Cairn

A Warden's Guide to the Wilds
❧ ❦ ❧

An interactive tutorial and character forge for Cairn, a rules-light tabletop adventure game of treasure, peril, and exploration.

What Is Cairn?

Into the woods, into the dark, into the unknown

Cairn is a rules-light, old-school-inspired tabletop roleplaying game. You play as adventurers - townsfolk, wanderers, and fortune-seekers - exploring a forest full of ancient ruins, hidden treasures, and terrible dangers. The game rewards cleverness over combat prowess: a well-placed trap or a hasty retreat will serve you better than a drawn-out sword fight.

Cairn draws from Into the Odd and Knave, distilling their innovations into a system that fits on a single page. There are no classes, no levels, and no skill lists. Your character is defined by what they carry and how you play them.

Key Principle: In Cairn, your attributes are used for Saves - when you face danger, the Warden calls for a Save. Roll a d20; if the result is equal to or less than your relevant attribute, you succeed. Attributes also represent your maximum Fatigue and your carrying capacity. A high Strength means you can carry more and resist physical effects. A high Dexterity lets you dodge and move quickly. A high Willpower protects you from fear and magic.

The Core Loop

Play in Cairn follows a simple rhythm:

  1. The Warden describes the situation. You hear what your character perceives.
  2. You say what your character does. No turns, no initiative - just the fiction.
  3. The Warden tells you the consequence. If there's risk, dice are rolled.

🎲 When to Roll

Roll dice only when the outcome is uncertain and risky. If a character attempts something with no real cost for failure, or if success is a foregone conclusion, simply describe the result. The dice are reserved for moments that matter.

Cairn uses only d6s and d20s. Most rolls are 3d6 for character creation and d20 for saves. The system avoids the "math bloat" of larger games - every roll is quick, and the stakes are always clear.

Warden's Wisdom: Cairn treats the game world as real. If something would logically happen, it happens - no roll needed. A locked door stops you. A fire burns. A falling rock crushes. The fiction comes first; the mechanics support it.

The Three Attributes

Every character has three attributes, each generated by rolling 3d6 (you may then swap any two results). These numbers define your character's physical and mental resilience - and your ability to resist harm.

Attribute Abbr Used For
StrengthSTRPhysical power, lifting, breaking free, resisting poison
DexterityDEXPoise, speed, reflexes, dodging, climbing, sneaking
WillpowerWILPersuasion, deception, intimidation, spellcasting, charm

⚔️ Attributes & Saves

When the outcome of an action is uncertain and risky, you make a Save: roll 1d20 and compare to the relevant attribute. If you roll equal to or under the attribute, you succeed. A 1 is always a success; a 20 is always a failure. Higher attributes make you more resilient - a character with 16 DEX is remarkably agile, while one with 8 DEX is at greater risk when dodging.

Attributes Are Not Universal Descriptors: A character with low STR isn't hopelessly weak - they can still attempt to lift a heavy door or survive a deadly fight! Their risk is simply higher. Cairn doesn't use attribute modifiers (+1, +2, etc.). The raw number is what matters for saves.

Combat & Hit Protection

Combat in Cairn is fast and dangerous. A Round is roughly ten seconds of in-game time, with each side taking turns. During the first round, each PC must make a DEX save to act - those who fail lose their turn. After that, PCs act, then opponents, alternating until combat ends.

⚔️ Attacks Automatically Hit

There is no attack roll in Cairn. The attacker rolls their weapon die, subtracts the target's Armor, and deals the remaining total to the target's HP. If multiple attackers target the same foe, roll all damage dice and keep the single highest result.

Hit Protection (HP)

HP reflects your ability to avoid damage in combat - it is not health or fortitude. When you take damage, HP is reduced first. When HP reaches 0, any further damage reduces your STR. If STR reaches 0, the character dies. If DEX reaches 0, they are paralyzed. If WIL reaches 0, they are delirious.

💀 Critical Damage

Damage that reduces HP below zero is subtracted from STR by the remaining amount. The target must then immediately make a STR save using their new, lower STR score. On a failure, they suffer Critical Damage - they cannot do anything but crawl weakly, grasping for life. If given aid (such as bandages), they stabilize. If left untreated, they die within the hour.

Attack Modifiers: Fighting from a position of weakness (cover, bound hands) makes the attack Impaired - roll d4 damage regardless of weapon. Fighting from advantage (helpless foe, daring maneuver) makes the attack Enhanced - roll d12 damage instead. Unarmed attacks always do d4 damage.

Damage & Armor

Armor reduces incoming damage by a flat amount before it reaches HP. A character cannot have more than 3 Armor. Shields and similar items provide a bonus while held or worn.

Exploration & Encumbrance

Exploration is the heart of Cairn. You venture into the forest, into ruins, into caves - seeking treasure, knowledge, or simply survival. The game uses encumbrance slots to manage what you carry. Each character has a limited number of slots, and every item takes up space.

🎒 Encumbrance

Most items take 1 slot. Bulky items take 2 slots. You can carry up to 10 slots worth of gear. If you exceed your carrying capacity, you suffer penalties - you become slow and vulnerable. What you choose to bring matters.

Light is a resource. Torches burn for a set duration. A lantern is precious. Wandering in the dark is deadly. Managing your light sources creates natural tension and pacing - you can't explore forever, and every moment in the dungeon costs something.

Reaction & Morale

Not every encounter needs to be a fight. When you meet a creature, the Warden rolls a Reaction Roll (2d6) to determine initial disposition. Low results mean hostility; high results mean friendliness. Morale checks determine when enemies flee or surrender. Smart players can negotiate, trick, or intimidate their way out of danger.

Play Smart: Cairn rewards creative problem-solving. Talk to the goblins. Set a trap. Collapse the ceiling. Retreat and return with a plan. The dungeon is always there - your character might not be.

Advancement & Growth

Cairn has no levels and no experience points. Your character grows through what they acquire, what they learn, and how the world changes them. A character who finds a magic sword is fundamentally more capable - not because of a number on a sheet, but because of the tool they now possess.

📈 How Characters Grow

  • Treasure - Gold buys better gear, hirelings, and strongholds
  • Artifacts - Magical items grant strange and potent abilities
  • Scars - Surviving critical wounds may permanently alter your attributes
  • Reputation - Your deeds open (or close) doors across the region

Scars deserve special mention. When a character reaches 0 STR but survives, they roll on the Scars table. This permanently changes a character - sometimes for the worse, sometimes in surprising ways. A scar is a story, and your character becomes more interesting with each one they survive.

Retirement: When your character has accumulated enough wealth and stories, they can retire - becoming an NPC in the world. Their stronghold becomes a base for future adventurers. This isn't failure; it's legacy.

The Character Forge

Step into the wilds - craft your adventurer

⚒️

Welcome to the Forge

Creating a Cairn character is quick - most of the work is done by the dice. In five steps, you'll have a fully playable adventurer ready to explore the forest and its ancient secrets.

📋 The Seven Steps

  1. Roll Attributes - Roll 3d6 for each of the three attributes
  2. Roll Hit Protection - Roll 1d6 for your HP
  3. Roll Your Background - Roll d100 to determine your past life and starting gear
  4. Roll Starting Gold & Name - 3d6 gold pieces, then roll or choose a name
  5. Roll Armor - Roll d6 on the Armor table
  6. Roll Weapon - Roll d6 on the Weapons table
  7. Additional Gear - Roll d100 (roll again if no armor or background grants it)

Step Five: Roll Armor

Roll d6 on the Armor table to determine your starting protection. If you roll "None," you'll get to roll for Additional Gear instead.

🛡️ Armor Table (d6)

d6Armor
1None - Roll for Additional Gear
2Shield (+1 Armor)
3Helmet (+1 Armor)
4Gambeson (+1 Armor)
5Chainmail (2 Armor, bulky)
6Plate (3 Armor, bulky)
?
-

Step Six: Roll Weapon

Roll d6 on the Weapons table to arm your adventurer. Each entry represents a category - pick a specific weapon that fits the description.

⚔️ Weapons Table (d6)

d6Weapon CategoryDamage
1Dagger, Cudgel, Sickle, Staff, etc.d6
2Spear, Sword, Mace, Axe, Flail, etc.d8
3Halberd, War Hammer, Long Sword, etc.d10 (bulky)
4Slingd6
5Bowd8 (bulky)
6Crossbowd8 (bulky)
?
-
Choose Your Weapon: The roll determines the category. Pick a specific weapon from that row - e.g., if you roll 2, you might choose a sword, an axe, a mace, or a flail. The Warden has final say on flavor.

Step Seven: Additional Gear

All characters receive Additional Gear. Roll d100 once normally. If you have no armor, roll again. If your background grants "Random Additional Gear", roll again.

Rolls needed: 1
?
-
📜 Full Additional Gear Table (d100)
1. Acid
2. Air Bladder
3. Alcohol
4. Antitoxin
5. Bandages (3 uses)
6. Bell
7. Bellows
8. Blanket
9. Boltcutters
10. Bowl
11. Cage
12. Caltrops
13. Candle (3 uses, dim)
14. Cards
15. Cart (+4 slots, bulky)
16. Chain (10ft)
17. Chalk (petty)
18. Chisel
19. Climbing Spikes
20. Cloak (petty)
21. Compass
22. Crowbar
23. Dice
24. Dowsing Rod
25. Explosive
26. Fan
27. Fiddle
28. Fire Oil
29. Fishing Rod
30. Flash Powder
31. Flour
32. Garrotte
33. Gloves (petty)
34. Glue
35. Goggles
36. Grappling Hook
37. Grease
38. Hammer
39. Hammock
40. Hand Drill
41. Honey
42. Hourglass
43. Incense
44. Ladder (10 ft, bulky)
45. Lantern
46. Leech (restores 1 STR, 3 uses)
47. Lens
48. Lock & Key
49. Lockpick
50. Lodestone
51. Lute
52. Magnifying Glass
53. Manacles
54. Marbles
55. Mask
56. Metal File
57. Mirror
58. Mugwort
59. Net
60. Oil Can (6 uses)
61. Oilskin Bag
62. Pail
63. Paint
64. Parchment & Ink (3 uses)
65. Perfume
66. Pickaxe
67. Pipe
68. Pliers
69. Poison
70. Pole (10ft)
71. Poncho (petty)
72. Pulley
73. Random Spellbook
74. Rope (25ft)
75. Sack
76. Saw
77. Scissors
78. Scroll of Random Spellbook (petty)
79. Sealable Bottle
80. Sedative
81. Sewing Kit
82. Sextant
83. Shovel
84. Signal Flag
85. Smokebomb
86. Smoking Herbs (3 uses)
87. Songbook
88. Spiked Boots
89. Spyglass
90. Stylus
91. Tar
92. Tent (fits 2, bulky)
93. Tongs
94. Trap (d6 STR damage)
95. Wagon (+8 slots, slow)
96. Waterproof Bag
97. Whetstone
98. Whistle (petty)
99. Wig
100. Wolfsbane

Step One: Roll Your Attributes

Roll 3d6 for each attribute. The result is your score - and your defense against attacks of that type. Click the button to roll all three at once, or roll them individually.

Strength
STR
-
Dexterity
DEX
-
Willpower
WIL
-
Roll individually:

Step Two: Roll Hit Protection

Roll 1d6 for your Hit Protection. This represents your ability to avoid serious injury - not your health, but your luck, stamina, and reflexes in combat.

?
HP: -
Remember: When you take damage, HP is reduced first. When HP hits 0, further damage reduces your STR. When STR hits 0, you're critically wounded. HP can be restored by resting, but lost STR requires proper healing.

Step Three: Roll Your Background

Your background represents what you did before becoming an adventurer. It determines your starting gear - the tools of your former trade. Roll d100 (or 2d10 for tens and ones) and let fate decide who you were.

?
-

Starting Gear

    Step Four: Gold & Name

    Roll Starting Gold

    Roll 3d6 for your starting gold pieces. All adventurers also begin with a torch, three days' rations, and a waterskin.

    ?
    ?
    ?
    - gp

    🎒 Universal Starting Gear

    • A torch
    • Three days' rations
    • A waterskin

    Roll Your Name

    Roll d100 on the name tables to discover who you are. The forest already knows your name - now you will too.

    Given (d100)
    ?
    -
    Family (d100)
    ?
    -
    -

    Your Adventurer

    -
    -
    Attributes
    STR
    -
    DEX
    -
    WIL
    -
    HP -
    Gold -
    Armor -
    Weapon -
    Inventory

    Warden's Reference

    Quick rules at a glance

    📖
    Saving Throws

    When the outcome of an action is uncertain and carries risk, the character makes a Save. Roll 1d20 and compare it to the relevant attribute:

    • STR Save: Resisting force, breaking free, enduring physical strain, resisting poison
    • DEX Save: Dodging, catching, reacting quickly, acrobatics, sneaking
    • WIL Save: Persuading, deceiving, intimidating, spellcasting, resisting charm
    Roll Under: You succeed if you roll equal to or less than your attribute score. A STR 12 character succeeds on a STR save with a roll of 1-12.
    Attack & Damage

    Attacks automatically hit in Cairn. There is no attack roll. If an attack is possible — you're in range, you have a weapon, the target can be harmed — you roll damage. The attacker rolls their weapon's damage die, subtracts the target's Armor, and the remainder reduces HP.

    Damage is determined by the weapon:

    WeaponDamageNotes
    Dagger1d6Concealable, close quarters
    Staff1d6Two-handed
    Sword1d8Standard sidearm
    Axe1d8Can be thrown
    Spear1d8Reach, can be thrown
    Bow1d8Ranged, requires arrows
    Crossbow1d8Ranged, slow to reload
    Unarmed1d4-
    Critical Damage: If damage reduces a character to 0 HP, any remaining damage reduces STR. If STR reaches 0, the character is critically wounded and will die without aid.
    Armor & Shields

    Armor reduces incoming damage by a flat amount:

    ArmorReductionSlots
    No Armor00
    Light Armor (Leather, Padded)11
    Medium Armor (Chain, Scale)22
    Heavy Armor (Plate)32
    Shield+11

    Note: Armor does not make you harder to hit - it reduces the damage that gets through. Your attribute is your defense. Armor is mitigation.

    Encumbrance & Inventory

    Characters have 10 inventory slots. Most items occupy 1 slot. Bulky items occupy 2 slots.

    • 1 slot: Weapon, armor piece, tool, torch, rations, potion, scroll
    • 2 slots: Bulky items (large weapons, heavy treasure, big packs)
    • 0 slots: Small items (rings, coins, keys, notes)
    Overburdened: If you exceed 10 slots, you cannot move. You must drop items to continue. Choose wisely what you carry - and what you leave behind.
    Reaction & Morale

    Reaction Roll (2d6): When encountering a creature, roll to determine its initial disposition:

    2d6Reaction
    2Hostile - attacks immediately
    3-5Unfriendly - may attack if provoked
    6-8Neutral - uncertain, wary
    9-11Friendly - open to parley
    12Helpful - offers aid freely

    Morale (2d6): When creatures take losses or face overwhelming force, roll 2d6 vs their Morale score. If the roll exceeds their Morale, they flee or surrender.

    Rest & Recovery
    • Short Rest: A brief respite. Restore all lost HP. Can't recover STR this way.
    • Long Rest: A full night's sleep in safety. Restore 1d4 STR and all HP. Requires food and shelter.
    • Full Recovery: A week of rest and proper care. Restore all STR and HP.
    Cost of Rest: Rest requires safety. A short rest in a dungeon invites wandering monsters. A long rest requires a secure camp. There is no free healing in Cairn.
    Scars & Critical Wounds

    When a character reaches 0 STR, they are critically wounded. If they survive (with aid), roll 1d6 on the Scars table:

    1d6Scar
    1Lost limb - permanently reduce STR by 1d4
    2Scarred face - permanently reduce WIL by 1d4
    3Battered body - permanently reduce STR by 1d4
    4Shattered nerves - permanently reduce DEX by 1d4
    5Haunted mind - permanently reduce WIL by 1d4
    6Marked by fate - permanently reduce a random attribute by 1d4, but gain a strange ability

    Scars are permanent. They tell the story of what your character has survived - and what it cost them.