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The Barbaric Conqueror Playbook For Through Sunken Lands

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The story provides a character creation system for playing a barbarian warrior character, generating backstory and abilities through random rolls.

The setting appears to be a medieval fantasy world, and the premise allows the player to generate the backstory of a warrior character from barbarian lands who is entering civilized lands in search of glory and conquest.

The character creation system walks the player through randomly generating the character's ancestral lands, childhood experiences, first weapon, and reasons for leaving their people to come to a great city.

The Barbaric Conqueror

Warrior from the EDGE OF the World


Your people live hard lives in hard lands. You grew up among those deemed savages by the rest of the world, but you know that your folk
are strong and wise. Now you take to the seas and travel the world. Unburdened by the restraints of civilization, you live by your wits and
your sword.

You are strong and tough. Your Strength and Constitution begin at 10, and all of your other ability scores begin at 8.

What was your childhood like?

1d12 Where are your ancestral lands? Gain


+2 Con, +1 Str, +1 Dex,
1 Cold mountains far to the northwest where only the strong survive.
Skill: Mountaineering
+2 Wis, +1 Con, +1 Int,
2 The harsh and burning sands of the southern continent.
+1 Cha
+2 Wis, +1 Str, +1 Dex,
3 An island overgrown with lush jungle and teeming with dangerous beasts.
+1 Con
A secluded island inhabited by strong and hardy farmers who protect their flocks with +2 Str, +1 Dex, +1 Cha,
4 sword and axe. Skill: Animal Ken
+2 Cha, +1 Dex, +1 Int,
5 An archipelago where the inhabitants of the various islands make constant war on one another.
Skill: Sailing
+2 Dex, +1 Str, +1 Int,
6 A land of broken and barren hills, its people driven to piracy.
+1 Cha
+2 Con, +1 Str, +1 Dex,
7 Dense and humid swampland filled with creatures feared by civilized men.
+1 Wis
+2 Int, +1 Str, +1 Dex,
8 The rocky moors of the western continent, often besieged by slavers and dire storms.
Skill: Stealth
+2 Wis, +1 Dex, +1 Int,
9 An island covered in thick and verdant forests where strange and forgotten things dwell.
Skill: Hunting
+2 Cha, +1 Con, +1 Int,
10 A green and pleasant land much contested by three barbarian kings.
Skill: Command

11 A rocky land rich in meteoric iron and sacred places. +2 Str, +2 Int, +1 Dex

+2 Con, +1 Str, +1 Wis,


12 The frozen tundra to the northeast, where even the wolves fear to hunt.
Skill: Survival

1d8 How did you distinguish yourself as a child? Gain

1 Children often fight, but you never lost. +2 Str, +1 Wis

2 There wasn’t a game you couldn’t win. +2 Dex, +1 Int

3 You were the toughest kid around. +2 Con, +1 Cha

4 No secret escaped you. +2 Int, +1 Dex

5 You enjoyed wandering far on your own. +2 Wis, +1 Con

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

Copyright © 2020 Flatland Games, icons by Lorc under CC-BY


You entered the civilized lands, led by your blade and a lust for glory. You become a level 2 warrior. You gain the class abilities Knacks and
Weapon Specialization. You learn with the skill Alertness. The tables below will further define your class abilities.

How do you seek glory and conquest?

1d6 What blade came first to your hand? Gain


When creatures burst forth from a cave, you aided your mother and father in the defense of +2 Str, +1 Cha, Weapon
1 your people. Specialization: Battle Axe
+2 Dex, +1 Str, Weapon
2 Your aged grandfather taught you the riddle of steel and helped you make your blade.
Specialization: Longsword
+2 Con, +1 Wis, Weapon
3 You were raised on the hunt, following great herds with other young warriors.
Specialization: Spear
+2 Str, +1 Int, Weapon
4 At a still tender age you proved your worth on your first raid.
Specialization: Greatsword
+2 Dex, +1 Cha, Weapon
5 You proved your skills in competition with other tribes under every full moon.
Specialization: Spear
You stood vigil against a hundred spirits of the night to earn your blade, and have sworn +2 Con, +1 Wis, Weapon
6 never to let it go. Specialization: Longsword

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

Besides the other characters, who is your most valued contact or


1d8 Gain
friend in the great city?
1 A captain of the city guard trusts your advice and likes to share war stories with you. +1 Str, +1 Wis, +1 Cha

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

Copyright © 2020 Flatland Games, icons by Lorc under CC-BY


What caused you and your friend to be exiled from a city on the
1d6 Gain
southern continent? The player to your right was there with you.
Killing there, even in self defense, was grounds for exile. The friend to your right fought by your +2 Dex,
1 side, and gains +1 Dex. Knack: Great Strike

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.

1d6 What treasure do you value most? Gain


+2 Con,
1 The gem from the Tower of Serpents.
a huge gem
+2 Str,
2 Your ancestral blade.
an ancient weapon
+2 Dex,
3 A piece of finery you took from a rich merchant.
fine and expensive silks
+2 Wis,
4 A wild beast who is your closest companion.
an animal ally
+2 Int,
5 A coffer full of coins and treasure.
400 plundered silvers
+2 Cha,
6 A golden armlet carved with inscrutable runes.
a magic armlet

Fill out Your Sheet!


1. Record your name, class, and level. 6. Your Initiative is equal to your level, plus your Dexterity
bonus, plus 1 for being a warrior.
2. Record your ability scores. In the space beside each, record
your ability score bonus using the chart on the back of this 7. Your Armor Class is 10, plus your Dexterity bonus, plus
booklet. the bonus of any armor you have.

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!

Copyright © 2020 Flatland Games, icons by Lorc under CC-BY


Reference
Making Tests Fortune Points
Ability Score Checks: Roll a d20 and compare the result to your A character may spend a Fortune Point in the following ways:
score in the relevant ability. If the number on the die is equal to
your score or lower, you succeed. If it is higher, then you fail. Help a Friend: Normally, a character may only help a friend with
an ability score check if he has a relevant skill. By spending a For-
Saving Throws: Roll a d20. If the result is equal to the saving tune Point, a character may lend a helping hand and thereby give
throw number or higher, the roll was a success. his compatriot a +2 to his score for a single roll, even without hav-
ing an appropriate skill for the task at hand.
Combat Rolls: Roll a d20 and add the relevant attack bonus.
Compare the result to the enemy’s armor class. If the number Second Chance: A character may spend a Fortune Point to get a
equals that armor class or exceeds it, the attack was successful. reroll on any failed roll during the course of play, such as an ability
Otherwise, the attack missed. score check, saving throw, or to hit roll.

Cheat Death: A dying character may spend a Fortune Point to sta-


bilize at 0 hit points and not continue taking damage every round.
Class Abilities
Hit Dice: d10
Initiative Bonus: +1
Armor: Warriors may wear any armor.
Ability Score Bonus
Weapon Specialization: All warriors have a favored weapon 1 -4
with which they are particularly skilled. Your Playbook tells you
your favored weapon. Your character receives a +1 to hit and +2 to 2-3 -3
damage while wielding that weapon. 4-5 -2

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

Copyright © 2020 Flatland Games, icons by Lorc under CC-BY

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