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