TEXT: Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d12
  How did your noble family earn its name?
  Gain
  1
  Base betrayal. Your family is respected but not trusted.
  +2 Wis, +1 Int, 1 Cha,
  Skill: Subterfuge
  2
  Strength of arms. No standard ﬂ ies victoriously over more battlefi elds than yours.
  +2 Str, +1 Dex, +1 Wis, 
  Skill: Command
  3
  Wealth. Your family’s coffers are the fullest in all the land.
  +1 Int, +1 Con, +1 Cha, +1 
  Wis, Skill:  Finance
  4
  Knowledge. Your family deals in secrets and lore.
  +2 Int, +1 Con, +1 Wis, 
  Skill: Forbidden Secrets
  5
  Good harvests or well-bred beasts.
  +2 Con, +2 Wis, 
  Skill: Animal Ken
  6
  Beauty. Your ladies are the fairest and your lords the most handsome. 
  +2 Cha, +1 Dex, 
  +1 Con, +1 Str
  7
  Honor and duty. All trust your family’s name.
  +2 Wis, +1 Con, 
  +1 Str, +1 Cha
  8
  Defending the land from invaders.
  +2 Str, +2 Con, 
  +1 Wis
  9
  Standing against a wicked would-be usurper.
  +2 Con, +1 Str, 
  +1 Int, +1 Wis
  10
  Producing the fi nest knights.
  +2 Dex, +1 Str, +1 Cha, 
  Skill: Riding
  11
   Tending the fi nest gardens and brewing the most helpful concoctions.
  +2 Int, +1 Wis, +1 Con, 
  Skill: Herbalism
  12
  Having one of the oldest names in the land and staying out of affairs that don’t concern them.
  +1 Str, +1 Dex, +1 Int, 
  +1 Wis,  +1 Cha
  1d8
  How did you distinguish yourself as a child?
  Gain
  1
  Children often fi ght, 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
  Your empathy made you a sought after confi dant. 
  +2 Wis, +1 Con
  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
  The Knightless Squire Playbook
  You were raised to seek glory on the fi eld of battle and to protect your charges. Chivalry is everything to you. Shortly after 
  being squired, however, you lost your knight. Now you have set yourself on your own errantry, and will need the help of 
  stalwart friends in order to see yourself knighted.
  You are a born knight. Your Strength and Charisma begin at 10, and all of your other ability scores begin at 8.
  What was your childhood like?
  
  Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d8
  The other player characters were your best friends. Who else near your family’s 
  estates befriended you while you were growing up?
  Gain
  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.
  3
  Chafing under your family’s rules, you would sneak out at night and wander the woods with a 
  peasant boy.
  +2 Con, +1 Int
  4
  Your family’s seneschal taught you games of strategy and skill. 
  +2 Int, +1 Dex
  5
  You learned the ways of the castle at the side of the cook.
  +2 Wis, +1 Str
  6
  You had a tryst with someone beneath your station. 
  +2 Cha, +1 Con
  7
  Despite being of noble blood, you actually did chores with the servants.
  +1 Str, +1 Int, +1 Cha
  8
  The grizzled captain of the guard took a liking to you.
  +1 Dex, +1 Con, +1 Wis
  You became the squire to a great knight. You become a level 1 Warrior. You gain the class abilities Weapon Specializa-
  tion and Knacks, and the skill Riding. The tables below will further define your class abilities. 
  What happened with you and your knight?
  1d6
  Who was your knight?
  Gain
  1
  A charming and gallant warrior, at home both on the field and at court. 
  Your Weapon Specialization class ability is with the Longsword.
  +2 Cha, +1 Con
  specialization to left
  2
  The slayer of a dangerous questing beast that had long tormented to common folk of the land. 
  Your Weapon Specialization class ability is with the Longsword.
  +2 Str, +1 Wis
  specialization to left
  3
  An elder of his noble family who had fought in numerous campaigns and long served his vassals. 
  Your Weapon Specialization class ability is with the Lance. 
  +2 Wis, +1 Con
  specialization to left
  4
  A valiant warrior famed for his skill at arms.
  Your Weapon Specialization class ability is with the Longsword. 
  +2 Dex, +1 Str
  specialization to left
  5
  The winner of the jousting competition for four years running. 
  Your Weapon Specialization class ability is with the Lance.
  +2 Str, +1 Dex
  specialization to left
  6
  A knight errant who had long traveled the lands, righting wrongs and bringing justice. 
  Your Weapon Specialization class ability is with the Longsword.
  +2 Con, +1 Wis
  specialization to left
  1d6
  How did you lose your knight?
  Gain
  1
  The warrior fell in combat with a band of foul brigands. 
  +2 Con,
  Skill: Riding
  2
  While on errantry with your knight, you woke to find him vanished.
  +2 Int,
  Skill: Investigation
  3
  Your knight was called away immediately to distant lands for unknown reasons.
  +2 Wis,
  Skill: Survival
  4
  Your knight was mortally wounded in an accident at a tourney. 
  +2 Dex,
  Skill: Riding
  5
  The intricate politics of court sent your knight to another kingdom without you. 
  +2 Cha,
  Skill: Etiquette
  6
  A monster from legend returned and your knight fell trying to slay the beast.
  +2 Str,
  Skill: Hunting
  
  Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d6
  Which of your lost knight’s rivals came to the estate?
   The player to your right was there with you.
  Gain
  1
  The most unscrupulous knight in the land challenged you in the melee of the latest tourney, 
  struck you down, and was about to slay you. The friend to your right caught him and stopped 
  his blow, and gains +1 Con. 
  +2 Con,
  Knack: Resilience
  2
  The Questing Beast came to town. The friend to your right helped you drive it away by force 
  of arms, and gains +1 Str. 
  +2 Str,
  Knack: Great Strike
  3
  Your former knight’s brother, his archrival, came and disputed your right to bear the knight’s 
  arms. While you were not his match, you withstood his blows and he left with respect. The 
  friend to your right stood in harm’s way to aid you, and gains +1 Con. 
  +2 Con, 
  Knack: Defensive Fighter
  4
  The knight’s mother-in-law came to take her daughter “away from all this,” despite her desire to stay. 
  The friend to your right made an impassioned speech that swayed her mind, and gains +1 Cha.
  +2 Cha,
  Knack: Resilience
  5
  A dragon your knight had driven off on multiple occasions came to settle the score. The friend 
  to your right helped you convince it that the knight was no longer here, and gains +1 Cha.
  +2 Cha, 
  Knack: Fleet
  6
  When a pack of brigands, led by a scarred man, came to the estate and called your knight’s 
  name, you stood your ground. By a ruse, the friend to your right convinced them that they 
  were surrounded and got them to ﬂ ee, and gains +1 Wis. 
  +2 Wis, Knack: Weapon 
  Specialization
  1d6
  What possession of your knight’s do you keep?
  Gain
  1
  A strong and trustworthy steed.
  +2 Wis, 
  a horse and tack
  2
  The materials for a future quest.
  +2 Int, 
  an old map
  3
  The favor of an admirer. 
  +2 Cha,
  a bit of lace
  4
  A trophy from a previous enemy. 
  +2 Con, 
  a foreign jewel
  5
  The warrior’s arms.
  +2 Str, 
  an elegant weapon
  6
  A lordly mantle.
  +2 Dex,
  a fi ne cloak
  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 Knightless Squire begins with the following 
  equipment: a dagger, chainmail (+4 AC), your favored 
  weapons, your family’s tabard, the lost knight’s shield (+1 
  AC), and 2d6+12 silvers.
  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, you have a BAB of +1.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 1 for being a warrior.
  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. Don’t forget your weapon specialization!
  Fill out Your Sheet!
  
  Copyright © 2016 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: +1
  Armor: Warriors may wear any armor.
  Weapon Specialization: All warriors have a favored 
  weapon with which they are particularly skilled. Your 
  Playbook tells you your favored weapon. Your char-
  acter receives a +1 to hit and +2 to damage while 
  wielding that weapon.
  Knacks: Over the course of their careers, warriors 
  pick up several tricks which make them even more 
  formidable opponents. Your Playbook gives you your 
  f rst Knack. See p.10 in the Beyond the Wall and Other 
  Adventures for rules for the dif erent 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 Playbooks/Beyond the Wall Nobility/Beyond the Wall Knightless Squire.pdf