Cairn publishes no challenge rating, no XP budget and no encounter table — difficulty is the
Warden's call, made in the fiction. So this doesn't look difficulty up. It plays the
fight, thousands of times, against the actual sheets your seed rolled, using Cairn's
own combat rules, and reports what happened. Then it searches the bestiary for the encounters
that land where you want them.
It is a floor, not a forecast. The model fights to the last body: no terrain, no tricks,
no talking, no torches thrown, nobody running. Cairn is a game about avoiding exactly that
fight, so a real table will almost always do better than the number here. Treat it as the cost
of a scene going badly with nobody getting clever.
Modelled: the DEX save to act in round one, auto-hitting attacks, armour subtracted
from every hit, overflow damage into STR, the STR save against critical damage, death at 0
STR, paired dice keeping the highest, blast hitting everyone, and enemy morale saves at the
first casualty and at half losses.
Magic and monster abilities are modelled — . A basilisk
wards off attacks and petrifies, a banshee's wail takes out anyone who fails a WIL save, a
troll gets back up, an owlbear tears armour off, and a party carrying a Sleep spellbook can
read it — paying a slot of Fatigue to do so, which in a full pack costs them their HP. Each
verdict lists what it simulated and what it could not.
Still not modelled: retreat — the big one, since Cairn is a game about not having
this fight — plus hirelings, detachments, terrain, healing between fights, and the Scars table
firing mid-fight. Five creatures keep abilities the model cannot express, each with a stated
reason (fire and poison immunities in a model with no damage types, a lich's retinue, a
wight's permanent STR loss). Of Cairn's hundred spells, sixteen are simulated and thirteen
more are combat-adjacent but too loosely specified to simulate; the remaining seventy-one are
not for fighting at all, which is the truest thing this whole model has to say about Cairn's
magic.
The bands are ours, not Cairn's. Cairn publishes no difficulty scale. Inventing one
that looked official would be a lie, so: routine is under a 12% chance of anyone
going down, risky above it, deadly means a real chance of losing someone,
lethal means the party is wiped at least a quarter of the time.
"Delves survived" is our stand-in for levels. Cairn has none, and it puts magic
entirely in objects — so a character's power is what they are carrying, and carrying is
capped at ten slots. One delve advances both halves at once: loot found, and a coin-flip
chance of a scar, which raises a maximum. Advancement saturates by about the third delve,
after which a veteran is not accumulating but choosing what to leave behind.
A full pack is modelled, and it is brutal. "Anyone carrying a full inventory is
reduced to 0 HP" — so encumbrance is not flavour here, and there is a point where picking
up one more shield makes a party measurably worse. See
what a slot is worth.