TEXT: Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
  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, but you remember all of your father’s stories.
  +2 Wis, +2 Con,  +1 Int
  2
  Your father was an outcast, rightfully or not.
  +2 Int, +1 Wis, +1 Con, 
  Skill: Survival
  3
  Your parents were fi shermen and you grew up by the river.
  +2 Dex, +1 Str, +1 Wis, 
  Skill:  Fishing
  4
  Your family worked a small farm outside the village.
  +2 Con, +1 Wis, +1 Cha, 
  Skill: Farming
  5
  Your father was the local smith and taught you both hammer and bellows. 
  +2 Str, +1 Dex, +1 Cha, 
  Skill: Smithing
  6
  You led the sheep out onto the mountain like your father before you. 
  +2 Con, +1 Dex, 
  +1 Wis, +1 Str
  7
  Your parents ran the local inn. You grew up meeting many travellers and hearing their tales. 
  +2 Cha, +1 Int, 
  +1 Dex, +1 Wis
  8
  You worked the loom, cutting and twisting as the Fates.
  +2 Dex, +1 Int, +1 Cha, 
  Skill: Weaving
  9
  Your father or mother kept the old stories. Your head is fi lled with them. 
  +2 Int, +1 Cha, +1 Wis, 
  Skill: Folklore
  10
  Your father was a watchman, stern but fair with child and stranger alike.
  +2 Str, +1 Cha, +1 Con, 
  Skill: Athletics
  11
   You went on journeys into the woods to gather herbs and berries.
  +2 Wis, +1 Con, +1 Dex, 
  Skill: Herbalism
  12
  Your father was a local merchant. You learned to name your price and charm your customers.
  +2 Cha, +1 Int, +1 Dex, 
  Skill: Haggling
  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
  You were a common villager like any other. One day, however, you discovered an underground complex near the village fi lled 
  with ancient gold and many dangers. You made it out with your life, newfound wealth, and a fabulous story. You have an inkling 
  that you could put together a group to go to other such places, but only the kids seem interested in your crazy ideas.
  You are agile and intelligent. Your Dexterity and Intelligence begin at 10, and all of your other ability scores begin at 8.
  Everyone was a child once. How did you grow up?
  The Dungeon Delver Playbook
  
  Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
  1d8
  The other player characters are your closest companions. Besides this ragtag 
  group of kids, whom else did you befriend when you settled here? 
  Gain
  1
  You have an uneasy friendship with the suspicious watchman.
  +2 Str, +1 Cha
  2
  The fishermen have come to rely on your steady hands.
  +2 Dex, +1 Wis.
  3
  You often go camping with the hunters.
  +2 Con, +1 Int
  4
  One of the village elders is always eager to tell you another story. 
  +2 Int, +1 Dex
  5
  Grandfather Miller thinks you foolish but likes you nonetheless. 
  +2 Wis, +1 Str
  6
  The innkeep gives you drinks in exchange for stories.
  +2 Cha, +1 Con
  7
  The old widow needs help around the house.
  +1 Str, +1 Int, +1 Cha
  8
  The grizzled mercenary shares your dreams of riches.
  +1 Dex, +1 Con, +1 Wis
  Your life changed when you stumbled upon the treasure. You become a level 2 Rogue. You gain the class abilities Fortune’s 
  Favor and Highly Skilled, and the skill Trapping. The tables below will further define your class abilities. 
  What happened to you when you entered the dungeon?
  1d6
  What led you to your find?
  Gain
  1
  You stumbled on an ancient bit of writing which described a great treasure hidden somewhere 
  near the village. 
  +2 Int, 
  Skill: Ancient History
  2
  A stranger was visiting the inn one night, blathering about a network of haunted caves some-
  where in the woods.
  +2 Cha, 
  Skill: Gossip
  3
  The witch put crazy ideas in your head about a hidden treasure, then left with a knowing wink. 
  You wandered far trying to follow her hints.
  +2 Con, 
  Skill: Survival
  4
  A group of foolish heroes stayed at the inn one night, spoke of their quest, and then left the 
  village. You followed them unseen.
  +2 Dex, 
  Skill: Stealth
  5
  You were climbing in the hills one day and caught sight of a strange opening in the rock face.
  +2 Str, 
  Skill: Athletics
  6
  The voices of ancient gods or spirits spoke to you in your dreams, offering you the treasures of 
  their forgotten temples.
  +2 Wis, 
  Skill: Religious Lore
  1d6
  How did you survive the dangers of the dungeon?
  Gain
  1
  You were able to make your way carefully and quietly. You escaped before the guardians of the 
  place even knew you were there.
  +2 Dex, 
  Skill: Stealth
  2
  The dungeon was filled with deadly tricks, traps, and puzzles, but you found your way past 
  each, using your wits to overcome the challenges.
  +2 Int, 
  Skill: Trapping
  3
  The dark places were filled with strange guardians who attacked you as soon as you entered. A 
  strong arm and swift legs ensured you were able to make it out alive. 
  +2 Str, 
  Skill: Athletics
  4
  Your light touch allowed you to steal the key to the dungeon’s heart and pluck the final 
  treasure from its resting place.
  +2 Dex, 
  Skill: Pickpocketing
  5
  The guardians of the dungeon made far more noise than they intended to, and you were able to 
  stay one step ahead of them.
  +2 Wis, 
  Skill: Alertness
  6
  While deadly, the dungeon was filled with warnings written in an ancient tongue. You were 
  able to decipher the runes and make your way through.
  +2 Int, 
  an additional language
  
  Copyright © 2015 Flatland Games, icons by Lorc under CC-BY
  1d6
  What caused you to choose your pupil? The player to your right immediately 
  gains +1 Dex and -1 Wis, and shares this event with you.
  Gain
  1
  Somehow or another, the youth followed you to the dungeon and survived the perils with you. 
  The pupil to your right kept to the shadows avoiding the dangers but learning from your 
  moves, and gains +1 Dex.
  +1 Dex, 
  Skill: Stealth
  2
  When you were returning from your adventure at night, the youth caught you sneaking back into 
  town with the treasure. The pupil to your right swore to keep your secret in exchange for training, 
  and gains +1 Wis.
  +1 Wis, 
  Skill: Alertness
  3
  At market last autumn, a peddler almost cheated you when you were selling some of your trea-
  sure. The pupil to your right spotted your mistake for you just in time, and gains +1 Cha. 
  +1 Cha, 
  Skill: Appraising
  4
  The youth saw you studying a treasure map in the inn one night and became fascinated. The 
  pupil to your right helped decipher the ﬁ nal clue, and gains +1 Int. 
  +1 Int, 
  Skill: Forbidden Secrets
  5
  When you emerged from the dungeon you were stunned and weak. The pupil to your right 
  found you and guided you home, and gains +1 Wis. 
  +1 Wis, 
  Skill: Direction Sense
  6
  When the barbarians came raiding from the north, you and the youth set up a false camp and 
  convinced them an army was guarding the village. The pupil to the right shouted orders in 
  four different voices, and gains +1 Cha.
  +1 Cha, 
  Skill: Deceit
  1d6
  What did you bring back from the dungeon?
  Gain
  1
  Something too valuable to spend here.
  +1 Wis, 
  a pile of platinum coins
  2
  Something you don’t know how to use.
  +1 Int, 
  a magic wand
  3
  The treasure of an ancient king. 
  +1 Dex,
  an iron crown
  4
  Great wealth.
  +1 Con, 
  3d20 + 60 silvers
  5
  The weapon of a monstrous faerie.
  +1 Str, 
  a strange dagger
  6
  The eye of a forgotten god’s statue.
  +1 Cha, 
  a stony eye
  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 Dungeon Delver begins with the following 
  equipment: dagger, shovel, peasant’s clothing, your cho-
  sen weapon, leathers, a length of rope, thieves’ tools, and 
  30 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 2 rogue, you have a BAB of +1.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 2 for being a Rogue.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have.
  8. Your Fortune Points are 5.
  9. To start, your hit points are 8 plus your Constitution 
  bonus. Add 1d8 + Con bonus for your second level.
  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 © 2015 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: d8
  Initiative Bonus: +2
  Armor: Rogues may wear any armor lighter than 
  plate.
  Fortune’s Favor: Rogues have luck beyond that of 
  other men. T ey receive f ve Fortune Points instead 
  of the normal three. 
  Highly Skilled: Rogues receive two additional skills 
  at f rst level. Your Playbook has already given you 
  your extra skills. Rogues gain an additional skill ev-
  ery odd numbered level thereaf er (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.
  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
  +0
  13
  16
  12
  15
  14
  2
  1,500
  +1
  13
  16
  12
  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
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Playbooks/Beyond the Wall Villagers/Beyond the Wall Dungeon Delver.pdf