Cairn 2e Players Guide Spreads
Cairn 2e Players Guide Spreads
Cairn 2e Players Guide Spreads
Cairn is an adventure game about exploring a dark and mysterious Wood filled
with strange folk, hidden treasure, and unspeakable monstrosities. Character Overview . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
generation is quick and random, adventures are tense and reward careful
exploration, and combat is frantic and deadly. Principles for Players. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
2 3
Overview Principles for Players
Cairn was written with the following design philosophies in mind:
Agency
• Attributes and related saves do not define your character. They are tools.
• Don’t ask only what your character would do; ask what you would do, too.
Neutrality The Warden’s role is to act as a neutral arbiter and
portray the rules, situations, non-player characters • Be creative with your intuition, items, and connections.
(NPCs), and narrative clearly.
Teamwork
Classless A character’s role or skills are not limited by a single • Seek consensus from the other players before barreling forward.
class. Instead, the equipment they carry and their
• Stay on the same page about goals and limits, respecting each other and
experiences define their specialty.
accomplishing more as a group than alone.
Death Characters may be powerful, but they are also
vulnerable to harm in its many forms. Death is always
Exploration
around the corner, but it is never random or without • Asking questions and listening to detail is more useful than any stats, items, or
warning. skills you have.
• Take the Warden’s description without suspicion, but don’t shy away from
Fiction First Dice do not always reflect an obstacle’s difficulty or seeking more information.
its outcome. Instead, success and failure are based on
in-world elements and arbitrated by the Warden in • There is no single correct way forward.
dialogue with the players.
Talking
Growth Characters are changed through in-world • Treat NPCs as if they were real people, and rely on your curiosity to safely
advancement, gaining new skills and abilities gain information and solve problems.
by surviving dangerous events and overcoming
• You’ll find that most people are interesting and will want to talk things
obstacles.
through before getting violent.
Player Choice Players should always understand the reasons
behind the choices they’ve made, and information
Caution
about potential risks should be provided freely and • Fighting is a choice and rarely a wise one; consider whether violence is the
frequently. best way to achieve your goals.
• Try to stack the odds in your favor, and retreat when things seem unfavorable.
Principles The Warden and the players each have guidelines
that help foster a specific play experience defined
Planning
by critical thinking, exploration, and an emergent
narrative. • Think of ways to avoid your obstacles through reconnaissance, subtlety, and
fact-finding.
Shared Objectives Players trust one another to engage with the shared • Do some research, and ask around about your objectives.
setting, character goals, and party challenges.
Therefore the party is typically working together Ambition
towards a common goal, as a team.
• Set goals, and use your meager means to take steps forward.
• Expect nothing. Earn your reputation.
• Keep things moving forward, and play to see what happens.
4 5
Section 1
Character Creation
6 7
Creating a Character Attributes
• Player Characters (PCs) have just three attributes: Strength (STR), Dexterity
(DEX), and Willpower (WIL).
Roll or Choose a Background
• Roll 3d6 for each of your character’s attributes, in order. You may then swap
• First, roll or choose from the Backgrounds table below and note the page any two of the results.
number. You will refer to that page for the next few steps.
• Attributes are not universal descriptors. A character with a low STR is not
• Choose a name from the available list, then record each of your character’s necessarily hopelessly weak; they can still attempt to lift a heavy door or
starting items. See Inventory and Inventory Slots for how to record items. survive a deadly fight! Their risk is simply higher.
• Roll on each of the included tables in the background. Record your character’s
items, skills, or abilities from each result. Some backgrounds may ask you to Hit Protection
refer to the tables in the Marketplace (pg. 16) as well. • Roll 1d6 to determine your PC’s starting Hit Protection (HP), which reflects
their ability to avoid damage in combat. It does not indicate a character’s
Attributes, Hit Protection, and Traits health or fortitude, nor do they lose it for very long. (See Healing in the Core
• Roll for your character’s Attributes and Hit Protection. Rules (pg. 62).)
• Roll for the rest of your character’s Traits (pg. 10), and then on the Bonds table • If an attack takes a PC’s HP exactly to 0, the player must reference the Scars
(pg. 12). table (pg. 66).
• Finally, roll for your character’s Age (2d20+10). If you are the youngest
Inventory
character, roll on the Omens table (pg. 14). The result should be read aloud to
the other players. The Warden should incorporate Omens into the setting as • Characters have a total of ten inventory slots but can only carry four items
they see fit. comfortably without the help of bags, backpacks, horses, carts, etc.
• Each PC starts with a Backpack that can hold up to six slots of items or
Backgrounds Fatigue (pg. 62). Carts (which must be pulled with both hands), Horses, or
Mules can make a huge difference in how much a PC can bring with them on
an adventure. Hirelings can also be paid to carry equipment.
Backgrounds (d20)
• Inventory is abstract, dependent only on the fiction as adjudicated by the
Warden. Anyone carrying a full inventory (i.e. filling all 10 slots) is reduced to 0
1 Aurifex (pg. 20) 11 Half Witch (pg. 40)
HP. A character cannot fill more than ten slots.
2 Barber-Surgeon (pg. 22) 12 Hexenbane (pg. 42)
Inventory Slots
3 Beast Handler (pg. 24) 13 Jongleur (pg. 44)
• Most items take up one slot, unless otherwise indicated.
4 Bonekeeper (pg. 26) 14 Kettlewright (pg. 46) • Petty items do not take up any slots. Bulky items take up two slots.
5 Cutpurse (pg. 28) 15 Marchguard (pg. 48) • A bag of coins worth less than 100gp is petty and does not occupy a slot.
8 9
Character Traits Character Traits
Physique (d10) Speech (d10)
10 11
Bonds
d20 Bonds d20 Bonds
You inherited a single Gem (500gp, cold and brittle) from a long-dead A roaming storyteller once spun you tales of great treasure hidden
1 relative. It arrived with a warning: squander your newfound riches, and 11 deep in the Wood. You thought it naught but fancy, till they gave you a
a debt long thought forgotten would be called in. Rolled-up Map (petty) marked with an X.
A distant cousin left you a small inheritance. Take 20gp and a Strange During your travels, you met a dying hunter who asked you to deliver a
2 Compass (petty) that always points towards something deep in the 12 message to their loved ones. Take a Letter (petty), sealed with tree sap.
Wood. It is addressed only to the Lord of Winter.
You found a wounded beast in the forest but chose to ignore it. You
You carry a hand-drawn Portrait (petty) of a past love who disappeared
3 13 see it everywhere now, but only when you’re alone. It looks sad but not
into the Wood long ago. Somehow you know that they are still alive.
angry. You cannot become panicked when acting alone.
You found a Tiny Crystal Prism (petty) buried in the dirt. When held You promised a childhood friend that you’d bring them back a rare gift,
4 up to the light, it shows visions of an unknown location deep within the 14 something unique in all the world. Take a Bracelet (petty) woven from
Wood. Sometimes you feel a presence looking back at you. twine and wildflowers.
You once freed a Naiad from a choked stream. In return, it gave you You crossed a creature of the Wood, and it cursed you with a Stone
5 some Silver Moss (petty). Swallow it near water, and the creature will 15 Heart. With each passing month, the stone grows heavier by one slot.
come, once, to repay its debt. Until your debt is lifted, you cannot truly die.
You inherited an old Journal, bound in bark. Each evening, its pages
You carved a Whistle (petty) from an Oak Lord’s branch. Your act did
6 are filled with the events of the day, crassly written from the journal’s 16
not go unnoticed. You cannot seem to rid yourself of the whistle either.
perspective. The writing is crude but accurate.
You protect a long-dormant family secret. Take one half of an Ancient The Dawn Brigade did your family a service, giving you a dried Blood-
7 Key (petty). They say that if joined with its twin, it opens a Gate through 17 Red Flower (petty) as proof. When the flower turns white, it means the
any door. favor is owed.
You received a Letter (petty) detailing incontrovertible proof that your An entertainer once visited your home, filling it with story and song.
8 true parentage is that of Fae nobility. The note also indicates a date and 18 He left one day without a word, leaving behind only a Miniature Lute.
location where you are to meet the letter’s author, deep in the Wood. Something rattles inside.
You owe a great debt to a member of the nobility and carry their Signet A white crow appeared to you in a dream, holding a twig in its mouth.
9 Ring (petty), which serves as proof of their protection as well as your 19 You awoke the next morning with the Twig (petty) in your hand. You
obligation. believe it brings you luck. It smells faintly of sulfur.
You consumed a Mischievous Spirit that wreaks havoc on your insides, One of your ancestors wronged a Moss Witch, who cursed their
10 demanding to be taken home, deep in the Wood. It occupies one slot 20 bloodline. Your visage causes mirrors to shatter. You’ve noticed that the
but absorbs one Fatigue each day. It wants you alive (for now). shards can sometimes reveal illusions.
12 13
Omens
d20 Omens d20 Omens
The once rich waters of a life-giving river have turned black and putrid, A night-blooming flower once thought extinct is sprouting up
tainting the land and sickening those who drink from it. A village elder 11 throughout the Wood. Its scent is intoxicating but also causes vivid
1
points to some recent desecration as the cause, but most do not heed nightmares.
their words.
Local livestock have grown increasingly agitated and unmanageable
It feels like winter has arrived too quickly this year, frost and snows
12 as of late. An old shepherd says it is due to an unsettling howl that
making their appearance much earlier than expected. There is talk of a
2 emanates from the Wood each full moon.
pattern to the frost found in windows, ponds, and cracks in the ground.
It almost looks like a map.
Swarms of insects are fleeing from the Wood in droves, destroying any
13 wooden structures they come across. The sound of their wings hum a
A thick, unnatural fog has begun encroaching upon an ancient and holy
familiar tune as they pass overhead, like a forgotten nursery rhyme.
3 grove. It is said to be the work of a great forest spirit, angered by nearby
deforestation.
Hunters talk of a curse that befalls any who kill any beast with a streak
The night sky grows dimmer each evening, as if stars are disappearing 14 of white fur: soon after, they are found dead in their homes. Each day,
one by one. Rumors of hellish creatures capturing farmers and pulling there are fewer and fewer creatures to hunt.
4
them into the Roots are spreading like wildfire. Village elders believe the
two are connected.
Folks say that a faint laughter can be heard echoing out of wells all over
15
the city, and that the echoes change to sobs at night.
The songbirds of the Wood have fallen eerily silent as of late. Hunters
5 claim that a spectral figure has been spotted wandering the forest,
gazing longingly at anyone it encounters. The constellations have slowly started shifting in the night sky, forming
16 unfamiliar patterns that have stargazers and sages perplexed. Even the
Strange, tear-shaped stones have been found throughout the region, animals seem disturbed.
sparking a “gold rush” of sorts for jewelers and thieves alike. The locals
6
believe they are the tears of the earth itself, weeping for a great tragedy An ancient tree at the heart of a sleepy village has suddenly withered
yet to come. 17 and died, despite showing no signs of disease. After its trunk was cut, a
bloody hand was found in its core.
Swarming pests gnaw away at the edges of dreams, and farmers speak
7 of a loud buzzing sound emanating from deep within the Wood. They Statues have been weeping blood for months on end, and the wombs
also say that the sound is getting closer. 18 of the village have lain barren since. A single child has been the only
exception, hidden away by elders overcome with fear and dread.
There is a village known far and wide for its impressive “mother tree,”
8 said to shelter the town’s secrets in its boughs. Recently it has begun Local fauna is behaving oddly, displaying heightened aggression or
bleeding red sap, worrying the elders. 19 fleeing the area entirely. Hunters talk of a shadowy figure that roams
the Wood, calling to the animals.
The moon turns a deep crimson, bathing the night in an eerie,
9 blood-red light. Some say it heralds a time of chaos and strife, as the Border towns have become riotous in recent weeks after multiple claims
boundaries between the Wood and the mortal realm grow thin. 20 of a red-robed figure appearing in their children’s dreams, uttering the
same warning: A fire is coming, and it will consume everything.
Strange cracks have appeared in the night sky, revealing a swirling
10 vortex of light and color. Some say that the divide between realms is at
its weakest in centuries and fear what may emerge from the other side.
14 15
Gear gp
10 Torch (3 uses) 5
Ship’s Passage Animal Feed (3 uses, bulky) 5
Trap (d6 STR damage) 35
Whistle (petty) 15
Wilderness Clothes (Poncho, Cloak, etc.) (petty) 15
16 17
Section 2
Backgrounds
18 19
BACKGROUND 1
Aurifex
d6 What experiment went horribly wrong?
There was an explosion, and you lost your sense of smell. Well, almost:
1 you can sniff out gold as a pig does truffles. Take a Tin of Snuff (6 uses) to
You are an artisan of the arcane, a smith of subtle forces. In the crucible of your dampen the impact. Use it every day or become deprived.
workshop, the laws that govern this world are warped to suit your needs.
You dematerialized a beloved pet. Now it follows you around, invisible
Starting Gear but always present. Although it cannot interact with the physical realm,
2
• 3d6 Gold Pieces you are able to share its sense. (Add a Fatigue each time.) It follows basic
• Rations (3 uses) commands.
• Lantern
You were exposed to a long-acting truth serum whose effects have yet to
• Oil Can (6 uses) 3 wear off. The disorder has its advantages: you cannot repeat lies you’ve
• Needle-Knife (d6) heard, either.
• Protective Gloves (petty)
You were adept at creating fake gold, which is almost as good. Eventually,
4 your ruse was discovered, and you had to make a hasty retreat. Take a
heavy Metal Ingot and Gold Powder (3 uses).
Your alchemical recipe worked, but a rival stole the blueprint before your
5 claims could be proven. Take a prototype Blunderbuss (d12, blast, bulky)
that takes one round to reload, and a taste for revenge.
Ridiculed for discovering how to turn gold into lead, you were a laughing
6 stock. Take a bottle of Universal Solvent (2 uses) that dissolves anything it
touches into its constituent parts.
Pyrophoric A sticky green fluid that catches fire when exposed to air,
1
Gel then burns for 8 hours. Cannot be extinguished (1 use).
4 Mimic Stone Records a short phrase that can later be played back.
20 21
BACKGROUND 2
Barber-Surgeon
d6 How have you “improved” yourself?
You have a replacement eye that can magnify objects, act as a telescope,
1 and provide minimal night vision. You cannot wear anything metal on
You walk the line between healer and harrower, knowing the frailty of the flesh your head, and strong magnets make you deprived.
but also the secrets that lie within. With the right tools, life and death are merely
words. One foot is mostly metal (kick, d6), and you treat some Tough Terrain
2 as Easy. Carry an Oil Can (6 uses). Without a daily application, you are
Starting Gear deprived and noisy.
• 3d6 Gold Pieces
One of your fingers has been swapped, the bone replaced by gold and
• Rations (3 uses) 3
iron. Take a Hook and a Screwdriver that can attach to the fingertip.
• Torch (3 uses)
• Amputation Knife (d6) Both ears have been surgically enhanced, tripling your hearing. You can
• Bandages (3 uses) focus on a specific sound, such as a conversation, at a great distance. You
4
• Leech (restores 1 STR, 3 uses) wear an ear flap to protect against sudden loud noises (WIL save to avoid
temporary paralysis).
• Stained Medical Finery (petty)
Your chest is lined with alchemical sigils, toughening the skin (1 Armor).
5
Wearing other metallic armor nullifies the effect.
One arm is fully metal and comes off at the shoulder. It can be used as a
6 weapon (d8, bulky when not attached) and can move independently if you
are within sight of it.
Regrowth
1 Regrows a body part over the course of a day (1 use).
Salve
22 23
BACKGROUND 3
Beast Handler
d6 What creature is your specialty?
There is far more to the world than meets the eye. With quiet
1 concentration, you can borrow the senses of a nearby creature of your
specialty.
The pulse of the hunt is a powerful impulse. You have a sense for when
3
predators, even those not of your specialty, are near.
Survival is about adaptability. Once per day, you may take on a simple
6 feature from a creature of your specialty (webbed fingers, night vision,
Names: Amara, Wulf, Mireille, Soren, Freki, Aster, Gerrik, Boreas, Veda, Matheus etc.). Add a Fatigue each time.
24 25
BACKGROUND 4
Bonekeeper
d6 What did you take from the dead?
A Crow-Shaped Amulet. You can ask a question of the dead but must add
1
a Fatigue each time.
You are a shepherd to the departed. You listen to the final whispers of the dead as
they descend into the cold, unyielding earth. You know that to fully celebrate the A mortal wound from a freed revenant. You were healed, but the
gift of life, we must honor its finale as well. disfigurement has made you a pariah. You require neither air nor
2
sustenance but are still subject to pain and death. Trapped between
Starting Gear worlds, the dead see you as one of their own.
• 3d6 Gold Pieces
A Blood Pail (bulky) from a local death-cult. Empty it to raise a servant
• Rations (3 uses)
built from whatever is buried below, with 6 HP, 1 Armor, 13 STR, 11 DEX, 4
• Lantern 3 WIL, and shard fists (d8+d8). Only one servant can be raised at a time. If
• Oil Can (6 uses) destroyed, you permanently lose 1d4 STR. Recharge: Fill with the blood of
• Stake (d6) a dying warrior.
• Chains (10ft)
A Burial Wagon (+6 slots) from your last job. It came with a stubborn old
4
Donkey (+4 slots, only +2 slots if pulling wagon, slow).
The Detect Magic Spellbook, stolen from an ancient library. Your family
worked in service to an obscure underworld deity, but you lost your faith.
5 Though exiled, you continue to serve, even as an apostate.
Detect Magic: You can see or hear nearby magical auras. Becomes warm to
the touch when magic is used nearby.
A Plague Doctor’s Mask, after its owner succumbed to the disease that
6
wiped out everyone you once knew. They should have kept it on.
Though old, it’s still effective even against the very strong.
1 Manacles
You don’t have the key.
26 27
BACKGROUND 5
Cutpurse
d6 What was your last big job?
A noble’s summer home. The place was full of fancy wine (+20gp) but not
1
much else. Take Fence Cutters.
You live in the grey space between those who have power and
those who don’t. You find opportunity where others see A bank. (You were caught.) You bear a brand only visible by firelight, and
2
only chaos. With nimble fingers, you unburden both the anyone who sees the mark can ask you for a beer. Take Retractable Wires.
richest merchant and the lowliest guard.
A guild warehouse. Take a Ladder (bulky, 10ft) and Blinding Powder (1
3
Starting Gear use).
• 3d6 Gold Pieces
Moneylender. Someone beat you to the job but left behind a Scroll of
• Rations (3 uses)
Arcane Eye (petty).
• Torch (3 uses) 4
Arcane Eye: You can see through a magical floating eyeball that flies around
• Twin Daggers (d6+d6, bulky)
at your command.
• Padded Leather (1 Armor)
• Lockpicks Constable’s quarters. You escaped but left some friends behind. Take
5
• Black Outfit (petty) Strong Silk Rope and a queasy feeling.
A university. You were seen but not pursued. You still don’t know why.
6
Take Smoke Pellets (3 uses).
Glimpse 3 uses. A monocle that lets you see through walls or other
3
Glass obstructions. It shatters after the last use.
Names: Arlo, Lyra, Eamon, Salina, Elara, Freya, Bull, Sparrow, Ivy, Silas
28 29
BACKGROUND 6
Fieldwarden
d6 What got the better of you?
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
Protectors of the harvest, defense against pests, thieves, and beasts. A position of 1
lets you sprint with a speed four times your regular rate. Afterward you
great honor, while it lasts: many guardians do not live out their natural lives. add two Fatigue.
Roll a second time on the Bonds table.
A crop spirit, angered by a poor tithing. The fires consumed nearly
Starting Gear 2 everything, and afterward you were able to gather a pouch of Fireseeds
(d8, blast, 4 uses).
• 3d6 Gold Pieces
• Rations (3 uses) An antlered, toothy demon that nearly ended you. Take a blood-stained
• Torch (3 uses) 3 bone knife (d6). On Critical Damage, its next attack becomes enhanced
• Brigandine (1 Armor, bulky) from contact with blood.
• Sling (d6)
The Withering, a type of stem rot from the Roots. Take a Diseased Crop (6
• Hand Axe (d6) 4
uses) that decays any plant it touches.
• Repellent (pick the type, 3 uses)
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
5
(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.
Crop thieves. Not all of them survived, but you were outnumbered. Start
6
with +d4 HP and a Cusped Falchion (d8).
Names: Seed, Thresh, Dibber, Sow, Stalk, Harrow, Cobb, Flax, Briar, Rye
30 31
BACKGROUND 7
Fletchwind
d6 How did you earn your bow?
War. If you are first to attack, your bow gains the blast property for the
1
first round.
You strike from afar, but that does not make you a coward. You are a musician,
the song of your bowstring nought but a warning, singing the silent promise of a Falconry. You keep a falcon [3 hp, 5 STR, 16 DEX, 4 WIL, claws (d6+d6),
2
quick death. bite (d8)]. It only eats live game.
Starting Gear Hunting. When taking the Supply (pg. 79) action, your ability to secure
3
• 3d6 Gold Pieces Rations increases by one step (e.g. 1d4 becomes 1d6).
• Rations (3 uses)
Tournaments. Attacks with your bow are enhanced if the target is
• Torch (3 uses) 4
immobile.
• Bow (see table)
• Serrated Knife (d6) Training. If you are the first to attack, melee attacks against you are
5
impaired until you take STR damage.
• Boiled Leather (1 Armor)
• Heartroot Salve (restores 1d4 STR, 1 use) Scouting. When taking the Travel (pg. 79) action, your presence decreases
6
the chance of getting lost by one step (e.g. 4-in-6 becomes 3-in-6).
1 Western Yew (d6, bulky). Can be wielded as a blunt weapon (d6). Noisy.
Sessile Oak (d8, bulky). Slams into targets. On Critical Damage, something
2
is torn off.
Stone Pine (d6, bulky). Produces one use of Sticky Sap per day. The sap is
3
highly explosive.
White Ash (d6, bulky). Can be used in place of a shield in melee combat (+1
4
Armor).
Striped Bamboo (d6). Collapsible, it only requires one slot (but still
5
requires both hands).
Wych Elm (d6, bulky). Protects the bearer from poisons and toxins, so
6
long as they are holding it.
Names: Flint, Feather, Crier, Thunder, Falcon, Pluck, Needle, Warsong, Hawk, Cai
32 33
BACKGROUND 8
Foundling
d6 Who took you in?
An old hunter. You were both quite happy, until it all ended. Take a
1
Weathered Longbow (d8, bulky) and a Leather Jerkin (1 Armor).
An odd birthmark, a strange smell: somehow, the touch of elsewhere still lingers.
Wherever you are, you have trouble fitting in. Roll on the Omens table (even if A wizened apothecary, who taught you the healing arts but maintained a
2
you’re not the youngest player), but keep the results private for now. clinical detachment. Take a Healing Unguent (restores d4 STR, 1 use).
Starting Gear A druid, who taught you the language of trees. When it came time to leave,
• 3d6 Gold Pieces 3 you took with you only a Gnarled Staff (d8) and left a promise that one
day you would return.
• Rations (3 uses)
• Torch (3 uses) A gruff blacksmith from a sleepy river town. You were always kept at arm’s
• Salt Pouch 4 length. Now the forge is cold, and you’ve moved on. Take a Smith’s Apron
• Heirloom Amulet (petty, glows in the presence (petty) and a set of oft-mended Chain Mail (2 Armor, bulky).
of magic)
A troupe of traveling entertainers. For a time, they were like family to you.
• Sling (d6) 5 One day you woke up and they were gone with no explanation. Take a
• Dagger (d6) Storybook, a Dagger (d6), and some burning questions.
The monks of a secluded forest monastery. When their rules became too
strict, you snuck away. Take a Monk’s Habit (warm, petty) and a Spellbook
of Control Plants.
6
Control Plants: Nearby plants and trees obey you and gain the ability to
move at a slow pace. Leaves grow along the spine, and it smells faintly of
decay.
34 35
BACKGROUND 9
Fungal Forager
d6 What strange fungus did you discover?
Starting Gear Murderous Truffle. Pungent, highly toxic, and very rare (worth 50gp to
3
• 3d6 Gold Pieces assassins). Illegal pretty much everywhere (1 use).
• Rations (3 uses)
Hellcap. Exposure to its aroma causes intense nausea, even vomiting.
• Sharpened Trowel (d6) 4
Either way, it clears the room. Bottled (1 use).
• Candle Helmet (+1 Armor, dim, 6 uses)
• Rope (25ft) Sproutcup. Ingest to shrink down to the size of a mouse. (Your belongings
5 stay the same size.) You return to normal size within the hour, often in fits
• Metal Pail
and starts (1 use).
Names: Unther, Woozy, Hilda, Current, Leif, Ratan, Mourella, Lal, Per, Madrigal
36 37
BACKGROUND 10
Greenwise
d6 How has the Wood failed you?
Names: Gunther, Moss, Fern, Lichen, Root, Willow, Sage, Yarrow, Rowan, Ash
38 39
BACKGROUND 11
Half Witch
d6 What did you bring back from the Unseelie court?
A Black Rose Fiddle (bulky). Its music causes intense sadness and
1 immobility in nearby mortals. (Others are merely fascinated.) You don’t
Born of both the mortal world and the unseen, you are an enigma to some and know how to play.
feared by many. Yours is the tale of what happens when two worlds collide.
Paper Legs. You are extremely light and can fall a few stories without
2
Starting Gear getting hurt. Try to avoid tearing them or getting them wet.
• 3d6 Gold Pieces
A Living Nightmare that dwells within you but manifests whenever you
• Rations (3 uses)
are in danger. It has your same Attributes and HP and attacks with claws
• Torch (3 uses) 3
(d8+d8). It disappears on Critical Damage (take 1d4 WIL damage), re-
• Spellbook (Thicket: A thicket of trees and dense brush appearing again on the next full moon.
up to 50ft wide suddenly sprouts up. Wrapped
A Raven Familiar [8 HP, 3 STR, 11 DEX, 13 WIL, beak (d6)]. It speaks as an
in vines that must be destroyed again with 4
intelligent being and is entirely devoted to you.
each use.)
• Iron Dagger (d6) A Briar Thorn. It can pierce any organic material (quite painfully) but
5
• Herbs Pouch (restore 1 STR, 3 uses) when removed leaves no trace of the intrusion.
• Ghillie Suit
A Fae creature’s True Name. Use it to summon its owner for an act of
6 great service, but only once. It could also fetch a hefty price, from the
right buyer.
What concoction do you carry, and what rare ingredients did you
d6
gather to make it?
Nightdust Made from the ritual burning of six owls. When tossed in
5
Powder the air, day turns to night for a short while (2 uses).
40 41
BACKGROUND 12
Hexenbane
d6 To which order do you belong?
Order of the Silent Veil. Take a Quell Stone (2 uses) wrapped in burlap.
6
Extinguishes any nearby flames once exposed to air.
You carry the Disassemble Spellbook. Only you can use it.
If your vow is broken, it explodes (d12 STR damage).
2 Poverty Disassemble: Any of your body parts may be detached and
reattached at will, without causing pain or damage. You can
still control them. Regenerates any torn or defaced pages.
Once per day, you can shrug off a Fatigue. If your vow is
5 Charity
ever broken, you permanently lose one inventory slot.
The first time you inflict Critical Damage, you receive +d4
Names: Percival, Felix, Isolde, Wolfram, Aldric, Eira, Oswin, Ivor, Brunhilda, 6 Valor HP, returning to the previous limit at the end of combat. If
Beatrix your vow is broken, you die.
42 43
BACKGROUND 13
Jongleur
d6 What happened at your final performance?
Despite your training in the deadly arts, an actor died and you were
1
blamed. Take a light-weight Rapier (d6) and a false identity.
What inspires the soul more than song, words, and spectacle? Why practice for
years to master the arcane when you’ve already got real magic inside? The crowd loved your catchy tune about a noble and his romantic failings.
Take the Read Mind Spellbook and a warrant for your arrest.
Starting Gear 2 Read Mind: You can hear the surface thoughts of nearby creatures. Long-
• 3d6 Gold Pieces term possession can cause the reader to mistake the thoughts of others as
• Rations (3 uses) their own.
• Torch (3 uses)
Your debut composition reduced the audience to a gibbering mess,
• Costume
murmuring of bright creatures descending from the night sky. Later you
• Simple Instrument (Pipes, Lute, etc.) 3
noticed that the notes resembled stellar constellations. Take a Book on
• Lucky Jerkin (+1 Armor) Astronomy and a lot of questions.
• Sling (d6)
You mocked a forgotten trickster god and were cursed for it. You speak
4 only in perfect rhyme. Ironically, this has only made you more popular
among your peers. Take a Thesaurus (20gp). Without it, you are deprived.
Pocket A set of small puppets and a folding stage. Good for quick
2
Theatre distractions.
44 45
BACKGROUND 14
Kettlewright
d6 What is your trade?
You build small contraptions for local guilds (and don’t ask too many
1 questions). Take an extra 40gp and a wanted poster with your face on it.
You are known by the smell of molten metal and the jingle of tin. You are no mere Given time and materials, you can open almost any door or vault.
merchant but an artisan of fire and metal.
You deal in home goods and tools, hawking your wares to townspeople
Starting Gear 2 across the lands. Take 20gp of items from the gear table. You are fluent in
• 3d6 Gold Pieces the Traveler’s Cant.
• Rations (3 uses)
You were a military smelter, before peace destroyed your livelihood. Take
• Torch (3 uses) 3 a Smelting Hammer (d10, bulky) and a Tin Helm (+1 Armor). Given time
• Pincers and adequate materials, you can repair armor.
• Roll of Tin
You sell rare and quality items to monasteries and nobles alike. Take a
• Gloves (petty)
Spyglass, a Necklace (petty) worth 20gp, and a Scroll of Mirrorwalk (petty).
• Hammer (d6) 4
Mirrorwalk: A mirror becomes a gateway to another mirror that you looked
into today.
You scavenge raw tin and iron from battlefields, pulling teeth from still-
6 twitching corpses. Start with a young Donkey (+4 slots, slow), a Crossbow
(d8 damage, bulky), and a Saw (d6).
Tinker’s
4 Seals shut any fist-sized opening (3 uses).
Paste
46 47
BACKGROUND 15
Marchguard
d6 Why did you take the Oath?
Your family has a long tradition of serving, and you were trained from an
1 early age on how to survive in the wild. When taking the Supply (pg. 79)
Bound by blood Oath to patrol the border and protect the realm. Once sworn, the action, your yield increases by one step (e.g. 1d4 > 1d6).
Oath cannot be broken. The Guard always finds their own.
As a convict, the Oath was simply a means of avoiding punishment. Take a
Starting Gear 2
set of Lockpicks and the Key (petty) to a safehouse.
• 3d6 Gold Pieces
Noble-born, you joined to escape family trouble. Take a Goosefelt Tarp
• Rations (3 uses) 3
(fits two) that you stole before leaving home.
• Lantern
• Oil Can (6 uses) When your family lost everything, you took the Oath to avoid becoming a
4
• Long Sword (d10, bulky) burden. Take extra Rations (3 uses) and Throwing Knives (d6).
• Boiled Leather (1 Armor)
Your life was saved by a member of the Marchguard, and you were
5 inspired to join their ranks. Take a Snare Trap and a Sketchbook filled
with detailed drawings.
You were in a dark place and decided that your life needed a little
6 direction. You’re still not so sure it was the right choice. Take an Oilskin
Coat and Mapping Paper.
Impressive A metal badge of honor from the Guard. It can open doors
1
Pin but leaves a trail (petty).
Names: Gann, Light, Saoirse, Frost, Thorn, Reed, Dirk, Ragnar, Brie, Aasim
48 49
BACKGROUND 16
Mountebank
d6 How was your fraud exposed?
Your “seances” with the dead were in actuality a ruse involving a cleverly
hidden Spellbook of Auditory Illusion. Inevitably, a patron discovered your
secret. Start with the spellbook and a Bundle of Scarves.
6
Auditory Illusion: You create illusory sounds that seem to come from a
direction of your choice. Produces random and occasionally inopportune
sounds throughout the day.
50 51
BACKGROUND 17
Outrider
d6 What personal code or principle do you uphold?
Loyalty to the work: Your word is your bond. Once you’ve accepted a job,
you see it through to the end. Take a weathered Tally Stick. Once a vow is
5
marked onto its face, the stick hardens (d8) until it is complete. The stick
will snap in half if the vow is ever broken.
Always pay your debts: You always repay what you owe, whether in coin
6 or in kind. You expect nothing less from all others. Take a blacked-out
ledger, then roll a second time on the Bonds (pg. 12) table.
Blacklegged Hardy and adaptable. Tough or Perilous terrain (pg. 75) are
2
Dandy one step easier. 6 HP. +4 slots.
Wild but very fast, even in Tough terrain (pg. 75). Rides
6 Stray Fogger
Names: Drake, Cyra, Keir, Darius, Valen, Rorik, Yara, Rui, Talon, Jory light. 4 HP. +2 slots.
52 53
BACKGROUND 18
Prowler
d6 What did you last hunt?
A mock firefly, baiting water carriers with its lure. Take an Alchemical
1 Limb (d8, petty when worn) to replace the one it tore off and an Oil Can (6
You are a specter in the night, a fleeting shadow that slips by its prey, unseen. uses). The limb is immune to heat and poison. Needs to be oiled daily.
Each kill is a test of cunning and animal determination, a contest between life and
death. You know that one day you will lose. You look forward to it. An ice nettle, trapping and draining sheep. You lost your commission
2 when the fungus you introduced killed half the flock. Take a Rime Seed (1
Starting Gear use). It freezes any body of water, no matter the size. Don’t eat it.
• 3d6 Gold Pieces
A silver marsh crawler that killed someone close to you. You now carry
• Rations (3 uses)
3 its Tooth (petty) on a chain around your neck as a warning to others of its
• Torch (3 uses)
kind. The tooth hums softly when something is stalking you.
• Tarp (shelters 1)
• Boiled Leather (1 Armor) A malicious forest spirit that poisoned a homestead. You saved a
• Short Sword (d6) 4 Heartseed from the roots of a dying tree. (Plant to create a a new forest.)
Also, take Iron Bracers (+1 Armor, bulky).
• Spring-Loaded Trap (4 STR damage)
A hollow wolf that had been frightening travelers. You took pity on the
half-starved creature and nursed it back to health. Now it is loyal to you
5
unto death. It is also a great tunneler. 5 HP, 11 STR, 13 DEX, 8 WIL, teeth
(d6).
Fermented Keeps you warm at the best of times and can be used as
1
Spirits an explosive at the worst (3 Uses).
Names: Winda, Brielle, Theron, Chayse, Nuja, Dev, Raven, Baruani, Arawan, Sable
54 55
BACKGROUND 19
Rill Runner
d6 What songs are you best known for?
The Thrush and the Meadow. A moody tale told in alternating chorus. Start
6 with a Feather Quill (1 use, petty). A map drawn with this quill reveals the
most expedient course between any two points.
You buy low and sell high, always making just enough to
3 Wares get by. Take a Single Item worth 20gp or less from the
equipment table.
Names: Gale, Piper, Brook, Adair, Stone, Dale, Wren, Cliff, Rain, Robin
56 57
BACKGROUND 20
Scrivener
d6 What work did you keep for yourself?
Starting Gear A Treatise on the Abyss. A nondescript black book. An in-depth, largely
• 3d6 Gold Pieces 3 theoretical text describing the Roots, as well as information about the
location of a nearby Gate.
• Rations (3 uses)
• Torch (3 uses) The Star Waltz. A comet-shaped clasp bound in a fine leather cover.
• Quill & Ink 4 Detailed astronomical charts, celestial movements, and stellar festivals.
• Blank Book Highly valued (100gp) for its usefulness to travelers.
• Awl (d6)
The Cathedral and the Canopy. Large-leaf binding over vellum. Nominally
• Badge (petty) 5 a children’s storybook, the margins detail information about traveling,
eating, and sleeping in the cloud forests.
3 Everquill A quill that writes on any surface. You still need ink (petty).
Names: Lazlo, Stilo, Akshara, Pisa, Ji-Yun, Kalamos, Hugo, Shui, Kalam, Julius
58 59
Section 3
Rules
60 61
Core Rules Armor
• Before calculating damage to HP, subtract the target’s Armor value from the
result of damage rolls.
Attributes
• Shields and similar armor provide a bonus defense (e.g. +1 Armor), but only
Each of the three attributes are used in different circumstances. (see Saves.)
while the item is held or worn. Some may also provide additional benefits,
depending on the fiction.
Strength (STR) Dexterity (DEX) Willpower (WIL) • A PC, NPC, or monster cannot have more than 3 Armor.
Used for saves requiring Used for saves requiring Used for saves to
physical power, like poise, speed, reflexes, persuade, deceive, Reactions
lifting gates, bending dodging, climbing, interrogate, intimidate,
When the PCs encounter an NPC whose reaction to the party is not obvious,
bars, resisting poison, sneaking, balancing, etc. charm, provoke,
the Warden may roll 2d6 and consult the following table:
etc. manipulate spells, etc.
Reactions
• A save is a roll to avoid negative outcomes from risky choices. Characters roll Hostile Wary Curious Kind Helpful
a d20 and compare the results to the appropriate attribute. If they roll equal
to or under that attribute, they succeed. Otherwise, they fail. A 1 is always a
success, and a 20 is always a failure. Morale
• If two opponents are each trying to overcome the other, whoever is most at • Enemies must pass a WIL save to avoid fleeing when they take their first
risk should save. casualty and again when they lose half their number.
• If two characters need to take an action together, whoever is most at risk • Some groups may use their leader’s WIL in place of their own. Lone foes must
should save (usually the character with the lowest relevant Attribute). save when they’re reduced to 0 HP.
• Resting for a few moments and having a drink of water restores lost HP but Hirelings
may leave the party exposed. Bandages can stabilize a character that has taken
Critical Damage. • Adventuring parties can recruit hirelings, relying on their unique skills,
knowledge, and training to aid in expeditions.
• Attribute loss (see Critical Damage) can usually be restored with a week’s rest,
facilitated by a healer or other appropriate source of expertise. • To create a hireling, choose an appropriate role from the Hirelings table in the
Marketplace (pg. 17-18). Roll 3d6 for each attribute and 1d6 for their HP. Give
• Some healing services are free, while magical or more expedient means of them equipment appropriate to their station, then roll on the Character Traits
recovery may come at a cost. tables to further flesh them out.
Deprivation & Fatigue • Alternatively, choose an appropriate background and name from the
Character Creation guide. Roll (or choose from) the tables for that
• A PC that lacks a crucial need (such as food or rest) is Deprived. Anyone background. Then roll for Rations, Gold Pieces, Attributes, HP, and age.
Deprived for more than a day adds Fatigue to their inventory, one for each
day. A Deprived PC cannot recover HP, Attributes, or item slots from Fatigue. Die of Fate
• A PC may also be forced to add Fatigue after casting spells or due to events • Optionally, roll 1d6 whenever the outcome of an event is uncertain or to
occurring in the fiction. Each Fatigue occupies one slot and lasts until the PC simulate an element of randomness and chance.
is able to recuperate (such as with a full night’s rest in a safe spot).
• A roll of 4 or more generally favors the PCs, while a roll of 3 or under usually
• If a character is forced to add Fatigue to their inventory but they have no free means bad luck for the PCs.
slots, they must drop an item from their inventory.
62 63
Combat Critical Damage
• Damage that reduces a target’s HP below zero is subtracted from their STR
by the amount of damage remaining. The target must then immediately make
Rounds a STR save to avoid taking Critical Damage, using their new STR score. On a
• A round is roughly ten seconds of in-game time and proceeds with each side success, the target is still in the fight (albeit with a lower STR score) and must
taking turns. Each round starts with all PCs that are able to act, followed by continue to make Critical Damage saves when incurring damage.
their opponents. The result of each side’s actions occur simultaneously. • Any PC that suffers Critical Damage cannot do anything but crawl weakly,
• During the first round of combat, each PC must make a DEX save in order grasping for life. If given aid (such as bandages), they will stabilize. If left
to act. Special circumstances, abilities, items, or skills may negate this untreated, they die within the hour. NPCs and monsters that fail a Critical
requirement. PCs that fail their save lose their turn for this round. Damage save are considered dead, per the Warden’s discretion. Additionally,
some enemies will have special abilities or effects that are triggered when
• Their opponents then take their turn, and the first round ends. The next their target fails a Critical Damage save.
round begins with the PCs taking their turn, followed by their opponents, and
so on until combat has ended with one side defeated or fled.
Attribute Loss
Actions • If a PC’s STR is reduced to 0, they die. If their DEX is reduced to 0, they are
paralyzed. If their WIL is reduced to 0, they are delirious. Complete DEX and
• On their turn, a character may move up to 40ft and take up to one action. This WIL loss renders the character unable to act until they are restored through
may be casting a spell, attacking, moving for a second time, or some other extended rest or by extraordinary means.
reasonable action. Each round, the PCs declare what they are doing before
dice are rolled. If a character attempts something risky, the Warden calls for a • If a PC takes damage outside of combat, they should instead receive damage
save for appropriate players or NPCs. to an Attribute, typically STR.
• If multiple attackers target the same foe, roll all damage dice and keep the
Detachments
single highest result. All actions are declared before being resolved.
• Large groups of similar combatants fighting together are treated as a single
• If an attack would take a PC’s HP exactly to 0, refer to the Scars table (pg. 66)
Detachment. When a detachment takes Critical Damage, it is routed or
to see how they are uniquely impacted.
significantly weakened. When it reaches 0 STR, it is destroyed.
Attack Modifiers • Attacks against detachments by individuals are Impaired (excluding Blast
damage).
• If fighting from a position of weakness (such as through cover or with
bound hands), the attack is Impaired, and the attacker must roll 1d4 damage • Attacks against individuals by detachments are Enhanced and deal Blast
regardless of the attack’s damage die. Unarmed attacks always do 1d4 damage. damage.
64 65
Scars Magic
If damage to a PC would reduce their HP to exactly 0, look up the result on the
table below based on the amount of HP lost in the attack. For example, if a PC Spellbooks
went from 3 HP to 0 HP, they would look at entry #3 (Walloped). • Spellbooks contain a single spell and take up one slot. They cannot be easily
transcribed or created; instead they are recovered from places like tombs,
How much HP did you lose? dungeons, and manors.
• Spellbooks sometimes display unusual properties or limitations, such as
Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear.
1 HP producing a foul or unearthly smell when opened, possessing an innate
Roll 1d6. If the total is higher than your max HP, take the new result.
intelligence, or being legible only when held in moonlight.
Rattling Blow: You’re disoriented and shaken. Describe how you refocus. • Spellbooks will attract the attention of those who seek the arcane power
2 HP
Roll 1d6. If the total is higher than your max HP, take the new result. within, and it is considered dangerous to display them openly.
Walloped: You’re sent flying and land flat on your face, winded. You are Casting Spells
3 HP deprived until you rest for a few hours. Then, roll 1d6. Add that amount to
your max HP. • Anyone can cast a spell by holding a Spellbook in both hands and reading its
contents aloud. They must then add a Fatigue to inventory.
Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, • Given time and safety, PCs can enhance a spell’s impact (e.g., affecting multiple
4 HP
roll 2d6. If the total is higher than your max HP, take the new result. targets, increasing its power, etc.) without any additional cost.
Diseased: You’re afflicted with a gross, uncomfortable infection. When • If the PC is deprived or in danger (such as during combat), the Warden may
5 HP you get over it, roll 2d6. If the total is higher than your max HP, take the require a PC to make a WIL save to avoid any ill-effects from casting the spell.
new result. Consequences of failure are on par with the intended effect and may result in
added Fatigue, the destruction of the Spellbook, injury, and even death.
Reorienting Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6.
6 HP
If the total is higher than your current attribute, take the new result. Scrolls
Hamstrung: You can barely move until you get serious help and rest. After Scrolls are similar to Spellbooks, however:
7 HP recovery, roll 3d6. If the total is higher than your max DEX, take the new • They are petty.
result.
• They do not cause Fatigue.
Deafened: You cannot hear anything until you find extraordinary aid. • They disappear after one use.
8 HP
Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
Relics
Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6.
9 HP • Relics are items imbued with a magical spell or power. They do not cause
If the total is higher than your max WIL, take the new result.
Fatigue. Relics usually have limited uses, as well as a Recharge condition.
Sundered: An appendage is torn off, crippled, or useless (the Warden will
10 HP tell you which.) Then make a WIL save. If you pass, increase your max WIL
by 1d6.
Mortal Wound: You are deprived and out of action. You die in one hour
11 HP unless healed. Upon recovery, roll 2d6. Take the new result as your max
HP.
Doomed: Death seemed ever so close, but somehow you survived. If your
12 HP next save against Critical Damage is a fail, you die horribly. If you pass, roll
3d6. If the total is higher than your max HP, take the new result.
66 67
Section 4
Procedures
68 69
Dungeon Exploration Dungeon Events
Exploring a dungeon is always dangerous, and time must always be weighed
against the risk of awakening the location’s denizens, natural hazards, and worse.
The Basics When the party:
• The dungeon exploration cycle (see below) is divided into a series of Turns, • Spends more than one dungeon cycle in a single room or location.
Actions, and their consequences.
• Moves quickly or haphazardly through a room.
• On their Turn, a character can move a distance equal to their torchlight’s
• Moves into a new area, level, or zone.
perimeter (about 40ft) and perform one Action. Players can use their action to
move up to three times that distance, though that will increase the chance of • Creates a loud disturbance.
triggering a roll on the Dungeon Events table.
• The Warden should present obvious information about an area and its Roll on the table below:
dangers freely and at no cost. Moving quickly or without caution may increase
the chance of encountering a wandering monster, springing a trap, or
d6 Dungeon Events
triggering a roll on the Dungeon Events table.
Roll on an encounter table. Possibly hostile. (See Reactions
Although the term “dungeon” is used here, it can mean any dangerous locale (mansions, 1 Encounter
(pg. 63).)
farmhouses, adventure site, etc.).
A clue, spoor, track, abandoned lair, scent, victim, etc is
2 Sign
discovered.
Dungeon Exploration Cycle
Surroundings shift or escalate. Water rises, ceilings collapse,
1. The Warden describes the party’s surroundings and any immediate dangers 3 Environment
a ritual nears completion, etc.
(combat, traps, surprises, etc.). The players then declare their character’s
intended movements and Actions. Torches are blown out, an ongoing spell fizzles, etc. The party
4 Loss
must resolve the effects before moving on.
2. The Warden resolves the actions of each character simultaneously, along
with any actions that are already in progress. Remember, the Die of Fate can The party must take a brief rest (roll on this table again), add
5 Exhaustion
be a useful tool whenever the Warden is in doubt! a Fatigue, or consume a ration.
3. The players record any loss of resources and any new conditions (i.e. item 6 Quiet The party is left alone (and safe) for the time being.
use, deprivation, etc). The cycle then begins again. If appropriate, the
Warden should roll on the Dungeon Events table. Keep common sense in
mind when interpreting the results!
70 71
Actions Dungeon Elements
• Actions are any non-passive activities, such as searching for traps, forcing
Light
open a door, listening for danger, disarming a trap, engaging an enemy in
combat, casting a spell, dodging a trap, running away, resting, etc. • Torches and other radial sources of light
illuminate 40ft of dungeon and beyond that
• Some actions have special rules (see below), while others may take multiple
only a dim outline of objects. Torches last
turns to complete.
until they are put out by a character or their
• Loud or noticeable actions may also trigger an encounter with the dungeon’s environment.
denizens.
• A torch can be lit 3 times before
permanently degrading. A lantern can be
Searching
relit indefinitely but requires an Oil Can (6
• A character can spend a turn performing an exhaustive search of one object or uses).
location in an area, revealing any relevant hidden treasure, traps, secret doors,
• Characters without a light source may suffer
etc.
from panic until their situation is remedied.
• Larger rooms and difficult or complex dungeon terrain may take a few turns
to properly search. Doors
• Searching a room first is a safer way to explore the dungeon, but it has a steep • Doors and entryways may be locked, stuck,
cost: time. or blocked entirely. Characters can try to
force a door open (or wedge it shut) using
Resting available resources (spikes, glue) or through
• A character can spend a turn resting to restore all HP. raw ability.
• A light source and a safe location are required to rest. Present or oncoming • The party’s marching order determines who
danger makes rest impossible. is most impacted by whatever lies beyond a
door.
• Resting does not restore Fatigue, as it is impossible to safely Make Camp (pg.
79) in a dungeon. • A character can detect, through careful
observation (listening, smelling, etc.), signs
Panic of life and other hazards through nearby
doors and walls.
• A character that is surrounded by enemies, enveloped by darkness, or facing
their greatest fears may experience panic. A WIL save is typically required to Traps
avoid losing control and becoming panicked.
• A cautious character should be presented
• A panicked character must make a WIL save to overcome their condition as an with any and all information that would
action on their turn. allow them the opportunity to avoid
• A panicked character has 0 HP, does not act in the first round of combat, and springing a trap. An unwitting character will
all of their attacks are impaired. trigger a trap according to the fiction, or will
otherwise have a 2-in-6 chance.
• Traps can usually be detected by carefully
searching a room.
• Damage from traps is taken from attributes
(usually STR or DEX) and not from HP.
Armor can reduce damage, but only if
applicable (e.g. a shield would not reduce
damage from noxious gas).
72 73
Wilderness Exploration Path Type Path Distance
Path Penalty Odds of Getting Lost Distance Penalty
Watches Roads None None Short +1 Watch
• A day is divided into three watches: morning, afternoon, and night.
Trails +1 Watch 2-in-6 Medium +2 Watches
• Each character can choose one Wilderness Action (pg. 79) per watch.
• If the characters split up, each group is treated as an independent entity. Wilderness +2 Watches 3-in-6 Long +3 Watches
Points
Terrain Difficulty
• Potential destinations on a map are called points.
• One or more watches may be required to journey between two points on a Difficulty Terrain Penalty Factors
map, depending on the path, terrain, weather, and party status.
Plains, plateaus, Safe areas for rest, fellow travelers,
• The party should have a rough idea of the challenges involved to get to their Easy None
valleys good visibility
destination, but rarely any specifics.
Wild animals, flooding, broken
Forests, deserts,
Travel Duration Tough
hills
+1 Watch equipment, falling rocks, unsafe
shelters, hunter’s traps
Travel time in Cairn is counted in watches, divided into three eight-hour
segments per day. However, as most parties elect to spend the third watch of the Quicksand, sucking mud, choking
Mountains, jungles,
day resting, one can use “days” as a shorthand for travel time. For example, if the Perilous +2 Watches vines, unclean water, poisonous
swamps
distance between two points is equal to four watches, the party would need to plants and animals, poor navigation
travel for two days, arriving in the evening of the second day.
To determine the distance between two points, combine all penalties from the
path, terrain, and Weather Difficulty (pg. 76) tables, taking into account any
changes to those elements along the route. For travel via waterways, refer to the
surrounding terrain difficulty. For especially vast terrain, assign a penalty of up to
+2 watches to the journey.
The weather, terrain, darkness, injured party members, and other obstacles can
impact travel or even make it impossible! In some cases, the party may need to
add Fatigue or expend resources in order to sustain their pace. Mounts, guides,
and maps can increase the party’s travel speed or even negate certain penalties.
74 75
Weather Wilderness Elements
Each day, the Warden should roll on the weather table for the appropriate season.
Night
If the “Extreme” weather result is rolled twice in a row, the weather turns to
“Catastrophic.” A squall becomes a hurricane, a storm floods the valley, etc. • The party can choose to travel during the night and rest during the day, but
night travel is far slower and more treacherous!
• Traveling at night is always more dangerous! The Warden should roll twice on
the Wilderness Events table.
• Some terrain and weather may be easier to traverse at night (desert, for
example). The Warden should balance these challenges along with any other.
Sleep
• The last watch of the day is typically reserved for the Make Camp (pg. 79)
action.
• Characters typically need to sleep each day. Anything beyond a minor
Weather
interruption can negate or cancel the benefits of sleep.
d6 Spring Summer Fall Winter • If the party skips the Make Camp (pg. 79) action, they each add a Fatigue to
their inventory and are deprived. Additionally, traveling when sleep-deprived
1 Nice Nice Fair Fair raises the terrain Difficulty by a step (i.e. Easy becomes Tough).
2 Fair Nice Fair Unpleasant
Light
3 Fair Fair Unpleasant Inclement • Torches and other radial sources of light illuminate 40-ft ahead of the party
but beyond that only provides a dim outline of objects.
4 Unpleasant Unpleasant Inclement Inclement
• Characters without a light source may suffer from panic until their situation is
5 Inclement Inclement Inclement Extreme remedied.
• Environmental conditions (sudden gusts of wind, dust, water, etc.) can easily
6 Extreme Extreme Extreme Extreme
blow out a torch.
Light Sources
Weather Difficulty
• A torch can be lit 3 times before degrading.
Weather Effect Examples
• A lantern can be relit indefinitely but requires a separate Oil Can (6 uses).
Nice Favorable conditions for travel. Clear skies, sunny
76 77
Wilderness Exploration Cycle Wilderness Actions
1. The Warden describes the current point or region on the map and how the
Travel
path, weather, terrain, or party status might affect travel speed. The party
plots or adjusts a given course towards their destination. • Travel begins. Obvious locations, features, and terrain of nearby areas are
revealed according to their distance. This action is typically taken by the
2. Each character chooses a single Wilderness Action (pg. 79). The Warden entire party as one.
narrates the results and then rolls on the Wilderness Events table. The party
responds to the results. • The party rolls 1d6 to see if they get lost along the way. This risk can increase
or decrease, depending on Path Difficulty (pg. 75), maps, party skills, and
3. The players and the Warden record any loss of resources and new conditions guides.
(i.e. torch use, deprivation, etc), and the cycle repeats.
• If lost, the party may need to spend a Wilderness Action to recover their way.
Otherwise, the party reaches the next point along their route.
Remember to compare the results of getting lost to the relevant Path Difficulty.
Explore
• One or more party members search a large area, searching for hidden
features, scouting ahead, or treading carefully.
• A Location (shelter, village, cave, etc.) or Feature (geyser, underground river,
beached ship, etc.) is discovered.
• The Travel action is still required to leave the current area, even if it has been
completely explored.
Supply
• One or more party members may hunt, fish, or forage for food, collecting
1d4 Rations (3 uses each). The chance of a greater bounty increases with
d6 Wilderness Events each additional participant (e.g. 1d4 becomes 1d6, up to a maximum of 1d12).
Relevant experience or equipment may also increase the bounty.
Roll on an encounter table for that terrain type or location.
1 Encounter
Don’t forget to roll for NPC reactions if applicable. • The party may encounter homes and small villages, spending gold and a full
Watch (pg. 74) to resupply.
The party discovers a clue, spoor, or indication of a nearby
2 Sign encounter, locality, hidden feature, or information about a Make Camp
nearby area.
• The party stops to set up camp in the wilds. Each party member (and their
mounts) consumes a Ration.
3 Environment A shift in weather or terrain.
• A lookout rotation is set so that the party can sleep unmolested. A smaller
The party is faced with a choice that costs them a resource party may need to risk sleeping unguarded or switch off sleeping over multiple
4 Loss
(rations, tools, etc), time, or effort. days.
• Party members that were able to rest remove all Fatigue from their inventory.
The party encounters a barrier, forcing effort, care or delays.
This might mean spending extra time (and an additional
5 Exhaustion
Wilderness Action) or adding Fatigue to the PC’s inventory
to represent their difficulties.
78 79
Downtime Downtime Actions
Between game sessions, players can engage in a variety of activities such as The following activities represent some of the most common Downtime Actions
research, following up on leads, improving skills, or building relationships. A PC is a players can choose. The Warden can also create custom actions based on the
limited to one Downtime Action at a time. These actions cannot be undertaken in needs of play.
unsafe conditions or while a character is in recovery. A character cannot perform
a downtime action if it would put their safety at risk. Research
A PC investigates a single question about a bit of lost or forgotten lore, the location
of a lost item, the whereabouts of an important NPC, and so on. To take this
action, the player must have a clearly formulated question they’d like to answer
and a Source of knowledge in the game world that their character can interact
with. If the PC does not have a Source, then they can spend a Downtime Action
trying to find one. There is no guarantee that they will be successful. Once a
question is posed and an appropriate Source has been identified, the Warden
should provide any Milestones and associated Costs.
Questions
Milestones As always, the question must come from an experience that occurred during play.
For activities requiring multiple steps, the Warden assigns 1-5 Milestones for Examples:
players to track progress. Each Milestone represents a comprehensive, non-
• “Where is the Lost Temple of East Nipoor?”
interactive task. The Warden may present different strategies to achieve these
goals, each with distinct Milestones. Depending on the unfolding events in the • “Who in Fortune City might know how to crack an ancient vault?”
game, the Warden is also empowered to introduce new Milestones or discard • “Where can I find the cure to curly sickness?”
existing ones.
Sources
Costs A Source is a person, place, faction, or entity that holds either a part or whole
PCs can complete individual Milestones by taking a Downtime Action and paying answer that the character seeks. They can be NPCs, Factions, spirits, or even
its respective Cost. If a character is unable to pay the Cost, they may have to find other PCs.
some other way to achieve their goal. A few examples of Cost: Examples:
• Gold: Direct payment of gold from a character’s inventory. • Kewr the Mouth, a frequent contact for the Conclave of Merchants. Despite
• Resources: Non-monetary costs, such as material goods, specific common their excellent relationship with this faction, asking for help in an illicit
items, and so on. activity might come at a high cost.
• Reputation: Betting on a character’s renown, personality, presence, social • A Woodwose who makes his home deep in the Forest of Knives. The party
connections, etc. encountered him in an earlier expedition, and the encounter did not end
well. Still, he is said to know the nature of every herb and their healing
• Loss: Offering something specific and unique. A finger, a soul, a Relic, etc. properties.
Some Costs can be reduced or disregarded through character skills, connections, • The Temple of Puppets, a nomadic circus troupe who have travelled the
or force of will. For example, a PC may have already acquired the necessary known and unknown lands. The party assisted one of their members during
reputation to gain access to a renowned institution, and thus the cost is abated. the Rain of Fire, when even the creatures of the Wood were preparing to
On the other hand, another character may not be so lucky and must rely on flee their homes. If anyone has heard of forgotten places, it’s them.
their force of personality instead. In this case, the Warden should state the risk
(a permanent ban on entry, a loss of reputation, etc.). The PC then makes a WIL
save; on a success, the cost is either reduced or avoided entirely.
80 81
Training Strengthening Ties
A character can improve their skills with an item or ability, with clear narrative A character fosters a connection with an NPC or Faction in the game world. First,
or mechanical results. They might be interested in dealing greater damage with they must identify the entity with whom they wish to strengthen ties, as well as
a particular weapon, decreasing their chances of getting lost in rough weather, a specific intent (e.g., building trust, mending a friendship, seeking membership
or learning to read the languages of the ancients. A PC might spend multiple in a Faction, forming an alliance, and so on). The Warden then provides concrete
Downtime Actions sparring with a particular weapon, improving their skills week measures (described as Milestones and Costs) that the PC can undertake to
by week. Or they may need to travel to the home of a distant sage, improving advance the relationship. With each completed Milestone, the Warden describes
themselves through short but intense study. how the PC’s relationship has grown or changed.
Examples:
The player must describe precisely what they’d like to improve and a Master
whom they might train with. And of course, the character’s inspiration to improve • After returning from an unsuccessful delve into the Roots, a PC discovers
should come from an experience in play. The Warden should provide any that they’d unknowingly brought along a stowaway: an eyeless devourer,
Milestones and associated Costs. barely hatched. They decide to keep the creature and train it in secret.
Examples: • During a play session, a PC becomes friendly with an Agent of the Order
of the Helm. Impressed by the Order’s values, the PC asks what the
• The Two-Handed Parry: When fighting with one hand free, a PC’s HP
requirements are to join.
temporarily increases by 1d4. The party took on a hireling from the Cratered
Lands, whose fighters emphasize avoiding enemy attacks. She has agreed to • An agent for a powerful faction dies during the Battle of Frogs while under
train anyone who can best her in hand to hand combat. the party’s care. The party wishes to provide redress, so that the party can
once again perform tasks for that faction.
• Herbology: Given proper ingredients, a PC can create a Healing Salve
(restores 1d4 STR, 1 use) as a Downtime Action. After receiving care from an
elderly herbalist in the Verdant Glades, the wounded PC asked to be trained
in the healing arts. The Master has agreed, but asked that they collect three
rare herbs before training can begin.
• Troutmaster: When taking the Supply Action, Rations gathered near cold
freshwater sources increase by one step (e.g. 1d4 becomes 1d6). The party
escorted a stranded naturalist from the famously dreadful Silver Wastes
safely back to the city. As thanks, she has offered to train a PC to identify and
capture a common lakefish that frequents colder waters.
82 83
Section 5
84 85
Vald The Wood
The Wood surrounds and divides the realm, representing not just one forest, but
all forests. Denizens of the Wood are fiercely independent, believing they are
Introduction subject solely to its rules. Its various peoples, creatures, and unrelenting natural
The implied setting of Cairn is called Vald, encompassing all developed or elements have kept the outside world at bay since time immemorial.
settled lands, cities, towns, forests, etc. The specific ruler is irrelevant, as most At the core of each forest is a Heart Tree, the place where the forest is at its most
adventures will take place in smaller towns and villages, the forest, and the powerful as well as its most dangerous. Each Heart Tree is born from a single
margins of the realm. Most inhabitants (regardless of region) refer to the local Heartseed, acquired exclusively from a Heart Tree that is dying or dead.
centers of power as the Cities, occasionally as a pejorative.
The Wood is populated by creatures strange and wondrous, such as Goblins,
Towns and villages are built near water and lumber sources, within a day’s walk Spirits, Treants, Trolls, Werewolves, Witches, and even talking plants and animals.
of each other. Larger villages may rely on nearby farms and hunters. Settlements Most are openly hostile to outsiders (particularly humans), but others will (on
are often organized around specific industries like lumber, brewing, fishing, or occasion) parley with those that have shown respect for the Wood. Of course,
mining, with a Fieldwarden or Beast Handler protecting their most valued assets. all demonstrate utter respect for the Fae (sometimes called the Pale Folk, or the
Established trails between larger towns are fairly common, while maintained Neighbors).
roads are almost non-existent except to the distant cities. Itinerant merchants, Of course, the Wood is not empty of people. Those who can survive (or even
Kettlewrights, and various peddlers pass through settlements on a semi-regular thrive) in such places learn to live according to the rules of the forest, for those
basis, sometimes hiring Outriders to protect and escort larger caravans, or Rill who ignore or foolishly oppose these rules often meet grisly ends.
Runners to help ferry passengers in the Riverlands.
Even the smallest village may play host to scholarly types from the cities: a The Roots
Scrivener, Aurifex, or Greenwise with keen interest in nearby tombs, barrows, The Roots is a realm of mystery and horror underground, where vast caves
and Gates. Often a Bonekeeper or Fungal Forager will be hired for their expertise, loom as large as an emptied ocean, without even a hint of sunlight. The various
while clever adventurers will ensure that a Barber-Surgeon is never far away, creatures and wild animals that survive there have developed natural means to
or a Cutpurse if there is unsavory business that needs tending to. Of course, live in the utter darkness, adapting their eyesight to function in even the dimmest
Mountebanks and Jongleurs often accompany these sorts, riding their coattails in light or eschewing vision altogether.
hopes that they too will benefit from the next major discovery.
Entrances to the Roots, known as Gates, are scattered across the lands and are
Those who enter the Wood hire a guide familiar with the territory, such as a usually hidden or protected by powerful forces. Once opened, Gates permit
Prowler or Fletchwind, while the truly determined traveler will seek the wisdom dangerous creatures to pass through, giving them free reign over the weak and
of a Half Witch or Foundling with some connection to its darker secrets. Closer vulnerable.
to the border, the Marchguard work to keep the realm free of outside influence,
while the Hexenbane seek to protect it from forces within. Only the brave and foolish enter the Roots, and most do not return. The few that
do whisper of the indescribable horrors and evil intelligence guarding these lost
treasures. Still, there will always be those who cannot resist the draw of forgotten
Relics, profound wealth, or knowledge, for there are rumors that creatures far
more interesting than wild beasts make their home in the depths below.
86 87