Runecairn Bestiary: runecairn.byodinsbeardrpg.com/bestiary
Runecairn is a Norse fantasy tabletop roleplaying game intended for two players, the Warden (the facilitator or game master) and the Adventurer.
For solo play or for two or more Adventurers, please see Advanced Rules.
Neutrality. The Warden’s role is to portray the rules, situations, NPCs, and narrative clearly, while acting as a neutral arbiter.
Classless. An Adventurer’s role or skills are not limited by a single class. Instead, the equipment they carry and their experiences defines their specialty.
Death. An Adventurer may be powerful, but they are also vulnerable to harm in its many forms. Death is always around the corner, but it is never random or without warning.
Fiction first. Dice do not always reflect an obstacle’s difficulty or its outcome. Instead, success and failure are arbitrated by the Warden in dialogue with the player, based on in-world elements.
Growth. An Adventurer is changed through in-world advancement, gaining new skills and abilities by surviving hazards and overcoming obstacles.
Player choice. A player should always understand the reasons behind the choices they’ve made, and information about potential risks should be provided freely and frequently.
Principles. The Warden and Adventurer each have guidelines that help foster a specific play experience defined by critical thinking, exploration, and an emergent narrative.
What type of adventures can a player character expect?
Information
Difficulty
Preparation
Narrative Focus
Danger
Choice
Occasionally you want an element of randomness (for changing weather, unique character knowledge, roadside encounters, etc.):
Roll d6: 3 or less favours the player, 4 or more means bad luck.
Agency
Exploration
Talking
Caution
Planning
Ambition
The Nine Realms
The Gods
The Titans
Magic
Bonfires
Secrets
Defeat
Death
Though inspired by the actual Viking Age (roughly 800-1200 CE), the realms of Runecairn exist in a Norse fantasy world brimming with mythology and folklore, ever changing and evolving.
Name & traits
Choose or roll your Adventurer’s name and determine pronouns.
Next, roll your traits (appearance, personality, etc.).
Ability scores
Strength | Brawn, toughness, and resistance. |
---|---|
Dexterity | Agility, sneaking, and reflexes. |
Wits | Intellect, memory, and cunning. |
Spirit | Resolve, charm, and force of will. |
Roll 3d6 for each in order, swap any two.
Vigour
Roll d6 for your Vigour, which is your drive, self- determination, and focus and is what stands between you and the hollow void.
You lose 1 point of vigour at death. At 0 Vigour, you become a shade, a hollow being neither dead nor alive lost to the darkness.
Vitality
Roll d6 to determine your Vitality, how hale and hearty you are.
Resilience (Res)
Resilience is your ability to avoid damage in combat. Add Vitality and Vigour to get Resilience.
If your Resilience drops below 0, you start taking Str damage. If that happens, prepare to die.
Background
Provides initial equipment and skills.
Each background has a key ability and key item. Your key item adds new skills. Change your playstyle by picking up a new key item, if you meet the requirements.
You can only carry 1 key item at a time.
In another life you might have been a soldier, a guardsman, a shieldmaiden, or a raider. Your shield was always strapped to your arm and your axe and spear always to hand.
You sang the songs of battle and drank to victory and defeat in smoke-filled halls.
In combat, you favoured the direct approach, relying on your sturdy armour to deflect any blows while giving you time to land your own.
In the time before you prayed to Oðinn for a glorious death but now your fate is your own to choose.
Warrior (Str, 3 Def)
Linden wood shield | key, +1 Def, block, parry |
---|---|
Chain mail | bulky, 2 Def |
Bearded axe | d8, disarm, hack |
Ash wood spear | d6, 20’, thrust |
Memento of defeat | |
Free slots | 4 |
Skills
Block (reaction). Raise shield; Str save to avoid all physical damage (Fatigue).
Disarm. Hook your opponent’s weapon hand; target needs to make a Dex save or be disarmed (Fatigue).
Hack. Attack your opponent in a frenzy for double damage (Fatigue).
Parry (reaction). Deflect an incoming attack and riposte (Str):
Success: Avoid all physical damage and retaliate for damage advantage.
Failure: Retaliatory attack from the target at damage advantage.
Thrust. Lunge forward to extend the range of your weapon and strike targets up to 10 feet away (Fatigue).
In another life you might have spoken for the dead, burned sweet sacrifices to the gods, wandered the land weaving tales of myth and legend.
Your voice spoke for all and none. You deciphered the will of the gods and shone their light on the people of the realms.
In combat, you wielded the fury of the gods, whether thunder or steel. Your toughened reindeer hide helped deflect all but the sharpest spears and your voice itself was said to shake mountains.
Although the time of the gods is done, you still work their will and wield their power. How you choose to use it is now in your hands alone.
Skald (Spi, 2 Def)
Runic focus | key, small, scold, shout |
---|---|
Reindeer hide | 1 Def |
Leather hood | +1 Def |
Steel sword | d6, sunder |
Saga | Heal or Lightning Spear |
Sacred waters | d10, blast |
Sacrificial bundle | small |
Free slots | 5 |
Skills
Scold. Manifest cutting words to wield as a dagger or throw at opponents for d4 damage, 20ft range.
Shout (reaction). Your voice propels a shockwave that staggers a foe within melee range; Spi save to disrupt an attack and take no damage (Fatigue).
Sunder. Tear through your opponent’s armour for d4 damage; first occurrence causes target to lose 1 Def (Fatigue).
Heal (saga). Call upon the remaining power of the gods to heal your wounds; restore 10 Resilience and clear the Deprived condition (Fatigue).
Lightning Spear (saga). Summon a crackling bolt of lightning; strike your foe for d8 damage, 60ft range (Fatigue).
In another life you might have been a hunter, an archer, a scoundrel, or an explorer. With a pair of sharp knives and a trusty shortbow, you easily made your way in the world, whether in untamed wilderness or cut-throat civilisation.
You found the paths and trails no-one else could, weaving
your way through danger and adventure at every turn. Your fast reflexes helped save you in situations where your quick tongue could not.
In combat, you either slipped in close, unnoticed, or struck silently from afar with unerring accuracy.
Even in the time before you forged your own path. Now that your fate is truly unwritten, the Nine Realms are yours for the taking.
Scout (Dex, 1 Def)
Hunting knives | key, d6, backstab, dash, lacerate |
---|---|
Quilted cloth | 1 Def |
Elm shortbow | bulky, d6, 60’, volley |
Fire oil | blast, d8 |
Skeleton key | small |
Free slots | 5 |
Skills
Backstab. Duck behind your enemy and inflict a critical strike (Dex):
Success: Strike your target for double damage.
Failure: Retaliatory attack from the target at damage advantage.
Dire strike: Follow up with an extra attack that bypasses defence.
Dash (reaction). Deftly dodge to evade an attack (Dex, Fatigue):
Success: Avoid all damage.
Failure: Impair the enemy’s attack, reducing to d4 damage.
Lacerate. Slice a deep wound in your enemy for an initial d6 damage; roll d4 to determine bleed damage and duration (Fatigue).
Volley. Fire two arrows without hesitation—roll damage die twice (Fatigue).
In another life you might have been a wise woman, an augur, a trickster, or a conjurer. The only things you needed were your wits and a hunger for
knowledge. You sought to delve the mysteries of the realms and pluck forth the secrets within.
You stayed in the shadows, called on for your counsel and power. Mistrusted by some, feared by others, and respected by all.
You were never much for combat, preferring to work your cunning to rain destruction or mischief on your foes from a safe distance.
The gods are dead but their secrets are still waiting under ash and weald. You’ve seen your future and it’s filled with endless possibilities.
Seer (Wit, 0 Def)
Yew staff | key, d4, barrier, clobber, greystone |
---|---|
Stout linen | small, 0 Def |
Runestone | Slow or Seiðr Spear |
Bleached jawbone | - |
Free slots | 7 |
Skills
Barrier (reaction). Cast a barrier spell (Wit, Fatigue):
Success: Raise a magical shield to negate all damage from the attack.
Failure: Impose damage disadvantage on the target’s attack.
Clobber. Smash the enemy’s head with damage advantage; target needs to make a Str save or be dazed, losing their next turn (Fatigue).
Greystone. Cast a magical stone as if from a sling for d4 damage, 30’ range.
Slow (spell). Slows nearby enemies (Fatigue).
Seiðr spear (spell). Propel a spear of pure energy; strike your foe with the spear for d10 damage, 60’ range (Fatigue).
New tabletop roleplaying gamer Amy wants to create an Adventurer in Runecairn.
Amy starts by rolling on the names table and gets 57, Lind. Amy likes the sound so decides to keep it.
Amy doesn’t know much about Lind at this point, so she rolls on the Adventurer traits tables and gets the following results:
She’s brawny, with smooth skin, braided hair, and a sharp face. She’s eloquent, ambitious, and deceitful.
Lind is starting to take shape in Amy’s mind.
Amy rolls 3d6 four times and assigns the results to her abilities:
Str 9, Dex 10, Wit 14, Spi 16
With a Spirit of 16 Lind would make a good skald, so Amy chooses that background.
She switches her Dex and Wit scores to give her Skald more dexterity and ends up with these final abilities:
Str 9, Dex 14, Wit 10, Spi 16
Amy generates Lind’s Resilience (Res) score next. She rolls a d6 for Lind’s Vigour (4).
Amy rolls a d6 for Vitality (5).
Adding the two rolls up, Lind the Skald has 9 Resilience.
Her two pieces of armour (reindeer hide and leather hood) give her a total defence of 2.
Her key item is a runic focus, which allows her to use magic in the form of sagas. Amy has the choice of either a healing tale (Heal) or one of Thor the thunder god (Lightning Spear). She thinks that Lind would be a follower of Thor and takes lightning spear.
Lind wields a steel sword that does d6 damage and fills out the rest of her inventory with helpful items like sacred waters and a sacrificial bundle.
With her starting equipment stowed or worn, Lind has 5 free inventory slots that she can use to loot items, cast spells, or take reactions in combat. None of her items are bulky so they only take up one slot each.
Small items don’t take up any space.
Sagas don’t take up physical slots but instead take up space in Lind’s mind as the tales are dense and elaborate.
Lind also has a flask filled with Iðunn’s mead, which heals her injuries and helps to clear fatigue. She starts with 2 sips of mead.
Amy’s now finished creating her new skald, Lind, who’s equipped and ready to set off into a strange new world.
What you did in a previous life and what equipment you begin with.
Your key item grants unique skills but your new life is yours to carve, so change approach by changing your key item.
A roll to avoid bad outcomes from risky choices and circumstances.
Roll a d20 against an appropriate ability score. If you roll equal to or under the score, you succeed. Otherwise, you fail. A 1 always succeeds, and a 20 always fails.
In some situations, saves are made with a bonus or penalty. Roll two d20s, take the lower result (bonus, advantage) or higher (penalty, disadvantage).
The ability to avoid damage in combat, representing your personal drive, toughness, instinct and survivability.
Resilience is made up of two stats: Vigour (d6) and Vitality (d6). Damage reduces your Resilience and drinking mead or resting at a bonfire restores it.
If an attack takes your Resilience exactly to 0, roll for Omens.
Attacks hit automatically, for you and your enemies. Armour determines your Defence and reduces the damage you take.
Shields and similar armour provide a bonus, but only while held or worn.
Bulky armour weighs you down and all Dex saves have disadvantage.
Filled with mead brewed by the gods and infused with the goddess Iðunn’s everlasting apples.
One sip takes an action and restores 10 Res and clears 2 points of Fatigue. Resting at a bonfire replenishes all sips.
You start with 2 sips. This can be increased by relics or by defeating a powerful enemy or reaching a significant point in a quest.
You start with 10 inventory slots.
Key items provide new skills and abilities but you can only carry 1.
Most items take up 1 slot and small items don’t take up any.
Bulky items take 2 slots and are two- handed or awkward to carry.
Anyone with a full inventory is reduced to 0 Resilience.
You can’t carry more items than your inventory allows.
Cursed**. **Resilience is halved until the curse is lifted or otherwise dispelled.
Deprived. You can’t recover Resilience or take reactions until you rest at a bonfire.
Dismembered. Lost arm: Reduce Str by d4, reduce total inventory slots by 1, and wield only one item at a time.
Lost leg: Reduce Dex by d6 and halve movement speed.
Limb loss is not permanent; resting at a bonfire restores lost appendages.
Poisoned. Take damage every turn, bypassing Def; a successful Str save or resting at a bonfire cleanses the poison.
Toxic. Adds toxic (1 slot) to your inventory. For every point of toxic, lose 1 Str damage each turn, bypassing Def. Purge toxin by resting at a bonfire.
Your actions and items weigh heavily on you and fatigue can easily overwhelm.
Fatigue is gained by casting spells, using some skills, and monster attacks.
Each Fatigue occupies 1 inventory slot and lasts until you rest at a bonfire.
During a moment of calm, spend 1 soul to clear d4 points of Fatigue (see Souls).
You can also attempt to clear Fatigue by reflecting on your ancestors, meditating in nature, singing a song, or through other forms of introspection.
Roll a d6. If you roll under your current Vigour (success), clear that many points of Fatigue. If you roll over (failure), you lose 1 point of Vigour.
You can attempt to clear Fatigue in this manner once per day.
Bonfires offer a beacon of hope to souls lost in the dark.
Resting at a bonfire restores lost Resilience, clears Fatigue from your inventory, and resets ability score loss.
Bonfire rests also return most slain foes to life. Powerful or intelligent foes such as gods, jotunn, or dragons remain dead when defeated.
When sat at a bonfire, you can spend Souls to grow your power (see Spending souls).
Prepare to die often. Upon death, you wake at the last bonfire rested at with all your current items.
Lose one point of total Vigour for every death. If your total Vigour reaches 0, you are forever lost to the darkness.
One point of Vigour can be restored by a full day communing with a skald or by burning a sacrificial bundle at a bonfire.
The might of the gods has been scattered across the Nine Realms. Fragments of this power exist as soul remnants, energy manifested and crystallised into physical form.
You may discover Soul remnants in hidden and secret places, in areas of great power, or under the watch of fearsome guardians. Soul remnants are small and take up no inventory space.
Powerful beings such as jotunn, dragons, or demons may also be imbued with the scattered essence of the gods.
Overcoming these foes, through combat or other means, grants you ephemeral slivers of this power: souls.
Breaking a soul remnant imbues you with the souls held within.
Souls are delicate and are discarded when you die. You have one chance to recover dropped souls after you wake up at the bonfire. Die again before retrieving them and they’re lost forever.
As souls represent the innate power of the gods, you can absorb this power to grow stronger.
When resting at a bonfire, you can focus on the imbued power and enhance your might.
While resting, spend 1 soul to permanently increase one of your abilities (Strength, Dexterity, Wits, or Spirit) or your Vitality.
You can only increase each ability to a maximum of 18 using souls.
Rare merchants and travellers trade in souls and you can barter for goods and services with items or soul remnants. Certain spells or relics can also coalesce soul remnants from imbued souls.
Rare items don’t necessarily fetch a higher price, they’re just harder to find, though the value of items changes depending on the merchant.
Gold and most coins have little value and most trade is through barter, of either souls or items.
Treasure takes the form of weapons, armour, spells, or relics. It can be a lure, taking Adventurers to exotic and even dangerous locations, and is often under the protection of intimidating foes.
Chain mail: Heavy mail shirt made of riveted rings, worn over thick clothing.
Fur cloak: Dense, coarse fur treated and sewn into a thick cloak with a fierce bear or wolf headdress.
Iron helmet: Curved helmet made of riveted iron plates; uncomfortable but offers good protection.
Laced iron plate: Small iron plates laced together over a leather shirt.
Leather hood: Fine leather and wolfskin cloak.
Plated leather: Charred and soot- blackened leather smock, reinforced with sewn iron plates.
Quilted cloth: Padded wool defensive jacket helps deflect slashes.
Reindeer hide: Cured and toughened leather; symbol of status.
Stout linen: Comfortable and well- made, free movement little protection.
Name | Def | Qualities |
---|---|---|
Fur cloak | 0 | rare, small |
Stout linen | 0 | small |
Plated leather | 1 | rare |
Quilted cloth | 1 | |
Reindeer hide | 1 | rare |
Chain mail | 2 | bulky |
Laced iron plate | 3 | rare, bulky, Str 14 |
Iron helmet | +1 | |
Leather hood | +1 | rare |
Buckler: Small leather-wrapped shield used to protect the weapon hand.
Kite Shield: Large, almond-shaped shield made from wood and iron.
Linden wood shield: Made from dense wood, round shield reinforced with iron.
Name | Def | Qualities |
---|---|---|
Buckler | +1 | rare |
Linden wood shield | +1 | key, block, parry, Str 12 |
Kite shield | +2 | key, bulky, block, parry |
Ash spear: Wood shaft with sharp iron head, for thrusting or throwing.
Bearded axe: Wrought iron head with hooked steel cutting edge attached to an oak haft.
Blacksmith hammer: Short oak haft fitted with dense iron head.
Breaking maul: Heavy two-handed maul with dense iron head fixed to reinforced oak shaft.
Broad axe: Longer version of the bearded axe, held with two hands and requiring great strength.
Cudgel: Stout piece of wood used for clubbing.
Elm longbow: Long curved bow made from elm wood, tied with strong flax.
Elm shortbow: Curved bow made from elm wood, tied with strong flax.
Fire grippers: Leather gloves reinforced with iron plates etched with fiery runes; can be used to bolster unarmed attacks.
Grave sword: Long, wide double-edged blade, held with two hands; unusual design, extremely heavy.
Hand axe: Balanced axe, light enough to be thrown or wield in both hands.
Hewing spear: Long oak shaft with curved iron blade.
Hunting knives: A pair of versatile knives, straight blade with sweeping edge sharpened to a fine point.
Seax: Broad, single-edged blade fixed to a horn hilt and worn on a belt.
Steel sword: Double-edged blade, held single-handed; ownership is a matter of high honour.
Stone sling: Rope and leather cup used to propel stones with deadly aim.
Yew staff: Long, curved wooden staff, carved with intricate runes and figures.
Name | Dmg | Qualities | Weapon Skills |
---|---|---|---|
Spear, ash | d6 | ranged, 20’ | thrust 10’ |
Axe, bearded | d8 | Str 10 | hack 2d8, disarm |
Axe, broad | d10 | key, bulky, Str 16 | shove, cleave, disarm |
Axe, hand | d6 | dual, ranged, 30’ | hack 2d6 |
Cudgel | d6 | clobber | |
Fire grippers | d6 | key, rare | flameshield, ignite |
Hammer, blacksmith | d6 | rare | smash |
Hunting knives | d6 | key, dual | dash, backstab, lacerate |
Longbow, elm | d8 | bulky, ranged, 100’ | volley 2d8 |
Maul, breaking | d10 | key, rare, bulky, Str 17 | crush, shove |
Seax | d6 | rend | |
Shortbow, elm | d6 | bulky, ranged, 60’ | volley 2d6 |
Sling, stone | d4 | ranged, 30’ | flurry 2d4 |
Spear, hewing | d10 | key, bulky, Str 14 | shove, cleave, lacerate |
Staff, yew | d4 | key, Wit 12 | greystone, barrier, clobber |
Sword, grave | d10 | rare, bulky | frenzy, sunder |
Sword, steel | d6 | rare | sunder |
Backstab. Dash behind your enemy and inflict a critical strike (Dex):
Success: Strike your target for double damage.
Failure: Retaliatory attack from the target with damage advantage.
Dire strike: Follow up with an extra attack that bypasses defence.
Barrier (reaction). Raise a magical shield to negate all damage from the attack (Wit, Fatigue).
Block (reaction). Raise your shield to block an incoming attack (Str, Fatigue).
Charge (reaction). Drive your shoulder into your opponent; Str save to disrupt the attack and take no damage (Fatigue).
Cleave. Deliver a devastating sweeping attack (Str, Fatigue):
Success: Strike for double damage.
Failure: Retaliatory attack from the target at double damage.
Dire strike: Make an extra attack against the nearest target within 10ft.
Clobber. Smash the enemy’s head with damage advantage; target needs to make a Str save or be dazed, losing their next turn (Fatigue).
Crush. Target the enemy’s limb for enhanced damage (d12); target needs to make a Dex save or lose d4 Dex (Fatigue).
Dash (reaction). Deftly dodge to evade an attack (Dex, Fatigue):
Success: Avoid all damage.
Failure: Impair the enemy’s attack, reducing to d4 damage.
Disarm. Hook your opponent’s weapon hand; target needs to make a Dex save or be disarmed (Fatigue).
Flameshield (reaction). Manifest a fiery shield in your offhand to deflect an attack; Spi save to avoid all damage (Fatigue).
Flurry. Sling two stones rapidly; roll damage twice (Fatigue).
Frenzy. The ferocity of your attack staggers your opponent; non-undead targets need to make a Spi save or falter momentarily, allowing you to make an extra attack (Fatigue).
Greystone. Cast a magical stone as if from a sling for d4 damage.
Hack. Attack your opponent in a frenzy; roll damage twice (Fatigue).
Ignite. Channel ancient magic to ignite your weapon (or gloves) in blazing fire; for the duration of the fight, melee attacks do double damage and bypass mundane armour, ignoring Def (Fatigue).
Lacerate. Slice a deep wound in the enemy for initial d6 damage; roll d4 for bleed damage and duration (Fatigue).
Parry (reaction). Deflect an incoming attack and riposte (Str):
Success: Avoid all physical damage and retaliate for damage advantage.
Failure: Retaliatory attack from the target at damage advantage.
Rage. Call upon your animal spirit which imbues you with bestial strength; for d4 rounds, gain 3 Def and make all melee attacks at double damage. When the rage ends, make a Spi save (you can choose to fail):
Success: The animal spirit departs and you regain control; add 2 Fatigue.
Failure: The beast takes control; lose 1 Spirit and continue to rage with a 50% chance to attack friendly targets.
Rend. Inflict a vital wound for d6 damage; target needs to make a Dex save or be reduced to half speed for the duration of the fight (Fatigue).
Scold. Manifest cutting words to wield as a dagger or throw at opponents for d4 damage, 20ft range.
Shout (reaction). Your voice propels a shockwave that staggers your foe; you deflect the attack and take no physical damage (Spi, Fatigue).
Shove (reaction). Take your weapon in both hands and push back against an enemy, halting their strike (Str, Fatigue).
Smash. Bludgeon your opponent with damage advantage; target needs to make Str save or be knocked down and miss their next turn (Fatigue).
Sunder. Tear through your opponent’s armour for d4 damage; causes target to lose 1 Def (Fatigue).
Thrust. Lunge forward to extend the range of your weapon and strike targets up to 10 feet away (Fatigue).
Volley. Fire two arrows without hesitation; roll damage twice (Fatigue).
Apple, dried: A slice of one of Iðunn’s apples, dried in the sun. Eating one clears 1 point of Fatigue.
Beaststone: Crudely chiselled from black stone, in the form of a bear or wolf; calling upon the spirit of the animal imbues you with bestial rage.
Bleached jawbone: Cleaned human jawbone; low chance to commune with the spirits of your ancestors (1 on a d20) or summon a vengeful spirit (20 on a d20).
Effigy stone: Ornate limestone figure, carved in the likeness of a great hero. Calls to the spirit of a hero to join you in the physical world. Spend a point of Vigour to summon a hero to fight by your side.
Fire oil: Faded glass bottle filled with viscous orange liquid; breaks when thrown and erupts into flame for d8 blast damage.
Kindled bale: Bones, broken sword, and pine resin wrapped in twine; place and set alight to create a bonfire.
Memento of defeat: Broken and rusted sword; by holding and focusing on past failures lose all your held souls and awaken at the last bonfire rested at.
Runic focus: Hand-carved from ash wood, decorated with runes; can be any number of shapes associated with the gods and bestows different powers accordingly.
Sacred stockfish: Dried cod fished from a sacred river; eat to restore 1 point of Spirit or feed to a wild animal to befriend them until sunset.
Sacred waters: Water from the well of fate; drink to regain 8 Res or throw to cause d10 blast damage to undead.
Sacrificial bundle: Crude figure of a person made from moss, twine, and ash; burn at a bonfire to restore 1 point of Vigour.
Skeleton key: Ancient key crafted from the finger bones of a thief; low chance of opening any locked door (1-2 on a d20, breaks on a 20).
Name | Qualities |
---|---|
Apple, dried | small |
Beaststone | key, rare |
Bleached jawbone | rare |
Chalk | small |
Chisel | - |
Effigy stone | rare |
Face paint | small |
Fire oil | rare |
Horn | - |
Kindled pyre | rare |
Lantern & oil | - |
Large trap | bulky |
Leather rucksack | rare, bulky, 4 slots |
Lockpicks | small |
Memento of defeat | rare |
Net | - |
Pick | - |
Pole (10ft) | bulky |
Quill & ink | small |
Rope (25ft) | - |
Runic focus | key, small, Spi 12 |
Sack | 2 slots |
Sacred stockfish | rare |
Sacred waters | rare |
Sacrificial bundle | small |
Saw | - |
Skeleton key | rare, small |
Spike | small |
Tar | - |
Torch | - |
Roughly 10 sec. of in-game time.
Comprised of turns.
On your turn, you can move and take an action: attack, cast a spell, move again, or other reasonable action.
Standard movement speed is 40’.
Declare actions before rolling dice; if risky, the Warden calls for a save.
All actions, attacks, and movements occur simultaneously.
You can react to an attack and attempt to block, deflect, or avoid damage.
You must choose to react before the Warden rolls damage.
Some reactions are only available through key items or relics.
Reactions available to all adventurers:
Roll. Attempt to roll away, avoiding all physical damage (Dex, Fatigue).
Withdraw. Attempt to disengage and retreat (Dex):
Success: Avoid all damage.
Failure: Escape but take damage.
Enemies may continue to attack.
The Warden telegraphs the actions taken by NPCs or monsters.
If surprised at the start of combat, make a Dex save to act first. Failure also means you can’t use a Reaction in your first turn.
Attacks hit automatically but armour reduces incoming damage.
Subtract Def from damage rolls before reducing Resilience.
Magic ignores mundane armour but not magical armour.
Unarmed attacks do d4 damage.
Damage advantage. Attacks from a position of strength (against a helpless foe or through a daring manoeuvre).
Damage disadvantage. Attacks from a position of weakness (through cover or with bound hands).
Multiple attackers. Attackers targeting the same foe all roll damage dice, keeping the single best result.
Dual and 2-handed weapons. Attacks with two weapons or with a 2-handed weapon grant damage advantage.
Some foes are vulnerable to types of magic, strong against certain attacks, or wholly immune to damage.
Weak. Gain damage advantage. Resistant. Gain damage disadvantage. Immune. Attack causes no damage.
Some weapons or enemies have special skills that trigger when rolling max damage (i.e. rolling 10 on a d10).
The Warden can also decide the effect of a dire strike.
Refers to anything from explosions to cleaving onslaughts to a meteor impact.
Strikes all targets in the area; roll separate damage for each target. Roll damage die for the number of targets.
If any ability scores are reduced to 0, you die. Abilities reset when resting at a bonfire or through magic.
Once weakened to 0 Res, any additional damage reduces Str directly and triggers critical damage.
Make a Str save to avoid critical damage; fail the save and die.
Adventurers, NPCs, and monsters are all subject to critical damage.
On death, you wake up at the last bonfire rested at. You keep all inventory items but drop souls where you died.
Once resurrected, you can retrieve dropped souls if you reach this location without dying again. At death, dropped souls are permanently lost.
Messages from spirits, the gods, or the land, and can represent fortune or favour.
When an attack reduces your Resilience to exactly 0, this triggers an omen. Roll a d8 on the Omens table to determine the event and outcome.
1 | A spirit appears to you in the form of an animal. Make a Spi save. If you succeed, the animal accompanies you until dawn of the next day. |
---|---|
2 | Roiling storm clouds gather overhead and a you glimpse a winged shape within. Make a Wit save. If you fail, you flee from the shape in terror. |
3 | The ground trembles and shakes as if a titan approaches. Make a Dex save. If you fail, you’re knocked to the ground. |
4 | A ghostly figure emerges from the wilderness and shrieks before fading away. Make a Str save. If you fail, you lose your hearing until the next day. |
5 | You hear the hushed murmur of a thousand voices whispering in unknown tongues. Make a Wit save. If you succeed, you gain insight into the future. |
6 | As if the dead of winter, your breath billows in a misty cloud as the heat drains from your body. Make a Str save. If you fail, gain 2 points of fatigue from the cold. |
7 | A lank hooded man in a wide-brimmed hat appears on the horizon, beckoning you forward. Make a Spi save. If you fail, you follow the hooded man into a trap. |
8 | You hear the howl of an enormous wolf rolling across the landscape, followed by echoing calls in response. Make a Dex save. If you pass, the wolves can’t find you. |
Lind the skald enters a darkened ruin, overgrown and ancient. The corridor leads north and she hears shuffling.
Amy: I walk further down the corridor, steel sword in one hand and runic focus in the other.
Warden: Further down the ruin an armoured form wanders aimlessly, skin decayed and holding a rusted spear. It’s a draugr but hasn’t spotted you.
Amy: I’m going to run up and cut it down with my sword!
Warden: You rush forward and slash the undead thing. Roll damage.
Amy rolls d6 for her sword (5).
Warden: The draugr has 1 defence from its armour so it takes 4 damage. The draugr turns and raises its spear!
Amy: I gather my will and unleash the power of the gods through my voice! I shout NO!
Amy chooses to use Lind’s shout reaction to avoid the attack and rolls d20, looking to roll under 16 Spi (5).
Warden: A success! Your voice knocks the draugr off balance, deflecting the attack! Gain one fatigue for the shout.
Amy does and she now has 4 slots left.
Amy: This thing’s not so tough. I strike out with my sword!
Amy rolls a d6 for the attack (4).
Warden: The draugr takes 3 damage—it’s not looking very good! It snarls and thrusts its spear.
Amy: I’ll take the hit since I’ve got decent defence.
The Warden rolls d6 for damage (5). They subtract Lind’s defence (2).
Warden: Oof! You take 3 damage.
Amy: Grr, that’s it. I clutch the runic focus tightly and weave a tale of Thor the thunderer. Lightning spear!
Amy rolls a d8 for her spell (5). She marks another fatigue.
Warden: Magic bypasses the draugr’s armour for full damage. The attack reduces its Res below 0, so it takes the remaining 4 damage to Str. The draugr needs to make a critical damage Str save or die!
The warden rolls a d20 (16), failing to roll under the new Str score (7).
Warden: It crumples to the ground, a blackened husk. You’ve defeated it!
Amy: Yes! Does the body have anything on it?
Warden: Before you can search, your spell draws the attention of another draugr. It shuffles out of the darkness, holding a rotted bow. Roll a Dex save to see if you can react to avoid it!
Amy rolls her d20 (16). Failure, since her Dex is 14!
Warden: You try to step back but aren’t quick enough and the arrow strikes you in the arm.
The warden rolls a d6 for damage (4). They subtract Lind’s defence (2).
Warden: You take 2 damage. A second draugr shambles beside the first, spear in hand. What do you do?
Amy: They’re undead right? I throw my bottle of sacred waters!
Amy rolls a d10 twice for damage, one for each draugr (9,4). Amy remove the sacred waters from her inventory, freeing up a slot.
Warden: The bottle breaks on the first draugr’s armour and splashes over them both for magic blast damage. The first takes 9, bringing it under 0 and reducing its Str by 1.
The warden rolls a d20 for the draugr’s critical damage save (1).
Warden: A critical success! The first draugr is still up but at -1 Res. The second sizzles as it takes 4 damage.
Both lurch forward, spears raised! Unless you avoid it, they’ll hit with damage advantage.
Amy: I grip the runic focus and scream a curse from the gods, using my shout to deflect the attacks.
Amy makes a Spi save by rolling a d20
(18). Failure! She gains another fatigue.
Warden: You struggle to remember the tale and the shout fails to deflect the attack.
The warden rolls a d6 twice for the spear attacks (4,6). They take the higher number (6), because both draugr are attacking the same target.
Warden: Bad luck, a dire strike! One of the spears strikes your chest and the other pins you to the ground. You can’t move for one turn.
They subtract Lind’s defence. Warden: You take 4 damage. Amy: I’m at -2!
Warden: You lose 2 Strength. Make a critical damage save to see if you stay on your feet!
Amy rolls a d20, hoping to beat her newly reduced Str score of 7 (20). A critical failure!
Warden: You died! The draugr watches your lifeless body collapse to the ground and it slowly lurches away. The world fades to black…
…You awaken at a roaring bonfire. Your wounds are healed but you lose 1 Vigour.
Amy marks her sheet, cursing her bad luck. She has 3 Vigour left. Her total Resilience is now 6.
Amy: This means the draugr I killed are back alive—er, on their feet again, doesn’t it?
Warden: That’s right. But at least now you have an idea what to expect.
Amy furrows her brow and grips her pencil tighter.
Amy: Let’s do this!
Magic is a remnant of the gods and draws attention when used. There are some who see magic as proof the gods live on in the new world.
Runestones. Smooth and delicately polished stones with an inscribed spell hand-etched in runes. Used by seers to affect magical change in the world.
Sagas. Not a physical object, but a learned and memorised tale passed down from the gods. Skalds can recite sagas to channel the power of the gods through speech.
Flame runes. Words of power inscribed on fire grippers that allow pyres to shape and control flame.
Runestones and sagas contain a single spell and take up one slot. They cannot be transcribed or created; instead they are recovered from places like tombs, dungeons, and ruins. Fire grippers can only store one flame rune at a time and they are exceedingly rare.
Similar to runestones and sagas, however:
They do not take up inventory slots.
They do not cause fatigue.
They disappear after one use.
Seers cast spells by holding a runestone in one hand and a staff in the other. They read the spell from the runestone and focus the magic through the staff.
Skalds cast spells by holding a runic focus and speaking the saga aloud.
Pyres cast spells by channelling fire through their grippers.
Casting all types of magic takes a toll. After every spell, add a Fatigue to inventory, occupying 1 slot.
Given time and safety, you can enhance a spell (e.g., affecting multiple targets, increasing its power, etc.) without any additional cost.
If deprived or in danger, the Warden may require you to make either a Wit or Spi save (depending on the spellcaster) to avoid any ill-effects from casting.
Consequences of failure are on par with the intended effect, and may result in added Fatigue, the destruction of the runestone, the saga slipping from memory, injury, or death.
Only spells that cause Fatigue are subject to ill effects.
Items imbued with a magical spell or power. They do not cause fatigue. Relics usually have a limited use, as well as a recharge condition.
Eye of Oðinn, 1 charge. Crystalline orb with brilliant red flaw. Grants a glimpse into a chosen realm. Recharge: Bathe the Eye in the tears of a god.
Mischief Horn, 3 charges. Delicate curved bronze horn. Blow to cause two random people within the sound of the horn to swap bodies for a day.
Mistletoe Dart, 1 charge. Vibrant leaves conceal a wickedly sharp thistle. When thrown, flies to any named target but lands harmlessly before them. Recharge: Witness a kiss of true love.
Skull Beacon, 1 charge. Charred and crumbling skull with a dim glimmer in the sockets. Glows brightly when held. Recharge: burn on a roaring bonfire.
Staff of Walking Weald, 1 charge. Crooked staff speckled with soft moss. Temporarily animates a plant or tree. Recharge: bury underneath the oldest tree in the forest for one week.
Many magical rings may be found but none of them should be used lightly.
Adventurers can wear up to two rings at a time, one on each hand.
Iron Ring. Dense ring wrought from blackened iron. Gain 1 additional defence but lose 10 speed.
Red Berserkr Ring. Crudely shaped bone ring with a glinting rough cut ruby. Re-roll 1s on damage dice for melee attacks but lose all defence bonus from armour.
Ring of the Mists. Exquisite Dwarven-crafted silver ring carved with undecipherable runes. Allows the bearer to travel between the realms of the living and the dead but draws the attention of untold horrors.
Sylva’s Ring. Delicate wooden ring entwined by sharp thorns. Gain 2 extra inventory slots but lose 1 vigour.
Spell Name | Description |
---|---|
All-father’s Eye | See through a magical floating eyeball that flies at your command. |
Armoured | Gain 2 points of defence. |
Beast Form | You and your possessions transform into a mundane animal. |
Cloak of Knives | Dozens of knives circle you, slashing anything that approaches for d8 damage; on your word they fly at a chosen target for 3d6 damage. |
Decoy | Manifest a spectral sound at a location of your choice. |
Detect Magic | Detect beings or objects imbued with magic. |
Disappear | Fade from normal sight |
Elemental Wall | A wall of ice or fire 50ft long and 10ft high rises from the ground. |
Fade | Blend into the landscape, making detection more difficult. |
Fireball | Throw a ball of fire that causes d12 blast damage in a 30ft area. |
Gravity Shift | You can change the direction of gravity, but only for yourself. |
Haste | Move at double normal speed and gain an extra action each turn. |
Illuminate | A floating light moves as you command. |
Knock | A nearby mundane or magical lock unlocks loudly. |
Mirror | Conjure a duplicate who mirrors your actions and movement. |
Poison Cloud | Dense green fog spreads from a chosen point, causing d4 damage to any living creature entering it. |
Read Mind | You can hear the surface thoughts of nearby creatures. |
Reveal | See invisible creatures or objects. |
Scry | You can see through the eyes of a creature touched earlier that day. |
Seiðr Shield | Raise a magical shield to negate physical damage from the next attack. |
Seiðr Spear | Propel a spear of pure energy that strikes for d10 damage. |
Seiðr Volley | Flurry of magical arrows, strikes all within 10’ for d6 blast damage. |
Shield Wall | A magical 30’ dome of shields appears at a point you can see. |
Sleep | A creature you can see falls into a light sleep. |
Slow | Slows nearby enemies. |
Slow Fall | Slow your rate of fall and reduce fall damage. |
Spectacle | A false but impressive illusion of your choice appears, under your control, up to the size of a palace and has full motion and sound. |
Swarm | Become a swarm of ravens, rats, or fish; you can only be harmed by blast attacks. |
Ward | A silver circle 50ft across appears on the ground; one species of your choice cannot cross it. |
Web | Your wrists shoot thick webbing. |
Spell | Description |
---|---|
Charm | A creature you can see treats you as a friend |
Command | A target obeys a three-word command that does them no harm |
Control Weather | Alter the type of weather at will, but do not otherwise control it |
Fortune | Make your next save with advantage |
Guidance | Ask the gods for guidance; they may not answer truthfully or at all |
Heal | Restore 10 Res and clear the deprived condition |
Homeward | Return to the last bonfire rested at |
Justice | Retaliate against the next physical attack for d12 damage. |
Laughter | Your words cause a creature to double over in violent laughter |
Lightning Spear | Summon a crackling bolt of lightning that strikes for d8 damage |
Magic Shield | Ignore 8 points of magic damage, gain advantage on magical saves |
Pacify | A creature near you has an aversion to violence |
Purify | Purge poison, toxic, or petrify |
Raise Spirit | The spirit of a nearby corpse manifests and answers d4 questions |
Rebirth | The next time you fail a critical damage save, regain full Res and clear 2 points of fatigue |
Remove Curse | Purge the curse condition from a person or object |
Replenishment | Restore 1 Res every turn for 6 turns |
Resist Magic | Magical attacks against you are now made at damage disadvantage |
Respite | Restore 1 lost ability point |
Sanctuary | You and an enemy you can see are unable to attack for one turn |
Sense Evil | Detect the presence of evil |
Shatter | Your voice echoes with the sound of an earthquake, causing d8 damage to creatures and shattering delicate objects |
Silence | No spells may be cast, even your own, in a 30ft area |
Swaying Spear | Thunderous spear of lightning strikes a target for d10 damage; attacks against dragons or jotunn gain damage advantage |
Temper Weapon | Imbue weapon with magic and enhance damage to d12 |
Thunderbolt | A column of magic energy deflects attacks and does d10 blast damage |
Spell | Description |
---|---|
Inner Fire | Imbue your body with the strength of fire; gain 1 Def and d6 Res |
Muspell’s Child | Become engulfed in living flame; gain immunity to fire and punish melee attacks against you with d6 fire damage; lasts for d4 rounds |
Ring of Fire | A 10’ burning ring surrounds yourself and allies, causing d8 damage to those who enter it |
Sear | Emit blazing stream, burning a target within 60’ for d8 damage |
Traverse Flame | Erupt in an explosion of fire and emerge from any flame within 60’; roll a d20. On a 20 you are adrift in the realm of fire for 1d4 rounds |
Warp Flame | Shape and control mundane fire within 100’ |
The Core Rules are meant for introductory play and fit best with players new to Runecairn or TTRPGs in general.
The Advanced Rules are for more experienced players, or those looking for a different type of challenge or playstyle.
The Advanced Rules introduces two new backgrounds: berserkr and pyre.
Berserkr. Ferocious and powerful, wade into battle with no armour upon your back, wielding a massive two-handed sword and call upon the power of beasts to strengthen your attacks.
Pyre. Shape flame as a blacksmith shapes iron, calling upon ravenous fire to burn and purge and channel primal forces through your own two hands.
BEYOND TWO PLAYERS
Although Runecairn was designed for 2 players (one Warden and one Adventurer), you may also choose to play with 1 (solo) or with 3 or more (1 Warden and 2 or more Adventurers).
Balance favour and sorrow or read the runes to guide your way through a pre- written adventure (such as Beneath the Broken Sword), or conjure a random dungeon crawl with the delve generator.
Oracle. Whether you require answers to simple questions or more complex queries, the Oracle tables help you along the skein and carve your own fate.
Create small, medium, or large dungeons, whether used by solo Adventurers for one-off dungeon crawls or by Wardens when populating a campaign with new dungeons.
Navigating the world of Runecairn can be a lonely endeavour, but thankfully there are kindred spirits available to assist with jolly cooperation.
Useful if the world proves too difficult for one Adventurer, or if a second player wants to join your game, summon another Adventurer from the world of the dead or a distant realm to fight alongside you.
Conversely, if the Adventurer seeks a greater challenge or if another player wants to join the game temporarily, vengeful spirits in the form of black fetches invade the world of the Adventurer and attempt to defeat them.
Best used judiciously for greatest impact or effect, as the world is a dangerous enough place even without spectral assassins.
In another life you might have leaped raging into battle, striking fear in friend and foe alike, or hunted the wilderness for death and glory. You refused all armour and blood sang in your ears.
In combat, none could match your ferocity, you howled like a wild beast and gnashed your teeth while striking down opponents twice your size.
In the time before, you were at home on the battlefield but now your home is wherever you wish it to be.
Berserkr (Str, 0 Def)
Beaststone | key, rare, charge, rage |
---|---|
Grave sword | d10, bulky, frenzy, sunder |
Fur cloak | 0 Def, small |
Sacred stockfish | rare |
Free slots | 6 |
Skills
Charge (reaction). Drive your shoulder into your opponent; Str save to disrupt the attack and take no damage (Fatigue).
Frenzy. The ferocity of your attack staggers your opponent; non-undead targets need to make a Spi save or falter momentarily, allowing you to make an extra attack (Fatigue).
Rage. Call upon your animal spirit which imbues you with bestial strength; for d4 rounds, gain 3 Def and make all melee attacks at double damage. When the rage ends, make a Spi save (you can choose to fail):
Success: The spirit departs and you regain control; add 2 Fatigue.
Failure: The beast takes control; lose 1 Spirit and continue to rage with a 50% chance to attack friendly targets.
Sunder. Tear through your opponent’s armour for d4 damage; first occurrence causes target to lose 1 Def (Fatigue).
In another life you might have burned spirits from the dead, stoked the smithy’s forge, or battled frost demons in the mountains.
Your hands channelled the spark of life and the cleansing fire of death. Your magic is the oldest of all, furious and hungry.
In combat, you sear and scald your foes, madness dancing just behind your eyes. Your charred plated leather marked both your calling and profession.
The age of fire was long ago, but the wheel yet turns. Whether enlightenment or destruction, your path is now yours to forge.
Pyre (Spi, 1 Def)
Fire grippers | key, rare, bulky, d6, flameshield, ignite |
---|---|
Plated leather | 1 Def |
Blacksmith hammer | rare, d6, smash |
Flame rune | Sear |
Kindled bale | rare |
Free slots | 5 |
Skills
Flameshield (reaction). Manifest a fiery shield in your offhand to deflect an attack; Spi save to avoid all damage (Fatigue).
Ignite. Channel ancient magic to ignite your weapon (or gloves) in blazing fire; for the duration of the fight, melee attacks do double damage and bypass mundane armour, ignoring Def (Fatigue).
Smash. Bludgeon your opponent with damage advantage; target needs to make Str save or be knocked down (Fatigue).
Sear (flame rune). Emit a blazing stream of violent flame, burning your target for d8 damage, 60ft range (Fatigue).
Runecairn can also be played solo, with one player acting as both Warden and Adventurer.
Journey through an existing adventure like Beneath the Broken Sword or use the delve generator to build a dungeon crawl.
When you reach a moment of choice or conflict, a time when you’d normally look to the Warden for the outcome, consider consulting an Oracle, a method of deriving meaning from randomness.
An Oracle can be tarot cards, an online resource, or a mobile app.
Wardensaga includes a set of random tables that serves as Oracle, offering a way to interpret rolls and the runes of the Younger Futhark into the result of a choice or action.
Chronicle your journey in a journal or diary. Be as brief or descriptive as you like—this is a saga of your Adventurer, translated and retold through the ages.
Use the Delve Generator sheet (from the Runecairn website) to document encounters and map your delve.
If an outcome isn’t immediately clear, ask the Oracle. For a simple yes or no answer (“Does the troll see me?”) or a straight- forward check (“Will the warrior help me?”), roll 2d6 on Favour or Sorrow (next page).
An outcome of favour is broadly positive while an outcome of sorrow is broadly negative. A complication adds an extra obstacle or development to the outcome.
For instance, you convince the warrior to help you but they demand one of your weapons as payment.
For complex questions, or more nuanced interactions, read the runes.
First, gather your will and focus. Narrow that focus to a singular emotion and concentrate on the runes of the Younger Futhark—one rune reveals itself.
Roll d10 on the Focus table.
Roll d8 on the Emotion table.
Finally, roll d20 on the Rune table.
Reflect upon the resulting words and turn them over in your mind. Focus your emotion on the name of the rune. Your answer takes shape.
For instance, Amy wants to investigate a severed spectral head floating through crumbling ruins.
She rolls 3 dice: d10 for Focus (4, Overcome), d8 for Emotion (6, Forlorn), and d20 for Rune (11, Ice).
This gives her Overcome Forlorn Ice. She interprets this as a sign to ignore the fear in her heart and approach the cursed head with an open mind.
2d6 | Outcome |
---|---|
2 | Favour |
3-6 | Favour with complication |
7 | Complication |
8-11 | Sorrow |
12 | Sorrow with complication |
d10 | Result |
---|---|
1 | Delve |
2 | Protect |
3 | Ponder |
4 | Overcome |
5 | Surrender |
6 | Observe |
7 | Endure |
8 | Prepare |
9 | Mourn |
10 | Stagger |
d8 | Result |
---|---|
1 | Wondrous |
2 | Hopeful |
3 | Contemplative |
4 | Melancholy |
5 | Crestfallen |
6 | Forlorn |
7 | Wrathful |
8 | Bleak |
d20 | Rune | Old Norse | Name |
---|---|---|---|
1 | ᚠ | fé | wealth |
2-3 | ᚢ | úr | iron |
4 | ᚦ | Thurs | jötunn |
5-6 | ᚬ | Aesir | god |
7 | ᚱ | reið | ride |
8 | ᚴ | kaun | ulcer |
9 | ᚼ | hagall | hail |
10 | ᚾ | nauðr | need |
11 | ᛁ | ísa | ice |
12 | ᛅ | ár | plenty |
13 | ᛋ | sól | sun |
14-15 | ᛏ | Týr | magic |
16 | ᛒ | bjarkan | birch |
17-18 | ᛘ | maðr | human |
19 | ᛚ | lögr | sea |
20 | ᛦ | yr | yew |
Use when playing solo or as a Warden to generate an adventure or campaign.
Roll d6 on the Delve table for dungeon type, size, and bonfires. Delve size varies but all have at least 10 encounters. Note delve size.
Roll d6 on the Objectives table.
Roll d12 on the Encounters table in each new area.
When you first interact with a monster or NPC, roll 2d6 on NPC Reactions.
For dynamic enemies, roll 2d6 on the Enemy Actions table. Some enemies fight to the death (i.e. undead) but most flee when in danger.
Clear an area and reduce your delve size by 1. At 1, roll d6 on the Resolution table to:
Reach your objective.
Find a clue to its location.
Encounter a setback that halts your progress.
Keep rolling encounters until you locate your objective. For every area cleared, roll on the Resolution table, with -1 for every clue and +1 for every setback. Delves fail after 4 setbacks.
Bonfires
Place one at the start of the delve and, depending on the dungeon size, 1 or 2 more throughout.
d6 | Type | Size | Bonfires |
---|---|---|---|
1 | Cairn | 10 | 1 |
2 | Outpost | +d4 | 1 |
3 | Ruins | +d6 | 2 |
4 | Village | +d8 | 2 |
5 | Cave | +d12 | 3 |
6 | Stronghold | +d20 | 3 |
Explore. Investigate every room and successfully exit.
Retrieve. Locate a particular object and successfully exit with it.
Escort. Guide an individual to a particular location.
Infiltrate. Achieve the goal by stealth or charm and successfully exit.
Escape. Successfully exit the location while avoiding any dangers.
Rescue. Locate an individual and successfully exit with them.
Defend. Locate and protect an area, object, or person from attackers.
Hunt. Locate your target, pursue them through the dungeon, and successfully eliminate or retrieve them.
Cleanse. Locate and eradicate the specified infection or invasive element.
Slay. Defeat the specified target.
Completing an objective rewards you with 1 Soul.
d6 | Cairn | Outpost | Ruins |
---|---|---|---|
1 | Retrieve your family’s ancestral axe, stolen by a draugr and taken to a hostile land | Escape from a rival clan who’ve sworn to slay your entire family (d6 warriors) | Explore snowy ruins recently uncovered during a violent storm |
2 | Rescue your nephew from a group of deranged cultists (d4 scouts) | Defend a solitary outpost from a roving band of d6 skeletons | Infiltrate and disrupt a hive of cultists binding a fire jotunn |
3 | Defend your father’s remains from a vengeful rival | Hunt a condemned prisoner escaped from your clan’s keep | Retrieve a lost relic revealed to you in a dream |
4 | Hunt the rock troll that’s attacked your kin and fled to the family tomb | Escort a pair of travellers heading to exile in a hostile frontier | Escape a berserk colossus awoken by a fiend from a lost realm |
5 | Cleanse the tomb of d4 forlorn shades yearning to rejoin the living | Cleanse a corrosive organism slowly absorbing the structure | Cleanse a ruined temple tainted by the touch of a mad god |
6 | Slay the mad dwarf who believes this to be their keep | Slay a gang of d6 scouts who’ve seized a clan supply point | Slay a stone demon formed when your clan killed an elemental king |
d6 | Village | Cave | Stronghold |
---|---|---|---|
1 | Explore a mysterious settlement that suddenly appeared in a nearby valley | Retrieve the body of a clan elder, stolen by a group of draugr | Retrieve the staff stolen from your clan seer and taken to a rival keep |
2 | Escort an young seer to train under an unruly elder in a village of exiles | Explore the depths of a newly discovered cavern under your village | Infiltrate a mercenary group and convince them to join your side |
3 | Infiltrate and disrupt a wedding ceremony joining two warring clans | Escort the spirit of an ancestor to the location of their demise | Escape the lost stronghold before the vampires awaken |
4 | Rescue a long-lost daughter now living with a family in a distant village | Rescue a group of children kidnapped by d4 dwarves and taken underground | Rescue a clan elder who was carried away drunk by the wife of an old rival |
5 | Defend a village’s food stores from a starving band of d8 berserkrs | Hunt a pack of d8 wolves through their sprawling den | Hunt an elf who attacked woodcutters before fleeing |
6 | Slay a giant skeleton animated from the remains of a slaughtered village | Slay a troll that’s terrorised your clan for decades | Slay the treant worshipped by an enclave of druids |
d12 | Encounter |
---|---|
1 | Treasure |
2-4 | Mystery |
5-6 | Mundane |
7-9 | Obstacle |
10-12 | Conflict |
2d6 | Reaction |
---|---|
2 | Helpful |
3-5 | Talkative |
6-8 | Unsure |
9-11 | Unfriendly |
12 | Hostile |
2d6 | Action | Notes |
---|---|---|
2 | Disarm | Str save or drop weapon/key item, action to retrieve. |
3-4 | Grab | Dex save or lose Reaction for 1 turn. |
5-9 | Attack | - |
10-11 | Feint | Wit save or waste a Reaction on a evading a false attack. |
12 | Wild attack | Spi save or falter from ferocious attack, take double damage. |
d6 | Discovery | Roll Adjustment |
---|---|---|
1-2 | Objective | 0 |
3-4 | Clue | -1 |
5-6 | Setback | +1 |
d6 | Treasure | Mystery | Mundane | Obstacle | Conflict |
---|---|---|---|---|---|
1 | Skull beacon (relic) enclosed in a dusty crevice | Ghost weeping in the corner | Yellowed candles melted to the base | Low ceiling, slows movement | Shade stumbles reaching from the darkness |
2 | Skeleton key sitting atop broken bones | Grinning skull laughs as you enter | Broken skull missing jawbone | Chasm in floor, Dex save to avoid | Skeleton fallen in the corner rises and approaches |
3 | Scry runestone carved into the walls | Dim light shines from a crack in the stone | Scattered flowers, faded and wilted | Flooded passage, slows movement | Bonewheel skeleton cartwheels near |
4 | Bleached jawbone juts from skull | Sound of manic laughter from behind you | Child’s wooden toy covered in cobwebs | Dense roots bar the path, halts movement | Crouched draugr glares from the corner |
5 | Grave sword driven deep into the stone ground | You surprise a grieving merchant | Long-rusted axe, blade badly dented | Foul-smelling air, Str save to avoid retching | Shades (d4) emerge from the shadows |
6 | Kindled bale prepared in the corner | Faint pine smell of juniper lingers for a moment | Tidy piles of clothes and beads | Clustered spores, Dex save to avoid poison | Two draugr locked in combat |
d6 | Treasure | Mystery | Mundane | Obstacle | Conflict |
---|---|---|---|---|---|
1 | Iron ring adorns a smashed skeletal arm | Huddled form hiding in the corner | Faded bedrolls and discarded clothing | Fallen beam halts movement until cleared | Startled Warrior sharpens their axe |
2 | Weary skald teaches you Hörgr saga (sanctuary) | Weary group of exiles take shelter | Mud-spattered cloak hangs, tattered and worn | Starving dogs bark menacingly, Spi save to calm | Scout re-strings their bow, knives sheathed |
3 | Fire oil tucked underneath tattered bedroll | Two armoured ghosts locked in combat | Discarded chainmail, rusted and dented | Floor gives way, Dex save to avoid falling | Mad skald screams as you enter |
4 | Sacred waters wrapped inside threadbare blanket | Ancient seer reads by candlelight, eyes glowing white | Cold fire pit with dried out chicken bones | Bones strung up crudely, Wit save to untangle without alarm | Wolves (d4) fight over a fresh deer carcass |
5 | Dried apple inside a faded leather pouch | Shimmering blue portal flickers and vanishes | Scattered spear shafts lying beside dull iron tips | Broken wall reveals sleeping sentry, Dex save to pass unseen | Lone cloaked elf stalks the perimeter, swords drawn |
6 | Ash spear hidden behind a dense door | Room begins to fill with harmless spectral green flame | Empty mead jugs, sticky and sweet-smelling | Discarded furniture and debris slows movement | Warriors (d4) laugh and drink watery ale |
d6 | Treasure | Mystery | Mundane | Obstacle | Conflict |
---|---|---|---|---|---|
1 | *Sleep* runestone partially covered by human bones | Hoof prints seared into the stone ground | Piles of broken bones and picked carcasses | Enormous nest built from debris blocks passage | Rock troll dozes next to a corpse in a shallow grave |
2 | Breaking maul discarded with broken haft | Spectral arm waves from a stone wall | Remains of a crude camp-site, shredded bedroll | Obvious falling rock trap, Dex save (d10 Dex) | Dwarf examines ancient carvings on a low wall |
3 | Leather hood on the corpse of a long-dead hunter | Your exact double appears, shrieks, and runs away | Young fox sniffs at a crack in the walls, then flees | Yawning rock pool slows movement | Wolves (d4) protecting cubs in their den |
4 | Whispering voice fills your mind with Hlátr saga (laughter) | An old man in a broad hat smoking a pipe greets you | Brilliant wildflowers spread wild from a cracked wall | Unstable ceiling trembles with motion, Dex save to avoid collapse | Cultists (d4) scry with fresh entrails, seeking answers |
5 | Leather rucksack buried crudely, contents dust | Enormous spectral elk bounds into view | Wind whistles through a gap in the stone floor | Hundreds of fat spiders cling to the walls | Treant guards green growth, long limbs crossed |
6 | Mistletoe Dart (relic) embedded in the stone ceiling | Craggy stone walls fade from sight, replaced with a lush forest | Water drips from a gap in the roof, turning the stone green | Viscous mud slows movement, Str save to navigate | Troll tears chunks out of the stone walls, forming tools |
d6 | Treasure | Mystery | Mundane | Obstacle | Conflict |
---|---|---|---|---|---|
1 | Effigy stone (Bjarn, berserkr) swaddled gently | Shrouded headless figure turns to face you | An old woman knits and eats dried fish | Hungry dog looks at you with baleful eyes | Bandits (scout)roam and pilfer the village |
2 | Blacksmith hammer resting on an ancient and pitted anvil | The shadow of an enormous wolf falls over you | Salted meat hanging from the ceiling | Wandering sheep block the way, slowing movement | Mad warrior stripped to the waist wields a broad axe |
3 | Sack filled with dried grains and salt | Spindly man floats down from the sky | Sunken fire pit glows with dull embers | Group of locals block your path | Skeleton pulls itself out of a shallow grave |
4 | Delicate lockpicks in oiled pouch | A longhouse flickers and vanishes | Ringing of iron on an anvil and the hiss of water | River burst its banks, flooding the path | Pyre blacksmith sits crestfallen beside cold forge |
5 | Chain mail covered in blood and wrapped in linen | A luminous, tentacle emerges dripping from a wooden bucket | Two fishermen with cod slung on their shoulders | Eerie merchant accosts you, offering to show you their wares | Seer with haste runestone patrols the area |
6 | Lifs né dauða saga (rebirth), spoken by raven | A cluster of cats runs by, each one with 3 tails | Thin, flea-bitten, and well-ridden horse whinnies | Structures blur, Wit save to keep direction | Cultists (d6) summon a dread being |
d6 | Treasure | Mystery | Mundane | Obstacle | Conflict |
---|---|---|---|---|---|
1 | Effigy stone (Bjarn, berserkr) swaddled gently | Shrouded headless figure turns to face you | An old woman knits and eats dried fish | Hungry dog looks at you with baleful eyes | Bandits (scout)roam and pilfer the village |
2 | Blacksmith hammer resting on an ancient and pitted anvil | The shadow of an enormous wolf falls over you | Salted meat hanging from the ceiling | Wandering sheep block the way, slowing movement | Mad warrior stripped to the waist wields a broad axe |
3 | Sack filled with dried grains and salt | Spindly man floats down from the sky | Sunken fire pit glows with dull embers | Group of locals block your path | Skeleton pulls itself out of a shallow grave |
4 | Delicate lockpicks in oiled pouch | A longhouse flickers and vanishes | Ringing of iron on an anvil and the hiss of water | River burst its banks, flooding the path | Pyre blacksmith sits crestfallen beside cold forge |
5 | Chain mail covered in blood and wrapped in linen | A luminous, tentacle emerges dripping from a wooden bucket | Two fishermen with cod slung on their shoulders | Eerie merchant accosts you, offering to show you their wares | Seer with haste runestone patrols the area |
6 | Lifs né dauða saga (rebirth), spoken by raven | A cluster of cats runs by, each one with 3 tails | Thin, flea-bitten, and well-ridden horse whinnies | Structures blur, Wit save to keep direction | Cultists (d6) summon a dread being |
d6 | Treasure | Mystery | Mundane | Obstacle | Conflict |
---|---|---|---|---|---|
1 | Effigy stone (Bjarn, berserkr) swaddled gently | Shrouded headless figure turns to face you | An old woman knits and eats dried fish | Hungry dog looks at you with baleful eyes | Bandits (scout)roam and pilfer the village |
2 | Blacksmith hammer resting on an ancient and pitted anvil | The shadow of an enormous wolf falls over you | Salted meat hanging from the ceiling | Wandering sheep block the way, slowing movement | Mad warrior stripped to the waist wields a broad axe |
3 | Sack filled with dried grains and salt | Spindly man floats down from the sky | Sunken fire pit glows with dull embers | Group of locals block your path | Skeleton pulls itself out of a shallow grave |
4 | Delicate lockpicks in oiled pouch | A longhouse flickers and vanishes | Ringing of iron on an anvil and the hiss of water | River burst its banks, flooding the path | Pyre blacksmith sits crestfallen beside cold forge |
5 | Chain mail covered in blood and wrapped in linen | A luminous, tentacle emerges dripping from a wooden bucket | Two fishermen with cod slung on their shoulders | Eerie merchant accosts you, offering to show you their wares | Seer with haste runestone patrols the area |
6 | Lifs né dauða saga (rebirth), spoken by raven | A cluster of cats runs by, each one with 3 tails | Thin, flea-bitten, and well-ridden horse whinnies | Structures blur, Wit save to keep direction | Cultists (d6) summon a dread being |
The world of Runecairn can be a solitary one, but a helping hand can be a ray of hope in even the darkest place.
If you want to traverse the world with a friend by your side, seek out an effigy stone.
When resting at a bonfire, you can use an effigy stone to call out to a fallen hero and summon them for aid at the cost of 1 Vigour.
Effigy stones are exceedingly rare and finding one is an adventure itself. Each stone corresponds to a specific hero, as their name and history is carved upon the limestone figure.
The effigy stone reaches out across the realms and summons a physical manifestation of the hero’s spirit, who joins the Adventurer at the bonfire.
Summoned allies can be past or future Adventurers run by a 2nd player or an additional hero controlled by the player.
The summoned ally fights alongside the Adventurer. When attacking the same target, roll damage for both attackers and take the higher result.
On enemy turns, the Warden states the target for each attack, giving each Adventurer an opportunity for a Reaction.
Summoned allies have flasks with 1 sip of mead, refilled as normal at bonfires.
Summoned allies are tied to the Adventurer who summoned them. If the Adventurer dies, the summoned ally returns to their home.
They can be summoned again in the same manner, but with the same cost.
The ally’s physical body is a mortal shape. If a summoned ally dies, their spirit dissipates into mist and they return home.
During combat the Adventurer can cry out to the old gods and sacrifice 1 Vigour to revive their summoned ally.
Just as there are benevolent heroes across the realms willing to help out an adventurer in need, so are there malevolent forces who seek to sow chaos and destruction.
A black fetch invades an adventurer’s world and stalks them, seeking to strip their humanity and vigour.
Much like summoned allies, a black fetch is a physical manifestation of a spectral form, often the crestfallen spirit of a dead adventurer or projection of a powerful figure from another realm.
A black fetch can be a fallen Adventurer run by a 2nd player or dark spirit controlled by the Warden.
Consider confronting a player with a previously slain Adventurer or NPC returned as a black fetch.
Fetches follow the same rules as summoned allies and also have a mead flask with 1 sip.
Fetches continue to invade in the same area unless defeated. As they are spectral beings and do not fear death, they do not flee from combat.
When a black fetch is defeated, their spectral form dissipates and their spirit is forever banished from the area.
If a black fetch is successfully defeated, they reward 1 Soul or an important item they held in life, such as a weapon, spell, or relic.
Safety check
As with any situation with potential conflict between players, check with everyone at the table first. Is everyone aware of the possible player vs. player scenario and comfortable with combat between players? If not, reconsider Invasions.
d100 | Name | d100 | Name |
---|---|---|---|
1 | Åge | 51 | Katla |
2 | Alvar | 52 | Ketill |
3 | Anna | 53 | Knud |
4 | Anri | 54 | Kristín |
5 | Ari | 55 | Kristján |
6 | Arne | 56 | Leif |
7 | Arnkatla | 57 | Lind |
8 | Åse | 58 | Liv |
9 | Astrid | 59 | Logi |
10 | Auður | 60 | Lukka |
11 | Birger | 61 | Magnús |
12 | Bjørn | 62 | Margrét |
13 | Bo | 63 | María |
14 | Bodil | 64 | Njal |
15 | Darri | 65 | Nói |
16 | Edda | 66 | Ødger |
17 | Einar | 67 | Ólafur |
18 | Emil | 68 | Orri |
19 | Erik | 69 | Randi |
20 | Estrid | 70 | Revna |
21 | Flóki | 71 | Roar |
22 | Flosi | 72 | Rune |
23 | Freyja | 73 | Saga |
24 | Frida | 74 | Salvar |
25 | Frode | 75 | Sif |
26 | Funi | 76 | Sigmar |
27 | Gertrud | 77 | Signe |
28 | Gorm | 78 | Sigrid |
29 | Gro | 79 | Sigríður |
30 | Guðmundr | 80 | Sigrún |
31 | Guðrún | 81 | Skarde |
32 | Gunhild | 82 | Stefán |
33 | Gunnar | 83 | Sten |
34 | Halfdan | 84 | Sune |
35 | Hallbera | 85 | Sunna |
36 | Harald | 86 | Svend |
37 | Harpa | 87 | Thurid |
38 | Hekla | 88 | Þuríður |
39 | Helgi | 89 | Thyra |
40 | Hilda | 90 | Toke |
41 | Hilmir | 91 | Tora |
42 | Hrefna | 92 | Torsten |
43 | Inga | 93 | Tove |
44 | Ingibjörg | 94 | Troels |
45 | Ingólfur | 95 | Trygve |
46 | Jóhanna | 96 | Ulfhild |
47 | Jón | 97 | Valgerður |
48 | Kaðlín | 98 | Vilmar |
49 | Kåre | 99 | Von |
50 | Karitas | 100 | Yrsa |
Physique
d10 | Physique | d10 | Physique |
---|---|---|---|
1 | Athletic | 6 | Slim |
2 | Brawny | 7 | Short |
3 | Diminutive | 8 | Statuesque |
4 | Lanky | 9 | Stout |
5 | Rugged | 10 | Towering |
Skin
d10 | Skin | d10 | Skin |
---|---|---|---|
1 | Birthmark | 6 | Rough |
2 | Drawn | 7 | Smooth |
3 | Mottled | 8 | Freckled |
4 | Pockmarked | 9 | Scarred |
5 | Rosy | 10 | Weathered |
Hair
d10 | Hair | d10 | Hair |
---|---|---|---|
1 | Shaved | 6 | Flowing |
2 | Braided | 7 | Luxurious |
3 | Curly | 8 | Oily |
4 | Matted | 9 | Wavy |
5 | Frizzy | 10 | Wispy |
Face
d10 | Face | d10 | Face |
---|---|---|---|
1 | Bony | 6 | Symmetrical |
2 | Damaged | 7 | Fierce |
3 | Chiselled | 8 | Sharp |
4 | Elongated | 9 | Square |
5 | Pale | 10 | Sunken |
Voice
d10 | Voice | d10 | Voice |
---|---|---|---|
1 | Blunt | 6 | Gravelly |
2 | Booming | 7 | Precise |
3 | Cryptic | 8 | Squeaky |
4 | Droning | 9 | Eloquent |
5 | Formal | 10 | Whispery |
Virtue
d10 | Virtue | d10 | Virtue |
---|---|---|---|
1 | Ambitious | 6 | Honourable |
2 | Cautious | 7 | Humble |
3 | Courageous | 8 | Merciful |
4 | Disciplined | 9 | Serene |
5 | Gregarious | 10 | Tolerant |
Vice
d10 | Vice | d10 | Vice |
---|---|---|---|
1 | Aggressive | 6 | Lazy |
2 | Bitter | 7 | Nervous |
3 | Craven | 8 | Rude |
4 | Deceitful | 9 | Vain |
5 | Greedy | 10 | Vengeful |
Icelandic is close to Old Norse in structure but different in pronunciation. For simplicity, Icelandic spelling and pronunciation is used for non-English words in this text.
Letter | Explanation |
---|---|
Á | “ou” in “house,” “about” and “shout.” |
Ð | “th” in “feather,” “father” and “that,” but as the last letter of a word it is like “th” in “thin.” |
É | same as English “yay.” |
Í | an English “ee” and the “i” in “Maria” and the “y” in “diary.” |
Ó | “o” in “sole” and like “oa” in “goat” and “soap.” |
Ú | English “oo” as in “zoo.” |
Ý | Icelandic “í,” it’s only a matter of spelling. |
Þ | English “th” in “thunder”, “theatre” and “thong.” |
Æ | the name of the letter “i” in English or the sound of the letters “ai” in the words “Thai food.” Hi/hæ & bye/bæ are the same in English and Icelandic. |
Ö | German “ö” and English “u” in “urgent” or “fur.” Equivalent to English “e” as in “bed,” but with the lips rounded. |