mercoledì 25 febbraio 2026

Armature ed elmi per Electric Bastionland

Nei gdr si trovano spesso armi speciali, ma non abbastanza armature speciali.

Da usare con Electric Bastionland.

Armatura artropode, a1, le creature aviarie ti attaccano a vista.

Armatura urbana, ingombrante, a2 solo a Bastion.

Armatura spigolosa, ingombrante, a2 solo quando sei con le spalle al muro.

Armatura morbida, ingombrante, a2 ma ti senti pigro: in un round di combattimento puoi muoverti O attaccare.

Elmo egoista, puoi fare un tiro salvezza su CARisma per reindirizzare un dado attacco, rivolto a te, verso un alleato vicino.

Elmo germogliante, a1 solo alla luce del sole.

Elmo venefico, a1, finché lo indossi sei immune al veleno ma fallisci tutti i tiri salvezza su FORza

Elmo eroico, a1 solo contro distaccamenti o avversari giganti.

Elmo fotografico, a1 solo contro qualcuno di cui hai scattato una bella foto. Non è possibile farlo durante un combattimento, uscirebbe mossa. Necessita di batterie.

Elmo commerciale, a1 se hai speso 100£ o più durante questa sessione.

Elmo occultante, a1 contro avversari di cui conosci un segreto.

Elmo attorcigliato, a1 ma fallisci sempre i tiri salvezza contro l'essere catturato, afferrato, ecc.



sabato 11 ottobre 2025

Foreground growth for Cairn, part 3: Paladins

Seven legendary paladins rest in the earth, seven oaths etched on their tombstones. As soon as someone recites an oath in full, the text vanishes. The oath takes up an inventory slot until fulfilled, as it burdens your soul.

Tomb of Karolin the Paladin - Oath of the Hands
You swear to bring back Karolin's hands*, a relic stolen from her corpse. After fulfilling it, your attacks get enhanced when fighting undead and demons. Undead creatures defeated this way go to the afterlife and can't be raised again.

*Karolin's hands: Heal d8 STR to the touch. Recharge: keep them close to your heart during the night of the second-to-last day of the week.

Tomb of Roma the Legion - Oath of Conquest
You pledge to become a ruler through force.
After fulfilling it, while fighting a detachment or a colossal creature, you count as an army yourself.

Tomb of Harpar the Hero - Oath of Glory
You pledge to make your quest echo through the voice of the bards.
After fulfilling it, you gain a winged steed who'll answer your call for help anywhere.

Tomb of Ambros the Great - Oath of the Crown
You pledge to restore order in a place where chaos rules.
After fulfilling it, you learn how to cast a geas on a target who can understand you. A geas goes "you shall not [blank] or you'll die". You can't cast another one as long as the target of the geas lives.

Tomb of Shepard the Peaceful - Oath of Redemption
You pledge to make a powerful but wicked creature change its ways.
After fulfilling it, you begin to emanate an aura of peace. You can always try to pacify a creature, no matter how hostile. They get to roll a WIL save.

Tomb of Ulfred the Black - Oath of Vengeance
You pledge to deliver punishment without mercy to a powerful, wicked creature.
After fulfilling it, your attacks against the designated foe are enhanced. Furthermore, you can always feel their general direction and proximity. Even when fulfilled, this oath stays as a burden.

Tomb of Agnus the Light - Oath of Mercy
You pledge to defeat a foe who is tormenting the weak, but show them mercy.
After fulfilling it, a light encases you. It grants you +1 armor. Allies close by also enjoy this protection.


martedì 29 ottobre 2024

Foreground Growth for Cairn, part 2: Master Musicians and Celestial Scholars

These orders allow PCs to gain additional abilities and resources in a class-less and level-less system like Cairn. As a general rule, an order shares their secrets with a donation of 1000gp, or if they believe you align with their cause.

domenica 27 ottobre 2024

Foreground Growth for Cairn, part 1: Berserkers

These orders allow PCs to gain additional abilities and resources in a classless and levelless system like Cairn. As a general rule, an order shares its secrets with a donation of 1000gp, or if they believe you align with their cause.

Berserkers
Cause: "Unshackle the beast within"

If they deem you a worthy friend of their tribe, the Berserkers can teach you how to access your primal Rage.

While Raging:
  • Your melee attacks are enhanced
  • You have an Edge on your STR Saves: reduced failures, enhanced or automatic successes
  • You don't Save vs Critical Damage
Your Rage lasts as long as you deal or take damage. When it ends, you are deprived until you have a night of sleep. If you Rage while deprived, you gain 1 Fatigue.

After you’ve learned Rage, you gain additional abilities depending on how many worthy foes you bested. To commemorate their fallen opponents, Berserkers etch their skin.

After 3 kills, learn Reckless
While Raging, roll an additional d12 on a melee attack. Take the highest as the damage dealt to the opponent, while the lowest as STR damage against you.

After 7 kills, learn Cleave
When Raging, instead of enhancing your attack, you can make a Blast attack.

After 10 kills, go back to the tribe to choose a Totem Animal. In addition to the abilities granted by your Totem, you can speak with animals.
  • Bear: Reroll your STR on 12+d6, take the new result if higher, and gain 2 additional inventory slots
  • Eagle: You can see tiny details at a great distance, make impossibly long and tall jumps, and gain an unbreakable grip strength.
  • Wolf: You have an Edge when trying to avoid detection, and you heal d6 hp if you witness an ally getting harmed during a fight
Once you have your Totem, you become a tribe member and gain the right to challenge the chief in a duel (5 hp, 15 STR, 14 CHA, d8 runic sword, rage, reckless, random totem). If you win, you become the chief of a Tribe of Berserkers (1 hp, 15 STR, d8 axe, rage)

martedì 13 febbraio 2024

Monster Treasure for Cairn! V-W

There’s a 1in6 chance for each individual in an encountered group to carry a piece of treasure.

Unless indicated otherwise, each piece of treasure occupies one slot and is worth 100gp. Relics are invaluable.


Roll before the encounter happens, cause some of the treasure may be of use to the NPCs.


Vampire

Lair:


  • Skeleton, headless, sitting lifeless against a wall

  • Wooden coffin on the floor, closed by red laces. Contents:

    • Skull: Upon opening the coffin, it will attempt to roll toward the rest of its body. If successful, the skeleton will come to un-life and face the thieves.

    • Dirt

    • Very small ruby (small, 700 gp)

    • 200 gp

    • A vial of blood, labeled "man-bat." Anyone contaminated with it turns into a hybrid being. They become blind but can use echolocation. Their size does not allow them to fly, but they can glide thanks to wing membranes. (small, 1 use)

  • A desk against the west wall, painted with gold details (needs 2 people to transport, value 100 gp)

    • In the right drawer: paper, inkwell, pen, and many depraved poems about flesh and blood (worth 50 gp to an unscrupulous editor)

    • In the left drawer: Hypnotist's Pendulum, and notes on how to use it. If you can get the target to focus on the pendulum, and they fail a WIL Save, you will be able to hypnotize them. The hypnotized character will automatically perform a series of actions in response to a specific password, by whomever it is spoken. They will come back to their senses when they hear the password a second time, with no memory of what they did. Recharge: spend a whole night chanting the same word into the pendulum over and over.

  • An upholstered chair, lined with red satin (bulky, value 30 gp).

  • Leaning against the chair, a red silk dressing gown with golden embroideries (50 gp)



Veteran (d6)

1-2. Poleaxe (bulky, d10 damage, ignores armor but completely misses on a roll of 1-3, value 25 gp)

3-4. Bow and arrows (20 gp) and one broad-headed bolt (d6 damage, wound: automatic failure against the Critical Damage Save, value 1 gp)

5-6. Technique: Battle Experience. If at least 3 combatants are on each side of a fight, your attacks are enhanced. If someone defeats you during this kind of fight, they acquire this technique.


Whale

Stomach:

Spellbook: Manse. A sturdy, furnished cottage appears for 12 hours. You can permit and forbid entry to it at will.


Wraith

  • Gravestone Chip. You and everyone you touch can teleport to the location of the gravestone. The chip stays wherever you teleported from though.
  • Golden crown (100 gp)


martedì 16 gennaio 2024

Monster treasure for Cairn! R-T

There’s a 1in6 chance for each individual in an encountered group to carry a piece of treasure.

Unless indicated otherwise, each piece of treasure occupies one slot. Relics and other powerful items are invaluable.

Roll before the encounter happens, cause some of the treasure may be useful to the NPCs. 


Rat, giant

Lair:

  • 600 gp
  • Something from the gnome treasure table
  • Broken drum (1 gp)
  • A chewed-on book about rodents, illegible (1 gp)
  • A chewed leather coat (1 gp)


Rhagodessa

Lair:

  • Rhagodessa web: extremely fine but sturdy, can be sold as decoration (100 gp)
  • A flea-infested waggy-tailed friend who was about to become dinner
  • Diamond of excellent quality (30k gp)


Roc

Nest: Roc Egg, bejeweled (6 slots. 1.5k gp)


Rock Baboon

Whipping around some Devil’s Tongue, a kind of plant: the stem is safe but the leaves cause horrible blisters when touched. DEX save or one of your hand slots is taken by Blisters. STR Save at the end of each subsequent day to heal.


Salamander, Flame

Lair:

  • 200 gp
  • Three gold ingots (10 gp each, 1 slot for all three) 
  • Big Lens (bulky): given time, it can redirect and focus the sun rays and burn something at a distance


Salamander, Frost

Lair:

  • Two ice sculptures each representing a jumping reindeer (2 people needed to transport each one, 500 gp each one, slowly melt in the sun)
  • In a trapped iron chest (trap: when touched, the chest freezes, leaving your hand stuck. If unstuck abruptly, the hand is Injured and unable to hold objects. The injury takes the hand slot and needs downtime to heal):
    • Warhammer (2d8, bulky, wound: opponent is pushed away if their STR is lower than yours)
    • Fur-trimmed pouch (25 gp). Inside, a small sapphire (small, 300 gp) 
    • Snow leopard fur coat (100 gp)


Shadow

Corpse: 

  • Leather belt (5 gp).
  • Fur-trimmed gloves (25 gp)
  • Lantern (8 gp)
  • Inside a leather backpack (10 gp):
    • A fork with some arcane inscriptions. Can turn anything into edible food, but doesn’t improve the taste
    • Bottle of vin santo (fills d10 cups, value 2d10 gp)
    • Jar with coffee grounds (1 slot, d10 uses, restores 1 WIL, value d10 gp)
    • Lantern oil (2 gp)


Spectre

A corpse holding a sack containing:

  • 100 gp
  • Potion labeled with a horseshoe picture (small): it’s a Centaur potion! Your lower half turns into that of a horse for a few hours. You have a fast sprint, can carry 15 slots’ worth of objects with saddlebags (a rider and their worn equipment take 9 slots), and can trample for d8 damage. 1in6 chances the potion’s gone bad and your upper half turns instead.


Sphinx

Lair:

  • A small self-rowing solar ship that can sail on sand dunes but sinks in the water. Powered by the sun, it only works in the daytime, and holds up to 8 people. Frescos in the lair show its miraculous properties in action.
    • Inside, an empty golden sarcophagus (6 slots, 1k gp)


Sprite (d4)

  1. Cure Potion: heal d6 STR or cure some other ailment (Injury, Blisters, etc.) but not Curses.
  2. Scroll: Quicksand. A small designated area nearby turns into quicksand. A character walking or standing on it gets stuck and has 3 rounds to attempt something before sinking completely. If lower floors are present, they fall through the ceiling taking d12 damage.
  3. Sprite Dance. An irritating dance that focuses all the attention on the performer (CHA save in risky situations). Can be taught in about a week.
  4. Prank: booby-trapped box. When opened shoots a glittery pink dust that sticks. Takes a week to get it off.


Thoul

Lair:

  • Five sacks of gold coins (500 gp)
  • Wooden statue of a woman smiling creepily, surrounded by crying kids. The Maggot Mother will telepathically offer the first person to touch her idol to “take care of her babies”. If you accept, one of your hand slots is infested with a swarm of Greedy Grubs (see below).

Greedy Grubs:
  • Every morning there’s a 2in6 chance the population grows and occupies a new slot in your inventory.
  • You can then move a slot of grubs in your inventory, except the ones in your arm, to a target you touch, an object of any material or a creature (DEX Save to avoid).
  • They cause d8 STR damage as they devour the target from the inside and burst out as Glutto Gnats.

Trader (d4, reroll until the same result comes up twice)
  1. Snout, a dog that smells lies - starts barking whenever one is told (6 hp, 5 STR, 16 CHA, d4 bite)
  2. Relic: Mask of Many Faces. Allows you to change features at will. Recharge: stage a public play while wearing the mask.
  3. Three smoke bombs (blinds for 1 round)
  4. Bounty: if captured alive, fetches 100gp

Troglodyte

Lair:
  • Something from the gnome treasure table
  • High Priest's tunic, with serpentine buttons (100 gp)
  • Silver thurible (100 gp)

Troll: large sack switch 200 gp and small amethyst (small, 50 gp)

Tyrannosaurus Rex:

Lair, encased in permanent ice:
  • Rock armor: bulky, armor 1, you look like a boulder if you curl into a ball
  • Bolas: DEX save to avoid getting caught.
  • Pouch with Oracle Bones. When asked a question and cast, arrange into a shape related to the answer. Can’t predict the future. Recharge: bathe in starlight.

venerdì 29 dicembre 2023

Monster treasure for Cairn! N-P

There’s a 1in6 chance for each individual in an encountered group to carry a piece of treasure.

Unless indicated otherwise, each piece of treasure occupies one slot. Relics and other powerful items are invaluable.

Roll before the encounter happens, cause some of the treasure may be useful to the NPCs. 



Neanderthal
(d10)

1-2. Bracelet of eagle talons (50 gp)

3-4. Cape made with feathers of some turkey-like bird considered extinct (2k gp)

5-6. Relic: Dreamcatcher. 50% chance every night that it catches a wandering spell. You can tell when it caught one but you won’t know which one until you cast it (roll d100 on the spellbook table the moment it’s cast). It can only hold one spell at a time.

7-8. Wooden bowl containing pigment for cave painting (3gp)

9-10. Large piece of amber (small, 500 gp)


Nixie (d4)

  1. Large crystal goblet, crafted through magic to create incredible shapes (300 gp)
  2. Small green waterproof jerkin (5 gp) 
  3. 200 gp
  4. Small turquoise (small, 1 gp)


Noble

Count Exubery (cuirass armor 2, 11 hp, 7 STR, 13 DEX, 13 CHA, crystal rapier d10) is a master of using the rapier. Every time he’s impressed by an adventure or love story involving the narrator, he will offer to teach one of his techniques. Obviously, a rapier is necessary: a rapier takes 1 slot, deals d8 damage, and costs 20 gp

Exubery uses a legendary Crystal Rapier (d10 damage, but it breaks if you take STR damage from an attack, or if you roll a 1 for your attack)

Rapier techniques (take Fatigue each time you use one)

  • Feint: roll your attack a second time and consider the highest die.
  • Deflect: negate the damage from a single die if you roll higher with your rapier's die (if multiple dice are rolled and you negated the highest, consider the 2nd highest for damage)
  • Flurry: damage is BLAST


Nomad

Camp:

  • Couch (needs 2 people to transport, 200 gp) and four cushions (25 gp each) all covered by a rich fabric
    • Inside each cushion, there are 100 gp
  • Carved wooden cabinet (6 slots, 100 gp), Contains…
    • Illustrated book, a collection of fables in the nomads’ language. The illustrations animate magically when it’s read aloud.
    • Small wooden lacquered box with golden details (50 gp)
      • Inside, three leaves of Soporiphic Tea: A cup containing one leaf of this tea will make you feel extremely relaxed. Two leaves will cause a deep sleep for a few hours. Three leaves will induce a catatonic state, indistinguishable from death, for 24h


Ogre

Individual:

Large sack with 400 gp


Scattered through the lair:

  • 1.5k gp
  • Some broken stone idol of a waistcloth-wearing, bipedal creature with claws. The head is missing (bulky, 50 gp)
  • Huge club (bulky, d8 damage, stun an opponent for a round on a roll of 7+) 
  • A large bronze brooch depicting a rose, looks ancient (1k gp)
  • A bit of Gelid Mint grows here, surrounded by cold air and snow regardless of the season. If you eat it, for a few hours you gain the ability to freeze a nearby target with your breath. A creature takes d6 DEX damage from the attack and is frozen at 0 DEX. Restores d6 DEX when exposed to strong heat.


Orc

Individual (d6)

1-2. Iron ring (small, 50 gp)

3-4. Eye-patch (1 gp)

5-6. Monstrous iron mask (50 gp)


Larder:

  • Wheel of stinky cheese (bulky, 6 gp, smell attracts attention)
  • Jar of live snails (orcs like to eat them with the whole shell as a snack, 2 gp)
  • Sack with various types of nuts (bulky, 6 gp)
  • Crunchy crackers (1 meal, 1 slot, 2 gp)
  • Some black, three-pointed Cerberus Chili (small, 3 uses, CHA save to resist if eaten, 9 gp)


Owlbear

Lair:

  • Fluorescent mushroom, still goes for a few hours after being plucked. If eaten, it still emits light from your belly (small)
  • Food pellet: owlbears’ are as big as a basketball. Human bones can be noticed from the outside. If opened, are found:
    • 10 gp
    • Golden pin depicting a stylized eye - the symbol represents the cult of the Third Eye, who worship the Mind Gorgers and consume the Pychoboosting Drugs. If you wear it, you might be mistaken for a fellow member (small, 200 gp)


Pirate: same as a buccaneer, why are there even 2 types


Pixie (d4)

  1. Scroll of Hex: target fails all Saving Throws
  2. Pot with mandrake plant, (bulky, labeled: mandrake, don’t pluck). When plucked, starts crying and screaming, causing d6 STR damage BLAST to anyone who hears it. Covering your ears prevents this, and the mandrake stops once it’s put in the pot again
  3. Potion of Colorful Hair: the color of your hair changes with every sip. d8: 1 Red, 2 Orange,  3 Yellow, 4 Green, 5 Light blue,  6 Blue, 7 Purple, 8 Pink. Three sips available, then the color is permanent.
  4. Small moonstone (small, 50 gp)


Purple Worm

Stomach:

  • 200 gp
  • Barrel of stout beer (bulky, 100 gp)
  • Lacquered box (25 gp) containing a silver diadem (100 gp)


Armature ed elmi per Electric Bastionland

Nei gdr si trovano spesso armi speciali, ma non abbastanza armature speciali. Da usare con Electric Bastionland. Armatura artropode, a1, le ...