Cairn Adventurers Guide
Cairn Adventurers Guide
CAIRN
Adventurer’s Guide
BY ADAM HENSLEY
Overview
This document lists some optional, modularly-designed rules &
procedures for Cairn. They’re designed to be plug-n-play, so just grab
what you like and discard the rest. They aren’t critical to the structure of
the game and are completely optional.
Table of Contents
NPC Reactions & Wants 2
Leveling Up 7
Carousing 8-10
Vices 11-12
1
NPC Reactions
When the PCs encounter an NPC whose reaction to the party is not
obvious, the Warden may roll 2d6 and consult the following table.
2 3-5 6-8 9-11 12
2 Aid They could be hurt and need medical aid of some sort.
This is their turf. They will defend it, ask you to leave, or to
5 Territory prove why you should be able to pass through.
2
Dungeon Exploration
Dungeon Turns
A dungeon turn is approximately 10 minutes. Dungeon exploration can
be turned into a subsystem of managing resources, making strategic
decisions, and structuring the dungeon crawl into a sort of mini-game.
There is an element of pushing your luck as you spend more time
searching, checking for hidden things, and lingering in dangerous
locations. Time spent always has a cost, and that cost is provoking an
encounter roll. These encounters can involve running into monsters, but
can also challenge or reward the party in other ways.
3
Searching
• A quick search takes 1 minute, covers roughly a 30x30’ space, and
reveals only the most obvious information.
• A detailed search takes 10 minutes (1 turn), covers roughly a 30x30’
space, and reveals most hidden information, at the GM’s discretion.
• You can replace 30x30 with small, medium, and large rooms, and
require additional turns to complete a detailed search.
Light
Torches, lanterns, and other radial sources of light illuminate 40’ clearly
and provide dim outlines and shadows for a further 40’. In the dark,
light sources are visible miles away. Standard torches will last about 6
turns, or 1 hour, before they burn out.
4
Wilderness Exploration
Hex Crawling
Each hex represents 6 miles. An adventuring day is divided into 6 turns
of approximately 4 hours each. Two of these phases, approximately 8
hours, must be spent sleeping in order to avoid becoming deprived. In
each turn, the following procedure is followed:
Exploration Actions
The party may choose one of the following standard actions each
4-hour wilderness turn.
5
• Explore: Looking for interesting features within a hex. There
is a 4-in-6 chance of discovering the main location in the hex
description. Difficult terrain reduces this to 3-in-6. An experienced
woodsman increases the chance by 1-in-6.
• Locate: Looking for something which was previously encountered
in a hex. The basic chance is 5-in-6 or 4-in-6 in difficult terrain. An
experienced woodsman, tracker, or navigator increases the chance
by 1-in-6.
• Interact: Staying in the current location (e.g. exploring a dungeon,
town, etc).
• Camp: Resting and/or sleeping. See later for details on resting in
the wilds.
• Forage: Hunt, fish, or forage for food. There is a basic 3-in-6 chance
of success. An experienced hunter, angler, or woodsman increases
the chance.
Event Roll
The GM rolls a d6 and consults the table appropriate to the party’s
location.
6
Leveling Up
Experience Points (XP)
Gain a new level every 1,000 XP. Optionally increase the XP needed each
level. A good place to start is adding between 500-1,000 XP each level.
Gaining XP
Experience points are gained at a rate of 1 XP for every 1 gold (or your
game’s standard currency) retrieved and returned to the safety of a town
or your base of operations.
7
Carousing
You can spend your hard-earned credit on experiences rather than on
things. Carousing lets you double-dip your experience by spending it
at a 1-1 ratio. The more you spend, the more impactful or eventful your
experience. Carousing represents having a good time, donating your
money, investing in a “business opportunity”, or some other experience
involving your wealth and blowing off steam. Alter these tables or
add your own mishaps and fortunes. They generally represent getting
into shenanigans while inebriated but can also be sober celebratory
outcomes.
Carousing Roll
Declare the amount of gold you’re spending and roll 2d6 to see how your
evening went.
8
D6+ Mishaps
Start a brawl. You all are involved in a brawl that gets out of control.
1 Start the next adventure with a black eye and -1 STR per level. The local
tavern keeper is no longer quite as amicable.
Minor misunderstanding with local authorities that you’re unable to
2 smooth over. You all spend the next 1d6 days in jail. Now seen as local
troublemakers.
One of you insulted a local person of rank. They will hold a grudge
3 unless you all publicly apologize and humiliate yourself before them.
Hangover from hell. The first 2d6 hours adventuring the next day are
4 done with disadvantage to all STR saves.
Gambling binge. Your party owes a collective debt equal to roughly
5 half the amount spent carousing to someone you’d rather not own
money to.
You’ve ruined the local economy! Your excess spending means that all
6 prices are now double until next session.
Major misunderstanding with local authorities. All equipment is con-
7 fiscated until fines and bribes totaling 1d6 x 100 gold is paid.
While in a drunken stupor and a spot of trouble, you sought refuge
8 in a church. They took care of you but now as repayment have begun
hounding you to perform a charitable act.
Bad Investment. Invest all your spare coin in some smooth-tongued
9 merchant’s scheme. Turns out it’s a sham. One of the towns mer-
chants flees.
Beaten and robbed. You are waylaid by a bunch of thugs during your
11 drunken carousing. Collectively lose L6d100 coins.
The roof! The roof! The roof is on fire! Accidentally start a conflagra-
tion Roll 1d6 twice. (1-2) burn down your favorite inn (3-5) some other
12 den of ill repute is reduced to ash (6) a big chunk of town goes up
in smoke. (1-2) no one knows it was you guys (3-5) one other person
knows you did it (6) everybody knows.
9
Fortunes
Jackpot! One of you strikes it rich at the gambling tables! Gain level x 100 gold.
Gain a local reputation as the life of a party! Those of ill repute are much
more friendly and see you as one of their own.
Whoa what a trip! The strange powder you sniffed revealed mystic truths
about the universe. Young people in the settlement see you as cool and not
one of the squares. (Optional: gain a random spell or generate a Maze Rats
spell, either one-use or permanent.)
Well fed, well rested, and ready to go! The next day of adventuring all saves
are done with advantage.
Citizens arrest! You catch some criminal in the act and are able to restrain
them until the authorities arrive. You are seen as hero’s by the settlement for
a short time.
The local blacksmith, due to your influx of cash, has been able to order in an
exquisite weapon that he’s willing to sell to you guys for the normal price.
The local clergy see you guys as protectors of the settlement. They offer you a
blessing before your next adventure.
Impressed by your ability to drink for days and keep standing, a local hireling
of high repute is willing to join you on your next adventure if you wish at no
initial cost.
Killer Investment! Invest all your spare cash in some smooth-tongued mer-
chant’s scheme. Turns out it’s real! It returns 50% profits next d4 sessions.
Local celebrity. Your ability to carouse with the common folk as lead them
to see you as one of their own. The peasants of the settlement are thankful to
have you around. You receive free room and board in this settlement of poor
quality.
Hot Goss. Your time spent carousing has let you in on some juicy gossip. You
learn one major secret about a person in authority.
Heroic Carousing! It was a night of truly epic debauchery. Everyone roll a d6
to see how your legend grew.
(1) Re-roll HP for that level, take new result if higher, increase by 1 if lower.
(2) Gain 1 STR (3) Gain 1 DEX (4) Gain 1 WIL, (5) Gain a random spell book (6)
Gain Ld6 x 100 GP.
10
Vices
Vices serve as both character
growth and a way to pressure PC’s
pockets and keep them continuing
to adventure & acquire wealth to
support their vice. If PCs start out
with a group debt, a vice is a nice
way to continue bleeding their
wealth after they pay off their
debt.
Gaining Vices
Players can roll for a vice during Gambling: Playing cards, throwing
character creation, or acquire dice, or other forms of risking money
one through the fiction of play. to games of chance.
Roll a d8 for a random vice. Alcohol: Drinking ale, wine, spirits,
Otherwise, consult the triggers or other alcoholic beverages that
for suggestions on what might intoxicate your senses.
trigger a character to develop a Drugs: Narcotic delights to smoke,
vice. You can require them failing snort, or consume in search of
a WIL save after hitting a trigger oblivion.
if you wish. Alternatively they can Lust: Pleasures of the flesh such as
willingly take on a vice they find daliances with strangers or paid sex
interesting. workers.
Luxury: Expensive clothing, decadent
Satisfying Vices food, art, and general opulence.
Vices must be appeased once a Weird: Consorting with devils,
week or the PC must pass a WIL contacting unknown entities, and
save. Failing a WIL save adds the performing forgotten or forbidden
deprived condition until they rituals.
satisfy their vice. Appeasing a vice
Obligation: Devotion to a cause,
should cost money in some way, organization, charity, or family.
whether directly from money or
indirectly via resources. Violence: Spectating extreme violence
or participating in the bloodshed
yourself.
Faith: Dedicatation to a power, diety,
ancestry, or other belief system.
Ambition: Pursuing a personal goal,
vendetta, or personal project.
11
D10 Vice Triggers Satisfying
12
Advanced Combat Options
Weapon Traits
Below are some optional traits a magical or good quality weapon might
have. Sweep, parry, and reach are traits any weapon of that type can
have. Any of the other traits should be limited to 1 per rare, special, or
magic weapon.
Shield Splintering
Players can opt to absorb all damage and effects from an attack in
exchange for their shield breaking.
13
Magic Damage Types
Below are some magic weapon damage types other than +1 damage.
Magic damage type on a weapon should lower it’s damage by 1 dice size
to account for the extra effect.
Special Materials
Most weapons will be made from steel. Some special weapons, however,
could potentially come from different materials. Consider making a
weapon of a special material one dice size less to compensate for its
advantages.
14
May 2022