TEXT: Copyright © 2019 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 flies victoriously over more battlefields 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 finest knights.
  +2 Dex, +1 Str, +1 Cha, 
  Skill: Riding
  11
   Tending the finest 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 fight, 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 confidant. 
  +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 Lord’s Secret Playbook
  Years ago, the local lord returned from an adventure, quest, or war party. Only an infant, you were with him, a strange 
  child of uncertain heritage. Raised in the noble house but always apart, you made close friends with the witch and a few 
  others, but have always been an outsider in the eyes of the others in the castle.
  You are hardy and quick-witted. Your Constitution and Intelligence begin at 10, and all of your other ability scores begin at 8.
  What was your childhood like?
  
  Copyright © 2019 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 learned of your secret heritage and grew to be a daring warrior mystic. You become a level 1 Warrior-Mage. You gain 
  the class abilities Knacks, Sense Magic, and Spell Casting, and the skill Forbidden Secrets. The tables below will further 
  define your class abilities. 
  What happened as you learned of your heritage?
  1d6
  What is the most common rumor of your origin?
  Gain
  1
  They say you are the scandalous child of the lord and a member of distant royalty.
  +2 Con, 
  Spell: False Friend
  2
  Due to your odd features and an ancient legend, some say that you are the human child 
  of a dragon.
  +2 Con, 
  Spell: Flame Charm
  3
  With strange eyes and unnatural prowess, it was easy for others to call you a faerie.
  +2 Dex, 
  Spell: Greater Illusion
  4
  In flights of fancy, some call you the last true heir to the High Kings and Queens of history.
  +2 Str, 
  Spell: Commanding Word
  5
  You have a wild way about you, and they say that you are related to the distant barbarian clans.
  +2 Str, Spell: 
  Wolf’s Sense
  6
  Your propensity for secrecy and obtuse comments lead others to say you are born of witches. 
  +2 Dex, 
  Spell: Smuggler’s Luck
  1d6
  How did the witch come to befriend you?
  Gain
  1
  On a stormy night, she came and took you away to begin weekly tutelage as a child without 
  another word.
  +2 Int, +1 Wis, 
  Skill: Ancient History, 
  Spell: Veil of Sleep 
  2
  You assisted her with her ministrations when the lady of the castle became ill, and she has 
  met with you ever since. 
  +2 Wis, +1 Cha, 
  Skill: Herbalism, 
  Spell: Healing Touch 
  3
  After you had a strange experience on the lord’s hunt, he took you to the witch and insisted 
  that she teach you. 
  +2 Wis, +1 Con, 
  Skill: Animal Ken, 
  Spell: Wild Call 
  4
  A spirit from beyond was lurking somewhere within the castle, and the witch insisted you 
  come with her to dispense of it. 
  +2 Con, +1 Int, 
  Skill: Forbidden Secrets, 
  Spell: Abjuration
  5
  When you bested a wicked knight from distant lands on the tourney field, the witch told the 
  lord that she would see on you every full moon.
  +2 Str, +1 Dex, 
  Skill: Athletics, 
  Spell: True Strike
  6
  When the lord was away, you and the witch led his men-at-arms to defend the village and
  keep from raiders.
  +2 Cha, +1 Str, Skill: 
  Command, Spell: Petrify-
  ing Gaze 
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d6
  You travelled into forgotten passageways beneath the castle with one of your 
  friends. What happened there? The player to your right was there with you.
  Gain
  1
  You saw a great serpent out of legend and fled while it slept. The friend to your right slowed 
  your step and helped you leave without a sound, and gains +1 Dex.
  +2 Dex, 
  Knack: Fleet
  2
  A strange old woman was hidden in the tunnels, whispering curses and brewing foul potions. The 
  friend to your right helped you make off with her magical accoutrements, and gains +1 Con.
  +2 Con, 
  Knack: Resilience
  3
  A band of goblins were tunneling into the passages beneath the pantries. The friend to your 
  right fought by your side in a desperate battle, and gains +1 Str.
  +2 Str, 
  Knack: Defensive Fighter
  4
  The former advisor of the king had fled to the tunnels with a hostage and you pursued. The 
  friend to your right helped you search for the evil man, and gains +1 Int.
  +2 Int, 
  Knack: Resilience
  5
  Another of the lord’s family went wandering too deep and became lost in the tunnels. The 
  friend to your right lit the way for you as you tracked the missing person, and gains +1 Wis.
  +2 Wis, 
  Knack: Fleet
  6
  After unfairly winning the lord’s tourney, a capricious faerie fled into the tunnels and you followed. 
  The friend to your right distracted the creature while you struck it down, and gains +1 Cha. 
  +2 Cha, 
  Knack: Great Strike
  1d6
  What token was with you when the lord brought you home as an infant?
  Gain
  1
  A branch of twisted yew.
  +2 Wis, 
  a talisman of nature
  2
  A long-lived bird who always watches over you.
  +2 Cha, 
  an ally
  3
  A book written in an inscrutable tongue.
  +2 Int, 
  a large tome
  4
  Arcane or foreign markings across your body.
  +2 Con, 
  strange tattoos
  5
  A shining sword of an unidentifiable metal.
  +2 Str, 
  a magical sword
  6
  A ribbon of foreign silks.
  +2 Dex, 
  a forgotten token
  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 Lord’s Secret begins with the following equipment: 
  dagger, your favored weapons, chainmail (+4 AC), fine cloth-
  ing, an unusual feature (examples: a distinctly foreign look, 
  small horns, eyes of strange shape or color, claw-like fingers 
  or nails, a commanding presence), 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 Lord’s Secret, you have a BAB of +1.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 1 for being a Lord’s Secret.
  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 8 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: d8
  Initiative Bonus: +1
  Armor: The Lord’s Secret may wear any armor.
  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. 
  Spell Casting: The Lord’s Secret may only cast spells.
  Sense Magic: see p.12 of Beyond the Wall and Other 
  Adventures.
  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
  2,500
  +2
  14
  17
  15
  17
  16
  3
  5,000
  +3
  13
  16
  14
  14
  15
  4
  10,000
  +4
  13
  16
  14
  14
  15
  5
  20,000
  +5
  11
  14
  12
  12
  13
  6
  40,000
  +6
  11
  14
  12
  12
  13
  7
  80,000
  +7
  10
  13
  11
  11
  12
  8
  150,000
  +8
  10
  13
  11
  11
  12
  9
  300,000
  +9
  8
  11
  9
  9
  10
  10
  450,000
  +10
  8
  11
  9
  9
  10
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Dangers Near and Far/Beyond the Wall Character Playbooks/Beyond the Wall The Lord's Secret Character Playbook.pdf