Hirelings
Player characters can hire hirelings to aid Relics
their expeditions in various ways. Relics are magic items imbued with a
To create a hireling, roll 2d6 for each single spell that do not Fatigue the caster.
Ability Score, then give them 1 HP and a They are not Treasure.
simple weapon (d6). Relics sometimes have a limited use, as
Hirelings have six inventory slots and can well as a recharge condition. An ancient
only hold a single bulky item. Hireling rune imbued with Haste may need to be
costs are between 1gp per day or a share of left in a rushing river to regain its charges.
whatever treasure the party obtains. Example Relics
Honeyclasp, 3 charges. A rusted ring that
Spellbooks shrinks the bearer to 6” tall. Place in a
Spellbooks contain a single spell, and take thimble-sized cup of royal jelly to
up one slot. They cannot be transcribed or recharge.
created; instead they are recovered from
Falconer’s Friend, 1 charge. A bolt-
tombs, dungeons and manors.
shaped wand carrying the Haste spell. Fire
Spellbooks may also display unusual from a crossbow to recharge.
properties such as producing a foul or
Staff of Silence, 1 charge. When activated,
unearthly smell when opened, being
this blackened rod temporarily disables all
legible only in total darkness, and even
magic within a 50ft radius. After one hour,
possessing an innate intelligence, as well
the rod becomes completely mundane.
as a means to communicate.
Leycap, 1 use. Ingesting this green-flecked
Openly carrying Spellbooks will attract the
mushroom absorbs all Fatigue. A WIL
attention of those who seek the arcane
save is required to overcome its addictive
power within.
properties; otherwise become deprived.

13
Combat
Rounds If multiple attackers target the same foe,
The game typically plays without strict players should roll all damage dice and
time accounting. In a fight or circumstance keep the single highest result.
where granular timing is helpful, use
Example: The Wood Troll roars as Bea,
rounds to keep track of when something
currently at 6 HP, ducks away from its
occurs. A round is roughly ten seconds of
attack. The brute then lifts up a large club,
in-game time. On a round, characters may
swinging it at her fleeing opponent for
take an action and move within reason.
1d10 damage. The Warden rolls a 5
Actions subtracting 1 to account for Bea’s Leather
On their turn, a character may move up to Armor. She loses 4 HP, leaving her with
40ft and take up to one combat action. This only 2 HP remaining.
may be casting a spell, attacking, making a
Attack Modifiers
second move, or any other action deemed
If fighting from a position of weakness
reasonable by the Warden. Each round,
(such as through cover or with bound
PCs must declare what they are doing
hands), the attack is impaired, and the
before dice are rolled.
attacker must roll 1d4 damage regardless
If a character attempts something risky, the of weapon.
Warden calls for a save for appropriate
If fighting from a position of advantage
players or NPCs. All actions, attacks, and
(such as against a helpless foe or through a
movements take place simultaneously.
daring maneuver), the attack is enhanced,
Turns allowing the attacker to roll 1d12 damage
The Warden will telegraph the most likely instead of their normal die.
actions taken by non-player characters
Blast
(NPCs). At the start of combat, each PC
Attacks with the Blast quality affect all
must make a DEX save to act before their
targets in the noted area, rolling separately
opponents.
for each affected character. Blast refers to
Example: Bea stumbles right into the anything from explosions to huge cleaving
stomping grounds of a massive Wood onslaughts to the impact of a meteorite. If
Troll. In order to make a move first, her unsure how many targets can be affected,
player must make a DEX save. She fails, roll the related damage die for a result.
and her attacker gets to attack first.
Critical Damage
Retreat Damage beyond HP damages a target’s
Running away from a dire situation STR. They must then make a STR save to
requires a successful DEX save, as well as avoid critical damage. Some enemies will
a safe destination. have special abilities or effects that are
triggered when their target fails a critical
Attacking & Damage damage save.
The attacker rolls their weapon die and
subtract the target’s armor, then deal the Any PC that suffers critical damage cannot
remaining total to their HP. Unarmed do anything but crawl weakly, grasping for
attacks always do 1d4 damage. life. If given aid and rest, they will
stabilize. Otherwise, they die within the
If attacking with two weapons at the same hour if left untended.
time, roll both damage dice and keep the
single highest result.
14
Ability Score Loss Detachments
If a character’s STR is reduced to 0, they Large groups of similar combatants
die. If their DEX is reduced to 0, they are fighting together are treated as a single
paralyzed. If their WIL is reduced to 0, detachment. When a detachment takes
they are delirious. critical damage, it is routed. When it
reaches 0 STR, it is destroyed.
Complete DEX and WIL loss renders the
character unable to act until they are Attacks against detachments by individuals
restored through intensive rest or are impaired (excluding blast damage).
extraordinary means. Attacks against individuals by detachments
are enhanced and deal blast damage.
Unconsciousness & Death
When a character dies, the player is free to
create a new character or take control of a
hireling. They immediately join the party
in order to reduce downtime.

Scars
When a damaged PC is reduced to exactly 0 HP, they are uniquely impacted. Look up the
result on the table below based on total damage taken:
1 Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear.
Roll 1d6. If the total is higher than your max HP, take the new result.
2 Rattling Blow: You’re disoriented and shaken. Describe how you refocus.
Roll 1d6. If the total is higher than your max HP, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded.
4 Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull.
Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
5 Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over
it, roll 2d6. If the total is higher than your max HP, take the new result.
6 Reorienting Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL.
Roll 3d6. If the total is higher than the consequent attribute, take the new result.
7 Hamstrung: You can barely move until you get serious help and rest.
8 Deafened: You cannot hear anything until you find extraordinary aid.
9 Mentally Devestated: Some hidden part of your psyche is knocked loose.
Roll 3d6. If the total is higher than your current WIL score, take the new result.
10 Sundered: Roll 1d6 | 1: Leg, 2: Arm, 3-4: Hand, 5-6: Foot.
The consequent appendage is torn off, crippled or useless.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless
healed.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save
against critical damage is a fail, you die horribly. If you pass, remove this effect then
roll 3d6. If the total is higher than your max HP, take the new result.

15
Bestiary Creating Monsters
Root Goblin Use the following template to model any
4 HP, 8 STR, 14 DEX, 8 WIL, spear (d6) more sophisticated Monster or NPC:
 Avoid combat unless they have the
advantage (usually with great numbers). Name
X HP, X Armor, X STR, X DEX, X WIL,
 Guard their stolen treasures to the death.
Weapon (dX, special items, qualities)
 Prize Spellbooks; willing to trade.
 Engaging descriptor of appearance or
Hooded Men demeanor
12 HP, 9 STR, 12 DEX, 14 WIL, leystaff  Quirk, tactic, or peculiarity making this
(d8), Spellbook (choose one: Charm, NPC unique
Push/Pull, Missile Shield, Hypnotize)  Special effect or critical damage
 The Watchers of the Wood; they are a consequence
cult that derive their power from
leylines, runestones and the like. General Principles
Ability Scores: 3 is deficient, 6 is weak, 10
 Critical damage: leystaff leeches a part
is average, 14 is noteworthy, 18 is
of the victim’s soul (1d4 WIL damage).
legendary. Adjust as necessary.
Cobblehounds
Give average creatures 3 HP, hardy ones 6
16 HP, 2 Armor, 14 STR, 5 DEX, 4 WIL,
HP, and serious threats 10+ HP.
bite (d10)
 Immobile constructs; typically used as Use flavor and style to help them stand
guards. out. Players will remember a Pig-faced
 Are unaffected by mundane or magical humanoid looking for his missing sheep
persuasion techniques. more easily than another Elf archer.
Wood Troll Use critical damage to lean into the threat
12 HP, 15 STR, 12 DEX, 7 WIL, claws or strangeness of any aggressive NPC.
and bite (d8+d8, Blast)
 Regenerates 3 HP per round. Remember that HP is Hit Protection, not
 Critical damage: moss and twigs begin hit points. It’s a measure of resilience and
growing out of target’s wounds. gumption, not health.

Frost Elf Converting from OSR Games


14 HP, 1 Armor, 8 STR, 13 DEX, 14 WIL, Give 1 HP per HD for most creatures.
icicle dagger (d6), Spellbook (choose one:  Does it soak up damage? Give it Armor.
Sleep, Icy Touch, Detect Magic)  Is it strong? Give it a high STR.
Boggart  Is it nimble? Give it high DEX.
3 HP, 4 STR, 17 DEX, 13 WIL  Is it charismatic? Give it high WIL.
 A wild, hairy trickster that takes
Damage die are roughly the same, though
pleasure in being a minor nuisance.
armed attacks do at least 1d4 damage.
 Prize relics and shiny trinkets above all
else, but unwilling to trade with coin.
 Boggarts have names that describe their
true nature. Anyone knowing their true
name can control a Boggart.

16
16. Command: A target obeys a single
100 Spells three-word command that does not harm it.
1. Adhere: Object is covered in extremely 17. Cone of Foam. Dense foam sprays from
sticky slime. your hand, coating the target.
2. Anchor: A strong wire sprouts from 18. Control Plants: Nearby plants and trees
your arms, affixing itself to two points obey you and gain the ability to move at a
within 50ft on each side. slow pace.
3. Animate Object: An object obeys your 19. Control Weather: You may alter the
commands as best it can. type of weather at will, but you do not
4. Anthropomorphize: An animal either otherwise control it.
gains human intelligence or human 20. Cure Wounds: Restore 1d4 STR per
appearance for one day. day to a creature you can touch.
5. Arcane Eye: You can see through a 21. Deafen: All nearby creatures are
magical floating eyeball that flies deafened.
around at your command. 22. Detect Magic: You can see or hear
6. Astral Prison: An object is frozen in nearby magical auras.
time and space within an invulnerable 23. Disassemble: Any of your body parts
crystal shell. may be detached and reattached at will,
7. Attract: Two objects are strongly without causing pain or damage. You can
magnetically attracted to each other if still control them.
they come within 10 feet. 24. Disguise: You may alter the appearance
8. Auditory Illusion: You create illusory of one character at will as long as they
sounds that seem to come from a remain humanoid. Attempts to duplicate
direction of your choice. other characters will seem uncanny.
9. Babble: A creature must loudly and 25. Displace: An object appears to be up to
clearly repeat everything you think. It is 15ft from its actual position.
otherwise mute. 26. Earthquake: The ground begins
10. Bait Flower: A plant sprouts from the shaking violently. Structures may be
ground that emanates the smell of damaged or collapse.
decaying flesh. 27. Elasticity: Your body can stretch up to
11. Beast Form: You and your 10ft.
possessions transform into a mundane 28. Elemental Wall: A straight wall of ice
animal. or fire 50ft long and 10ft high rises from
12. Befuddle: A creature of your choice is the ground.
unable to form new short-term 29. Filch: A visible item teleports to your
memories for the duration of the spell. hands.
13. Body Swap: You switch bodies with a 30. Flare: A bright ball of energy fires a
creature you touch. If one body dies, the trail of light into the sky, revealing your
other dies as well. location to friend or foe.
14. Charm: A creature you can see treats 31. Fog Cloud: A dense fog spreads out
you as a friend. from you.
15. Comprehend: You become fluent in 32. Frenzy: A nearby creature erupts in a
all languages for a short while. frenzy of violence.
17
33. Gate: A portal to a random plane opens. 51. Masquerade: A character’s appearance
34. Gravity Shift: You can change the and voice becomes identical to those of a
direction of gravity (for yourself only) up character you touch.
to once per round. 52. Miniaturize: A creature you touch is
35. Greed: A creature develops an shrunk down to the size of a mouse.
overwhelming urge to possess a visible 53. Mirror Image: An illusory duplicate of
item of your choice. yourself appears and is under your control.
36. Haste: Your movement speed is tripled. 54. Mirrorwalk: A mirror becomes a
37. Hatred: A creature develops a deep gateway to another mirror that you looked
hatred of another creature or group and into today.
wishes to destroy them. 55. Multiarm: You gain an extra arm.
38. Hear Whispers: You can hear faint 56. Night Sphere: A 50ft wide sphere of
sounds clearly. darkness displaying the night sky appears
39. Hover: An object hovers, frictionless, before you.
2ft above the ground. It can hold up to one 57. Objectify: You become any inanimate
humanoid. object between the size of a grand piano
40. Hypnotize: A creature enters a trance and an apple.
and will truthfully answer one yes or no 58. Ooze Form: You become a living jelly.
questions you ask it. 59. Pacify: A creature near you has an
41. Icy Touch: A thick ice layer spreads aversion to violence.
across a touched surface, up to 10ft in 60. Phobia: A nearby creature becomes
radius. terrified of an object of your choice.
42. Identify Owner: Letters appear over the 61. Pit: A pit 10ft wide and 10ft deep opens
object you touch, spelling out the name of in the ground.
the object's owners, if there are any. 62. Primal Surge: An creature rapidly
43. Illuminate: A floating light moves as evolves into a future version of its species.
you command. 63. Push/Pull: An object of any size is
44. Invisible Tether: Two objects within pulled directly towards you or pushed
10ft of each other cannot be moved more directly away from you with the strength
than 10ft apart. of one man.
45. Knock:A nearby mundane or magical 64. Raise Dead: A skeleton rises from the
lock unlocks – loudly. ground to serve you. They are incredibly
46. Leap: You jump up to 10ft high, once. stupid and can only obey simple orders.
47. Liquid Air: The air around you 65. Raise Spirit: The spirit of a dead body
becomes swimmable. manifests and will answer 1 question.
48. Magic Dampener: All nearby magical 66. Read Mind: You can hear the surface
effects have their effectiveness halved. thoughts of nearby creatures.
49. Manse: A sturdy, furnished cottage 67. Repel: Two objects are strongly
appears for 12 hours. You can permit and magnetically repelled from each other if
forbid entry to it at will. they come within 10 feet.
50. Marble Craze: Your pockets are full of 68. Scry: You can see through the eyes of a
marbles, and will refill every 30 seconds. creature you touched earlier today.

18
69. Sculpt Elements: All inanimate 85. Telekinesis: You may mentally move 1
material behaves like clay in your hands. item under 60lbs.
70. Sense: Choose one kind of object (key, 86. Telepathy: Two creatures can hear each
gold, arrow, jug, etc.). You can sense the other’s thoughts, no matter how far apart
nearest example. they move.
71. Missile Shield: A creature you touch is 87. Teleport: An object or person you can
protected from mundane missile attacks for see is transported from one place to
one minute. another in a 50ft radius.
72. Shroud: A creature you touch is 88. Target Lure: An object you touch
invisible until they move. becomes the target of any nearby spell.
73. Shuffle: Two creatures you can see 89. Thicket: A thicket of trees and dense
instantly switch places. brush up to 50ft wide suddenly sprouts up.
74. Sleep: A creature you can see falls into 90. Summon Idol: A carved stone statue
a light sleep. the size of a mule rises from the ground.
75. Slick: Every surface in a 30ft radius 91. Time Control: Time in a 50ft bubble
becomes frictionless and slippery. slows down or increases by 10% for 30
76. Smoke Form: Your body becomes seconds.
living smoke. 92. True Sight: You see through all nearby
77. Snail Knight: 10 minutes after casting, illusions.
a knight sitting astride a giant snail rides 93. Upwell: A spring of seawater appears.
into view. He is able to answer most 94. Vision: You completely control what a
questions related to quests and chivalry, creature sees.
and may aid you if he finds you worthy. 95. Visual Illusion: A silent, immobile,
78. Sniff: You can smell even the faintest room-sized illusion of your choice appears.
traces of scents. 96. Ward: A silver circle 50ft across
79. Sort: Inanimate items sort themselves appears on the ground. Choose one species
according to categories you set. that cannot cross it.
80. Spectacle: A clearly unreal but 97. Web: Your wrists shoot thick webbing.
impressive illusion of your choice appears, 98. Widget: A primitive version of a drawn
under your control. It may be up to the size tool or item appears before you, and
of a palace and has full motion and sound. disappears after a short time.
81. Spellsaw: A whirling blade flies from 99. Wizard Mark: Your finger can shoot a
your chest, clearing any plant material in stream of ulfire-colored paint. This paint is
its way. It is otherwise harmless. only visible to you, and can be seen at any
82. Spider Climb: You can climb surfaces distance, even through
like a spider. solid objects
83. Summon Cube: Once per second you 100. X-Ray Vision:
may summon or banish a 3-foot-wide cube You can see
of earth. New cubes must be affixed to the through walls,
dirt, clothing, etc.
earth or to other cubes.
84. Swarm: You become a swarm of crows,
rats, or piranhas. You can only be harmed
by blast attacks.
19

You might also like

pFad - Phonifier reborn

Pfad - The Proxy pFad of © 2024 Garber Painting. All rights reserved.

Note: This service is not intended for secure transactions such as banking, social media, email, or purchasing. Use at your own risk. We assume no liability whatsoever for broken pages.


Alternative Proxies:

Alternative Proxy

pFad Proxy

pFad v3 Proxy

pFad v4 Proxy