The Barbaric Conqueror Playbook For Through Sunken Lands
The Barbaric Conqueror Playbook For Through Sunken Lands
The Barbaric Conqueror Playbook For Through Sunken Lands
You are strong and tough. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8.
11 A rocky land rich in meteoric iron and sacred places. +2 Str, +2 Int, +1 Dex
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 Even as a child you sought adventure and excitement. +1 Str, +1 Con, +1 Cha
8 Everyone has something to teach and you learned a little from them all. +1 Dex, +1 Int, +1 Wis
1d6 What caused you to leave your people and come to the great city? Gain
In a long and desperate war of raids and hunts, your people were killed, men, women, and chil- +2 Dex,
1 dren. Only you survive. Skill: Stealth
After learning the riddle of steel, you traveled far from home, trading with city dwellers and +2 Str,
2 proving the worth of your skills. Skill: Smithing
When your people saw the signs, they sent you on a long and fruitless hunt in search of a mon- +2 Con,
3 strous beast. Skill: Hunting
Your home suffered a terrible calamity after your elders angered the gods. Your people have +2 Wis,
4 scattered to the winds. Skill: Survival
Captured by pirates, you soon proved your mettle and became their captain. The great city’s +2 Cha,
5 navies scuttled your ship, but not your thirst for adventure. Skill: Intimidation
Returning from a hunt, you saw signs of wicked raiders who destroyed your home. You escaped +2 Int,
6 their wrath, but they did not escape yours. Skill: Alertness
2 One of the dancers who performs on the edge of the great market is a close friend of yours. +2 Dex, +1 Wis
3 You have become close friends with a talented thief. +1 Dex, +1 Con, +1 Int
4 You have made friends with a warrior from a rival tribe who has also found his way to the great city. +1 Str, +1 Dex, +1 Con
5 You like to share stories of your travels with a retired pirate captain near the harbor district. +1 Str, +1 Dex, +1 Cha
6 You are often found in a seedy inn near the temple district and are friends with the proprietor. +2 Cha, +1 Con
7 A retired veteran of a hundred battles has you to his modest home some nights. +1 Con, +1 Int, +1 Wis
8 You pass your time with the master of one of the underground fighting pits. +1 Str, +1 Con, +1 Cha
When you slew the wicked sorcerer who preyed upon the city, the authorities mistook you for a
+2 Wis,
2 villain and drove you away. The friend to your right showed you a secret way past their guards,
Knack: Resilience
and gains +1 Wis.
You left the city chased by guards and priests, clutching their idol to your chest and laughing all
+2 Con,
3 the while. The friend to your right helped you force your way through the city’s great gates,
Knack: Fleet
and gains +1 Con.
The local warlord put an extravagant price on your head after you broke his heir’s heart. The +2 Str,
4 friend to your right was the one who had introduced the two of you, and gains +1 Str. Knack: Defensive Fighter
You struck down a merchant who tried to swindle you. The friend to your right fought off his +2 Str,
5 men and paid the guards to let you leave, and gains +1 Str. Knack: Great Strike
After blowing a small fortune in celebration, you woke up outside of town with a splitting head-
+2 Con,
6 ache and a copy of your own arrest warrant. The friend to your right was shackled to you when
Knack: Resilience
you woke, and gains +1 Con.
3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 3.
ment, as well as any other pieces of gear you may want to
buy. The Barbaric Conqueror begins with the following 9. Your hit points are 10 plus your Constitution bonus to start,
equipment: a dagger, your favored weapons, an unquench- then 1d10 and your Constitution bonus for reaching level 2.
able thirst for adventure, a private room in a small inn, and
4d6 silvers. 10. Fill in your saving throws using the chart on the back of
this booklet.
4. Pick an alignment. Your character may be lawful, chaotic,
or neutral. If you can’t decide, simply choose to be neutral; 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
most people are. ons you think you might use. Your to hit bonus for a melee
weapon is your BAB plus your Strength bonus, while you use
5. Your Base Attack Bonus comes from your class. As a level your Dexterity bonus instead for any missile weapons. Your
2 warrior, you have a BAB of +2. Strength bonus also adds to the damage of any melee weap-
on. Don’t forget your weapon specialization!
Knacks: Over the course of their careers, warriors pick up sever- 6-8 -1
al tricks which make them even more formidable opponents. Your 9-12 0
Playbook gives you your first Knack. See p.13 in Through Sunken
Lands for rules for the different Knacks and for gaining new ones. 13-15 +1
16-17 +2
18-19 +3
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +1 14 17 15 17 16
2 2,000 +2 14 17 15 17 16
3 4,000 +3 13 16 14 14 15
4 8,000 +4 13 16 14 14 15
5 16,000 +5 11 14 12 12 13
6 32,000 +6 11 14 12 12 13
7 64,000 +7 10 13 11 11 12
8 120,000 +8 10 13 11 11 12
9 240,000 +9 8 11 9 9 10
10 360,000 +10 8 11 9 9 10