Dolmenwood with Cairn

TL;DR Cairn PCs are conceptualized around humans. What are some approaches to playing the various Kindreds in Dolmenwood?

My group has just finished their first RPG adventure in the Crystal Frontier which was a ton of fun and they learned not to mess with @GusL. They also chose OSE because they wanted that d20, 6 stat, roll-to-hit experience. I think we got it. Now we are in the mood for something a bit closer to fantastical fantasy. We went with Dolemenwood (Valley of Flowers was 2nd choice).

I’m going to start them off with Winter’s Daughter and propose we play it using Cairn. Then we can choose a system moving forward. I’d of course use the conversion at CairnRPG. Their starting PCs will be brought over from the last game, and as they die they’ll have the option to playing any kindreds encountered.

Any thoughts on doing this? What are some ways to handle the kindreds of Dolmenwood?

Cheers!

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My first thought is for the kindred abilities to be a relic that needs to be recharged with each use.

Some relevant 2e backgrounds here:

https://dulac3.bearblog.dev/blog/?q=dolmenwood

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Ah, the perfect iconoclastic solution. :rofl:

I would lean toward handling the Glamours with Recharge Conditions (perhaps selecting a suitable one from my Potential Spell Recharge Conditions Table.) One fun way we handled it was the Character’s Appearance changing a bit once their Glamour had been exhausted.

Here are a few ideas from the above:

  • Awe - Bend or mar a Weapon used in battle to defeat a foe and cast it into a new body of Water.
  • Fairy Dust - Drop a Coin into the center of a Body of Water from a Boat, wait three days, then retrieve it.
  • Seeming - Bathe in a new Body of Water or wear Clothing that belongs to another for a Week.
  • Beguilement - Perform 3 favors for 3 friends unbidden, or burn and inhale the smoke from one of the following: Harpy Feather, Dryad Lock, or Lamia Fur.
  • Flame Charm - You must be alone during the span of a night: No other soul within at least an Acre. Count the Blinks of Fireflies or Shooting Stars.
  • Silver Tongue - Carry a coin in your mouth for three days, then give it to someone who you do not share a language with.
  • Breath of the Wind - Open no Doors for a Week, and cross thresholds only whilst bearing Fire or something Frozen.
  • Fool’s Gold - Place a coin in the nest of a Magpie and then overpay by at least half as much for an Item.
  • Subtle Sight - Sleep not for at least three nights in a row in the company of at no more than ten, and no less than eight cats.
  • Cloak of Darkness - With eyes closed for the duration: husk Peas harvested in the Dew of the Morning or take a Sauna in Steam.
  • Forgetting - Gather Rosemary, Forget-Me-Nots blossoms, or Walnuts: enough to fill both palms full. Dry these and consume only a tea brewed from them for a day and night.
  • Through the Keyhole - Remain within a Sealed Room for two days and nights, sleeping on a bed of Keys.
  • Conjure Treats - Catch four different Fish/Animals using the same bait. Release each.
  • Masquerade - Answer only to a Name that is not your own for a Week, and introduce yourself by this Name to anyone new you meet for the duration.
  • Vanishing - Avoid your Reflection or any Visual Depictions of yourself for a Week.
  • Dancing Flame - Mold a Candle from spent Wax beneath Starlight.
  • Mirth and Malice - Four Loon Feathers or a fistful of Bear Fur must be tossed upon a Raging Bonfire that must consume a pile of wood taller than you.
  • Walk in Shadows - Spend a Day and Night without Seeing or within Total Darkness.
  • Disguise Object - Utter no Lies for the span of a Week.
  • Moon Sight - Stir at least four drops of blood from four willing creatures into a glass of wine with an Owl Feather. This must be the only thing you consume for a day and night
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Your lists are terribly fun. They make me imagine someone who’s got a never ending brainstorm going and are compelled to make lists or go mad!

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There’s an interesting friction between Dolmenwood’s kindreds and Cairn’s backgrounds that I keep rolling over and playing with in my brain.

Translating Dolemenwood’s structured character presentation to Carin’s character history-building is fascinating. Carin explains character roles and how they relate to the world whereas Dolmenwood explains what kindreds and why they exist.

There’s a friction between the two I need to get into. I think it’s the essential piece, for me, to really “get” Cairn. Till now, I’ve appreciated Cairn for its simplicity and mechanical synergy. The emphasis on ingenuity, for example, is reinforced by the mechanics of only taking the highest result from multiple attackers. Now the backgrounds are beginning to pop out at me, Cairn’s narrative focus is reinforced by mechanically building character history.

Concretely, Dolmenwood’s Enchanters are reminiscent of Cairn’s Half Witch, in that their power is born out of the uncomfortable relationship between fey and mortal realms. This contrasts brilliantly with Cairn’s Hexbane and Dolmenwood’s Cleric whose disciplined approach gives their mission clarity.

I keep picking at these kinds of relationships. Honestly I need more time playing both Cairn and Dolmenwood to really get into it. Here’s some that

Glamour Touched: You travelled into Fairy, now magic feels like memories. What memory came with you? Take a Faerie Veil. Placing it on something (even partially) to use Disguise Object.

Whisperpaws: What did you steal from the Cold Prince? Still working on this one.

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I’m running a Cairn + Dolmenwood game and one of the players linked this thread, so I thought I would share what we’re doing. I’m not advocating for this approach, just describing how I’m handling things, which generally boils down to keeping things very close to default Cairn 2e and converting as needed; for me it’s a low-stress approach. Also, we’re still fewer than 10 sessions into our campaign, so, you know, early days.

This is the very simple character creation procedure I put together: Acronyms | Cairn + Dolmenwood Character Creation This method doesn’t take a whole lot from the kindreds in terms of innate capabilities, so PCs may not retain the DW flavor from the outset that your table would like. Instead, PCs are likely to be differentiated by equipment, growth related change, and of course roll play. Practically it has worked out pretty well, but that might be down to the extent to which the players have leaned into playing their kindred. Also, I would throw in noting the size categories listed for each Kindred at character creation; this has come up in play and is a fun bit of practical differentiation.

We’re using the DW calendar and weather tables, matching the specific weather to Cairn 2e’s weather categories (which does mean little opportunity for the most extreme tier of weather conditions from Cairn). For the hexcrawl we use this Hexcrawl Hack for Cairn 2E by Local Lake Games Which helps because I don’t have to think about specific point-to-point distance ahead of time. We are using the n-in-6 chance of getting lost per the hex descriptions in the Dolmenwood Campaign Book, with consideration given to the presence of roads/paths/water courses (where the Hex crawl procedure above has ‘lost’ on the travel table, I substitute ‘loss’).

I’m only converting things (items, magic, monsters) as they come up in play or while prepping locations I think the PCs are likely to explore in the coming session. I keep a d6 wandering encounter table stocked, derived from the tables in the Dolmenwood Monster Book, both the region-specific encounter table and the per-monster encounter flavor tables. I convert the monsters with guidance from the Cairn 2e Wardens guide, replenishing the table as encounters are…encountered; additionally I convert area-specific monsters when I think the PCs might run into them. When a creature I hadn’t planned for is encounter I briefly panic then look for an analog in the Cairn bestiary to get a stat block, trying my hardest not to lose track of anything really juicy and unique from the DMB.

And I think that’s everything I’ve done to bridge the system and setting. What’s most lost in the conversion are the kindred specific magic sub-systems. I don’t have a firm plan for runes etc. but anticipate they’ll be folded into growth: meeting fey who can grant runes, meeting mosslings who can teach knacks, to be treated, mechanically, as runes or spellbooks, with modifications analogous to examples presented in the Growth section of the Cairn 2e Warden’s Guide.

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