Beyond The Wall Playbook - The Adventurous Trader
Beyond The Wall Playbook - The Adventurous Trader
Beyond The Wall Playbook - The Adventurous Trader
Playbook
You always dreamed of taking to the road, selling your wares, and making your fortune. Recently, you actually managed to
come into possession of some goods, a cart, and a trusty mule. With a helpful ally by your side, your plan is to take to the
road, help the village, and become a wealthy merchant.
You are savvy and charming. Your Intelligence and Charisma begin at 10, and all of your other ability scores begin at 8.
1d12 What did your parents do in the village? What did you learn from them? Gain
1 You are an orphan. Things were hard for you. +2 Wis, +2 Con, +1 Int
+2 Con, +1 Dex,
6 You led the sheep out onto the mountain like your father before you.
+1 Wis, +1 Str
+2 Cha, +1 Int,
7 Your parents ran the local inn. You grew up meeting many travellers and hearing their tales.
+1 Dex, +1 Wis
6 You never met someone who didn’t like you. +2 Cha, +1 Str
7 You solved everyone else’s problems, and never mentioned your own. +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
1 Laboring with the blacksmith took your mind off your troubles. +2 Str, +1 Cha
2 The fishermen took a liking to you and you swapped stories with them. +2 Dex, +1 Wis.
4 The village elders taught you the ancient game of chess. +2 Int, +1 Dex
5 You are about to marry into the Miller’s family. +2 Wis, +1 Str
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
You learned the ways of the merchant. You become a level 1 Rogue. You gain the class abilities Fortune’s Favor and
Highly Skilled, and the skill Appraisal. The tables below will give you all your bonus skills from your class abilities. How
did you decide to begin your career?
1d6 When did you first show aptitude for trading? Gain
Before you had come of age you were able to name the value of every good at market. +3 Int,
1
The other villagers came to rely on your keen eye. Skill: Appraisal
You have never paid full price for a meal at the inn. At this point, the innkeep finds your +3 Cha,
2
constant haggling amusing. Skill: Haggling
When an unusual traveler from distant lands came to market two years ago, you recognized +3 Int,
3
the value of several of his strange wares. Skill: Forbidden Secrets
You briefly apprenticed with the best woodworker in town. In that time, you showed skill not +3 Dex,
4
just with the craft, but with getting the best buyer for each item. Skill: Carpentry
When a minor lady visited the town, you got her to forget your station and managed to buy a +3 Cha,
5
small piece of her jewelry for an affordable price. Skill: Haggling
Even as a child, you were never lost when you went wandering, and always knew the lay of the +3 Con,
6
land and the directions of the roads. Skill: Direction Sense
+2 Con,
1 You are tireless and love wandering in the lands surrounding the village.
Skill: Survival
+2 Str,
2 You were always one of the best climbers in the village, and won your share of the foot races.
Skill: Athletics
+2 Wis,
3 With natural aptitude and the witch’s guidance, you can name every berry and shoot in the forest.
Skill: Herbalism
+2 Int,
4 You have a good head for the old stories and are one of Grandmother Weaver’s favorites.
Skill: Folklore
+2 Dex,
5 You can move very quietly while on the road or in the forest.
Skill: Stealth
+2 Cha,
6 Though you do not always like to admit it, you can hide your motives and spin a tale very well.
Skill: Deceit
Starting with a small bit of money, you made deal after deal last autumn at the festival until
+2 Cha,
2 you ended up with a large pile of goods to sell. The friend to your right followed you all day
Skill: Haggling
and convinced the tersest merchant to hear you out, and so gains +1 Cha.
When some travelers came to the inn and told stories of an abandoned cart far in the wilder-
+2 Con,
3 ness, you decided to follow their directions. The friend to your right protected you on your
Skill: Survival
dangerous journey, and gains +1 Con.
A boastful nobleman from the south came to town and challenged all comers to a dice game.
+2 Dex,
4 You beat him at his game and took his goods. The friend to your right spotted a flaw the dice
Skill: Gambling
and showed you how to get them to land as you needed, and gains +1 Dex.
Starting with two large backpacks full of herbs, you set out over difficult terrain to sell medi-
cines to the mountain folk who needed them. After several trips, you have gathered enough to +2 Con,
5
start trading in wider lands. The friend to your right helped pull you up some of the steepest Skill: Mountaineering
parts of the path, and gains +1 Con.
A woman with a touch of faerie about her came to town to barter last spring. She did not know
+2 Int,
6 the worth of her goods in your lands, and you made a very good trade with her. The friend to
Skill: Appraisal
your right first spotted her wares, and gains +1 Int.
+2 Wis,
1 A young man with a gift with animals.
an ally
+2 Int,
2 A cunning and clever lad who knows the roads.
an ally
+2 Dex,
3 A young woman who is quick on her feet.
an ally
+2 Str,
4 One of the veterans of an old war.
an ally
+2 Cha,
5 A retired peddler who wants to take to the roads again.
an ally
+2 Con,
6 The miller’s daughter, who is a hearty traveler.
an ally
3. Jot down your skills, class abilities, and starting equip- 8. Your Fortune Points are 5.
ment, as well as any other pieces of gear you may want
to buy. The Adventurous Trader begins with the follow- 9. Your hit points are 8 plus your Constitution bonus.
ing equipment: dagger, nice clothes, your chosen weapon,
your helper (counts as an ally), a cart and mule, 200 sil- 10. Fill in your saving throws using the chart on the back
vers’ worth of goods (according to you, at least), and 4d6 of this booklet.
silvers.
11. Record the ‘to hit’ and ‘damage’ statistics for any weap-
4. Pick an alignment. Your character may be Lawful, Cha- ons you think you might use. Your to hit bonus for a melee
otic, or Neutral. If you can’t decide, simply choose to be weapon is your BAB plus your Strength bonus, while you
Neutral; most people are. use your Dexterity bonus instead for any missile weapons.
Your Strength bonus also adds to the damage of any melee
5. Your Base Attack Bonus comes from your class. As a weapon.
level 1 rogue, you have a BAB of +0.
Base Breath
Attack Poison Weapon Polymorph Spell Magic Item
Level Experience Bonus Save Save Save Save Save
1 0 +0 13 16 13 15 14
2 1,500 +1 13 16 13 15 14
3 3,000 +1 13 16 13 15 14
4 6,000 +2 13 16 13 15 14
5 12,000 +3 12 15 11 13 12
6 25,000 +3 12 15 11 13 12
7 50,000 +4 12 15 11 13 12
8 100,000 +5 12 15 11 13 12
9 200,000 +5 11 14 9 11 10
10 300,000 +6 11 14 9 11 10
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