What Child Is This?: Remix for Cairn

Published September 1, 2025

You can skip my preamble and go straight to the remix below.

A few weeks ago at Play the Bay Manny ran Nate Treme's What Child is This? using Cairn. It's a fun little adventure, centered around the task of delivering an unusual baby across a large territory. Manny ran a punchy game - he was great at managing spotlight, the encounters moved quickly, exciting things happened. I thought it would be a good introductory adventure for some new players I was going to GM for, so I picked it up.

What Child is This? comes in a two-sided one sheet with the following content:

Manny graciously passed me the statblocks he used, ribbing me for thinking that I could run the adventure better. I really like his additional notes. He had suggestions for spell lists for wizards in the scenario that could make for different types of encounters; ways to put little spins on some of the random encounters to make them more horrifying or distinct. It was inspiring to read someone else's prep notes, because I do it so differently.

I made some additions myself. Since it was my first time running Cairn, I attempted to make some modifications using Cairn's wilderness guidance. I added statblocks for creatures Manny didn't convert over. I added some extra areas and decor to the dungeon in the adventure. On the fly when running the game, I used a dice pool mechanic for the baby's disposition.

This was the first game I ran with a lot of reliance on random encounters. It was great, I'm planning to do more play based on random tables in the future.

What Child Is This? Cairn Remix

Contents

Scenario Hook

There's no significant hook in the adventure, which is totally fine if you're dropping this into a campaign. The existing hook is straight forward, something like, a princess asks some adventurers to deliver a child to a distant city. Running this for a new group as a one- or two-shot, I wanted a stronger hook.

I use the prophesy from the adventure, that it has been foretold that a blue owl will drop off the baby the night of a meteor shower. From that, I tell the players that their characters are acolytes of a religious order, and I have them flesh it out a little.

The group I was playing for all knew each other, so they had fun making up a tree cult for them to be stewards of.

The Baby Die Pool

I used a growing die pool to see if the baby gets upset. The die pool starts empty. When I want to check if the baby is upset, add 1d6 and roll all the dice. If there are any 1s, the baby gets agitated (triggers some troubling effect) and you empty the die pool. GM's choice as to when to check.

I would like to maybe come up with a few more negative effects the baby could have. The baby repeatedly crying and impairing everyone is good (players can even learn to manipulate the baby to turn the effect against enemies) but it'd be nice to be able to mix it up a little.

Map Distances

The module suggests one encounter (essentially, one watch) per hex for travel. Manny did that, and it worked great. To learn the Cairn wilderness procedures, I did a conversion to a point crawl. The travel times are the same on the road (1 watch per hex) but are longer when off-trail.

I tried to run the Cairn wilderness procedures for weather and getting lost, but it was a bit tough to take it all on. I think I wouldn't bother if I were to run again because the module's encounters consider most of the different aspects of Cairn's procedure (dangerous encounters, discoveries, weather changes).

Tomb of the Owl Lord

The tomb is a mostly linear dungeon crawl. Using the location generation procedure from Mythic Bastionland, I added two rooms for flavor (Areas D0 and D3) and modified some connections between rooms. I also added some additional elements to rooms in the module (Areas 1-4).

New Map

Here's a weird ASCII map. Yeah, I should just draw it out.


##### KEY
=>  Entrance
V   Secret Entrance
=== Clear Path
=/= Path with Obstacle
--- Secret Path
\   Indicates Path between levels
/   Indicates Path between levels

##### DUNGEON LAYOUT

 => Area D0
           \                    V
            === Area 1 =/==/= Area 2 =/= Area D3
                 \              /
                  --- Area 3 ===
                        \
                         =/= Area 4


Area D0 - Nest of Honor

A cave filled with dry brush, that appears to be well tended. Someone has tromped through recently, revealing a cave leading further into the mountain. Etchings and paintings on the wall show great deeds of the Owl Lord.

Paint the Scene: Looking at the wall paintings, what scene or deed stands out to your character?

Area 1 - The Well

These notes are in addition to, and modify some of the module's description.

Area 2 - The Gallery

These notes are in addition to the module's description.

A stand with a dusty closed book. A corridor on the other side leads downwards. A stone door appears to be carved into the wall.

Paint the Scene: These paintings don't show the deeds of the Owl Lord, but the indulgences of his private life. What do these paintings reveal that his devotees may prefer not to know?

Manny's Note: Ghost will opportunistically attack and possess a PC or NPC in order to sell the rug. Once the rug is sold, it will pass on to the next life. There's probably a really weird interaction you could do if it tries to possess the baby.

Area D3 - The Overlook

From here, it's possible to see all of the Dune Sea. To the city far off in the distance; the much nearer Oasis, the Cricket Forest abutting the mountain range, and humble village where your journey began. More pellets are located here.

Campfire question: Everywhere you've gone, there has been interest in this child. This is a moment where the Dune Sea appears calm. What soothing landscape or scenery are your eyes drawn to when overlooking the region?

Area 3 - The Anointed Hollows

These notes are in addition to the module's description.

Set into the walls are the remains of owls who served the Owl Lord. Beaks, bones and claws rest in small piles of fresh pine needles. Inside, a Cultist, Imp and Spined Devil argue whom among them is the most fiendish. When PCs are spotted, trio agree the PCs are most fiendish.

Area 4 - The Sarcophagus

These notes are in addition to the module's description.

Campfire Question: Have you looted a tomb before? How do you feel about having done so?

Stat Blocks

I'd never run Cairn before. Luckily, Manny supplied me with a bunch of stat blocks, and I made a bunch up on my own. Some are from the Cairn Warden's Guide.

Incarnated God Baby

1 HP, 3 STR, 3 DEX, 16 WIL

Archangel

14 HP, 2 Armor, 18 STR, 14 DEX, 16 WIL, greatsword (d10, bulky)

Bandits (from Cairn 2e Warden's Manual)

4HP, 1 Armor, 11 STR, 12 DEX, 10 WIL, shortsword (d6) or shortbow (d6)

Barlgura

12HP, 1 Armor, 18 STR, 14 DEX, 15 WIL, bite (d10), fists (d8+d8)

Cultists

4 HP, 11 STR, 10 DEX, 13 WIL, dagger (d6)

Demon Hunter

10HP, Armor 1, 14 STR, 10 DEX, 14 WIL, mace (d8), radiant flame (d8, blast)

Dune Stalker

12 HP, 1 Armor, 16 STR, 14 DEX, 12 WIL, gore (d10)

Ghost

8HP, 6 STR, 12 DEX, 15 WIL, phasing (d6), withering touch (d8)

Giant Cricket

2 HP, 6 STR, 12 DEX, 3 WIL, bite (d6)

Giant Roaches

3HP, 1 Armor, 6 STR, 14 DEX, 3 WIL, bite (d6)

Gorpa the Evil Priest

8 HP, 1 Armor, 10 STR, 14 DEX, 12 WIL, mace (d8)

Imp

4 HP, 8 STR, 14 Dex, 8 WIL, trident (d6)

Snakes

5 HP, 10 STR, 14 DEX, 6 WIL, bite (d6)

Soldiers

Manny's Suggestion: The "Five Soldiers..." encounter refers to an undead king. So use undead soldiers!

Wight

7HP, 2 Armor, 16 STR, 8 DEX, 12 WIL, longsword (d10)

Zombie

2HP, 12 STR, 6 DEX, 3 WIL, slam (d6), nails (d6)

Spined Devil

8HP, 1 Armor, 10 STR, 15 DEX, 11 WIL, bite & fork (d6+d6), tail Spine (d6, ignores armor)

Valzifak the Wizard

8 HP, 9 STR, 11 DEX, 16 WIL, dagger (d6)

Manny's suggestions for spells:

Valzifak's Rug

4 HP, 8 STR, 10 DEX, 10 WIL, smother (d6)