Tonight was our final episode of Cairn. Here's last session, and here's the very first one. Some thoughts on the game, before we begin.
Cairn had something of a troubled production; it was a Mike Nystul Kickstarter, and he basically took the money and ran (for this and a couple other ones). But another company swept in and finished the game, and it's actually pretty cool. The focus is meant to be on the town of Cairn and keeping it safe, and there's enough material in the book to run a campaign from first level all the way to 14th (I know, because I did).
Now, it's got some issues. There are some missing rules (how do you regain Magic Points? Not in the book), and it pretty clearly wasn't playtested at higher levels, which is a not-uncommon problem. But I can honestly say it was a lot of fun and even as the game was ending, I was still coming up with more potential adventures. So it's kind of a shame that it has a stigma on it, and that there's another RPG with the same name that's basically eaten the space it takes up.
So! Last time, our heroes were in a spot of bother. Ratatosk Longberry had fled in panic (rather, he'd commanded the woodland sentinel he'd summoned to flee), and Russelet Leatherwind was flitting after him. Rumdiggle Sunsong had had the bear knocked right the hell out of her, and was sitting unsteadily near the bank of the Swiftwater River, while Snootabur Shadowbough was comforting her. Snootabur opines that maybe they should just dig into this evil den and burn it, and Rummy agrees that's probably wise. She wants to get everyone together, though - there's powerful, evil magic in there, and she doesn't want to face it alone.
Russ, meanwhile, catches up with Ratatosk and tries to talk him down. He manages to get through to the panicked squirrel, and while Ratatosk refuses to go back to the riverbank right now, he stops and makes camp. Russ sends up a signal arrow, and Rummy and Snoot eventually make their way to the tree. They decide to rest and recuperate. Ratatosk forages for some mushrooms, and Rummy plays a song to boost everyone's spirit. In the morning, they head back, but Russ sends word to Cairn and gets some other citizens here with arrows. They want to be able to send fire into this den once Rummy cracks it open.
Rummy turns into a stripefang and digs into the den. She feels the Disharmony slam into her, but she holds it together and peers in. There's no one in the den, but there's writing on the walls. It's all very rambling and incoherent, but she sees reference to "stabbing the heart of Cairn" and "vengeance for the Great Ones who Marched on Cairn but were Rebuffed."
Pondering this, Rummy figures that Master Wickerdrey, the squirrel hero who lives in the mansion south of town, might be considered a "heart", but then, the Town Hall might also. But on the gripping hand, this is all very strange. It's a bubble of concentrated Disharmony, and it hasn't seeped into the river? It seems like a distraction...or a trap.
Rummy calls a hold and the folks with the fire arrows douse them, and she calls in the other Knights to have a look. Snoot and Russ think this over and then chorus "Puddleleaf!" Professor Puddleleaf, you'll recall, was (is?) a beaver scholar who, waaaaaay back here, created a crystal that held the Disharmony from all of Cairn. That turned out to be a bad idea as the crystal "leaked," and eventually Puddleleaf turned Dire and fled. But this kind of manipulation of Disharmony as magic, that very much seems like him...
At this point, Russ hears large animals crashing through the woods, and sends one of his sentries to check it out. Moments later, he hears a scream, and the Knights race to find what happened. They are not prepared for the horror they find - the sentry is dead, crushed by the jaws of some huge animal, but left bleeding on the ground amidst footprints. Russ notes prints from a ripper and a stripefang, and calls for the Knights to follow. Ratatosk summons another sentinel to carry them, and the citizens of Cairn mount up as the tree carries through through the forest.
Russelet flies ahead, and sees the ripper, the stripefang, and a gnasher...but they're all undead! Blood gushes from wounds, and they just keep charging through the brush, heading south toward Cairn (although Russ realizes that on their current course, they'll miss the town proper and wind up near the Lodge...or Wickerdrey's mansion). He flies back and informs the others, and Ratatosk steers the tree around the zombified creatures, getting ahead of them. Rummy turns into a ripper and together, the Knights set up a barricade.
The monsters reached the barricade, and the gnasher just climbs right into the gaps in the logs to bypass it. Rummy catches it on the other side and smooshes it into the ground, but it keeps wriggling (and bleeding), trying to escape. The stripefang tries to climb the barricade and Snoot shoots it with blazing arrows, knocking it back and setting it alight. Russ sends his barrage of arrows at the Ripper, but the undead bear climbs up the tree, snapping at Ratatosk. The sentinel tosses the ripper off of it and Ratatosk casts a spell to entangle it.
Snoot finishes off the stripfang, and it falls, burning, a bloody mess. Rummy mushes the gnasher into the dirt and it bursts (ew!). The ripper keeps fighting, but eventually the arrows and one decisive blow from Ratatosk's tree-staff fell it...
...but during this fight, Russ hears the alarm bells in Cairn! He flies off and sees that these creatures have only been a distraction. A horde of undead chipmunks are besieging the cairn, the pile of stones that gives the town its name, pulling them out of the pile and digging into it. And overseeing this disgusting army is Puddleleaf himself, astride a skeletal, undead creature...the hodag!
Russ fires arrows at the crazed beaver, but Puddleleaf points his staff at Russ and the Knight feels cold magic hit him. Some of the fur on his chest goes white and he coughs, but retains his composure and fires again. Puddleleaf slumps forward, apparently dead, but the chipmunks continue their assault.
The other Knights join Russ, and Snoot realizes that if the chipmunks continue the cairn will collapse, probably destroying the Cider Mill Inn and the Citadel! Rummy charges in and smacks Puddleleaf's body right off the hodag, but the assault continues! Snoot runs up, grabs the staff out of Puddleleaf's dead paw, and sees that it is adorned with shards of crystal not unlike the Disharmony battery that Puddleleaf made long ago. Steeling herself, she lifts the staff up and snaps it.
A blast of Disharmony knocks her back! She picks herself up, and the chipmunks and the undead hodag collapse, finally dead. The citizens of Cairn emerges from hiding, and Snoot, now Discord, grumpily goes to the cairn, grabs a rock, and replaces it.
Everyone stares at the horror around them, but a moment later Anima Loregood, daughter of Alyere Loregood (owner of the Cider Mill Inn), joins Snoot in replacing the stones. One by one, the citizens join the effort, rebuilding the cairn, moving the bodies of chipmunks, and cleaning up the place.
It takes some days, but they burn the undead corpses and cleanse the site. Puddleleaf's body is put in a barrow until spring, when the Knights undertake their final journey together - they bring the body and the broken staff to Red Rock Circle, so that Redscale can once again destroy the crystals (and perhaps shed some light on what Puddleleaf was trying to accomplish).
Redscale doesn't really know, because he doesn't know what's in the cairn, if anything - no one does. Puddleleaf was an enchanter, and so it's not a terribly hard leap that he learned to infuse bodies with magic as well as objects. His body is interred and warnings carved on the outside of the tomb. The Knights reflect that they knew him when he was trying to save Cairn from Disharmony. Everyone has the potential to be Dire.
The Knights, weary from their many adventures, retire and go their separate ways. Ratatosk Longberry goes into the woods to try and study and lessen the ecological impact of so many dead chipmunks, and later returns to Cairn to train others in alchemy.
Snootabur Shadowbough stays in Cairn and draws maps of her many travels, and studies the cairn and its history, trying to learn its secrets.
Rumdiggle Sunsong splits her time between performing at the Cider Mill Inn and traveling with the Stormwind Circus, both as a musician and helping to wrangle the performing animals.
Russelet Leatherwind, as he grows older, finds Cairn too loud and busy. He moves further out into the woods and continues coordinating the sentinels and guardsmen.
A year later, when spring arrives, the Traveling Knights venture into the Shady Forest to awaken the dryad from her winter slumber, as has become tradition. They are young, inexperienced, but brave and clear-hearted: Mimsy Underroot (a mole priest/rogue), Loy Coverloud (a glider scout/acrobat), Anima Loregood (a hedgehog enchanter/swasbuckler), and Astar Moontail (a glider marksman/paladin). Maybe someday, they will be as famous and beloved as the first Traveling Knights, and we'll hear their stories.
FIN
