Black Cairn 2
Black Cairn 2
Black Cairn 2
and ensure compatibility with OSR, Runecairn, Knave, and Cairn modules. Black
Cairn is a humans only RPG, any other ancestries are not provided. Black Cairn is
dedicated to the memory of E. Gary Gygax, Dave Arneson, Rob Kuntz, and my
Characters
Characters have Attributes, Equipment, and Encumbrance. Primary attributes are
equipment and attributes, rolling for Hit Points, noting a name, and choosing a
Trinket Ability
Nyarlothotep Insignia Cast Charm once per day at the cost of one
Charisma
None None
Attributes
There are 2 types of attributes, Primary, and Secondary, Primary Attributes are
Constitution, Intelligence, Wisdom, and Charisma. Primary Attributes are used for
Attribute Tests, roll a d20 and a roll under the relevant Primary Attribute is a
success. There are 3 secondary attributes, Damage Reduction, Vitality, and Hit
absorb damage, though no damage may be reduced below 0, when the pool of
abilities and death, when Vitality reaches 0, your character dies permanently. Hit
Points are determined by rolling a d8 for every level possessed, when Hit Points
reach 0, you die. Hit Points can be replenished at a rate of 1d4 Hit Points per day
by resting at a Cairn.
Starting Classes
There are 5 starting classes, Warriors,
Warriors
Sorcerers
Rogues begin with the following primary attributes: Strength 12, Dexterity 13,
Constitution 11, Intelligence 10, Wisdom 10, Charisma 7. Rogues begin with the
following items: Shortsword, Thieves Tools, Leather, 7 days rations, 10’ pole.
Priests
Priests begin with the following primary attributes: Strength 12, Dexterity 10,
Constitution 11, Intelligence 10, Wisdom 13, Charisma 7. Priests begin with the
Gambeson.
Vagabonds
Vagabonds generate their attributes by rolling 3d6 for each Primary Attribute in
order. Vagabonds begin with the following items: Shortsword, Shield, Leather,
Equipment
Use the following lists and tables below to conduct an economy within your
games, and use the damage and damage reduction scores from the tables below
as well. Most items take up one encumbrance slot, but Armors with Damage
Reduction over 2 and Weapons that deal over 1d6 damage take up two.
Dagger 1d4 2
Cloth/Improvised 1 0
Leather 2 5
Gambeson 3 10
Chainmail 4 40
Plate 5 400
Shield +1 10
Spellbooks: Spellbooks each contain one arcane spell and disappear when the
slot.
Holy Scrolls: Holy Scrolls contain one divine spell and disappear when the spell is
cast if a Wisdom test is failed, holy scrolls take up one encumbrance slot.
Thieves Tools: Thieves tools are required to remove traps, and pick locks. Only
one attempt for each may be made per level. Removing Traps and Picking Locks
Rations: Each day of rations is enough food and water to sustain the average
Warden dictates and creates and controls the world around the adventurers. The
wilderness may be searched in 1 turn. Every 2 turns, check for wandering monsters
to 30’ away from your enemy and test Dexterity to avoid all damage. When Rolling,
test Dexterity to avoid all damage on a success, or take half damage on a failure,
Rolling adds 1 point of fatigue. Fatigue consumes one inventory slot per point of
fatigue. Cairns are imbued with divine energy and replenish Hit Points and
Fatigue at a rate of 1d4 per day rested. You may see something starting with “U”
and a dice notation, this indicates a usage die, which is a form of tracking
something of limited usage. Roll the usage die every time the item is used, and on
a roll of 1-2, go down a die size, the die sizes are as follows d20 > d12 > d10 > d8 > d6
> d4. When a usage die of d4 downgrades, the item is expended. Monsters deal an
amount of damage dictated by their Hit Dice(all Hit Dice for monsters are d8’s), as
shown in the table below. Monsters are worth an exponential 100 runes per Hit
MONSTER HD DAMAGE
1 d4 (2)
2 d6 (3)
3 2d4 (4)
4 d10 (5)
5 d12 (6)
6 d6 + d8 (7)
7 2d8 (8)
8 3d6 (9)
9 2d10 (10)
10+ d10 + d12 (11)
Levels
Levels are gained every 2000 xp exponentially(4000 for 3rd level, 8000
for 4th, 16000 for 5th, etc.). Every level you deal +1 damage with your
weapons and gain another 1d8 hp. Every 2 levels past level 1 you can
cast spells of a higher spell level, capping at spell level 5(spell level 1 =
character levels 1-2, spell level 2 = character levels 3-4, spell level 3 =
character levels 5-6, spell level 4 = character levels 7-8, spell level 5 =
level roll 1d20 for each Primary Attribute, if the roll is above that
Spells
1st level Arcane Spells
Action.
Spellcaster’s Levels.
Light: Creates dim light from a Nearby spot or object that lasts for Ud8 Minutes.
Sleep: Roll the Wizard’sHD, Nearby Creatures with fewer HP than rolled fall asleep -
Detect Magic: Everything Nearby that is magic glows - lasts Ud6 Minutes.
Darkness: Pure darkness covers a Nearby area and blocks all types of vision -
Magic Mouth: Creates an illusory mouth that repeats a phrase to all Nearby
Creatures.
dispelled.
Fireball: 1d4 Nearby Creatures take 1d6 damage for each of the Spellcaster’s
Levels.
Darkvision: A Nearby Creature can see in absolute darknesss - lasts Ud6 Minutes.
Telekinesis: As an Action, the Spellcaster may Move a Nearby object - lasts Ud10
Minutes.
Elemental Wall: Wall of one of the four elements (air, earth, fire, or water) covers a
Nearby area, any Creature that comes Close takes damage equal to its HD.
Detect Evil: Everything Nearby that is evil glows - lasts Ud6 Minutes.
Light: Create dim light from a Nearby spot or object - lasts Ud8 Minutes.
Protection from Evil: Advantage on all harmful tests against an evil source - lasts
Ud8 Minutes.
Turn Undead: 1d6/CL undead are affected by this spell, all undead must test CON
Purify Food and Drink: Purifies all Nearby food and drink.
Bless: Nearby allies gain +1 to stats when making Attacks and saves - lasts Ud8
Minutes.
Hold Person: Paralyzes 1d4 Nearby targets. Test WIS each Turn to see if the effect
lasts.
3rd Level Divine Spells
Minutes.
Speak with Animals: Can understand and talk with animals - lasts Ud8 Minutes.
Locate Object: Sense the direction of a known object - lasts Ud6 Minutes.
Prayer: All Nearby allies Defend against Attacks with Advantage - lasts Ud4
Moments.
Create Food/Water: Create enough food/water for all Close Creatures for one
Day.
poison.
Monsters
CREATURE HD ACTIONS AND SPECIALS
non-magic weapons
sundered.
Berserker attacks.
Giant Ant Warrior 2 Poisonous Bite (1d6) + CON test or add 2d6
Paralysed.
Paralysed.
damage.
disadvantage.
it.
surprise a Wererat.
weapons.
damage.
against it.
immune to non magic weapons, level drain (-1) with kiss. Can cast Charm person
moments.
pulled Close to the Balor and burnt for 3d6 fire damage.
moment.
nearby targets (3d8) Can cast 1d4 1st level spells + 1d2 2nd level spells.
Black Cairn
Black Cairn is a soulslike game easily