TEXT: Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d12
  What was life like in your tribe? What did you learn from them?
  Gain
  1
  Your kinfolk lived in frozen lands and hunted seals and fished in cold fjords in order to survive 
  the long winters
  +2 Con, +1 Str, +1 Wis, 
  Skill: Boating
  2
  Your tribe was famous for its great leatherworkers and intricate tooling.
  +2 Dex, +1 Int, 
  +1 Wis, +1 Cha 
  3
  Your tribe was feared by its enemies due to its great and savage warriors.
  +2 Str, +1 Dex, 
  +1 Con, +1 Cha
  4
  Your ancestors were famous for traveling to distant places and trading with the other tribes 
  along the way. 
  +2 Cha, +1 Con, +1 Int, 
  Skill: Haggling
  5
  Your family were lorekeepers and storytellers for generations and kept the runes.
  +2 Int, +1 Wis, +1 Cha, 
  Skill: Storytelling
  6
  Your mother was the wise and courageous warrior queen of your folk.
  +2 Wis, +1 Str, 
  +1 Con, +1 Cha
  7
  For generations your tribe was bound in servitude to the Dark One. You chafed under his rule 
  before finding your freedom.
  +1 Str, +1 Dex, +1 Con, 
  +1 Int, +1 Cha
  8
  Your tribe followed the great herds and culled them during their migration. 
  +2 Con, +1 Dex, +1 Wis, 
  Skill: Hunting
  9
  Across great plains and moors, your ancestors rode on great, shaggy steeds.
  +1 Str, +1 Dex, +1 Int, 
  +1 Wis, Skill: Riding
  10
  Your folk lived in peaceful villages ruled by councils of wise elders.
  +2 Cha, +1 Con, 
  +1 Int, +1 Wis
  11
  Your people thrived by preying on the deadliest monsters of the northern wastes.
  +2 Str, +1 Con, +1 Int, 
  Skill: Hunting
  12
  In trackless, verdant forests, your people lived off the land and made their homes in great 
  trees. 
  +2 Dex, +2 Wis, 
  Skill: Herbalism
  1d8
  How did you come to this village in the southern lands?
  Gain
  1
  Your family was driven from the tribe for a terrible crime, real or imagined.
  +2 Wis, +1 Str
  2
  Wicked raiders came and destroyed your home. Only you escaped.
  +2 Dex, +1 Int
  3
  A great imperial power took your land to settle their veterans.
  +2 Str, +1 Cha
  4
  The Dark Lord has risen in the north, and it is safe there no more. 
  +2 Int, +1 Dex
  5
  Your ancestral lands have become barren and the streams hold no fish. 
  +2 Con, +1 Dex
  6
  Another barbarian tribe stole your people’s lands and forced you south. 
  +1 Str, +1 Wis, +1 Cha
  7
  You were kidnapped by a sorceress and then accidentally rescued by the miller. 
  +1 Con, +1 Int, +1 Cha
  8
  Your parents came to the south to look for a better life. 
  +1 Con, +1 Wis, +1 Cha
  You grew up far to the north of the village in the lands of the barbarians. Due to circumstance or deadly threat, you have 
  lived now for some years among the southerners and learned their ways. You are still an outsider, but you have made fast 
  friends with many in the village and will defend it with your blade and your honor.
  You are athletic and adventurous. Your Strength and Wisdom begin at 10, and all of your other ability scores begin at 8.
  What was your childhood like?
  The Lost Barbarian Playbook
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d8
  When you came to this village, who, besides the other characters, made you feel 
  at home?
  Gain
  1
  Laboring with the blacksmith took your mind off your troubles.
  +2 Str, +1 Cha
  2
  You found a quiet contentment working the loom with Grandmother Weaver. 
  +2 Dex, +1 Wis.
  3
  One of the shepherds and his flock adore your company. 
  +2 Con, +1 Int
  4
  The village elders taught you the ancient game of chess.
  +2 Int, +1 Dex
  5
  The inkeep gives you a free drink when you share one of your people’s tales.
  +1 Con, +1 Int, +1 Cha
  6
  You broke someone’s heart, or maybe they broke yours.
  +2 Cha, +1 Con
  7
  The old widow needed help around the house.
  +1 Str, +1 Int, +1 Cha
  8
  The grizzled mercenary who settled in town taught you a thing or two. 
  +1 Dex, +1 Con, +1 Wis
  Raised in the wilds, you nevertheless made a place for yourself in the village, You become a level 1 Warrior-Rogue. You 
  gain the class abilities Highly Skilled and Knacks, and the skill Survival. The tables below will further define your class 
  abilities. What have you learned?
  1d6
  Which of the ways of the northern lands do you still practice?
  Gain
  1
  Like the great warriors of your folk, you run great distances without tiring and often scout your 
  surroundings for days at a time. 
  +2 Con, +1 Int, 
  Skill: Athletics
  2
  You often share the songs, stories, and lore of the barbarian folk.
  +2 Cha, +1 Int, 
  a performance skill
  3
  Like your mother and father, you brave the wilds on your own in order to hunt great beasts 
  and monsters.
  +2 Wis, +1 Str, 
  Skill: Hunting
  4
  You are often found at village festivals and gatherings where you share the traditional games, 
  contests, and sports of your folk.
  +2 Str, +1 Cha, 
  Skill: Athletics
  5
  In a bag which you allow no other to hold, you still keep the runes.
  +2 Int, +1 Wis, 
  Skill: Forbidden Knowledge
  6
  You make intricate artifacts of leather, bone, and metal after the manner of your people.
  +2 Dex, +1 Cha, 
  a crafting skill
  1d6
  How did your barbaric nature save someone in the village?
  Gain
  1
  When wild beasts tore into the village, you ran through the herd and came to the rescue of the 
  miller’s mother just before she was crushed. 
  +2 Dex, 
  Skill: Animal Ken
  2
  When a faerie of the wilderness came to the village to take away some witless mortals, you 
  challenged him to a hunting competition for the village’s safety.
  +2 Wis, 
  Skill: Hunting
  3
  When a large bear attacked Grandmother Weaver, you found to your surprise that you were 
  able to speak to the beasts of the wild.
  +2 Wis, 
  the cantrip Beast Ken
  4
  Just like the warrior chiefs of your folk, you rallied the villagers and led them to battle against 
  a band of raiding goblins last winter.
  +2 Wis, 
  Skill: Command
  5
  With savage ferocity, you leapt to the innkeep’s defense when an outlaw tried to take him as an 
  easy hostage.
  +2 Dex, 
  Skill: Athletics
  6
  When a shepherd’s daughter was taken by a foul witch and held in the forest, you followed in 
  silence and saved her.
  +2 Dex, 
  Skill: Stealth
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d6
  What secret do you hide in the wilderness? The player to your right shares in 
  this secret with you.
  Gain
  1
  At times, you must undertake a lengthy and dangerous vision quest in the wilderness to 
  commune with your ancestors’ warrior spirits. The friend to your right watches over as you 
  dream the ritual, and gains +1 Str.
  +2 Str, Skill: Survival, 
  Knack: Fleet
  2
  A piece of your soul is lost in the wild places, and you search for it often. The friend to your 
  right knows your secret and helps you chart your course, and so gains +1 Con. 
  +2 Con, Skill: Hunting, 
  Knack: Resilience
  3
  You train at times with an ancient barbaric hero who keeps a secret hermitage in the forests. 
  The friend to your right is sometimes allowed to train with you, and gains +1 Str.
  +2 Str, Skill: Direction 
  Sense, Knack: Defensive 
  Fighter
  4
  After you slew a wicked sorcerer, you fell under the power of a terrible curse and must now 
  make regular sacrifice under the open sky. The friend to your right helps you procure the 
  livestock, and gains +1 Con.
  +2 Con, Skill: Survival, 
  Knack: Resilience
  5
  You know the hidden lair of a great and terrible beast whose slumber is nearing its end. The 
  friend to your right helps you keep your watch on the lair, and gains +1 Con. 
  +2 Con, Skill: Alertness, 
  Knack: Defensive Fighter
  6
  An enigmatic spirit has been chained for long ages deep in the forest, and you often try in vain 
  to free it. The friend to your right helps you in your quest, and gains +1 Str.
  +2 Str, Skill: Alertness, 
  Knack: Great Strike
  1d6
  What memento of the old ways is still with you?
  Gain
  1
  A ferocious beast from your frozen homelands is your constant companion.
  +2 Wis, an ally
  2
  A mighty weapon passed down through generations.
  +2 Str, a runic blade
  3
  A mantle showing authority and strength among your people.
  +2 Cha, a fur cloak
  4
  A leathern bag containing the holy relics of your people.
  +2 Con, a talisman
  5
  A gift given to your grandfather by the prince of the frost giants. 
  +2 Dex, a leather belt
  6
  A stone record of the names of the thousand northern demons.
  +2 Int, a graven tablet
  1. Record your name, class, and level.
  2. Record your ability scores. In the space beside each, re-
  cord your ability score bonus using the chart on the back 
  of this booklet.
  3. Jot down your skills, class abilities, and starting equip-
  ment, as well as any other pieces of gear you may want to 
  buy. The Lost Barbarian begins with the following equip-
  ment: dagger, your chosen weapons, leathers (+2 AC), a 
  healing poultice, provisions for yourself and your friends 
  for a week, knowledge of the wilds around the village, and 
  one silver coin.
  4. Pick an alignment. Your character may be Lawful, Cha-
  otic, or Neutral. If you can’t decide, simply choose to be 
  Neutral; most people are.
  5. Your Base Attack Bonus comes from your class. As a 
  level 1 Warrior-Rogue, you have a BAB of +1.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 2 for being a Warrior-Rogue.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 3.
  9. Your hit points are 10 plus your Constitution bonus.
  10. Fill in your saving throws using the chart on the back 
  of this booklet.
  11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
  ons you think you might use. Your to hit bonus for a melee 
  weapon is your BAB plus your Strength bonus, while you 
  use your Dexterity bonus instead for any missile weapons. 
  Your Strength bonus also adds to the damage of any melee 
  weapon. 
  Fill out Your Sheet!
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  Ability Score
  Bonus
  1
  -4
  2-3
  -3
  4-5
  -2
  6-8
  -1
  9-12
  0
  13-15
  +1
  16-17
  +2
  18-19
  +3
  Reference
  Making Tests
  Ability Score Checks: Roll a d20 and compare the re-
  sult to your 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. 
  Saving Throws: Roll a d20. If the result is equal to the 
  saving throw number or higher, the roll was a success. 
  Combat Rolls: Roll a d20 and add the relevant attack 
  bonus. Compare the result to the enemy’s armor class. If 
  the number equals that armor class or exceeds it, the at-
  tack was successful. Otherwise, the attack missed.
  Class Abilities
  Hit Dice: d10
  Initiative Bonus: +2
  Armor: The Lost Barbarian may wear leather armor.
  Highly Skilled: Rogues receive two additional skills 
  at first level. Your Playbook has already given you 
  your extra skills. Rogues gain an additional skill ev-
  ery odd numbered level thereafter (3rd, 5th, 7th, etc). 
  Instead of gaining a new skill, they may get better at 
  one which they already have, increasing the bonus for 
  that skill by a further +2.
  Knacks: Over the course of their careers, warriors 
  pick up several tricks which make them even more 
  formidable opponents. Your Playbook gives you your 
  first Knack. See p.10 in the Beyond the Wall and Other 
  Adventures for rules for the different Knacks and for 
  gaining new ones. 
  Fortune Points
  A character may spend a Fortune Point in the follow-
  ing ways:
  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 Fortune Point, a character may 
  lend a helping hand and thereby give his compatriot 
  a +2 to his score for a single roll, even without having 
  an appropriate skill for the task at hand.
  Second Chance: A character may spend a Fortune 
  Point to get a reroll on any failed roll during the 
  course of play, such as an ability score check, saving 
  throw, or to hit roll.
  Cheat Death: A dying character may spend a Fortune 
  Point to stabilize at 0 hit points and not continue tak-
  ing damage every round.
  Level
  Experience
  Base 
  Attack 
  Bonus
  Poison 
  Save
  Breath 
  Weapon 
  Save
  Polymorph 
  Save
  Spell 
  Save
  Magic Item 
  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
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall From Distant Lands/Beyond the Wall The Lost Barbarian Character Playbook.pdf