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Beasts & Barrows - v1.0
Beasts & Barrows - v1.0
Beasts & Barrows - v1.0
by brine
Beasts & Barrows
by brine - v 1.0
1
Character Creation
What kind of character sounds fun to play? Rolling a
new character takes ones of minutes. This question will
likely take the longest to answer. Here are some classic
examples but you are free to create your own:
On a:
2 the value is 1
3 6 the value is 0
7 9 the value is 1
10 11, the value is 2
12, the value is 3.
Skills
When a PC attempts something in the fiction that might
be covered by a skill (eg. Athletics when climbing), they
roll advantage (3d6 keeping the highest 2 + mod.
Abilities
Add additional flavor to a class. The word attempt will
generally signify rolling a 2d6+mod when applicable.
4
Skirmish: 1 damage; worn armor counts as one type
lighter
Slay: 2 melee damage
Tinker: pick a lock, pocket or trap w/ tools
Tough: 1 armor
Turn: attempt to hold undead at bay with your faith and
holy symbol
Versed: you share secret signs, speech and signals
with your brethren
Vision: commune with your deity or demon via holy
water/drugs
Volley: 2 ranged damage
Wild: converse with and attempt to command animals
Can your character take a hit? You start with 1 Hit Die
(d6) + additional hit dice equal to your con. Roll all your
hit dice and keep a number equal to your level to
determine your HP. For example, a 1st level PC with 1
con would roll 2d6 and keep the higher of the two.
5
Magic
You can master spells equal to your level + 2 (eg. 1st
level magi have mastered 3 spells).
Scrolls
You may attempt to cast spells from written texts.
This requires more casting time while you read/review
the spell (ie. a turn) and expends a spell slot.
Enhancements
Enhancement spells are cast in conjunction with a
target spell. They augment spell casting and/or effect,
and expend a spell slot in addition to the target spell.
6
Mishaps
Magic is dangerous. A failed casting roll may have
consequences; a critical fail always will.
7
consequences before you roll, so you can decide if it’s
worth the risk or if you want to revise your action).
Die of Fate
Sometimes the GM will roll the die of fate to see
how a situation unfolds. Low numbers are ill-fortune;
high numbers are good fortune. The die of fate might
be rolled to establish the weather, indicate a random
NPC’s general attitude, to determine if a wandering
monster appears, or the moral of a monster. The GM
may also roll the die of fate if the PCs take some action
for which sheer chance is the only factor in the
outcome. You will roll this often!
8
Gear
You have 12+con inventory slots. Items you can hold
in one hand take one slot; items that might require two
hands to hold take two slots. One slot examples: worn
armor/clothes (two slots if carried); a few daggers; a
bag containing 250 coins. Two slot examples:
martial/great weapons; large shields; animal trap; wine
casks. When carrying more items than you have slots,
you are encumbered (disadvantage on rolls involving
physicality).
9
Light Armor (30s): Armor 1 (subtracted from damage
taken).
Full Armor (60s): Armor 2. Always has a helm. Makes it
very hard to run, move quietly, swim, leap etc.
Shield (10s): 1 Armor.
Backpack (2s): Can hold 12 items up to 40lbs.
Adventuring Gear 2s each): 20ft Rope, Iron Spike,
Chalk, Parchment, Flint/Steel, Torches 4 , Tent, Dice,
Caltrops (slows pursuers), Bandages, Travel Rations,
Waterskin, Wineskin.
Tools 5s each): Crowbar, Hatchet, Animal Trap,
Lockpicks, Pen & Pot of Ink, Fishing Pole, Shovel,
Grappling Hook, Pickaxe, Collapsible Pole.
Occult Items 10s each): Quicksilver (per dose), Pouch
of Bone Dust, Vial of Holy Water (one use), Vial of
Blood, Ritual Incense and Oils.
Fancy Items 20s each): Mirror, Lantern, Spyglass,
Sand Timer, Board Game, Elaborate Clothes, Holy
Symbols and other charms.
Fire Oil 20s per flask): Sets an area on fire (d6+1
damage/round for 3 rounds unless extinguished). Fills a
lantern 10 times.
Boats: Rowboat (50s) to Galley 200,000s).
Carts: Cart (30s) to Wagon 100s).
Taverns: 1s to Sleep, 1s to Eat, 1s to Get Drunk.
Property: House 1,000s) to Manor 100,000 .
Horses: Mule (30s), Horse 100s), Warhorse 1,000s).
Hirelings
Cost per day
Levels
As you level up you get rewards according to the table
below…
11
obtaining a MacGuffin
completing a quest
defeating a boss
failures… always a formidable teacher
Last Breath
When a PC's HP drops to 0, they must roll 2d6+con:
On a:
True Names
True names have power; knowing a true name gives
you power over the named. Calling to someone by their
True Name gives them advantage on Last Breath
rolls.
12
GMs
The following are friendly suggestions for GMing B&B.
As always, do what's right for you or your players.
13
Name Class Level