Stat blocks for Cairn

Some stat blocks for humans in Cairn. Usually not for fighting, but relationships with strangers can become complicated.

The text on this page is licensed under CC-BY-SA 4.0. Cairn is by Yochai Gal. Starred stat blocks are from that website.

Villagers

Generate a band of traveling villagers

1-2 farmers 2d6 villagers + 1d6 pack horses. Traveling a short distance
3 foresters 2d6 villagers, 1d4-1 hunting dogs* Have traveled far and might know useful rumours
4 nomadic 2d6 + 4 villagers, 1d4 hunting dogs*, 2d4 pack horses
5 pilgrims 2d6 villagers, 1d6 acolytes*, 1d2 mercenaries, 1d2 merchants selling religious items (do not roll for companions). 1 in 6 chance of a noble with a knight.
6 market day 2d6 villagers + 1d6 pack horses. Roll a d8 on the merchant table d4 times

Villager

4 HP, farm implement (d6)

Will not fight unless there is absolutely no other option.

Pack horse or mule

2 HP, 14 STR, 6 WIL, kick (d6)

Must make a morale check every time it takes damage.

Can pull a cart or wagon.

Merchants

Highway mercenary

8 HP, 1 Armor, 12 STR, 12 WIL, sword (d8)

A slightly more respectable type of mercenary, typically hired by merchants and other travelers as protection on a journey. Could be good work for an adventuring party as well.

Commonly experts in a particular route and its dangers, with a preference for avoiding danger where possible.

Cost twice as much as typical hirelings, but will only be willing to provide protection and guidance on a particular route according to a pre-determined agreement.

Merchant

4 HP, 8 STR, 8 WIL, Dagger (d6)

Generate a traveling merchant:

1-2 Food Rations, salt pack. 1d4-1 porters OR 1d4 pack horses, 1d2 guards OR 1d6 other merchants of the same type.
3 As 1-2, but roll on the expeditionary gear table to find one unexpected thing they have.
4 As above, but with the tools table.
5 As above, but with the trinkets table.
6 Cheap bottle, cards, dice, twine, air bladder, sack, chalk, glue, sealant, latern and oil. 1d4 -1 merchants of the same type.
7 Hunter large traps, rope, tinderbox, fishing rod, glue, grease, net, rations. 1d2 porters OR 1d4 merchants of the same type.
8 Barber antitoxin, repellent, face paint, mirrors, perfume, soap, sponge. Can perform minor healing. 1d2 guards OR 1d4 merchants of the same type.
9 Smith grappling hook, pick, bellows, chisel, cook pots, crowbar, drill, hammer, file, nails, saw, shovel, tongs 1d4 -1 other merchants
10 Religious items holy water, incense, wolfsbane, spirit ward. 1 in 4 chance of a spellbook. 1d4 -1 other merchants and their companions, 1d4-1 guards
11 Armorer roll 3x on weapons table, and once on the armor and on the hemets and shield table. 1d4 -1 other merchants and their companions, 1d6 + 3 guards, 1d4 pack horses
12 Luxury face paint, marbles, horn, hourglass, incense, mirror, oilskin bag, spyglass, quill and ink. 1 in 4 chance of a spellbook. 1d4 other merchants, 1d6+3 guards, 1d4 porters OR 1 pack horse

Porter

4 HP, 13 Str, Staff (d6)

Strong, but usually not interested in fighting.

Can be hired to carry things (as a hireling), but may be unwilling to fight. In addition to personal possessions, can carry 4 slots of items, or 6 if they go slow.

Nobility

Noble

4 HP, 3 armor, longsword (d10)

1 in 4 chance of knowing a random spell

Treat as detatchments when appropriate:

1 Accompanied by 1d4 militia and 1d2 -1 war horses.
2 Accompanied by 3 + 1d6 militia, 1d4 pack horses
3 Accompanied by one sworn knight and 2 war horses.
4 Accompanied by 3 + 1d6 militia, one sworn knight, 1d2 war horses, 1d4 pack horses.
5 Hunting party. Accompanied by 1d4 sworn knights, 1d4 hunting dogs, 1d4 hawks. All humans mounted on a war horse.
6 Great lord. Accompanied by 1d4 sworn knights, 2 + 2d6 militia, 2d6 porters, 2d4 pack horses, 1d4 war dogs. The knights and lord are each mounted on a war horse.

War horse

6 HP, 1 Armor, 14 STR, 12 WIL, Trample (d8)

Not scared by noise or battle. Can be ridden in battle. Costs 200 gp to buy.

Can carry up to 4 slots of items, if not mounted, but are usually ridden.

If they fail a morale check or are killed, the rider is thrown and misses a turn.

Militia

5 HP

1 armor and halberd OR

2 armor and spear OR

1 armor and crossbow

Generally farmers who have been conscripted by nobles and given some training.

Knight

10 HP, 12 STR, 14 WIL, 3 armour, Longsword (d10)

Sworn to a particular noble and will fight as long as they are alive (or fail a morale check). If they flee, they become outlaws.

Other

Monk

5 HP, 14 WIL, cudgel (d6).

Knows a random spell.

Hermit

8 HP, 14 WIL, cudgel (d6).

A spellbook: choose one: 1: beast form, 2: control plants, 3: control weather, 4: cure wounds, 5: scry, 6:sleep.

Some hermits are just ordinary people, but this one is more than they appear.

Created May 2022