Stat blocks for Cairn
Some stat blocks for humans in Cairn. Usually not for fighting, but relationships with strangers can become complicated.
Generate a band of traveling villagers
|1-2||farmers||2d6 villagers + 1d6 pack horses.||Traveling a short distance|
|3||foresters||2d6 villagers, 1d4-1 hunting dogs*||Have traveled far and might know useful rumours|
|4||nomadic||2d6 + 4 villagers, 1d4 hunting dogs*, 2d4 pack horses|
|5||pilgrims||2d6 villagers, 1d6 acolytes*, 1d2 mercenaries, 1d2 merchants selling religious items (do not roll for companions). 1 in 6 chance of a noble with a knight.|
|6||market day||2d6 villagers + 1d6 pack horses. Roll a d8 on the merchant table d4 times|
4 HP, farm implement (d6)
Will not fight unless there is absolutely no other option.
Pack horse or mule
2 HP, 14 STR, 6 WIL, kick (d6)
Must make a morale check every time it takes damage.
Can pull a cart or wagon.
8 HP, 1 Armor, 12 STR, 12 WIL, sword (d8)
A slightly more respectable type of mercenary, typically hired by merchants and other travelers as protection on a journey. Could be good work for an adventuring party as well.
Commonly experts in a particular route and its dangers, with a preference for avoiding danger where possible.
Cost twice as much as typical hirelings, but will only be willing to provide protection and guidance on a particular route according to a pre-determined agreement.
4 HP, 8 STR, 8 WIL, Dagger (d6)
Generate a traveling merchant:
|1-2||Food||Rations, salt pack.||1d4-1 porters OR 1d4 pack horses, 1d2 guards OR 1d6 other merchants of the same type.|
|3||As 1-2, but roll on the expeditionary gear table to find one unexpected thing they have.|
|4||As above, but with the tools table.|
|5||As above, but with the trinkets table.|
|6||Cheap||bottle, cards, dice, twine, air bladder, sack, chalk, glue, sealant, latern and oil.||1d4 -1 merchants of the same type.|
|7||Hunter||large traps, rope, tinderbox, fishing rod, glue, grease, net, rations.||1d2 porters OR 1d4 merchants of the same type.|
|8||Barber||antitoxin, repellent, face paint, mirrors, perfume, soap, sponge. Can perform minor healing.||1d2 guards OR 1d4 merchants of the same type.|
|9||Smith||grappling hook, pick, bellows, chisel, cook pots, crowbar, drill, hammer, file, nails, saw, shovel, tongs||1d4 -1 other merchants|
|10||Religious items||holy water, incense, wolfsbane, spirit ward. 1 in 4 chance of a spellbook.||1d4 -1 other merchants and their companions, 1d4-1 guards|
|11||Armorer||roll 3x on weapons table, and once on the armor and on the hemets and shield table.||1d4 -1 other merchants and their companions, 1d6 + 3 guards, 1d4 pack horses|
|12||Luxury||face paint, marbles, horn, hourglass, incense, mirror, oilskin bag, spyglass, quill and ink. 1 in 4 chance of a spellbook.||1d4 other merchants, 1d6+3 guards, 1d4 porters OR 1 pack horse|
4 HP, 13 Str, Staff (d6)
Strong, but usually not interested in fighting.
Can be hired to carry things (as a hireling), but may be unwilling to fight. In addition to personal possessions, can carry 4 slots of items, or 6 if they go slow.
4 HP, 3 armor, longsword (d10)
1 in 4 chance of knowing a random spell
Treat as detatchments when appropriate:
|1||Accompanied by 1d4 militia and 1d2 -1 war horses.|
|2||Accompanied by 3 + 1d6 militia, 1d4 pack horses|
|3||Accompanied by one sworn knight and 2 war horses.|
|4||Accompanied by 3 + 1d6 militia, one sworn knight, 1d2 war horses, 1d4 pack horses.|
|5||Hunting party. Accompanied by 1d4 sworn knights, 1d4 hunting dogs, 1d4 hawks. All humans mounted on a war horse.|
|6||Great lord. Accompanied by 1d4 sworn knights, 2 + 2d6 militia, 2d6 porters, 2d4 pack horses, 1d4 war dogs. The knights and lord are each mounted on a war horse.|
6 HP, 1 Armor, 14 STR, 12 WIL, Trample (d8)
Not scared by noise or battle. Can be ridden in battle. Costs 200 gp to buy.
Can carry up to 4 slots of items, if not mounted, but are usually ridden.
If they fail a morale check or are killed, the rider is thrown and misses a turn.
1 armor and halberd OR
2 armor and spear OR
1 armor and crossbow
Generally farmers who have been conscripted by nobles and given some training.
10 HP, 12 STR, 14 WIL, 3 armour, Longsword (d10)
Sworn to a particular noble and will fight as long as they are alive (or fail a morale check). If they flee, they become outlaws.
5 HP, 14 WIL, cudgel (d6).
Knows a random spell.
8 HP, 14 WIL, cudgel (d6).
A spellbook: choose one: 1: beast form, 2: control plants, 3: control weather, 4: cure wounds, 5: scry, 6:sleep.
Some hermits are just ordinary people, but this one is more than they appear.