Cairn of Gore
Cairn of Gore
Cairn of Gore
Cairn of Gore
by Lauri Maijala
2016
http://blog.guildredemund.net
updated: 26.10.2016
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About this Adventure Under the Boulder
The cracks that form the tunnels under the
In essence the Cairn of Gore is a dungeon Boulder are tall and narrow. Movement in most
crawl. I have tried to build it in a way that cases is quite easy, at least in larger areas.
challenges the players to think more about
how and where they fight. But in essence is In some places it is impossible to move
still an adventure about killing monsters. through without squeezing between the stone
walls and rocks. This might mean the
Cairn of Gore is written in a system agnostic adventurers have to leave some of their gear
way. It can be used in any game that deals behind. Use of most weapons is impractical in
with fantastic elements like curses and all but the biggest caves.
werewolves. Because of this it will not refer to
any required skill check in text. Advices for
possible checks are given in cursive so that Enemies
GMs may decide by themselves wether they The following list gives you a guideline of the
will require some kind of a test to be made or creatures that could dwell under the Boulder.
not. Use your knowledge about your players and
characters to decide a suitable encounter level
That being said, at the end of this document to them.
you will find a Front for Dungeon World.
The names of the monsters are taken from the
Devil’s Boulder Pathfinder.
Devil’s Boulder is an immense boulder 3-10 Tainted (local villagers, that the Cairn is
standing roughly 40 feet high. It has cracked Calling, minor enemies)
into smaller pieces on several locations, thus 1-2 Turnskins (locals who have sacrificed to
forming a network of tunnels underneath it. the Cairn and can now turn into werewolves,
major enemies)
Moving on and around the Boulder is difficult. 2-3 Wargs (huge former wolves that have
slaughtered their pack to the Cairn, major
enemies)
1 True Lycanthrope (boss monster)
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Adventure Locations
The whispers of the spirit of the Cairn can be Anyone who makes a similar sacrifice on the
heard here. Entering the cave while covered in Cairn is blessed by its power.
blood, will awaken the spirit to make promises
of great glory and fortune.
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2. The Great Cavern
A great cavern has been formed in the heart of
the boulder. Movement here is the easiest in
the whole cave system even with huge pieces
of rock will cover the line of sight here. The
cave stand about twelve feet high at the center
but much lower around the entrances.
3. Main Entrance
The passage to the caves is a narrow slit
(humans must squat to enter). The ground is
slippery stone that slopes into the Great
Cavern. These entrances were blocked by the
barbarians who built the Cairn. Some of them
have been cleaned by the werewolves to grant
an easier access the their nest
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THE ADVENTURE
According to legends this is not the first time Act 3: Under the Devil’s Boulder
the curse has affected their village. If those
cursed are not killed on sight they, may After reaching the Devil’s Boulder the
manage to escape into the woods. character must use their wits. They may lure
the pack out of their lair or to gain attack them
in a non-direct way. Sunlight might also help
them by making the beasts weaker.
Possible Complications:
Can the characters protect themselves from
the curse? Or are they too infected with it? Or
can they even hear the Cairn calling for them?
Impulse: to do what is “right” no matter the When you stand in the presence of the
cost Cairn, roll+CON. *On a 10+ you are resist the
Cairn’s lure and may act freely, it might even
Grim Portents grant you a boon. *On a 7-9 you may vomit, if
• A traveller goes missing you do, you can act freely. *On a miss, the
• Tainted villager is revealed Cairn finds you weak and GM makes a hard
• The characters are directed to the Cairn move.
• The tainted seize control of the village
Stakes
Impending Doom: Tyranny
Cairn of Gore (Abandoned Tower) • Will the spirit of the Cairn be freed?
Impulse: to draw in the weak-willed • Can the characters resist the call of the
cairn?
Grim Portents • What happens to those infected?
• Tracks of huge wolves are spotted
• Someone hears the Cairn’s call
• Someone goes on an uncontrolled killing Monsters
spree
• Everyone hear the Cairn’s call Wargs Solitary, Intelligent
Impending Doom: Rampant Chaos Fangs 1d8 (hand) 8 HP 0 armor
Dire wolves infected with lycanthropy.
Instinct: To kill the weakest.
Description and Cast • Bite of their arm
The party is asked to help a villagers get rid of The Tainted Villagers Intelligent
a curse turning their people into blood crazed Fists and teeth 1d6 (hand) 3 HP 0 armor
maniacs. The adventurers track down the The bloodthirsty victims of the Cairn's call.
curse into a natural cave under a cyclopean Instinct: To heed to call of the Cairn
boulder, where a pack of werewolves have • Burst into uncontrolled violence
awakened the spirit of a long dead marauder.
True Lycanthrope
Solitary, Organised, Intelligent
• Arae, the village elder
Claws 1d8+1 (close, forceful)
• Carunnon, the true lycanthrope
10 HP 1 armor
• Elias, the unlucky minstrel
The leader of the pack of werewolves.
Instinct: To serve the will of the Cairn
• Rip them apart
• Challenge them