Tuesday, 31 March 2026

Village of Whitewall - 2d6 Town Encounters

The original inhabitants of Whitewall were nomadic herders, following migrating reindeer across the glacier that divides the tundra to the north from the boreal forests to the south. The crevasse, formed by thermal vents in the ground beneath the glacier, had been used by the nomads for centuries as a way to slaughter reindeer, herding them into the crevasse where they fell to their deaths. Some of the nomads settled on a nearby rocky outcropping, finding the warm air that rose from the crevasse a pleasant break from the endless snowy wastes, and discovering a ready, if difficult to procure food supply in the lichens growing on the crevasse floor.

The town has grown in recent years, serving as a way station for merchant caravans, and with the discovery of copper deposits down below. And while tensions between the newcomers and the older inhabitants erupt in the occasional brawl, the influx of money has led to problems of its own.

And despite the recent growth, Whitewall is still a tiny frontier settlement. The infinite wastes of the glacier are visible no matter where one stands.

2d6 Town Encounters

2 A wizard, his skin a deep blue, his robes in tatters, emerges from the wastes, screaming. He seems to understand the common tongue, but responds only in an ancient gnomish language no one understands. Can cast Astral Prison at will, and does so if anyone touches him.
3 A frost giant lumbers into town. He seems enraged and confused. Locals attempt to fend him off. A dire wolf stands on the ice some distance away, watching, a look on its face that communicates something like concern.
4 There is a sound of breaking glass and a child wearing rags for shoes, her arms full of cucumbers, comes running down the street. They’ve smashed Farrod’s greenhouse! she yells. The only source of fresh vegetables in town, Farrod charges an arm and a leg. PCs who investigate find locals and miners standing outside the greenhouse, staring at the smashed panes of glass and the extortionately priced produce inside which is rapidly freezing, unsure what to do.
5 A fight breaks out when drunken miners insult a band of herders who are in town to sell hides and reindeer meat. The miners are drunk and flailing; it looks like the fight is over before it begins, but then a miner pulls a knife.
6 A band of monks preaches the gospel of the Frozen Silence on a busy corner. A few of the townies seem genuinely interested, but most would prefer to not engage.
7 A small detachment of soldiers arrives in town, looking frostbitten and exhausted. They set up in the middle of town and inform anyone around that the town is now within the bounds of the Torian Hegemony. They are ignored, except by a growing number of local children who stand slack-jawed looking at their weapons and armour.
8 A traveling salesman drives a sled pulled by six tamed wolves. He does a brisk business in magic items and seal oil in the outports that dot the glacier. Some of his wares are cursed.
9 An urchin, holding a bucket of rusted hatchets tries to sell one to the party for a hundred gold pieces. When the party (presumably) points out that that’s far too much for a rusted hatchet, he whines: “but if I could sell just one!” He is not above throwing the hatchets at the party if they taunt him or are otherwise rude.
10 A barker insults passersby as he tries to get people into a tavern. A fight ensues when a band of miners, new in town and unfamiliar with his teasing, threaten to break his teeth.
11 A frost elf is looking for mercenaries to help steal treasure from a White Dragon’s lair he claims to have discovered in a nearby ice cave.
12 A white dragon circles high above. Some townsfolk run for cover. Others stand, transfixed, strange utterances slipping unbidden from their mouths.

Monday, 16 March 2026

Failed Anchorite - A Background for Cairn 2nd Edition

Failed Anchorite


You vowed to spend the rest of your life in silent prayer, locked in a windowless cell attached to a temple. You were even given funeral rites, taking your leave of the material world. But then the temple burned down. Priests of the church treat you with deference, perhaps because you are technically dead and there is definitely something of the otherworldly about you. Being dead, you also can’t enter into any contracts or own any land.

Starting Gear

3d6 Gold Pieces
Lantern
Oil Can (6 uses)
Sacramental Wafers (equivalent to rations, 3 uses)
Crosier (d6)
Hair shirt (1 Armor. If worn while sleeping, WIL save to clear fatigue)

Names

Orso, Simeon, Alypius, Catherine, June, Onuphrius, Rotrude, Eudokia, Hildegard, Gerold


d6
What vision haunted you in your cell?
1
The world in flames
You've seen things, and it shows in your eyes. Scare one sentient opponent, once a day. Their attacks are impaired for 1d4 rounds.
2
The gods at their leisure
You occasionally relive feverish visions of the gods indulging their passions. Regain 1d4 attribute points without healing or rest. You must leave your most valuable possession at a shrine or temple to one of your gods to restore this ability.
3
Prophetic sight
For a brief moment you saw each of the infinite pathways your life could take. Automatically succeed at a DEX save. To restore this ability, you must imbibe a concoction made from the eye of a bird of prey, prepared by a priest of your faith.
4 Yourself in a past life
Permanently gain 1 STR, DEX, WIL, or HP, determined randomly.
5 The secret name of all things
Spend one turn to remember the secret name of a living thing or object. It will comply with a spoken order, as much as it is possible for it to do so, for 2d4 turns. Afterwards, it will be one tick less hostile than it was before. Take a fatigue. Spend a night praying for your god's forgiveness for usurping their power to restore this ability, forgoing rest.
6
The music of the spheres
The melody haunts you. If you sing it, it haunts anyone else who hears it, and they must make WIL save to avoid being frozen in place, lost in a reverie for 1d4 turns. Take a fatigue, and make a WIL save to retain a memory of the melody. On a fail you forget it and lose one WIL permanently.


d6
What did you steal from the gods? 
1
Ambrosia
Revive 1 PC or creature that has recently died. They permanently lose 2 WIL, forever distracted by visions of Arcadia. 1 use.
2
Fire
A small flame erupts from your finger for up to 1 turn. It does not hurt you, but feels as though it does. Can be used to light other things on fire. Lose 1 WIL until you sleep.
3
An perfect obsidian blade
D12 damage (D12+2 if enhanced), 3 uses before it shatters.
4 A small metal bearing
Indestructible and suffers no friction.
5 A crown
Any mortal wearing it and chanting the power word inscribed on the circlet is immune to all forms of damage for d12 rounds, and then is vaporized.
6
A mask
It’s stuck to your face, permanently, giving you a muted and waxy facial appearance. You are adept at looking like someone else to anyone who isn't a close confidant.

2d6 Encounters in the Village of Skonmoen

Skonmoen is a small town on the eastern shore of Mairton Island, and the first foothold the Halfosians gained on the island when they inv...