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

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.

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 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 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 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 Karolin the Paladin - Oath of the Hands
You swear to bring back Karolin's hands*, a relic stolen from her corpse. After fulfilling it, you can smite undead and demons: +d10 damage. Undead creatures defeated this way go to the afterlife and can't be raised again.

*Karolin's hands: Heal d10 STR to the touch. Recharge: keep them close to your heart during the night of the second-to-last day of the week.


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 their secrets with a donation of 1000gp, or if they believe you align with their cause.

Berserkers
Cause: unleash your warrior instinct

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 get +d8
  • You have an Edge on your STR Saves: reduced failures, enhanced or automatic successes
  • You shrug off 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 a Fatigue.

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

After 3 kills, learn Reckless
Gain +d8 to a melee attack, then roll another d8 and take the result as damage, but don't Save vs Critical Damage.

After 7 kills, learn Cleave
If your attack has one or more bonuses, instead of applying them 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 3d6 and take the new result if higher, your inventory slots equal your STR score if it's higher than 10
  • Eagle: you can see tiny details at a great distance and you can fly for a few seconds
  • Wolf: you have an Edge when trying to avoid detection and your allies get +d8 when attacking the same target as you
Once you have your Totem, you become a tribe member and gain the right to challenge the chief in a duel. If you win, you become the chief of a Tribe of Berserkers (9 hp, 16 STR, 6 DEX, d8 axe, rage, reckless, detachment)

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)


lunedì 25 dicembre 2023

Monster treasure for Cairn! H-M

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. 


Halfling:

Individual:

Relic: Animated Rope, answers simple commands from its owner. An old halfling woman who makes them, Lina Heartweaver, lives on the outskirts of the halfling’s village. The process requires a few hairs from the one who wants to own the rope.


Village:

  • Tailor’s house: Silk fabric (1 slot, 100 gp)
  • Doctor’s house: set of alchemical tools. Kettles, vials, a tank, etc. (bulky, 50 gp), as well as the necessary materials and recipe to create a salve that accelerates tissue regeneration (restore d6 STR when applied, takes a whole day to make one). The main ingredient is a Giant Blood Salamander’s tail. They can be found in ponds nearby and caught using pieces of bloody meat as bait.
  • Mayor’s house:
    • Big maple dining table (25 gp, needs 4 people or a wagon to transport)
    • Leather padded armchair (100 gp, needs 2 people or a vehicle to transport)


Harpy

Nest:

  • 400 gp
  • Large zircon (small,500 gp)
  • Silver goblet (100 gp)
  • Brass scroll case. Inside, the map to a buried chest
  • Bronze key (opens buried chest)


Buried chest: 100 gp and Spellbook: Summon Hawk. A hawk appears, ready to answer your commands. 5 hp, 2 STR, 15 DEX, talons (d4)


Hellhound

  • Big bone (d6 damage)
  • Relic: Devil Shield (armor 1, fire attacks impaired). Painted, a dancing devil on a bright red background.
  • Iron chest, locked, trapped. A flame bursts out when opened, causing d10 direct damage (ignore hp). Inside there are 150 gp.
  • Cattle goad (bulky, d6 damage, 10 gp)


Hobgoblin

King: 

  • Face armor mask with topaz in the middle of the forehead (no armor bonus, value 3k gp)
  • Glaive with ornate handle and hilt (d10 damage, bulky, value 100 gp)


Lair:

  • A library with various scrolls, containing a philosophical essay about the merits of Law, written in the hobgoblin's tongue (30 scrolls, 5 per slot, 300 gp for the complete work from a sage)
  • Barrel of rare wine  (bulky, 100 gp)


Hydra

Lair, in a huge stone chest:

  • Aquamarine (small, 500 gp)
  • 1k gp
  • A book about ancient myths of Gods, Semi-Gods and Heroes. Badly damaged. (1 gp)


Killer Bee

Hive: Magic Honey (heals d4 STR when eaten, 1 use, 1 slot)


Kobold

Small mace in the shape of a paw (d6 damage, 10 gp)


Lammasu

Scroll: Call Lightning (causes d10 damage BLAST, can only be used outside, enhanced during a storm)


Lich

Worn: Leather belt decorated by a skull (13 gp)


Lair, locked in a trapped iron chest (see below):

  • Liquid Memory (potion, labeled): for a few minutes, you can recall any memory perfectly, as if you were still there. This also means that you can cast spells that you already read in the past from memory, without having to read the Spellbook
  • An old book about Astrology and Numerology (300 gp)
  • Incomplete map of a dungeon, and how to reach it


Trap:

  • A nasty poisoned dart that induces immediate flesh necrosis (d4 damage ignoring hp. Wound: permanent injury)
  • Permanent Injury: takes up 1 random body or hand slot.
  • The damage received by the dart is dealt to the max STRength rather than the current STRength


Lurker Above

On the ground, under the lurker: 1 sack of coins (100 gp) or a zircon (small, 100 gp)


Lizard, giant

Partially covered by creepers, a large stone statue of some reptile god (200 gp, needs a vehicle to be carried)

At its feet, an urn. If opened, a venomous animal comes scurrying outside, trying to inject their venom one last time before dying (d20 STR damage, a bitten survivor develops immunity to all poisons and venoms. See below to determine the animal's nature)


Venomous animal d10:

1-2. Lizard

3-4. Toad

5-6. Centipede

7-8. Scorpion

9-10. Snake

The other 4 are dead in the urn


Lizard man (d6)

1-2. 30 gp 

3-4. Painkiller (Pollen burnt and inhaled. Forgo all Critical Damage or Morale Saves for a few hours. May cause addiction. 1 dose)

5-6. Small stone rotating calendar that shows the relative position of the constellations, according to the time of year (100 gp)


Addiction (trigger warning: drug abuse, death): Roll a die every time you use the drug, step up the die each time d4->d6->d8, etc up to d12 and see the effect below

1-4. You don't suffer after-effects

5-7. Addicted. you're deprived if you don't use 1nce/day. A PC can get rid of this effect passing  STR save at the end of a whole session spent without using.

8+ Overdose: take the amount rolled as STR damage


Lycanthrope (d4)

  1. Wooden comb (5 gp)
  2. Two sacks of coins: 200 gp
  3. Relic: Longstriding Boots. Walk in a single step the distance that would normally take you hours. Recharge: walk in the boots for a whole day without stopping.
  4. Unholy Book. Contains the teachings of a cult that preaches de-evolution and sees lycanthropy as a gift (50 gp to a member of the cult but it’s banned in most places)


Mastodon: each tusk occupies 6 slots and fetches 250 gp 


Medium

Relic: Revealing Eye. A glass eye that allows the wearer to pick up the slightest facial expression, revealing the true emotions of whoever’s in front of them

 

Medusa

  • Petrified princess, Marmoria XX
  • A basket full of petrified human body parts. At the bottom, you can find Spellbook: Snake Scout (see below)
  • Coffer containing 200 gp


Spellbook: Snake Scout. One body part of your choice turns into a snake that you can control at a distance (11 hp, 3 STR, 14 DEX, 0 CHA). It functions as if it were still attached to your body: hands can grab, eyes can see, ears can hear etc. You lose your body part if it’s killed.


Merchant

Transporting some mounts to sell… (d6, see below for mount rules)

1-2. Four Vikingoats. 1 armor, 3 hp, 16 STR, headbutt (d10, requires charge) (value 100 gp each)

  • Big goats with a heavily cacified dome, that makes their head look like a horned helmet.
  • Adapted to mountainous areas, they’re used as mounts, or for their milk
  • Special movement: don't suffer any movement malus while traversing mountains

3-4. A single Dragonette, muzzled and heavily restrained. 2 armor, 10 hp, firey breath (d10 damage in melee) (value 400 gp) 

  • A bipedal, flightless dragon, bred for battle.
  • It’s harder to create a bond with them: the bond score works differently (1-2 defiant, 3-5 ride, 6 attack)
  • Special movement: long standing jumps

5-6. Four “Mightylegs”. 1 armor, 5 hp, 14 DEX, bite (d8 damage) (value 100 gp each)

  • Big flightless birds used as mounts, for their meat, or their eggs
  • Their beak delivers a powerful bite
  • Special movement: sprints


Mounts:
  • They can carry 15 slots’ worth of objects, or one rider and their equipment
  • They don’t normally grant a movement bonus on long distances, but they might benefit from special movement
  • You need to have bonded with them at a certain level to ride them and control them

Bond
  • Roll d6 at the end of a session where you bonded with a creature in some way (traveled together, fed them, gave them a pet name…)
  • If you roll higher than the current bond score, raise it by 1 and unlock new ways to control the mount
  • If the creature is neglected or mistreated, lower the bond score by 1 at the end of the session instead

Bond score (start from 1) and powers
1. Defiant: the creature resists being ridden and may try to escape at this stage
2-3. Ride: the creature lets you ride it
4-6. Attack: the creature can perform an attack while you ride it


Merman (d6)

1-3. Two sacks of coins (200 gp)

4. Bottle of fermented algae drink (100 gp)

5. Three ink bombs (blind all targets in an area for 1 round underwater)

6. Clamshell with a sharp edge, merfolk’s version of a knife (15 gp)


Mind Gorger (squid-faced psychic wizard, d6):

1-2. Tunic with black pearl buttons (500 gp)

3-4. Spellbook: Heat Up. A nearby object of your choice heats up. If held, it’s dropped. Flammable objects catch fire.

5-6. Drug to boost up psychic powers for a few minutes (small bottle containing 3d4 pills, may cause addiction, see below). If you don’t already have psychic powers, you gain the following while under the effect instead:


Psychic powers. Like spellbooks, you take Fatigue when you use them, and you can Save vs WIL to try to enhance their power

  • Mind attack: d8 WIL damage to a target nearby
  • Mind domination: 1 target nearby is under your control, for a few seconds. They get a WIL save to negate
  • Telekinesis: move at a distance one object of a size that you could hold in your hands


Addiction (trigger warning: drug abuse, death): Roll a die every time you use the drug, step up the die each time d4->d6->d8, etc up to d12 and see the effect below

1-4. You don't suffer after-effects

5-7. Addicted. you're deprived if you don't use 1nce/day. A PC can get rid of this effect passing a STR save at the end of a whole session spent without using.

8+ Overdose: take the amount rolled as STR damage


Minotaur

Scattered around the labyrinth:

  • Thirty gold ingots (10 gp each, five fit in a slot)
  • An urn covered in arcane writings. If opened, it frees a spectre (see below). The jar can be used again to seal other incorporeal creatures that touch it (a DEX save applies)
  • Brick fountain (this is not treasure, I just think it’s neat to find a fountain in a labyrinth)
  • Small pearl on the ground (small, 50 gp)


Spectre 4 hp, 14 DEX, N/A WIL (mindless), spirit drain (melee, d8 WIL damage permanent) 

  • Immune to mundane attacks
  • The spectre attacks the character with the lowest WIL that is closest to it
  • If the target’s WIL gets drained completely, it dies and raises as a second spectre


Mummy

Lair: 

  • 100 gp
  • Golden khopesh (d6 damage, value 100 gp)
  • Fine linen clothes (50 gp)


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 va...