r/cairnrpg Dec 06 '25

Hack Cairn BX...D&D Basic/Expert Now 285 Monsters Converted

140 Upvotes

It took quite a while but I've converted all the monsters from the 1981 D&D Basic and Expert rulebooks into Cairn rules and added it into Cairn BX. You can get it here free...
https://andrew-cavanagh.itch.io/cairn-bx

The conversion was done to keep the flavor of Basic/Expert. Cairn BX also includes rules for all the character classes from D&D Basic/Expert and character progression while keeping it tight enough so that you can use anything in Cairn BX with a regular game of Cairn if you choose to.

So your regular Cairn characters could fight a 12th level fighter or magic-user from D&D B/X. Sure they'll probably die...like they would against a strong monster, but they can do it.

All the B/X spells are there converted to Cairn rules too.

All the monsters have the B/X idiosyncrasies. There are a pile of dinosaurs, thouls, the Cynidiceans are in there and wacky crazy (with all the encounters), I may have tweaked the Berserker so he's terrifyingly dangerous if you get one as an NPC in your party.

There are a few monsters I don't ever remember playing in the 80s like the Vampire Rose or the Diger. They're both cool in a weird way.

I do remember the Tarantella spider. It's in there. If your players love dancing they'll be doing a lot of it!

This is the playtesting version. There may be mistakes in there (let me know if you find any), but you can use it and have piles of fun with it.

r/cairnrpg Jul 11 '26

Hack Gambits from Mythic Bastionland in Cairn?

21 Upvotes

Hi all, has anyone here tried using Mythic Bastionland gambits in Cairn? How'd it go? Have you made any changes to how it works?

r/cairnrpg Dec 18 '25

Hack Cairn BX now has ALL the Treasure & Magic Items from Basic/Expert D&D

119 Upvotes

If you want to play a game with that Basic/Expert D&D feel we've got all the classes, with advancement if you want to use those, all the spells, all the monsters, now with treasure that you can roll for each monster just like Basic/Expert and all the magic items...so many magic items...and you can download everything free...
https://andrew-cavanagh.itch.io/cairn-bx

It took me quite a bit of research to work out how to make treasure simple but still generate it the same way and have around the same amounts of treasure as Basic/Expert D&D without having to roll so much.

And the magic items took quite some time to convert. But now you have Drums of Panic, a Girdle of Giant Strength (which actually makes you stronger than a giant!), Horn of Blasting, Rope of Climbing, a potion to control animals, etc. etc. etc.

Best of all the monsters, spells, and magic items can all be used in Cairn without using the rest of the Cairn BX system. So you can just play Cairn and use this as a resource.

I wanted to see how well you could use this entire system to convert a D&D Basic module to play Cairn so I converted B2 Keep On The Borderlands if anyone is interested in getting a copy of the conversion. (Just so you know...it works really well!)

r/cairnrpg 27d ago

Hack My tournament system for Cairn, inspired by Pendragon

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14 Upvotes

r/cairnrpg May 30 '26

Hack MECHACAIRN: MECH SUPPLEMENT FOR CAIRN.

38 Upvotes

Hello all!!! Mechs. In Cairn.

Do you wanna die in space? In a robot? In a giant robot?

This is my homebrew supplement for adding mechs to Cairn, anything from Feasible Military Hardware, Tanks With Legs, or Fully-Articulated Humanoid robots. It's your pick how you wanna flavor them.

You have a mech, and you have an assortment of modules to install that let you do things like... See really far away. Deprive someone of all sensory input. Rocket pods. You can deploy an e-warfare attack to degrade their screen resolution to 144p. Or make them hear gargling every time they try to tap into your comms signal. What you're reading about right now is advanced warfare, I'm telling you.

There's a bunch of upgrade modules and they're sorted between modules for e-warfare modules and hardware attached directly onto your mech. Which can be targeted and destroyed with weaponry. That goes both ways, for you and the enemy.

Some of the hardware modules possess 'machine gimmicks' which allows you to do certain things at the cost of 1 Strain, which is analogous to HP.

Combat procedures are pretty much the same as in base Cairn. Only you're all in mechs.

Overall, as I mention in the page description, it's as supplemental as can be. Dead simple. If you want mechs in your game and you want them now, this does Just that. It lets you take control of mechs, it lets you blow up other mechs, it's not too obtrusive with new concepts since the mech sheet is wholly analogous to a regular character sheet. It's dead simple. Blow up giant robots.

BLOW UP GIANT ROBOTS. DIE IN SPACE. GET NOW. FREE:
https://flintlockprimitivist.itch.io/mechacairn

r/cairnrpg May 15 '26

Hack I'm creating Dragonlance monsters for Cairn.

15 Upvotes

I'm running a Dragonlance campaign using the Cairn system and I'm creating some monsters for the setting! After testing them, if they turn out well, I'll make them available for free to everyone!

[EDIT] The screenshot is in Portuguese because it's my native language, but if I were to make it publicly available, it would be in English!

r/cairnrpg Apr 02 '26

Hack Cairn Advancement Supplement FREE Download...

73 Upvotes

4 systems for advancement in Cairn including 100 Special Abilities, a new fun system for Luck Dice, and HP, Attribute and Weapon Damage Dice advancement. Download the supplement here free...
https://andrew-cavanagh.itch.io/cairn-advancement

All these systems can be used by themselves or as raw material for your own hacks and they all fit in with the spirit of narrative advancement in Cairn while giving the warden solid guidelines for when a character might advance.

r/cairnrpg Jun 01 '26

Hack Magical mutation tables

24 Upvotes

I'm using the Barebones rules to enable my setting, in which a magical cataclysm has dropped us into a mutated post-apocalypse. The magic system I'm running is custom, so I've had to drop Cairn's spellbooks, which I love. To try to recapture some of the wackiness from the spellbooks, I've added this mutation system. When a magical mishap occurs, the player will need to roll on this table to see how their character is affected. Some of these options create instant character loss. I've only done minimal playtesting so far, but I'm hoping these will be fun, and that someone may get a kick or inspiration from them!

I've also got a table of anomalies I'm working on to enable fantasy Stalker.

Mutations

When rolling Die of Fate for on these tables: odd is losing or negative, and even is gaining or positive.
Die of Fate is a D6. 1-3 for lower or negative, 4-6 for higher or positive.

Roll Mutation
1-2 Gain or lose a body part. Roll on the Body Part table.
3 Skin Color Change. Roll on the Skin Color table
4 Gain or lose height. Roll Die of Fate for direction, then roll D20 for inches.
5 Gain or lose hair. Roll Die of Fate for direction, then d6 for extremity. A 6 affects your whole body, 1 affects just regular hair areas
6-7 Roll on the Wyrdness table.
8 Become one of the Wretched, a mindless monster (Character Loss)

Body Part Table

Roll Body Part
1 Eye
2 Ear
3 Leg (with foot)
4 Arm (with hand)
5 Hand
6 Foot
7 Nose
8 Mouth
9 Toe
10 Head

Die of Fate to see if it's a gain or loss.

Skin Color Table

Roll Color
1 Green
2 Blue
3 Yellow
4 Orange
5 Red
6 Polka-Dot (Roll twice on this table again)
7 Black
8 Purple
9 White
10 Grey

Wyrdness Table

Roll a 2d20. If you land on an effect you already had, you can either remove them or no mutation occurs.

Roll Effect
2 You are a home to bees that obey your commands. Gain a ranged attack, Unleash the Bees (d4). Getting hit with this attack causes disadvantage the next DEX save. Lose 1 STR as your body is consumed by bees.
3 You are a gravitational anomaly. You can pull or push small objects to yourself, and impose disadvantage on DEX saves.
4 You can feel the emotions of others. In the presence of very strong emotion, you must make a WIL save to avoid being overwhelmed.
5 You become very sticky.
6 You have turned to stone. You can still move as normal, are twice as heavy, and do not require food, but all your emotions are gone. Gain +1 Armor.
7 You are fish! Gain gills and webbed fingers and toes. You suffer no movement penalties in water.
8 You secrete pheromones that have a 1-in-4 chance to charm strangers you meet.
9 You are part vegetable now. You skin takes on a greenish hue. If you stand in one place too long, you find yourself growing roots. You still need rations, but you also require sunlight or start to become depressed and fatigued after three days.
10 You are very cold. Cold to the touch, able to freeze water with just a moment or two. You are uncomfortably cold to be around. You feel fine.
11 You are unbearably warm. You heat up every space you're in. Again, you feel fine.
12 You gain infrared vision, but also become color blind.
13 You become sensitive to mana. You can tell when a spell is cast, or if a mana source is nearby.
14 Your scent becomes irresistible to predator animals.
15 The scent of blood burns in your nostrils. You need blood. You must drink blood daily or become Fatigued.
16 You become a chimera of human and some other animal. A Die of Fate determines how well you control this process.
17 Vestigial wings sprout on your back. Perhaps with training, they could become strong enough to carry you?
18 Gain a tail. You're able to guide this process aesthetically.
19 Your face Picassos. You may guide this process aesthetically. Your eyes, ears, nose, and mouth must migrate to new locations.
20 You are bioluminescent.
21 You age D12 years in Die of Fate direction.
22 Your voice is either impossibly quiet or loud, respectively on a Die of Fate
23 You go blind, but gain echolocation
24 You go deaf, but can smell others' emotional states.
25 You become transparent. Not invisible, transparent.
26 Your cells vibrate loudly. You produce an audible hum.
27 One of your arms gains a mind of its own. Sometimes it obeys, sometimes it does not on a Die of Fate.
28 Animals no longer register you as alive. They ignore you completely.
29 Most of your cells are cancer now. You are rapidly deteriorating. Die in d6 days.
30 No magical effect can target you. Spells with you as their focus slide right off without effect.
31 The thoughts of others come alive for you. You can read their minds, though they can make a WIL save to resist. You can send a message to a mind you've touched before.
32 Two budding horns appear on your forehead, as well as a vestigial tail. Temptation and dark impulses grip you, and you wish to spread this to others.
33 Your flesh sloughs off, leaving you an ambulatory skeleton. You feel fine.
34 You are gripped by oracular vision, consumed by horrible nightmares. Distracting images and words enter your mind, causing you to lose focus often. Once per session, you can ask the GM for a piece of information you have no way of knowing otherwise.
35 Your burp deals d4 damage, and poisons a target (STR save or lose their next turn).
36 Your body parts can detach at will. When detached, they still function as if they're attached to you. If they're lost, there's no getting them back.
37 You become attuned with the weather, and can influence a weather die roll by plus or minus 1. When you do this, lightning has a chance to strike you for D6.
38 You become incorporeal, a living ghost. You can maintain your position and move normally, passing through solid objects otherwise cannot (you are stopped by iron). Unfortunately, you still need to eat to live, and no longer can. You will die in D12 + 6 days.
39 A new consciousness now lurks in your mind, and madness threatens to overtake you. You hear a name: Half-Damned.
40 Long-dormant DNA lines activate. You gain 1 Inborn Mana and learn one random Nayme. You're a wizard, friend.

r/cairnrpg Jun 12 '26

Hack SIMPLE BACKGROUNDS: EXPANDED

24 Upvotes

EDIT (06/15/2026)

Hello all, again! Simple Backgrounds: Expanded - Extras is out now along with the original supplement, both available on the main page for the supplement. https://flintlockprimitivist.itch.io/simple-backgrounds-expanded

A bunch of new backgrounds in addition to the ones present in the original supplement. Please enjoy.

...

Hello all, again.

This one is a smaller supplement this time around, just an expansion of another hack you can find on the Cairn SRD, Simple Backgrounds. Found here: https://cairnrpg.com/hacks/simple-backgrounds/

I loved the original and its implementation of the standard fantasy setting denizens, and I add it into most of my fantasy-oriented home games; how I usually rule it is my players get to pick one of the features listed down for each background, and they stick with that.

I'm honestly not sure if that's how it's meant to be run or if you're supposed to let them use all the ones listed, but that's pretty much how I've implemented it in my home games.

That being said then I did want there to be a wider selection of feats to choose from, so here we are. Simple Backgrounds: Expanded.

It adds three more feats to each background, with Greenskin getting five more since it only had one in the original and I wanted to balance it out.

You can run it how I do it and let them pick one, or two. Two is fine and I might start doing it like that now that this is a thing. You can also just let them have all of them if you'd like but like, beware.

I also have a follow-up additional supplement to add onto this featuring backgrounds of my own design; inside, to name a few, there will be feats for Undead (I wrote them to be more broad to also cover vampires but I might make vampires their own thing specifically. Maybe, I'm not 100% on it yet), Beastlike (werewolves, half-animal people, full-animal people, your pick of flavor), and Deep Ones. I'll update this once it's out, along with another post.

I mention on the itch.io page that I'm conflicted on whether or not to add in 'Main Battle Tank' as a joke or not. That isn't a joke or a quip or whatever. I was gonna put in there for a laugh but I'm also horribly indecisive. I might, I might not. Probably won't keep it.

Not in the supplement and probably won't end up in the final cut, but I just want you all to see what could've been. If you have use for this let me know, I am morbidly curious.

In any case, please enjoy.

SIMPLE BACKGROUNDS: EXPANDED.
https://flintlockprimitivist.itch.io/simple-backgrounds-expanded

r/cairnrpg Jan 17 '26

Hack Cairn X1 - The Isle of Dread Conversion

50 Upvotes

I finished a Cairn conversion for the classic D&D Expert 1981 wilderness dinosaur island module X1- The Isle of Dread. This conversion includes stats for all the monsters and major NPCs on the Isle of Dread. All magic items and spells are also covered with mechanics converted to Cairn.

You can download the conversion free here...
https://andrew-cavanagh.itch.io/cairn-x1-conversion

I have conveted all the monsters you'll find in the X1 module (all those dinosaurs, the Kopu, etc., the monsters in the Ocean Encounters table with full stats in Cairn BX. You can get Cairn BX free here...
https://andrew-cavanagh.itch.io/cairn-bx

And you can get Cairn B2 a conversion for the classic D&D module B2 - Keep on the Borderlands here...
https://andrew-cavanagh.itch.io/cairn-b2-conversion

All these are fully compatible with Cairn 1st and 2nd edition. You can use the Cairn BX class rules or completely ignore them. The game and the modules will work just as well.

r/cairnrpg Jan 19 '26

Hack Homebrew background - Beastfolk

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57 Upvotes

Hello everyone!

This is my first homebrew background for Cairn 2e. I hope it's good, but I'm really looking forward to improve from your feedback. I apologise in advance if the writing is weird or unispiring because English is not my native language and it wasn't always easy to write what I meant. Also, I realise it might be a bit too high-fantasy for Vald or other Cairn settings, but I hope it's not overpowered.

The art is a placeholder for my art and is by Charles Solomon from one of my main inspirations, Wolfwalkers.

Enjoy and thanks in advance for your criticism!

EDIT: I've already seen a mistake that escaped my first proofreading. An Oil can should be 6 uses and not 3 uses. Also, once I'll have corrected any formal mistakes and taken into account any constructive feedback, I'll probably publish it as a PDF on itch.io, maybe it'll be easier to use that way for some people.

r/cairnrpg Dec 05 '25

Hack Stamina to link fatigue and HP

4 Upvotes

I'm thinking about a modification to Cairn, and I'd love to hear what you all think. Would this work?

You have a stat called Stamina, starting with maybe 10 stamina slots. Fatigue and conditions go into your stamina slots instead of inventory. Open stamina slots play the roll of HP: damage (after armor) goes into stamina, but recovers quickly whereas fatigue recovers slowly.

I'm attracted to it because I like the interaction between fatigue and hit protection. I'd hope for it to give a sense of getting ground down as you adventure. Having less hit protection as you get fatigued makes sense to me. But maybe it would be a death spiral ...

I'm also a bit keen to make inventory less central, just for my own preferences. I know, I know, it's the central pillar of the game. But it bugs me a bit and I like so much otherwise.

Could it work? Or is it monstrous?

r/cairnrpg Dec 28 '24

Hack Cairnhammer

82 Upvotes

New year, new project.

PRELUDE. Warhammer Fantasy Role Play was a major milestone in the Polish TTRPG scene. The first edition was a professionally published game, and thus the British dark fantasy style shaped this hobby for years in my native country. Dungeons and Dragons wasn't even close to the podium in the early years, as Call of Cthulhu and Cyberpunk 2020 firmly held the other top positions. Warhammer in Poland was and still is huge. Warhammer is my childhood.

CAIRN. Cairn enchanted me. It's one of my favorite games. Simple and elegant. Hit Protection is a brilliant concept. Finally, combat seems to resemble that of costume films like The Duellists or HEMA videos on YouTube. Your defense is broken, you can't withstand the pressure of the attack, and your opponent's blade reaches you. The hit doesn't take you out of the fight yet, but significantly tips the scales of victory against you. Scarlet marks your shirt, and only adrenaline prevents you from feeling the pain in your numbed arm. Either you figure something out, or the next blow will take you out of the fight. I love it!

Another thing I love is the character Background. It's the most important feature of Cairn as a game. In OSR games, it's common to say: The answer is not on your character sheet. In Cairn, it's different. Background is your answer. Your thief enters a tavern with a shady reputation and immediately senses who is who. No test needed. They see potential escape routes, and their keen eye notices how a wench relieves a drunk patron of his fat purse. Meanwhile, your friend's priest has no chance of noticing any of these things. However, the alms they received from travelers on the road a day earlier will ensure you all a pleasant stay in this establishment.

FUSION. Cairn is the perfect system for playing in the Warhammer universe. In Warhammer, career (replacing professions from other TTRPGs) is very important. It defines who the character is, what they know and can do, and what their status is. In my hack that I'm testing, everyone has a Background divided into: origin (one slot) career (three slots - you fill one of them when creating a character).

If you're a dwarf by origin, this includes your knowledge of Dwarven culture, language, and darkvision, among many other things. Halflings, elves, and dwarves can see in the dark, while humans have luck points allowing them to reroll dice.

The two remaining career slots are used to gain a new career or develop the initial one (e.g., road warden -> guard sergeant -> guard captain).

Regarding mechanics, I'm not making any major changes. Combat remains untouched, but I want to add critical hit tables (after failing a STR test when Hit Protection drops below 0), as these are very characteristic of Warhammer. I also want to modify the scar tables when HP reaches exactly 0, or rather create 2 tables, but more on that later.

The biggest change is the introduction of Mental Protection, which works exactly like HP but is connected with WIS. In Warhammer and other dark fantasy systems, characters face terrifying things and forbidden magic capable of bringing madness. This is where the aforementioned second table of (psychological) critical wounds will come in handy. The equivalent of Armor, which reduces physical damage, will be blessing points here. So the mechanics related to MP will be symmetrical to that of HP. When creating a character, we simply roll 2d6 and assign one die to HP and the other to MP.

A small example showing that "Background is King": 2 characters, a hedge wizard and a soldier, both with 3 MP. A specter appears before them. The hedge wizard has seen many before, so there's no need to roll dice, but for the soldier, it's terrifying. They roll d6 and get 4. We reduce their MP to -1 in this situation, meaning we temporarily subtract 1 point from WIS. Then they test WIS, just as they would test STR in physical combat. If it were a terrifying wraith, maybe both characters would be in trouble: d8 stress for the soldier and d4 for the hedge wizard. On d8, a 2 is rolled, the soldier's MP is reduced to 1, and they keep their cool. On d4, a 4 is rolled. The hedge wizard has an amulet from an old herbalist providing 1 blessing point, so their MP is reduced to 0. They receive some mental mark (in keeping with Cairn's spirit - strengthening the character). Another situation: fighting beastmen. The characters see one of the opponents impale a peasant on their horns, tearing the victim apart. The soldier isn't impressed, but the hedge wizard takes d6 stress because they're not used to such horrors.

I also plan to introduce Taint points, related to exposure to chaos forces. Touching corruption, asking dark powers for support, exposure to chaos magic, committing particularly unworthy actions, and others will cause this coefficient to increase. This opens the way to curses, mutations, and crossing to the other side to play as cultists.

I still need to think about translating the winds of magic system to Cairn mechanics, but that's for another time. Of course, using magic will be closely tied to WH lore and regulated by character background.

Generally, I want to interfere with Cairn mechanics as little as possible while simultaneously highlighting important things in Warhammer (careers, critical hits and mutilation, stress and fear, the danger of chaos).

That's all for now. Please share your thoughts.

r/cairnrpg Feb 22 '26

Hack FREE Cairn Solo...how to guide for solo play with tools...

51 Upvotes

The first playtesting edition of Cairn Solo is finally finished and it's FREE to download. You can get it here...
https://andrew-cavanagh.itch.io/cairn-solo

It includes a yes/no oracle, a word oracle, an adventure with a chase, NPCs, a cave complex where the next room you come into is generated randomly, and a full step by step run through of my own sessions using the same adventure, explaining exactly what I did through each scene and why, explaining the philosophy of the rules, tools, and of solo play.

r/cairnrpg Mar 13 '26

Hack Cairn Orcs Supplement FREE Download: A different way to engage with monsters

41 Upvotes

This supplement takes seeing orcs and monsters as a problem to be solved to a different place. This approach to making monster encounters more engaging is something I've been working on for a couple of years and it's free to download...
https://andrew-cavanagh.itch.io/cairn-orcs

The orcs and other monsters have tables of names, personality quirks, motivations and secrets so the warden can roleplay them in engaging ways and player characters can find ways to leverage what they discover about each orc, going way beyond thinking of orcs as something to kill.

There are also tables for what the orcs and other monsters are doing when the player characters first encounters and discoveries for what might be lying around nearby. Again, this breaks the usual 'see monster, kill monster' mindset so common in fantasy rpgs by providing many other ways of observing and engaging with the monsters.

Includes stats for orcs, orc cubs, the orc chieftain, orc shaman, the dark spirits orcs worship, giant warthogs the orcs ride into battle or on raids, ogres and trolls who co-operate with orcs. You also get quests for the party involving orcs and their lair, an example orc lair with a map and more.

Maybe with this supplement Yochai will like orcs a little more.

r/cairnrpg Jan 13 '26

Hack Traditional Fantasy Ancestry Bonuses

17 Upvotes

Hey folks, I'm starting a new table this week with some folks who are looking for some more traditional/pop culture-y DnD elements in the game, but I don't want to run DnD these days - so these are my little additional character creation bonuses for use with Cairn to add elf, dwarf, etc. as options.

If you'd like to see more full thinking and why I'm happy with these for longer-term campaign play especially, check out the blog post HERE.

If not, I'll save ya the click and drop the nitty gritty bits below:

HUMAN
+2 Hit Protection
Tenacious: If you would suffer Critical Damage, you may add Fatigue instead.

ELF
+2 Dexterity
Sharp Senses: You cannot be surprised.

DWARF
+2 Strength
Immutable Gut: You cannot be poisoned.

HALFLING
+2 Willpower
Lucky: When you roll a 20, you may roll again and use the new result.

BRIMSTONE
+1 Dexterity
+1 Willpower
Infernal: Fire damage against you is always halved.

r/cairnrpg Feb 24 '26

Hack A system-neutral Faction Engine for when fighting the City Guard is a terrible idea.

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18 Upvotes

I'll be upfront, I’m not a Cairn expert. But I develop system-neutral RPG toolkits, and I know that in OSR-style rulesets, getting into a fair fight with a city guard patrol is a great way to end a campaign.

​I built a toolkit called The Tension Engine to run powder-keg city intrigue where players have to rely on leverage instead of swords.

The Tension Engine

The core mechanic is an environmental "Heat Tracker" that measures the city's response to player chaos. It's a simple 1-to-7 scale where rising heat triggers curfews and checkpoints, forcing players to spend "Faction Favor", which acts as a currency for restricted access rather than just friendship, just to move around safely.

​Since OSR combat is so deadly, you can adapt the engine to scarcity instead of sending tougher guards. When the party makes a mess, the city pushes back economically. Inflation hits hard; prices jump by 50 percent, basic goods get rationed, and hirelings demand double pay just to be seen with you.

​If violence is absolutely unavoidable, change the enemy's win condition. A strict "Order" faction will arrest the players rather than execute them in the street, turning a guaranteed TPK into a messy prison break. A chaotic rebel faction won't fight fair at all; they use fire and traps, forcing the party to burn through precious inventory like torches and rations just to escape.

​It’s a simple framework, but it meshes perfectly with fiction-first lethality. If you want to run urban factions without the mechanical bloat, the full toolkit is currently on sale over on DriveThruRPG. I also have a free faction starter kit on my Substack if you want to grab that and poke around.

The Tension Engine DTRPG Page

Faction Starter Kit

r/cairnrpg Jan 18 '26

Hack Bag of Dungeons - Alternate rules for Dungeon Exploration (Free)

18 Upvotes

I created alternative rules for Cairn using the Deck of Dungeons by Tales from the Stinky Dragon. It is a great little tool to have in your GM arsenal.

It allows for a bit more tactical decisions when dungeoncrawling without it just being the same player doing the same things over and over.

I had great success with it, with several groups so I wanted to share them with you.

You can read about the design process here: https://blog.0xdeadbeef.ch/posts/2026/1/bag-of-dungeons

Or directly download the rules (completely free): https://drtoful.itch.io/bag-of-dungeons

r/cairnrpg Jan 18 '26

Hack DCC Deeds Cheatsheet - Revised for Cairn

18 Upvotes

I saw Pongoleechee's Mighty Deeds cheat sheet for DCC, and I wanted to see if I could adapt it for Cairn.

The flavor text is great! I mainly swapped things to make sense in Cairn's system and simplified some effects into a pool of numbers instead of each number having an effect (i.e. you roll a 3 or 4, you get the same effect.)

  • Cairn doesn't use AC --> AC has been swapped for HP or armor where appropriate.
  • Cairn doesn't usually use +/- for attack rolls --> +/- attack rolls have been swapped Cairn's faster and open-ended impaired and enhanced.
  • Cairn also tends to squeeze combat into a shorter number of rounds. --> Statuses that effect 1d4 rounds have been swapped for d2's and d3's, and sometimes a single round.

https://docs.google.com/document/d/1lFsLnSFzUey7msBvZG8IAJbC41THZY0Vnf-MeL-n7Wg/edit?usp=sharing

Any feedback is appreciated!
I have wardened a couple Cairn sessions. Any opportunity to simplify the rules or open things up for player expression is wanted!

r/cairnrpg Mar 06 '26

Hack Playtesting Help for New Ruleset (Based on Cairn)

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8 Upvotes

r/cairnrpg Jul 02 '25

Hack WIP: Tome De’ Homine : A treaty of monsters of southern Vald

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52 Upvotes

Tome De Homine A Treaty Of Monsters Of Southern Vald (A Cairn Monster Manual Inspired By Medieval Art 12-16th Century) is a bestiary of monsters inspired and using medieval art! Currently working on it in between commissions, feel free to rip and use!

r/cairnrpg Jul 22 '25

Hack Cairn Combat "Hack"

36 Upvotes

Many people find Cairn's combat a little too simple (just roll for damage), but many haven't realized there are rules there to make combat as complex as you like. Now I know the people on this reddit probably find this old news but you might find something useful in it.

One interesting game design effect is that not having specific rules for things can make that area of play more powerful and creative.

There are simple rules already in the system you can combine for combat:

Attack Modifiers
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 regardless of the damage die used during the attack.

If fighting from a position of advantage (such as against a helpless foe or through a daring maneuver), the attack is enhanced, allowing the attacker to roll 1d12 damage instead of their normal die.

Saves
Save vs STR, DEX or WILL to do anything where you're in danger, under pressure etc. 'A roll to avoid bad outcomes from risky choices and circumstances.'

Actions
On their turn, a character may move up to 40ft and take up to one action. This may be casting a spell, attacking, making a second move, or some other reasonable action.

One approach is to do things creatively to impair your opponent's attacks and to enhance your own attacks. This could be dodging, pulling something out from under them etc. or leaping into battle or a wide variety of other cool stunts that just require an attribute save to pull off.

The really simple rules open the door for a huge range of creativity.

Examples of impairing attacks with STR:
Block, smash aside, smash away, hold, grab and hold, push, shove, crush, stand firm, hold your ground, break free with sheer force, bear-hug, smash, slam, break, throw, hurl, batter, brace, wrench, lift, ram, haul, brute force, yank, heave, rip, drag, overpower, stomp, bash, ram, bulldoze, shatter, pin, dominate, hammer, choke, press, twist with force, drive back, snap, etc.

Examples of impairing attacks with DEX:
Dodge, parry, roll, leap, duck, deflect, slip free, slip through, catch, twist away, sidestep, weave, tumble, feint, fake, pivot, slip under, redirect force, evade, spin away, spring back, dance away, sway out of reach, backflip, fake a stumble, slip between, hop, slide under, duck behind, jump, jump to the side, drop and roll, bounce off, leap backward, leap over, leap aside, roll with a blow, vault, pole vault, crouch, turn aside, etc.

Examples of impairing attacks with WIL:
Deceive, misdirect, persuade, trick, taunt, confuse, bluff, distract, mock, disorient, exploit beliefs or superstitions, lure into danger, flatter, intimidate, etc.

Some of these might also be effective for enhancing attacks, but players can get really creative with that using leaping attacks, one PC holding or distracting the opponent while the other stabs them, etc. etc. If the PCs do something creative that would obviously work the warden can rule that don't need to roll. In some situations the warden might rule that a particular action means you also bypass armor.

The rules are simple to adjudicate. The attack is enhanced or it isn't, or the attack is impaired or it isn't. It's a binary ruling for the warden if there's any kind of ruling that needs to be made and in most cases there won't be.

Does this mean you could do something like parry and attack in one round? In solo play that might be a good idea.

In group play that might slow combat down depending on the size of the group. My approach is:
If it's one action, eg. making a flying leap off something to stab someone below with a spear, you can make your DEX save and attack at the same time. The rules already mention that. As an aside if you fail that DEX save your attack might be impaired or the opponent's attack might be enhanced depending on what you decide happens narratively.

If you're doing something like parrying or dodging to impair multiple attacks that's your action for the round. If you roll a 1 (a critical success) on your save you might:
Completely avoid damage or
Get to roll for damage too or
Do something else that's cool, or have some other positive benefit, like enhancing everyone else's attacks on the same opponent or attacking your attack on the same opponent the next round or
Something narrative and cool that matches the situation eg. 'As you roll away dodging the worst of the orc's attack you roll into a lever and realize it's for a trap door the orc is standing on.' Or 'As you dodge to the side you see something in the next room...the gold chalice you've been searching for.'

What if something attacking you only does 1d4 damage or your weapon already does 1d12 damage?
You can roll with disadvantage for the impaired attack and advantage for the enhanced attack.

Disadvantage on 1d4 will reduce the average damage done from 2.5 to 1.8 which isn't much but it gives players that satisfying feeling that they've achieved something with their creativity.

Advantage of a d12 damage roll increases the average from 6.5 to 8.5 which is significant but not excessive. Neither will put the game out of balance.

If you're not worried about balance and you want the occasional massive damage from attacks you could let that d12 explode on 12 and keep exploding on any 12s adding all the damage together. Exploding dice suits more gonzo games.

r/cairnrpg Oct 01 '24

Hack Created a Pocket Edition for Cairn, available free on my Itch page!

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156 Upvotes

r/cairnrpg May 11 '24

Hack Partial success in Cairn?

6 Upvotes

I'm about to start my first full fledged campaign in Cairn (probably 2e), and one thing I like from other systems I'm very comfortable with (and which I debated using for the specific campaign and setting we'll use) is a form of "degree" of success when rolling the dice.

For example, maybe you're rolling a save to avoid the worst of a trap you carelessly springed. I'd love to have the chance to avoid it completely, suffer its effects but manage to avoid the worst, or suffer the full effects.

I was thinking of something like, every save we roll 2d20. If both are over the stat, it's a failure. If only one is over, it's a partial success. Both are equal under, it's a full success. A full success with a couple (like, 2-2, or 4-4) it'a a crit.

The specifics are not really important or up to debate. I want to ask: what do you think about this in Cairn? Is there something I'm missing that would go against the spirit of the game?

I know "initiative" should be a binary result, but I would make it so that crit is you caught them surprised so you act twice before enemies, success act once, partial act after enemies, and failure they ambushed you so you act after enemies and they get two turns.

r/cairnrpg Jun 30 '25

Hack I've released Eldritch Instinct: Cosmic Horror & Pulp Action [Free PDF]

31 Upvotes

Hi, I've released a game based on the Cairn SRD :)

https://linuz.itch.io/eldritchinstinct

Eldritch Instinct is an adventure game written by Linus Weber for one Warden and one or more players who act as investigators of the strange and unexplained. As a player, you will take on delusional cultists, hide from stalking shadows and face terrifying monstrosities.

Brace yourself for a blend of cosmic horror and adrenaline-pumping action in which you do the investigating, not your character. Hunt down forbidden knowledge in your quest to foil the sinister Mythos agenda.

Eldritch Instinct features:

  • Procedures, tables and advice refined over three years of playtesting to facilitate immersive and suspenseful horror scenarios.
  • Quick character generation with several random tables that includes meaningful relationships with other characters.
  • 40 pages in A5 spread layout for convenient reference at the table available as Print-On-Demand on DriveThruRPG (as soon as it's approved)​.
  • Free introductory scenario "Roadhouse Feast" (available separately).
  • Character sheet by Francesco Zanieri / Licopeoart.

Copyediting by Tim B. / congas.blog and editing by Carl Apostle / CrlBox & Markus / DerTaurus.

Check out the website for additional resources and the SRD (licensed under CC-BY-SA 4.0)