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Heart & Forest

friggingfrogs
A forest adventure for the Cairn rules written by @Yochaigal.
Made for the “Cairn: Forests of another name” game jam.
This is a work in progress
On the following pages you’ll find:

• Descriptions for Baaju forest: Landmarks, rumors and


encounters with spark tables to help you flesh it out.

• A small witch’s cabin, the puzzle in it and the Witch o’ woods


herself

• A tough decision to help yourself, the witch or the king she


cursed.

As mention, this is a work in progress. Here’s what I’ll be adding/


changing:

• Art :)

• More detailed landmarks

• More entries on the Enchanted table

• A one hex map for the forest and its locations.

• More detailed treasure and 1d6 relics tables.

Thank you for your support :)


Overview Rumors
1 There’s nothing guarding
Long has been said that a large the treasure but a ghost
treasure trove lies abandoned
within these woods, in a 2 The Witch o’ woods knew
crumbled watchtower something but she’s dead
3 The treasure is cursed with
Rumors of such treasure and
a near instant death spell
stories about the forest have
reached your ears. 4 The King o’ woods still
roams the ruins as a ghost
You should gather your party and
you better sharpen thy sword and 5 The curse can be cleared by
memorize thy spells if you want killing the witch.
to survive & thrive.
6 The witch’s cabin is still
standing, unguarded
Baaju forest The old watchtower
• Cold climate, windswept • Melancholic ruins of
and a chance for snow. alabaster stone.
• The wind’s strong, blowing • Faded murals tell a story of
towards the center. conquest and death.
• Trees in the wind laugh as • The animals living here
mad hyenas. were forever changed.
• Birds are quite curious • No bird is seen perched on
and intelligent. these ruins.
• Scattered remains of failed
outposts.
• The witch hears
everything.
Baaju forest Encounters
1 Remains of explorers
The forest stretches to the horizon (1~3: recent. 4~6: ancient.)
and any paths or trails that once
were are now hidden by a coat of 2 A flock of spy Nightingale.
snow or dead leaves. (1~3: watchful. 4~6: nosy)
3 Sudden snow showers.
None but the birds of yore
(1~3: light. 4~6: intense)
remember them and they are not
keen on helping humans. 4 Enchanted explorers
(roll on “Enchantment” table)
Any sound made by the party is
drowned in the manical laughter 5 A very large tusked boar
of the trees. Sunlight often shines (1~3: angry. 4~6: peaceful)
through the canopies but not
enough to warm up the place 6 The witch o’ woods herself
(1~3: seeking. 4~6: reaping)

Landmarks Details
• Hunter’s tent: suspended, What’s in the notebook?
lots of rope, a notebook. What terrible end the hunters faced?
• Deep crevice: tunnels in the Is there something hidden in the
dirt, a fox plea for help. tunnels? Is the fox injured?
• King’s legs: two trunkless What’s under the statues’ legs?
alabaster legs,a birds’ nest. What draws the birds' attention?
• Serpent’s skeleton: gigantic, Who’s guarding the skeleton?
picked clean by vultures. What can be done with its bones?
• Eye tree: eye carved in the What is the eye watching over?
bark, blinks at night. Is there another eye somewhere?
• Witch’s cabin: behind a What does the air smells like?
moat, smoking chimney What’s that on the roof?
Witch’s Outside
cabin • Fragile bridge squeals and
creaks under your feet.
Beyond a rickety wooden bridge, • Moat’s spikes are poisoned
passing over a shallow moat filled with a powerful sedative.
with pikes and spikes lies the old
witch o’ woods’ cabin. • Wooden frowns form a
circle around the hut.
The roof is covered in birds and
the croocked chimney never cease • Birds will swarm on those
to blow out white smoke. getting too close.(Daytime)

Despite how it looks, the cabin is • At night, wolves fiercely


never unguarded. Wolves prowl guard the wooden bridge.
around in the night and all birds
are faithful servants of the witch,
watching her home during day.
4 Mummy of stars: A dusty
Inside laboratory hides beyond
1 Main entrance: A worn and this door. Books fill the
muddy door. A rune at the walls and a stellar system
base summons the witch model sits on a stone table.
when forced open. It’s made of mercury and
it’s highly poisonous.
2 The berry door: Hidden by
a mulberry tree on the back 5 Mummy of leaves: A path
of the hut. Hairy leaves and lined by ancient oaks lies
poisonous berries. beyond this door. No walls
or roof to be seen beyond
3 Forever aisle: An endless the trees. A happy laughter
corridor repeating itself. can be heard from a pond
Four panels of mummies nearby. The “2.Berry door”
decorate walls and hide leads directly here.
doors.A small chance (1in6)
of 2d6 Fire scarabs when a
painting is touched.
4 Mummy of tides: A rough
shore with violent waves
lies beyond this door. A
wounded beached whale
spews out an armor made
of shells if treated. (As
‘Brigandine’ +1 Armour.)
5 Mummy of sands: Orange
dunes rising high beyond
this door. A half-buried
pyramid with treasure
mirages is an elaborated
trap. Insolation comes in
1d6 turns (-2 bulky armor)
Witch o’ knife or if another heart
replaces it.

woods “Who among you will let go of


their heart in hope of treasure?”
Sitting by the pond the Witch o’
woods welcomes you in a grim PCs who take part in the
voice. ritual become a deathless
creature known as “The Pale”.
She “could certainly help you to get
rid of the nasty whiteout curse but If none are willing, the witch
that will requiere a coronary ritual. tells them to cross the pond
Who’s willing to give up their toward the ruins where
immortal heart?” they’ll find the pale king.
“Deliver him to me”, she says,
She asks nothing in exchange “so that I can deal the fatal blow
claiming to “have been waiting for to the heart I preserved many
the opportunity to cast this spell”. years ago and I shall give you a
She will only help if compensated reward.”
by any items taken or damage by
the party

Heart Ritual The Pale


The treasure was cursed long ago • Deathless creature with a
when the King of Woods ordered burning desire.
the witch to keep it safe.
By preserving his still beating • The Pale cannot be too far
heart in a jar, she infused the from their heart.
treasure with a confusion spell. • Emotions and memories
The king grew mad and stormed wither away.
the cabin to steal back his heart.
• The witch’s command are
The spell will be lifted if the king’s painful to ignore.
heart is stabbed with a wooden
3 The Barracks: Dusty and of
The old fragile appearance, the last
building standing is a safe
watchtower place from the cold. At the
center lies what’s left of a
The gloomy alabaster ruins shine big bonfire and a warning
under sunlight. The stains of time written in coal surrounds it
and graffiti writing can be seen “Seek not the fallen. Let their
from a distance. gold be still”
A portal with no door leads
The old watchtower is entirely into darkness.
razed to the ground except for
4 The treasure room: A large
one barrack, refusing to collapse.
chest filled with gold at the
At night, the flash of the Pale
center of the room. Behind
king’s blade shines throughout
it, a bleached shade: the
the ruins.
Pale King o’ woods urging
you to take the treasure
Inside into your hands.
1 Crumbled gate: The fallen
arch marks the entrance.
You can hear mumbling
from a cursed explorer.
If rescue, she’ll warn the
party of the Pale King’s
curse and advise them to
leave the ruins.
2 Story panels: the last walls
standing. Paintings of the
kingdom’s history are worn
out and filled with writings
and drawings made of coal.
If they’re read out loud, the
Pale King shows himself.
Pale king’s Gold curse
treasure When touched, the treasure
emits a blinding light. Those
The pale king, a shadow of his touched by these rays are
former self, long ago made a deal thrown into confusion. Roll
with the witch, trading his heart on the table below to find out
for the safety of his possessions. what happens next.

He became a Pale, a deathless Enchantment


creature who cannot stop 1 You wake up on the edge
searching for life. of the forest, missing your
gear and coin.
Over the years his hate for the 2 You wake up while bathing
witch grew and consummed him. in a river. Your skin is blue
He seeks a way to end his curse from the cold and you can
and vengeance upon the witch. barely move your fingers.
3 You wake up on top of a
The Pale king tree with a sore throat.
The Pale King o’ woods Recollections of a long
10 HP, 12 STR, 10 DEX, 04 WIL debate with trees and
bushes.
Ghost blade (d12, STR save or 4 You wake up with a sore
immaterial for 1d4 turn) head. You’re underground.
⚫ A ragged man wearing A cavern or a dark crevice
frayed royal clothing and a on the ground. No torches.
ghastly crown upon his head.
5 You wake up at the witch’s
⚫ He hates the witch and will cabin. You’re all hungry
strike any allys of hers. and her cauldron is
bubbling.

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