FEUD - Cairn Adaptation

Below is an adaptation of FEUD to Cairn first edition. It goes from character creation to some monsters and NPCs.

Anything that is unchanged from the original is to be used as is.

Character Creation

If you wish your characters to be from the region itself, keep the same except for starting gear and below. Each character starts with access to as much food as they need and other tools that might be lent to them by their community.

If you wish your characters to be wandering adventurers, keep everything the same except for the below.

Name and Background

Backgrounds (d12) . . .
1. Mot (Wrath) 6. Karl (Human) 11. Ful (Foul) 16. Hvitr (White)
2. Jofur (Boar) 7. Vig (Battle) 12. Vor (Vigilant) 17. Mers (Fame)
3. Bane (Bane) 8. Wis (Wisdom) 13. Nand (Daring) 18. Leud (Spear)
4. Uul (Temple) 9. Leifr (Heir) 14. Hialm (Helm) 19. Aud (War)
5. Geb (Gift) 10. Arn (Eagle) 15. Rafn (Raven) 20. Valdr (Ruler)

Roll once on the table above for a single name, twice to join the names together. Use either the original or translated” word. E.g 1 and 5 is Mot-geb’ or Wrath Gift’.

Backgrounds (d12) . . .
1. Herbalist 4. Raider 7. Farmer 10. Priest
2. Smith 5. Shaman 8. Justice 11. Witch
3. Forester 6. Hunter 9. Poet 12. Trader

Starting Gear (d20)

Armour . . .
1-11 12-17 18-9 20
Cloth Thickened Cloth Mail patches Mail shirt


Shield and helmet . . .
1-10 11-16 17-9 20
Old, cumbersome Shield and hood Unwieldy shield and hood Shield and thick cloth cap Balanced shield and metal helm


Weapons . .
1-11 12-17 18-20
Roll once on table below Roll twice Roll three times


Weapons . . .
1. Ugly and awkward mallet 6. Worn but dependable spear 11. dull and awkward war axe 16. Frail but elegant bow
2. Frail wood axe 7. Frail spear 12. Worn bow 17. Strong bow
3. Old and bulky spear 8. Refined spear 13. Old but beautiful long knife 18. Unbalanced long axe
4. Tough but bulky mallet 9. Bone pick 14. Frail old sword 19. Tough, ancestral spear
5. Balanced wood axe 10. Unwieldy and weak spear 15. Tough war axe 20. ugly old long knife

There is a perchance generator for generating arms and armour in the world of FEUD.

Expeditionary Gear . . .
1. Yard of cloth 6. Herbal elixir 11. Stone Maul 16. Satchels
2. String 7. Poisonous herbs 12. Stinking herbs 17. Bladder
3. Protective Amulet 8. Long staff 13. Trapping tools 18. Cursing amulet
4. Tinder 9. Bone pick 14. Wood spade 19. Animal parts
5. Herbal poultice 10. Dowsing rod 15. Household knife 20. Wood whistle


Tools . . .
1. Bellows 6. Clay pot 11. Egg lubricant 16. Net
2. Carved bucket 7. Bone/wood lever 12. Stone hammer 17. Small handaxe
3. Animal teeth 8. Awl 13. Farming tool 18. Plant resin
4. Chalk/Stone 9. Fishing rod 14. Scraper 19. Hoe
5. Bone chisel 10. Animal glue 15. Wooden pins 20. Wood tongs


Trinkets . . .
1. Clay bottle 6. Horn 11. Polished metal 16. Dried entrails
2. Playing pieces 7. Metal bracelet 12. Natural scents 17. Knuckle bones
3. Dice 8. Rattle 13. Witch stones 18. Broch pin
4. Face paints 9. Wash cloths 14. Salt 19. Hair band
5. Plant Bracelet 10. Wood marbles 15. Noise maker 20. Comb

Spellbooks

Most of these spellbooks should not be used. Those that can be specifically skinned as have an origin in the world of spirits or humans may be kept. That is, things that are clearly magical” should be avoided. For example, telepathy or Summon Cube would not be appropriate, where Pacify and Hatred may be interpreted as the result of a poet’s wit or a hunter’s personality.

Prices and Equipment list

Gold and currency is not something that exists in the world of FEUD. Where things have a relative value the values given should be seen as a category of value” that may have an effect in trade and bartering. For example, an object work 5 may be traded for another of similar value.

However, it is unlikely that these opportunities for trade will arise too often. Therefore you will have to rely on your neighbours who may loan you items, or you may have access to shared/communal equipment.

Monsters

The Alone

1 HP, 2 Str, 3 Dex, 5 Wil

  • They appear to be humans who awake in the waters of Leoth’s swamp, choking and lost.
  • Cannot be damaged by mundane weapons, are instantly obliterated by sunlight or fire light.
  • Can talk and are knowledgeable of the spirits, gods and monsters of this region.

Foe-Spirits

2 HP, 6 Str, 15 Dex, X Wil

  • Trickster spirits darting between the ancient trees, appearing as frightening visions depending on the viewer.
  • Cannot be damaged by mundane weapons.
  • Terrify: A PC exposed to a Foe Spirit must make a WIL save or be frightened or stunned.

Feorhnu’s Blood

12 HP, 2 Armor, 14 Str, 15 Dex, 18 Wil, Mistletoe boughs (d12)

  • By day a woman’s body stuffed in an oak tree, by night a humanoid mass of shambling mistletoe, trying to regain her humanity.
  • Feorhnu’s Blood will regrow after her death.
  • Those who possess Feorhnu’s hand can communicate with this monster and learn her knowledge of the people and gods of this land.

Humans

Göt Warriors

4 HP, 1 Armor, 10 Str, 15 Dex, 14 Wil, Axes and spears (d8)

  • All Göt tend to being honourable in battle and will avoid fights where they outnumber foes, surprise attacks and so forth.

Göt Lords and Heroes

5 HP, 2 Armor, 10 Str, 15 Dex, 14 Wil, Sword and long-axes (d10)

Herulic warriors

5 HP, 2 Armor, 10 Str, 15 Dex, 10 Wil, Axes and spears (d8)

  • Herulic warriors are well trained and cunning and will use any tool to win the fight.

Friends of Yng

4 HP, 0 Armor , 8 Str, 15 Dex, 16 Wil, Old weaponry (d6)

  • Poorly equipped but with the determination of zealots.

Lords and Heroes of the Friends of Yng

5 HP, 1 Armor, 12 Str, 14 Dex, 16 Wil, Sword and long-axes (d10)

  • Often carrying uniquely powerful equipment and with incredible strength of spirit.

Hunters of The Fur and Bone Road

6 HP, 12 Str, 15 Dex, 18 Wil, Knives, short spears, fists (d8)

  • These people live to their own code of savagery and survival. Unlikely to fight to the death except in defence to their people.


Date
18 December 2023