This. Is. Outstanding. Absolutely engaging "story", design and vibe. The travel rules regarding light and dark hexes really punctuate the element of despair. I'm not a VoV player but I'll convert this. 🤘
By Matt Kelly
Creator of
Recent community posts
🙌 Let me know how it works for your table. To answer your question: The goal with quantity available by suit is to introduce some texture to the fiction and some uncertainty to the adventure. "Well you didn't get everything you want. What do you do now?" It's another way to make sure the players have real choices to make.
Players need to be more specific than "a lot" when buying. What is "a lot"? Do you want to fill your ship? Do you want as much grain as 1000 coins will buy (because that's all the money the characters have)? Those are general quantities that a percentage can still affect. "There's only enough grain from this seller to fill half your ship." Plus there's always a chance that a single deal or multiple deals cobbled together in one location will get them 100%.
As far as players trying to game the system... These aren't mechanics to just blindly follow. It's up to the warden to call bullshit. Also, the warden should always feel free to use this system a la carte to benefit the fiction and the fun.
If a warden wants 100% of goods to always be available to characters who are buying, go for it. 👍
Thanks for the feedback, greatly appreciated.
Card mechanics: You can roll dice twice or draw cards once for same result. :-) Also, the encounter deck introduces uncertainty in its own way: by only drawing 20 cards into the deck at setup means some events simply won't be part of the adventure. GM can also choose to load the deck at setup in different ways (eg draw more spades than hearts, or select specific cards). And cards are just an awesome mechanic that is under utilized (under appreciated?) in RPGs.
Locks: Borrowed from Errant and inspired by Prismatic Wasteland blog post, I specifically wanted to make an adventure that used the locks. This jam was my excuse. :-)
Also, the Cairn approach is to create the world and just put the players in it. Not about "balance" or guaranteeing success. Up to them to be creative and problem solve. Up to GM to make rulings. However, there are avenues to help the players in this adventure: library can answer questions, there's a lock manual the players might find, and the Queen can answer questions too. I had a fourth way the players could use to get help with the locks, but cut it because of space limits.*
Also, it's possible for the same lock type to show up multiple times. PCs can learn from and apply previous experience.
* I cut several things because of space, might release as supplements.


















