You are on page 1of 4

THE CURSED TOMB RAIDER

rogue-mage of the Foreign Lands


You grew up in a faraway land, drawn to the ruins and tombs of ancient times. You have ventured into ancient crypts and forgotten
tunnels, but if you have not found wealth, you have found something that has changed you forever.

You are clever and agile. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.

What was your childhood like?

1d12 From what land do you hail? Gain


+2 Cha, +2 Int,
1 A prosperous and outward-looking kingdom on the southern continent.
Skill: Gossip
+2 Dex, +1 Con, +1 Wis,
2 You were born to wanderers on a boat in the northern seas.
Skill: Sailing
+2 Wis, +1 Int, +1 Str,
3 Your nearby island was only recently subjugated by the Great City. The wounds are fresh.
+1 Con
2 Dex, +1 Str, +1 Con,
4 You were raised to roam in outrigger canoes amongst the many islands of the great archipelago.
Skill: Athletics

5 The child of a warrior tribe, you were born under your mother’s shield and raised to bear +2 Str, +2 Con, +1 Cha
your father’s arms.
+2 Wis, +1 Str, +1 Con
6 Your homeland, miles from the sea, was ruled by the cruel priests of the sky gods.
+1 Cha
+2 Dex, +2 Cha
7 Your home was a large and crowded city overrun with crime and poverty.
Skill: Stealth

You grew up on the steps of the walled library of a city-state far to the south praised +2 Int, +1 Dex, +1 Wis
8 for its knowledge. a knowledge skill of your choice

9 You come from a city-state proud of its arms, its wisdom, and its lasting alliances. +2 Str, +2 Int, +1 Cha

You grew up under the rule of a god-king along a fertile river stretching through +1 Str, +1 Con, +1 Int,
10 the Trackless Sands. +1 Wis, Skill: Etiquette

+2 Cha, +1 Wis, +1 Dex


11 Your home is ruled by great merchant guilds who almost rival the power of the great city.
Skill: Haggling
+1 Dex, +1 Con, +1 Int, +
12 Your home is far from here, in the distant east, a land of very different customs.
Wis, +1 Cha

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

Playbook by Onirim, Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
You have learned to explore the mysterious ruins. You become a level 2 rogue-mage. You gain the class abilities Highly Skilled,
Sense Magic, and Spellcasting. You learn the skill Trapping. The tables below will further define your class abilities.

How did you start on this dangerous path?


1d6 How did you come to loot the ruins? Gain
+2 Int, +1 Con, Skill: In-
1 You were the apprentice of a scholar and wanted to see the past with your own eyes.
vestigation, Spell: Silence

Guided by an ancient clay tablet, you discovered the entrance to a forgotten crypt, and +2 Int, +1 Dex,
2 since then your curiosity does not fade. Skill: Forbidden Secrets,
Spell: Demonic Haze
An entity of chaos has crept into your dreams and called you to it from its forgotten +2 Cha, +1 Con,
3 stone prison. Skill: Forbidden Secrets,
Spell: Terrifying Presence
+2 Cha, +1 Wis,
A veteran explorer took you under his wing and inspired you to discover the
4 secrets of the world.
Skill: Geography,
Spell: False Friend
A greedy merchant hired you to steal from an ancient mosauleum. To his great surprise, +2 Dex, +1 Str, Skill: Ath-
5 you returned unharmed. letics, Spell: True Strike
+2 Dex, +1 Cha,
You couldn't leave your family in need and chose to search for treasures in the crypts
6 Skill: Alertness,
rather than become a thief. Spell: Veil of Sleep

1d6 How did you become cursed and learn to use it for casting magic? Gain
You were climbing an obsidian tower when a dark magic began to radiate from the structure, +2 Str, Skill: Athletics,
1 striking you with chaos magical energy. Spell: Black Wings
+2 Int,
When you tried to take the idol of a long-forgotten god, a terrible voice spoke to you. Sometimes
2 you still hear it.
Skill: Forbidden Secrets,
Spell: The Howling
Thinking of exploring a empty crypt, you came across a gathering of cultists. You +2 Dex, Skill: Investigation,
3 managed to escape, but their leader manages to cast a curse on you. Spell: Counterspell

You discovered ancient texts engraved all over the walls of a strange room, then +2 Wis, Skill: Stealth,
4 Spell: Conjure Darkness
suffered excruciating pain as the cursed letters lodged themselves in your mind.
+2 Con,
A strange man with a covered face hired you to rob a tomb in the crypts near an old village.
5 You were followed out, and still, sometimes, feel watched.
Skill: Forbidden Secrets,
Spell: Evade the Dead
The voice of a young girl was heard in the crypt you were exploring, begging you to rescue her. +2 Cha, Skill: Deceit,
6 You managed to free her, but have felt her presence around you ever since. Spell: Masked Image

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


1d8 Gain
friend in the great city?
1 You meet often with a trusted fence who always knows a buyer. +1 Dex, +1 Int, +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 An aristocrat who enjoys slumming it in the poorer districts likes to hear your stories. +1 Con, +1 Int, +1 Cha

4 A sorcerer’s apprentice shares secrets in exchange for certain trinkets. +2 Int, +1 Dex

5 One of the priests of the City tries to lighten your burden and save your soul with his attentions. +2 Wis, +1 Con

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 learned scholar from distant lands has taken a liking to you and tells you many stories. +1 Int, +1 Con, +1 Wis

8 You pass your time with the master of one of the underground fighting pits. +2 Str, +1 Cha

Playbook by Onirim, Copyright © 2020 Flatland Games, icons by Lorc under CC-BY
You went on a dangerous job to uncharted land. The player to your
1d6 Gain
right was there with you.
You have ventured into the depths of the ancient temple of M'tara for a valuable tablet. The +2 Wis, Skill: Trapping,
1 friend to your right watched your back while you disabled the traps, and gains +1 Wis. Spell: Eyes of Eternity
You stole the crystal figurines of K'zoth from under the noses of the wild men who were +2 Dex, Skill: Stealth,
2 guarding them. The friend to your right helped sneak you in, and gains +1 Dex. Spell: Smuggler’s Luck

You have managed to find your way through a labyrinth of revolving rooms probably created by +2 Int, Skill: Forbidden
3 a mad magician. The friend to your right helped you to find your way out and gains +1 Int. Secrets, Spell: Abjuration

Dressed like an acolyte, you have managed to access the lower crypts of the Temple of the
+2 Cha, Skill: Disguise,
4 Raven God to steal one of the obsidian feathers. The friend to your right distracted the other
Spell: Smuggler’s Luck
priests while you did your work, and gains +1 Cha.
A hooded scholar hired you to infiltrate conclave and make off with a ancient key. The friend +2 Int, Skill: Pickpocket-
5 to your right helped you gain entry to the secretive conclave, and gains +1 Int. ing, Spell: Swift Step
You had to climb the ruins of a temple and survive the attacks of the demon-bats who dwell +2 Dex, Skill: Athletics,
6 there. The friend to your right kept pace and fought at your side, and gains +1 Dex. Spell: Spider Climb

1d6 What did you bring back for yourself from that job? Gain
+2 Wis,
1 An ancient amulet made of an alien metal from a distant land.
a protective amulet
+2 Str,
2 A small blade of obsidian.
an obsidian dagger
+2 Int,
3 An ancient scroll containing two unknown spells.
an ancient scroll
+2 Dex,
4 An ornate lockbox filled with ancient gold coins.
40 gold coins
+2 Con,
5 A rope of lightweight, black silk.
special rope
+2 Cha,
6 A ring with an ancient and forgotten history.
a plain gold ring

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 rogue-mage.
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 Cursed Tomb Raider begins with the following 9. Your hit points are 8 plus your Constitution bonus to start,
equipment: dagger, dark clothing, leathers (+2 AC), a then 1d8 and your Constitution bonus for reaching level 2.
weapon of your choice, thieves’ tools, a small treasure of
unknown origin or nature, lodging in a seedy inn, and 4d6 10. Fill in your saving throws using the chart on the back of
silvers. this booklet.

4. Pick an alignment. Your character may be chaotic or 11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
neutral. If you can’t decide, simply choose to be neutral; ons you think you might use. Your to hit bonus for a melee
most people are. Your curse cannot alow you to be lawful. weapon is your BAB plus your Strength bonus, while you use
your Dexterity bonus instead for any missile weapons. Your
5. Your Base Attack Bonus comes from your class. As a level Strength bonus also adds to the damage of any melee weapon.
2 rogue-mage, you have a BAB of +1.

Playbook by Onirim, 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: d8
Initiative Bonus: +2
Armor: Cursed Tomb Raiders may wear any armor lighter than
plate and chain. Ability Score Bonus
1 -4
Highly Skilled: Rogues receive two additional skills at first level.
Your Playbook has already given you your extra skills. Rogues gain 2-3 -3
an additional skill every odd numbered level thereafter (3rd, 4-5 -2
5th, 7th, etc). Instead of gaining a new skill, they may get better
at one which they already have, increasing the bonus for that 6-8 -1
skill by a further +2. 9-12 0

Spell Casting: Cursed Tomb Raiders may harness the power of 13-15 +1
magic by casting spells. Your Playbook has given you your starting 16-17 +2
magics.
18-19 +3
Sense Magic: Being naturally sensitive to the world of magic,
Cursed Tomb Raiders may determine if a person, place, or thing is
magical. Doing so requires concentration and a few minutes, so
mages cannot tell if something is magical simply by being in its
presence, and people tend to notice if a mage is staring at them
intently and ignoring his food during a meal. The GM may rule
that, when in the presence of particularly intense sorcery, the
mage notices such immediately.

Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 14 15 13 12 11
2 2,000 +1 14 15 13 12 11
3 4,000 +1 14 15 13 12 11
4 8,000 +2 14 15 13 12 11
5 16,000 +3 14 15 13 12 11
6 32,000 +3 13 13 11 10 9
7 64,000 +4 13 13 11 10 9
8 120,000 +5 13 13 11 10 9
9 240,000 +5 13 13 11 10 9
10 360,000 +6 13 13 11 10 9

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

You might also like