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The following is a collection of 5

pre-generated characters designed


for use with Cairn and adaptable to
related 3-stat fantasy games, such as
Into the Odd and Perils & Princesses.
Each character consists of 2 pages:
a character sheet and a setup sheet.
Follow the steps on the setup sheet
to fill out the blank spaces on your

The
character sheet, then you’re ready to
start playing.
Unlike characters created with the
default Cairn rules, these characters
all have 4 unique powers they can
draw on, though they start with just
the first one and only gain access to
the others through narrative triggers.

Strangest
The powers themselves are based on
Cairn’s spells and GLOG Magic Hack
rules, inspired by The GLOG ruleset
by Arnold at Goblin Punch. Using
narrative triggers to unlock powers
is based on Cairn’s own fiction-first
approach to growth and its rules for

of Sorts
recharging Relics, as well as the idea
of Keys from Lady Blackbird by John
Harper and The Shadow of Yesterday
by Clinton Dreisbach.

WRITING & LAYOUT


Jesse Ross

ART
Evlyn Moreau

A COLLECTION OF READY-TO-PLAY CHARACTERS SPECIAL THANKS


FOR USE WITH CAIRN AND OTHER FANTASY GAMES Noemi Ross, Jason Tocci,
Michael Mendoza, Mike Martens,
© 2024 Hedgemaze Press LLC. All rights reserved. Lu Quade & Yochai Gal.
Soot of Charwood
FIRE OGRE
Hand INVENTORY Fatigue

1.

You were once a forest spirit, but your forest burned to the ground. You 2.
gathered the ash, shaped it into a body, and placed the last ember deep in
3.
your chest like a flickering heart. You share your warmth like a campfire,
but you rage like an inferno when those you care about are threatened.
4.

STR DEX WIL HP 5.


Armor
6.

7.
Deprived
8.

POWERS 9.

10.
Spark: You create a small ball of fire that can be used like a torch. You can
also throw it, doing [sum] blast damage to everything nearby where it hits. When you take critical damage, roll a d10
and compare the number to your inventory.
Heartwarm: Your warmth causes [dice] creatures to treat you like a friend, If that inventory slot holds a flammable item
(ask the Warden if you’re unsure), that item is
and it also heals [sum] STR (divided among your friends however you like). set ablaze by your heartfire and is destroyed.
Unlock this power when you first use Spark to provide comfort to someone who
previously viewed you as a monster. Who did you comfort? Write their name below.

PETTY ITEMS
Roar: The fire inside of you rages and you let out a monstrous roar, causing
[dice] nearby creatures of your choosing to become afraid and run away.
Unlock this power when you first protect someone you care about by taking the
damage of an attack meant for them.Who did you protect? Write their name below.

Oncewood: Plants recognize you as a forest spirit and will try to obey [dice]
commands you give: attack ([sum] blast damage), cover, grow, move, speak.
Unlock this power when you first make an offering to The Woods. It must be costly,
but it must also be life-affirming. What did you offer? Write it below. Gold
Setup: Soot of Charwood
ABILITY SCORES INVENTORY & PETTY ITEMS USING YOUR POWERS
First, assign your ability scores. To start playing Instead of wearing a backpack, you can nestle things To use a power, you have to roll power dice (d6).
more quickly, just use the bold number immediately in between the charred branches that serve as your You have as many power dice as you have empty
after each ability. For more customization, use the bones. Flammable items stored this way are at risk of inventory slots. When you use a power, first choose
dice rolling options in parentheses. being destroyed whenever you take critical damage. how many power dice you want to invest, up to a
You have a hardened outer shell which acts as your maximum of 4 dice. The more dice you invest, the
STR : 15 (or roll 1d6+12 for a score from 13–18) armor. You also have strong, heavy fists you can use greater the effect of your power.
DEX: 9 (or roll 2d6+2 for a score from 4–14) as weapons. Each fist deals d8 damage, and you can
WIL: 10 (or roll 2d6+3 for a score from 5–15) attack with both at the same time. When you do, roll [dice]: the number of dice invested.
2d8 and use the single highest die as your damage.
HIT PROTECTION If any of the inventory slots taken up by your fists [sum]: the sum of all the dice rolled.
You begin the game with 6 HP. or shell gain Fatigue, you lose the use of that trait
until you remove that Fatigue. For each die that comes up 4, 5 or 6, gain a Fatigue.
ARMOR You also carry with you a jar containing the few
You begin the game with 2 Armor. This is due to remaining undamaged seeds salvaged from your For example, if you invest 3 dice, and they come up
your Charcoal Shell, a part of your body, but also a forest—a memory of where you come from, and the 5, 6, and 1, then your [dice] is 3, your [sum] is 12,
part of your inventory (see the Inventory column). hope to one day replant yourself and be born anew. and you gain 2 Fatigue.
Because you built your body yourself, you can also
disassemble it and remove this armor, though no one STARTING GEAR
else can wear it. Write down the following in your inventory.
• Charcoal Shell (2 Armor, bulky, non-flammable)
GOLD • — (you lose a slot due to your bulky armor)
You begin the game with 0 Gold. • Ogre Fist (d8, non-flammable)
• Ogre Fist (d8, non-flammable)
• Seed Jar (non-flammable)

This character is from The Strangest of Sorts, a collection of ready-to-play characters for use with Cairn. Created by Jesse Ross.
© 2024 Hedgemaze Press LLC. All rights reserved. Find this and all our other games at hedgemazepress.com. Art by Evlyn Moreau.
Ariannie Attercob
DREAMWEAVER
Hand INVENTORY Fatigue

Long ago, the moonlight elves made a deal with the Spider Queen. If the
elves took care of her many children, she would share her gifts. Your training
as a weaver-knight is finally complete. Now you must travel the world, honor
Our Eight-Legged Lady, and spread her webs and wisdom across the land.

STR DEX WIL HP


Armor

Deprived

POWERS
Wallwalker: You can walk and hang on walls, ceilings, and other surfaces
like a spider for [dice] turns.

Dreamdust: You cause [dice] nearby creatures to fall into a gentle sleep.
They have pleasant dreams about the Spider Queen, but are easily awoken.
PETTY ITEMS
Unlock this power when you first recruit someone to become a devoted follower of
Our Eight-Legged Lady. Who did you recruit? Write their name below.

Spidersilk: You shoot a thick, sticky web from your wrists. It can trap [dice]
nearby creatures, or reach an object or location [sum] × 10ft from you.
Unlock this power when you find and reconsecrate one of your patron’s hidden
shrines lost to The Roots. Where did you find the shrine? Write the location below.

Colony: You transform into a swarm of spiders for [sum] rounds. While in
this form, you only take damage from blast attacks or things like fire or gas.
Unlock this power when you first show mercy to a dangerous spider or you prevent
a spider-like creature from being harmed by others. Describe the creature below. Gold
Setup: Ariannie Attercob
ABILITY SCORES INVENTORY & PETTY ITEMS USING YOUR POWERS
First, assign your ability scores. To start playing You carry items befitting a knightly warrior, as well To use a power, you have to roll power dice (d6).
more quickly, just use the bold number immediately as items that reflect your faith. You have as many power dice as you have empty
after each ability. For more customization, use the In addition to your armor, you protect the weak inventory slots. When you use a power, first choose
dice rolling options in parentheses. and innocent using your finely crafted sword with a how many power dice you want to invest, up to a
spider-themed cross-guard. maximum of 4 dice. The more dice you invest, the
STR : 12 (or roll 2d6+5 for a score from 7–17) And if the armor and sword weren’t enough to greater the effect of your power.
DEX: 10 (or roll 2d6+3 for a score from 5–15) express your allegiance, you also carry a holy
WIL: 12 (or roll 2d6+5 for a score from 7–17) symbol and a pocket-sided devotional book with [dice]: the number of dice invested.
prayers dedicated to your patron.
HIT PROTECTION [sum]: the sum of all the dice rolled.
You begin the game with 3 HP (or roll 1d6). STARTING GEAR
Write down the following in your inventory. For each die that comes up 4, 5 or 6, gain a Fatigue.
ARMOR • Rations (3 uses)
You begin the game with 3 Armor. This is from • Torch (3 uses) For example, if you invest 3 dice, and they come up
your Weaver-Knight Vestments and Shield. Your • Weaver-Knight Vestments (2 Armor) 5, 6, and 1, then your [dice] is 3, your [sum] is 12,
vestments are made of an exceptionally tough but • Shield (+1 Armor) and you gain 2 Fatigue.
lightweight material, preventing them from being • Sword (d8)
bulky. They are adorned with scenes of the Spider • Holy Symbol (Shield once per day)
Queen’s many deeds and are precious to you.
Write down the following in your petty items.
GOLD • Prayer Book (petty)
You begin the game with 0 Gold. Your faith doesn’t
require a vow of poverty, but you try to give as much
gold to charity as you are able. You know that Our
Eight-Legged Lady will provide for you.

This character is from The Strangest of Sorts, a collection of ready-to-play characters for use with Cairn. Created by Jesse Ross.
© 2024 Hedgemaze Press LLC. All rights reserved. Find this and all our other games at hedgemazepress.com. Art by Evlyn Moreau.
Lokus Snapdragon
GREMLIN TRAINER
Hand INVENTORY Fatigue

Gremlins are mean little monsters who like to bite things. Lucky for you,
they hate how you taste. They can’t speak, but you have a special language
of clicks they respond to. So you collect them and put them to work. They
very much like to break traps, cause trouble, and eat things they shouldn’t.

STR DEX WIL HP


Armor

Deprived

POWERS
Trouble: Your gremlins do [sum] damage (divided among your targets
however you like), or create a distraction to draw [dice] creatures away.

Fetch: You point at [dice] items your gremlins can see and reasonably reach.
They will find a way to get them and quickly bring them to you.
PETTY ITEMS
Unlock this power when your inventory is full and you first sacrifice something
valuable to turn an open slot into a gremlin. What did you give up? Describe it below.

Peek: You send a gremlin to scout ahead. You can see through its eyes as long
as it’s less than [sum] × 10ft away from you. If it gets hurt, you are deprived.
Unlock this power when someone other than you first gets hurt trying to protect
your gremlins. Who got hurt and how? Write their name below.

Chomp: Your gremlins eat through a [dice]-foot cube of inedible material


(like rock or metal, but other things are possible) each round for [sum] rounds.
Unlock this power when you first find yourself stuck in some kind of cell or trap,
like a jail or compacting room. Where did you get trapped? Write the location below. Gold
Setup: Lokus Snapdragon
ABILITY SCORES INVENTORY & PETTY ITEMS USING YOUR POWERS
First, assign your ability scores. To start playing You wear armor, and carry a sword, a lantern and To use a power, you have to roll power dice (d6).
more quickly, just use the bold number immediately some rations, but the rest of your inventory slots are You have as many power dice as you have empty
after each ability. For more customization, use the open—each one “filled” with a gremlin. inventory slots. When you use a power, first choose
dice rolling options in parentheses. You don’t really keep track of your gremlins, and how many power dice you want to invest, up to a
you haven’t even given names to most of them, since maximum of 4 dice. The more dice you invest, the
STR : 9 (or roll 2d6+2 for a score from 4–14) their numbers fluctuate seemingly at random. But greater the effect of your power.
DEX: 12 (or roll 2d6+5 for a score from 7–17) they can do a lot of what you might otherwise use
WIL: 13 (or roll 2d6+6 for a score from 8–18) adventuring gear for. [dice]: the number of dice invested.
When you gain a Fatigue, imagine it as a sleepy
HIT PROTECTION gremlin weighing you down, tired from causing too [sum]: the sum of all the dice rolled.
You begin the game with 3 HP (or roll 1d6). much trouble or in a sort of food coma from eating
something it shouldn’t have. For each die that comes up 4, 5 or 6, gain a Fatigue.
ARMOR
You begin the game with 1 Armor. This is from STARTING GEAR For example, if you invest 3 dice, and they come up
your Gambeson. Write down the following in your inventory. 5, 6, and 1, then your [dice] is 3, your [sum] is 12,
• Rations (3 uses) and you gain 2 Fatigue.
GOLD • Lantern
You begin the game with 11 Gold (or roll 3d6). • Oil Can (6 uses)
• Gambeson (+1 Armor)
• Sword (d8)

Write down the following in your petty items.


• Hard Candies (petty, to lure distracted gremlins)

This character is from The Strangest of Sorts, a collection of ready-to-play characters for use with Cairn. Created by Jesse Ross.
© 2024 Hedgemaze Press LLC. All rights reserved. Find this and all our other games at hedgemazepress.com. Art by Evlyn Moreau.
Meredith“Weredith”
WEREWHAT
Hand INVENTORY Fatigue

Wolf. Snake. Crocodile. Even that unicorn that one time. What haven’t you
been bitten by? The curse placed on you lets you transform into many strange
beasts. But it’s still a curse, so you don’t always change into what you want, or
when you want. Will you try to find a cure, or find a way to control it?

STR DEX WIL HP


Armor

Deprived

POWERS ANIMAL BITES


Beastform: You transform into an animal you’ve been bitten by. If you invest Ant, Giant Moose
3 or more [dice], you pick which animal, otherwise the Warden picks. You Boar Mosquito
don’t get any of the animal’s magical properties. The change lasts for [sum] Chipmunk Shark
rounds, or you can invest 3 or more [dice] to make it last as long as you want. Crab Snake
Crocodile Sparrow PETTY ITEMS
Wereform: You can take a terrifying hybrid form. You can still use your hands. Dog Spider
Unlock this power when you are first reduced to 0 HP or less from an animal’s Eel Turkey
attack. What animal was it? Describe it below. Goat Unicorn
Goldfish Weasel, Giant
Hyena Wolf
Moved: The Warden picks an animal that moves how you say: fly, swim, etc.
Unlock this power when you first get bitten by an animal with a peculiar mode of
transportation. What animal was it and how did it move? Describe it below.

Packed: Your inventory and petty items all transform with you.
Unlock this power when you first get bitten by a turtle, snail, or some other animal
that carries its home on its back. What animal was it? Describe it below.
Gold
Setup: Meredith“Weredith”
ABILITY SCORES INVENTORY & PETTY ITEMS USING YOUR POWERS
First, assign your ability scores. To start playing In your human form, you can use any normal gear. To use a power, you have to roll power dice (d6).
more quickly, just use the bold number immediately When you transform, all of your gear falls off until You have as many power dice as you have empty
after each ability. For more customization, use the you’re able to unlock the Packed Power. inventory slots. When you use a power, first choose
dice rolling options in parentheses. how many power dice you want to invest, up to a
STARTING GEAR maximum of 4 dice. The more dice you invest, the
STR : 12 (or roll 2d6+5 for a score from 7–17) Write down the following in your inventory. greater the effect of your power.
DEX: 13 (or roll 2d6+6 for a score from 8–18) • Rations (3 uses)
WIL: 9 (or roll 2d6+2 for a score from 4–14) • Torch (3 uses) [dice]: the number of dice invested.
• Bandages (3 uses)
HIT PROTECTION • Gambeson (+1 Armor) [sum]: the sum of all the dice rolled.
You begin the game with 3 HP (or roll 1d6). • Sword (d8)
• Crossbow (d8, bulky) For each die that comes up 4, 5 or 6, gain a Fatigue.
ARMOR • — (you lose a slot due to your bulky weapon)
You begin the game with 1 Armor. This is from For example, if you invest 3 dice, and they come up
your Gambeson. It falls off when you transform and 5, 6, and 1, then your [dice] is 3, your [sum] is 12,
you lose the benefit of wearing it until you’re able to and you gain 2 Fatigue.
unlock the Packed Power.

GOLD
You begin the game with 11 Gold (or roll 3d6).

This character is from The Strangest of Sorts, a collection of ready-to-play characters for use with Cairn. Created by Jesse Ross.
© 2024 Hedgemaze Press LLC. All rights reserved. Find this and all our other games at hedgemazepress.com. Art by Evlyn Moreau.
Zyrgzyríthanees
WAYWARD IMP
Hand INVENTORY Fatigue

Due to a major drafting error in a soul contract, you were inadvertently


released from your bonds both to the sorcerer that summoned you and to your
fiery netherworld home. You’re happy to explore the mortal realm now, and
hope it’s a while before the bureaucracy realizes their imp count is off by one.

STR DEX WIL HP


Armor

Deprived

POWERS
Tempt: You use your silver tongue to reduce a target’s WIL by [dice] for the
next [sum] hours, making them susceptible to further manipulation.

Brimstone: Imps are disgusting creatures. You emit a cloud of noxious gas,
forcing all nearby to make a STR save or do nothing but retch for [dice] rounds.
PETTY ITEMS
Unlock this power when you first celebrate a significant victory by indulging in food
and drink with your companions. How did your group succeed? Describe it below.

Devilmaw: You open an invisible 10ft-cube pit into Hell. It can act as a hiding
place or holding cell, but it lures a demon out if still occupied after [sum] turns.
Unlock this power when you first encounter another demonic entity and need to run
away from it. What creature was it? Write its name or describe it below.

Urchin: You appear as a hungry, slightly-dirty child for [dice] turns. Most
people ignore you, but you draw scrutiny from guards, merchants, and the like.
Unlock this power when you first make a costly offering to a charitable cause of
your own free will. What did you give up and for what cause? Describe them below. Gold
Setup: Zyrgzyríthanees
ABILITY SCORES INVENTORY & PETTY ITEMS USING YOUR POWERS
First, assign your ability scores. To start playing As an imp, your armor and weapon are part of your To use a power, you have to roll power dice (d6).
more quickly, just use the bold number immediately body. Your skin has been toughened by the infernal You have as many power dice as you have empty
after each ability. For more customization, use the fires of Hell, and you have a sharp tail which you inventory slots. When you use a power, first choose
dice rolling options in parentheses. can attack with to cause a painful sting. You also how many power dice you want to invest, up to a
have tiny bat-like wings which you can fly around maximum of 4 dice. The more dice you invest, the
STR : 4 (or roll 1d4+2 for a score from 3–6) with, but you can’t carry more than 2 items (or 1 greater the effect of your power.
DEX: 17 (or roll 1d4+14 for a score from 15–18) bulky item) while flying.
WIL: 13 (or roll 2d6+6 for a score from 8–18) If any of the inventory slots taken up by your tail, [dice]: the number of dice invested.
hide, or wings gain Fatigue, you lose the use of that
HIT PROTECTION trait until you remove that Fatigue. [sum]: the sum of all the dice rolled.
You begin the game with 3 HP.
STARTING GEAR For each die that comes up 4, 5 or 6, gain a Fatigue.
ARMOR Write down the following in your inventory.
You begin the game with 2 Armor. This is natural • Flame-Hardened Hide (2 Armor) For example, if you invest 3 dice, and they come up
armor in the form of your Flame-Hardened Hide. • Stinging Tail (d4) 5, 6, and 1, then your [dice] is 3, your [sum] is 12,
You cannot remove this armor. • Wings and you gain 2 Fatigue.

GOLD
You begin the game with 0 Gold.

This character is from The Strangest of Sorts, a collection of ready-to-play characters for use with Cairn. Created by Jesse Ross.
© 2024 Hedgemaze Press LLC. All rights reserved. Find this and all our other games at hedgemazepress.com. Art by Evlyn Moreau.

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