Black Cairn
Black Cairn is a roleplaying game designed to emulate the soulslike genre,
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
stepdad(still alive) David Frye.
Characters
Characters have Attributes, Equipment, and Encumbrance. Primary attributes are
determined by Starting Class choice, Secondary Attributes are determined
differently for each one. Create a character by choosing a class, noting
equipment and attributes, rolling for Hit Points, noting a name, and choosing a
trinket from the table below.
Trinket Ability
YaHWeH insignia Channel Eldritch Energy for 4d6 damage(auto-hit)
at the cost of 1 Vitality.
Yaldabaoth's Tendril Gain +4 Damage Reduction points for one hour at
the cost of 1 Vitality.
Skeletal Spirits Spend 1 Constitution to summon 2d4 Skeletons
under your control.
Gazyg's Wand +2 to damage with spells.
Nosenra's Blade +1 Dagger
Helmet of The Flame +1 Damage Reduction
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
determined by starting class choice, secondary attributes are determined
separately per attribute. There are 6 Primary Attributes, Strength, Dexterity,
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
Points. Damage Reduction is determined by armor worn, and can be used to
absorb damage, though no damage may be reduced below 0, when the pool of
damage reduction is reduced to 0, test constitution or the armor breaks, Damage
Reduction can be replenished by resting at a Cairn. Vitality is determined by
dividing your constitution score by 3(round down), Vitality can be reduced by 1 by
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,
Sorcerers, Rogues, Priests, and Vagabonds.
Warriors
Warriors begin with the following primary
attributes: Strength 13, Dexterity 12,
Constitution 11, Intelligence 7, Wisdom 10,
Charisma 10. Warriors begin with the
following items: Two Weapons of choice,
Shield, Chainmail, 7 days rations, 10’ pole.
Sorcerers
Sorcerers begin with the following primary
attributes: Strength 7, Dexterity 12,
Constitution 10, Intelligence 13, Wisdom 12,
Charisma 10. Sorcerers begin with the
following items: dagger, 3 Spellbooks(Spells of Wardens choice), Cloth, 7 days
rations, 10’ pole.
Rogues
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
following items: Mace, 2 Holy Scrolls(Spells of Wardens Choice), Shield, and
Gambeson.
Vagabonds
Vagabonds generate their attributes by rolling 3d6 for each Primary Attribute in
order. Vagabonds begin with the following items: Shortsword, Shield, Leather,
Spellbook(Spell of Wardens Choice), Thieves Tools, 7 days rations, 10’ pole.
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.
Weapon(s) Damage Cost
Dagger 1d4 2
Mace, Shortsword, 1d6 7
Shortbow
Sword, Warhammer, 1d8 15
Longbow
Two-Handed Sword, 1d10 18
Polearm
Armor Damage Reduction Cost
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
spell is cast if an Intelligence test is failed, spellbooks take up one encumbrance
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
are dexterity tests. Thieves' tools are of limited use, Ud10.
Dagger: Daggers take up ½ an encumbrance slot and deal 1d4 damage
Staffs : Staffs take up 1 slot and deal 1d6-1 damage(min 1)
Rations: Each day of rations is enough food and water to sustain the average
human for one day.
10’ Pole: A 10 foot long pole.
Adventuring & Combat
There are 2 types of players in Black Cairn, The Warden and The Adventurers. The
Warden dictates and creates and controls the world around the adventurers. The
Adventurers create and control individual characters. Time in dungeons and
wildernesses is measured in 10 minute Turns, 10ft in a dungeon or 100 yards in a
wilderness may be searched in 1 turn. Every 2 turns, check for wandering monsters
by rolling a d20, on a roll of 6
or less, a wandering monster
of your choice appears. In
combat, time is measured in 10
second rounds, at the
beginning of combat, roll a d6,
on a roll of 1-2 the players are
surprised, at the beginning of
combat, the leader of the
Adventurers must test
Dexterity to act before their
opponents. In one combat
round, you may perform a
minor object interaction, move
up to 30’, and cast a spell or
perform an attack, in that
order. To make an attack, test
Strength for a melee attack, or
Dexterity for a ranged attack.
In combat when targeted by
an attack, an adventurer may choose to either Flee or Roll, when fleeing, move up
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
Dice, creatures of less than 1 Hit Dice are worth 40 Runes.
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 =
character levels 9+). XP is awarded at a rate of 1 Rune = 1 XP. Every
level roll 1d20 for each Primary Attribute, if the roll is above that
score, increase the score by 1.
Spells
1st level Arcane Spells
Charm: A Nearby NPC or Monster obeys a
simple command and will perform a simple
Action.
Magic Missile: A Faraway or Distant target
takes 1d6 damage for each of the
Spellcaster’s Levels.
Light: Creates dim light from a Nearby spot or object that lasts for Ud8 Minutes.
Shield: Gives the caster Arcane Mail (Damage Reduction 2)
2nd Level Arcane Spells
Sleep: Roll the Wizard’sHD, Nearby Creatures with fewer HP than rolled fall asleep -
lasts Ud6 Minutes.
Detect Magic: Everything Nearby that is magic glows - lasts Ud6 Minutes.
Knock/Lock: A Nearby door or lock is either opened or locked.
Web: Traps a Nearby area, stopping movement - lasts Ud6 Minutes.
3rd Level Arcane Spells
Darkness: Pure darkness covers a Nearby area and blocks all types of vision -
lasts Ud6 Minutes.
Dispel Magic: Removes or reverses the effects of a Nearby Arcane spell.
Magic Mouth: Creates an illusory mouth that repeats a phrase to all Nearby
Creatures.
Read Languages: Read all languages - lasts Ud12 Minutes.
4th Level Arcane Spells
Invisibility: A Nearby Creature is made invisible until it Attacks or the spell is
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.
Confusion: 2d6 Nearby targets immediately make a Reaction Roll
5th Level Arcane Spells
Telekinesis: As an Action, the Spellcaster may Move a Nearby object - lasts Ud10
Minutes.
Polymorph Self/Other: Transform a Nearby Creature to have the appearance of
another for a Day.
Remove Curse: Removes a curse from a Nearby target.
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.
1st Level Divine Spells
Cure Light Wounds: Heal a Nearby target 1d8 HP.
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
or run away from the cleric for Ud8 rounds.
2nd Level Divine Spells
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.
Find Traps: Notice all Nearby traps - lasts Ud6 Minutes.
Hold Person: Paralyzes 1d4 Nearby targets. Test WIS each Turn to see if the effect
lasts.
3rd Level Divine Spells
Silence: Magical silence covering everything Nearby to a target - lasts Ud8
Minutes.
Speak with Animals: Can understand and talk with animals - lasts Ud8 Minutes.
Daylight: A Nearby area is illuminated by sunlight - lasts Ud8 Minutes.
Cure Disease: Cures a Nearby target of all diseases.
4th Level Divine Spells
Locate Object: Sense the direction of a known object - lasts Ud6 Minutes.
Prayer: All Nearby allies Defend against Attacks with Advantage - lasts Ud4
Moments.
Remove Curse: Removes a curse from a Nearby target.
Speak with the Dead: Ask a Nearby corpse three questions.
5th level Divine Spells
Create Food/Water: Create enough food/water for all Close Creatures for one
Day.
Cure Serious Wounds: Heal a Nearby target 3d8+3 HP.
Neutralise Poison: Instantly remove a poison or immunize a Nearby target from
poison.
Protect: Gives Nearby Characters damage reduction 2
Monsters
CREATURE HD ACTIONS AND SPECIALS
Fire Beetle 1 Light glands have a usage die of d8.
Giant Vampire Bat 1 1d6 damage next moment after attack.
Deadly Centipede 1 Bite (0) plus CON test or die - only has 1-2hp.
Manes Demon 1 2 Claws (1d2) + 1 Bite (1d4), Half damage from
non-magic weapons
Goblin 1 Only has 1d6 hp.
Hobgoblin 1 Usually has a backup shield if one is
sundered.
Human Berserker 1 Disadvantage on defense rolls when
Berserker attacks.
Giant Ant Warrior 2 Poisonous Bite (1d6) + CON test or add 2d6
damage to the attack.
Carrion Creeper 2 Bite (1) + 6 Tentacles (0) + CON test or
Paralysed.
Ghoul 2 2 claws (1d3) + 1 bite (1d4) + CON test or
Paralysed.
Giant Leech 2 Drains a Level the moment after dealing
damage.
Bugbear 3 All enemies DEX tests are rolled with
disadvantage.
Harpy 3 Song - CHA test or PCs must move towards
it.
Wererat 3 Cannot gain Advantage when attempting to
surprise a Wererat.
Shadow 3 Touch (1d4 and -1 STR), only hit by magic
weapons.
Doppleganger 3 Change form in a moment, disadvantage
against magic tests.
Wight 3 Can only be hit by magical or silver
weapons, Drain 1 Level with Hit.
Blink Dog 4 Teleport nearby once per fight.
Grizzly Bear 4 2 claws (1d3) + if both hit hug for 1d8
damage.
Gargoyle 4 2 claws (1d3) + 1 bite (1d4) + 1 horn (1d6).
Gelatinous Cube 4 CON test on touch or be Paralyzed, immune
to cold and lightning.
Werewolf 4 Only silver weapons can hurt it.
Ogre 4 Gives advantage on all CHA tests made
against it.
Cockatrice 5 Bite (1d3) and CON test or Petrified.
Owlbear 5 2 claws (1d6) + 1 bite (2d6) + Hug for 2d8 if
evade roll is 16-20.
Basilisk 6 CON test on eye contact or be petrified.
Succubus/Incubus 6 2 Claws (1d3), Advantage on magic tests,
immune to non magic weapons, level drain (-1) with kiss. Can cast Charm person
(spell) once per hour.
Mummy 6 Attacks stop healing until cure wounds cast,
immune to normal weapons, half damage from magic weapons.
Banshee 7 Shriek - CON test or Paralyzed for 2d6
moments.
Djinni 7 Can take Gaseous Form, Create Objects,
Create Illusions, Cast Invisibility (spell) as action.
Spectre 8 A person killed by a Spectre will become a
Spectre in 1d6 minutes.
Chimera 8 2 Claws (1d3) + 2 Goat horns (1d4) + 1 Lion
bite (2d4) + 1 Dragon bite (3d4) or Breathes fire as a Dragon (3d8).
Balor Demon 9 Sword (1d12+2) + Whip (0) DEX test or be
pulled Close to the Balor and burnt for 3d6 fire damage.
Hezrou Demon 9 2 Claws (1d3) + 1 Bite (2d8), Cause Fear (as
per Banish) or Darkness (spell) - each once per fight.
Black Pudding 10 Metal objects that touch it melt the next
moment.
Frost Giant 10 Throws boulders or great chunks of ice.
Stone Golem 12 Only spells that affect rock or stone work,
weapons must be +2 or better to damage it.
Giant Slug 12 Spit Acid - d4+2 nearby targets (1d12) test
DEX for ½ damage.
Dragon 9 to 11 2 Claws (1d8) + Bite (1d10), Breathes fire - d4+2
nearby targets (3d8) Can cast 1d4 1st level spells + 1d2 2nd level spells.
Black Cairn
Black Cairn is a soulslike game easily
compatible with all OSR games.