TEXT: Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d20
  Female Names
  1d20
  Female Names
  1d20
  Male Names
  1d20
  Male Names
  1
  Adeline
  11
  Josephene
  1
  Achard
  11
  Henri
  2
  Bonne
  12
  Lina
  2
  Alfred
  12
  Hubert
  3
  Brunhilde
  13
  Lucette
  3
  Arthur
  13
  Jacques
  4
  Cathrene
  14
  Margot
  4
  Basil
  14
  Luc
  5
  Celene
  15
  Modeste
  5
  Charles
  15
  Martin
  6
  Edelene
  16
  Nathalee
  6
  Constant
  16
  Mathurin
  7
  Ester
  17
  Palmyre
  7
  Delphin
  17
  Robert
  8
  Fleurine
  18
  Rousalie
  8
  Edouard
  18
  Thonmas
  9
  Isabel
  19
  Simone
  9
  Francouais
  19
  Ugene
  10
  Jasmine
  20
  Ursule
  10
  Guy
  20
  Zephyr
  1d6
  Village Name
  1
  Argentan
  2
  Arras
  3
  Bayeux
  4
  Dunstan
  5
  Honfl eur
  6
  Rouville
  There is a problem with the local nobility. Things have gone wrong at the estate. People are fi ghting, a wedding is ruined, a 
  funeral disrupted, and worse. Perhaps these are unrelated events, but perhaps there is evil afoot. And to make matters worse, 
  all of this is happening during a very special event. The community, indeed the local lord himself, needs our heroes to sort 
  out the mess.
  This Scenario Pack gives the GM several tables which will allow the quick creation of an adventure while the players are making 
  their characters. You will fi nd example names, problems which plague the estate, and sample monsters.
  If you need to come up with names of people and places on the fl y, use these tables. We have chosen to use primarily Norman 
  names for this scenario pack.
  You will learn a lot about the characters’ village from the events they roll while making their characters. This will include 
  information on the people who live there. 
  Use this table to come up with names for some of those people or the characters themselves.
  Reminder!
  = add a location to the Map
  = add an NPC to the Map
  The Lordling’s Lament
   Scenario Pack
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d8
  What special event is going on during the session?
  1
  A tournament. Nobles and esteemed commoners from miles around have gathered to test their skills and challenge one another. 
  All regular goods are more expensive and have a 10% price increase. Unless things are dire, the smith is too busy for you.
  2
  The lord is giving an annual feast for the peasants in honor of one of his ancestors. Food and drink are free.
  3
  The estate is hosting a noble wedding. Everyone around the estate is busy preparing for the event. Additionally, the characters 
  have prepared a special wedding gift; let the players decide before the game starts.
  4
  A great hunt. All the nobles and their retainers are in good cheer and busy themselves preparing for the event. The hunstmen, 
  pressed into service, are in foul moods, and all characters suffer a -2 penalty to their Charisma when dealing with them.
  5
  Court day. The lord is hearing the problems of everyone within his domain, dispensing justice and offering advice as needed. 
  The estate is full of all sorts of people.
  6
  Equinox. It is a time of magical flux and power. All mages receive +1 to any spellcasting roll, and faeries and ghosts are more 
  likely to enter the lands of men.
  7
  A visit. Another noble, her family, and her retinue have come to the estate. The lord and all of his retainers are flustered and busy 
  preparing for the event and pleasing the company. The lord, the cook, and the seneschal will have no time for the characters.
  8
  A funeral. The whole estate is in mourning. All characters receive -1 to their Charisma when socializing with other villagers, 
  and the shops are closed.
  The problems in the noble court start during a special time or event, like a wedding or festival, when people’s emotions are 
  high and their attention elsewhere. This table tells you what event is occurring at the time of the problems, and has a special 
  rule for activities at court or around the estate for each.
  The truth behind the troubles...
  1d6
  Only the gamemaster will actually know the cause of the troubles. This table will let you know what is connecting 
  the events which you will roll for below. What hidden thing is actually tying all of the problems together?
  1
  A feud between noble families, whether hidden or in the open, is behind all the trouble.
  2
  A haunting or a possessing spirit of some sort has broken the order of things.
  3
  A family member’s unchecked personal ambition is at the root of the problems.
  4
  A strange outsider, like a foreign dignitary or disguised trickster, has been visiting the estate and has caused the trouble.
  5
  War, though distant, is afoot, and agents from both sides are in the area.
  6
  The lord’s family has a dark secret which has led to the trouble.
  1d8
  What spot is tied to the connection from the last table? This could be someplace special or simply a place 
  relevant to the connector. Fill this table with locations placed by the players on the village map.
  1
  2
  3
  4
  5
  6
  7
  8
  A different location of your creation, like a hidden chamber, a small lodge in the forest, or the dungeons beneath the castle.
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  The problems themselves...
  There are at least two separate confounding problems that form the crux of this adventure. Although they don’t seem it at 
  first, they are connected by the previous tables. Roll once on each of the following three tables for each separate problem to 
  determine who is involved, where the problem occurs, and what the problem is.
  We recommend running the Scenario Pack with two events. Add additional problems to make a longer session or a series of problems 
  at court which can stretch over more than one session of play.
  Typically, using two different types of ability score checks to resolve each event creates a nice size of puzzle to fit an evening. This lets 
  several types of characters contribute, and leaves room for helping. The GM should not be afraid to apply some penalties to the skill 
  rolls. Make the PCs seek out help. Along the way the characters are likely to discover the root cause of the problems and how they might 
  deal with it. There is a space at the end of these three tables for the GM to record up to three court problems and their connection.
  Example: the GM determines that a disgraced noble family has come to the keep itself seeking shelter. They are being hunted by 
  a usurper from their house, and one of the PCs’ uncles has agreed to give them succor. During the course of the game, the PCs will 
  have to make a difficult decision about how to drive off or parlay with the hunter, or find another way to save the family.
  The Village Expanded on p.14 of Dangers Near and Far gives examples of using similar tables.
  1d8
  In every good tale of this sort, the players learn something new about someone in the estate. Pick one involved 
  NPC of your choosing. What revelation might the characters make about this NPC? 
  1
  A secret love.
  2
  An unclaimed or forgotten child.
  3
  A dark secret or ancient crime.
  4
  A history with a rival neighboring noble family.
  5
  An evil pact, much regretted.
  6
  A connection to a distant and powerful noble court.
  7
  A hidden magical item.
  8
  A remarkable skill, either forgotten or hidden.
  1d8
  Fill in the blank spots on this table with interesting NPCs made by the players during village creation. 
  Who is involved in this problem?
  1
  2
  3
  4
  5
  6
  A foreign noble, recently arrived at the estate, who is staying in the castle.
  7
  A noble relation of the PCs or of the local lord.
  8
  A new NPC created by the GM. This character should tie together at least two of the other NPCs made during village creation.
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d8
  What is the problem itself?
  1
  A theft or a heist.
  2
  Missing taxes or treasure.
  3
  A rival’s men-at-arms.
  4
  An important building on the estate, like the stables or the smithy, is destroyed.
  5
  Someone at the estate has gone missing.
  6
  A problem of issue or inheritance.
  7
  A disgraced noble family seeking shelter.
  8
  A faerie, monster, or spirit stakes a claim.
  1d8
  Fill in the blank spots on this table with important locations made by the players during village creation. What 
  location is directly tied to this problem?
  1
  2
  3
  4
  5
  6
  The keep itself.
  7
  A specific place within the estate, like a tall tower, the cook’s chambers, or the tournament fields.
  8
  Somewhere in the wilderness around the estate, like a secret grove or faerie gathering.
  Problem One
  Who?
  Where?
  What?
  The Connection
  Event
  Location
  Secret
  Problem Two
  Who?
  Where?
  What?
  Problem Three
  Who?
  Where?
  What?
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  The Road Goes On
  1d6
  Have the following show up at the end of the session, as a reward or treasure.
  1
  The characters are given a reward of treasure by the local lord or another noble. They may share 6d12 gold worth of coinage 
  amongst themselves.
  2
  The heroes are rewarded with their own home or small holding near the estate, which they may share or give to the character 
  most interested in looking after a home.
  3
  As a reward for their efforts, the characters come into possession of the spellbook of a long-dead noble mage. The book contains 
  the spells Obscurement and Conjure Darkness, as well as the Gather Mist and Wanderer’s Fortune rituals.
  4
  The local lord gives each of the characters his personal mark, so that they will be recognized as his official emissaries wherever 
  his sigil is known.
  5
  Someone within the village or estate is so impressed with one of the characters’ actions that he or she decides to follow that 
  character. This NPC will accompany the group on its next adventure and will then become an ally of that character if treated well.
  6
  The local lord honors the heroes as companions of his household. Provided they do not anger their benefactor, they may make 
  a Charisma check to gain supplies for future adventures.
  1d6
  What leads the characters to their next adventure?
  1
  The local lord is called away to battle. Before his departure, he calls upon the player characters to help his seneschal while he 
  and his troops are away. 
  2
  A neighboring lord’s house is in disorder. When word reaches him of the heroes’ actions, he sends for aid.
  3
  A trio of the lord’s ancestors have long haunted the estate. Seeing the accomplishments of the characters, they come to them 
  in dreams seeking a restful solution to their ancient troubles.
  4
  A rival of the local lord sees that the heroes will be a strong influence on the region, and seeks to lure them to his court, or to 
  remove them as a threat to his power.
  5
  The lord rewards the characters’ skill with more responsibility. As he prepares his lands for an encroaching war, he seeks to 
  make the characters his new lieutenants.
  6
  An ally of the local lord has heard of the characters’ accomplishments and is impressed. He asks the heroes for help with a large 
  and powerful group of local bandits.
  If you are playing this scenario as a one-shot, success in solving the village’s problems will probably be satisfying enough for 
  the players. However, if you plan to continue with these characters on further adventures, it might be nice to give them a 
  reward to help them in future endeavors. The following tables will give you some ideas for such rewards, as well as seeds to 
  plant for further adventures.
  You may want to leave the players with the seed of a future adventure as a result of their actions during this scenario. This 
  allows you to continue your story with the same characters later. If you think you might want to do that, roll on this table and 
  have the hook show up at the end of the session.
  Recent Events
  As always, life on the noble estate is busy. The Recent Events table on the next page tells you what has been going on with 
  your neighbors lately. 
  At the start of play, each player should roll on the following Recent Events table to see what has happened. The player to the 
  left was there too and may be able to help by either having a relevant skill or spending a Fortune Point.
  Remember that if a player rolls a duplicate event, one of the special events at the end of the table happens instead. For instance, 
  if one player has already rolled a 7 and that number comes up again, have the first * event happen instead. If another duplicate 
  roll occurs, go on to the ** event and so forth.
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  1d12
  What has happened lately?
  1
  One of the lord’s personal servants came to you this morning for help with a visiting dignitary. Test Intelligence (Etiquette, certain 
  knowledges, and related skills may help). Success: you helped him predict the noble’s request and avoid a diplomatic incident. 
  Failure: you misremembered the noble’s parentage, and so the servant accidentally caused a great insult. Although the incident 
  was smoothed over, everyone involved is angry with you.
  2
  Perhaps as punishment, the lord has asked you to help rethatch his hunter’s lodges throughout the forest. Test Strength. Success: 
  you lent a helping hand and have a +2 bonus to all Charisma rolls with the hunters for this adventure. Failure: you tried to help but 
  made a mess of things and have a -2 penalty to all Charisma rolls with the lord’s whole family for this adventure.
  3
  While you were directing preparations for the special event today, you had a disagreement with the workers about how to proceed. 
  Test Charisma (Persuasion, Command, and related skills may help). Success: you realized that you were wrong and apologized, 
  earning their respect; you have a +1 bonus to all Charisma rolls with all workers while at the event. Failure: you got into a shouting 
  match with the laborers, who will not help you with anything during this adventure.
  4
  A traveler who was staying at the estate last week tried to steal supplies from the estate’s larder. Test Wisdom (Alertness and related 
  skills may help). Success: you caught the thief and helped eject him from court; you and your friends can call in a favor with the 
  kitchen staff during the adventure. Failure: the thief got away with it and you and your friends were blamed. You should steer clear 
  of the kitchens for a while.
  5
  One of the nearby peasant children went missing in the woods last week. Test Intelligence (Investigation and related skills may help). 
  Success: you led the search and found the child and were given a place of honor at the upcoming festivities. The lord is proud that 
  you made him look good in the eyes of the villagers. Failure: you were not able to find the child and the lord has lost faith in you. You 
  will have a chance to restore that faith when the child turns up at the most inconvenient moment of this adventure, requiring rescue.
  6
  A holy wanderer from a foreign land came through court on her eternal pilgrimage. While seated at the lord’s table for dinner, 
  she offered a strange blessing. Test Charisma (Etiquette and related skills might help). Success: You impressed the holy one and 
  received the blessing; you gain +1 Armor Class for this adventure. Failure: you were overeager and embarrassed yourself at court.
  7
  You have been aiding the recovery of an unfortunate knight in the lord’s service. The warrior broke his left leg in the last tournament 
  and is only now able to walk with a cane. Test Constitution (Herbalism or Healing and related skills might help). Success: Your 
  unflinching aid and support have made the knight healthy and full of plans for you at court. Failure: your poor service has made 
  an enemy of the knight and won you no new friends at court.
  8
  Last holy day, the court hosted a rival family for a formal feast. You were delighted to be part of the honor guard, and surprised to 
  be called to dance after dinner. Roll Dexterity (Dancing or Performance and related skills might help). Success: You were brilliant; 
  not only did you make your lord proud, but you flattered the guests and gain +2 Charisma with both groups for this adventure. 
  Failure: you accidentally trod upon the guest’s feet and caused an incident; you suffer 1d4 damage during the ensuing brawl, and 
  your lord cannot decide between amused and furious. 
  9
  The seneschal sent you on an errand to collect some supplies for the big event. Test Wisdom (Haggling and related skills may help). 
  Success: you gathered the right things and the seneschal is mightily pleased with you; ask any favor of him during this adventure. 
  Failure: you brought the wrong materials and embarrassed both yourself and the seneschal; suffer -4 Charisma at the event.
  10
  One of the lord’s grooms, forgetting that you are no longer a small child, pressed you into service as an assistant yesterday. Test 
  Dexterity (appropriate animal skills may help). Success: you did a good job and the groom owes you a favor. Failure: when you 
  mucked things up the groom became angry; the stables will be a hostile place for you during this adventure.
  11
  Someone intentionally spooked the lord’s herd of cattle. You were there when it happened; even though you could not see who did 
  it, you ended up helping round up the herd. Test Constitution (Animal Ken and related skills may help). Success: you did a good 
  job and were given a calf from the herd. Failure: a few cows got away, and will turn up at an inopportune time to interrupt your 
  character’s actions.
  12
  A wicked person fouled the estate’s main well. You and several younger children from the village spent a wet afternoon clearing out 
  the mess with buckets and rope. Test Strength (Farming or Athletics and related skills may help). Success: you finished early and 
  made friends with one of your companions, who may well become an ally. Failure: the lot of you had a terrible time of it, and you 
  suffer a -4 penalty to all Charisma rolls with all the workers on the estate for this adventure.
  *
  Two weeks ago the captain of the guard had you watch over a storeroom he said he was worried about. The night you were set to 
  watch, goblins came to steal the casks of wine kept there. Test Constitution. Success: you stayed awake and scared them off; goblins 
  will be scared of you until the next Solstice. Failure: you fell asleep, and the goblins stole the wine. 
  **
  Something interesting happened to you while you were running an errand through the forest last week. Test Wisdom (Hunting 
  and related skills may help). Success: you saved a wounded prince from an angry boar. If you can maintain this friendship while 
  he heals, you will have made a strong ally. Failure: you heard the struggle, but found him too late; the dying prince gained your 
  promise to deliver both his magical sword and news of his death to his distant kin.
  ***
  Yesterday you saw a strange, small child sneaking away from the court sorceror’s study. Test Dexterity (Athletics and related skills may 
  help). Success: you caught a goblin spell thief, who offered you a future favor in exchange for freedom. Failure: you chased the figure 
  all the way to the woods, where it disappeared into a small hole in the bank of the river. Upon examination, you discovered a door to 
  Goblin Town (see page 32 of Dangers Near and Far).
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  SUGGESTED MONSTERS
  The following monsters are particularly appropriate 
  for this Scenario Pack, and so their summaries are 
  provided here for your convenience. Feel free to use 
  any other monsters from other sources as you see fi t, 
  of course, including our Bestiary. With each category 
  of monster is a suggested number which will provide a 
  challenge to four Level 1 PCs. Groups which are smaller 
  or larger, or which contain characters of higher levels, 
  will require the GM to adjust the numbers accordingly.
  Neighbors and Enemies
  The most common adversaries and allies the characters 
  will encounter in this scenario are those who live on the 
  estate or other humans who might be passing through. 
  A group of 4 or 5 commoners should be enough of a 
  challenge for level 1 characters, though our heroes are 
  unlikely to directly attack their neighbors unless the 
  situation is dire. The other humans here can be used on 
  their own or with a small group if the GM wants a more 
  diffi  cult challenge.
  Commoner
  These are the ordinary villagers who likely just want 
  their days to return to normal. These stats might also 
  represent untrained guards or animal handlers accom-
  panying mercenaries or a necromancer.
  Hit Dice: 1d6 (4 HP)
  AC: 10
  Attack: +0 to hit, 1d4 damage (dagger)
  Alignment: usually Neutral
  XP: 15
  Captain
  The captain is a grizzled veteran. He is a commoner 
  who serves at the lord’s pleasure, and he takes his job 
  very seriously. 
  Hit Dice: 2d10 (11 HP)
  AC: 14
  Attack: +4 to hit, 1d8+4 damage (long sword)
  Alignment: Neutral
  XP: 40
  Foreign Dignitary
  Touring the lands and forging trade alliances, the 
  foreign dignitary could be friend or foe. He might be 
  at the castle for noble reasons, or discovering his true 
  intentions could be the source of an adventure.
  Hit Dice: 2d8 (9 HP)
  AC: 10
  Attack: +1 to hit, 1d6 damage (short sword)
  Alignment: Neutral
  XP: 25
  The Landless Knight
  Some young nobles are not fortunate enough to have 
  lands to govern and peasants to levy, and so must 
  seek their own way in the world. This warrior is brave 
  and upright, and might see the characters as charges 
  needing his aid. He has already survived an adventure 
  or two of his own.
  Hit Dice: 3d10 (17 HP)
  AC: 15
  Attack: +5 to hit, 1d8+4 damage (long sword)
  Alignment: Lawful
  XP: 95
  The Young Lord
  A child come into power before his time, the young lord 
  inherited his title when his parents died to violence 
  or disease last winter. These sad ones now watch over 
  their son. He is only fi fteen years old, but has sworn to 
  protect and rule his lands with might and justice. 
  Hit Dice: 1d8 (5 HP)
  AC: 14
  Attack: +1 to hit, 1d8+1 damage (family sword)
  Alignment: Lawful
  XP: 30
  Notes: Haunted (the lord’s parents watch over him in 
  his unexpected rule; during the night, two Phantoms, 
  as described on p.90 of Beyond the Wall and Other 
  Adventures, are always in his presence)
  
  Copyright © 2019 Flatland Games, icons by Lorc under CC-BY
  Beasts
  The heroes may well find themselves having to contend 
  with ordinary beasts during the course of the adven-
  ture. There are many such creatures, whether wild or 
  tamed, in and around the village.
  A group of three to five dogs makes for a good challenge 
  for a group of first level characters, especially if they are 
  accompanying one or more human adversaries who are 
  used to leading them into battle. Two or three wolves 
  are plenty of a threat for starting characters. In the rare 
  event that herd animals are driven to frenzy and attack 
  the PCs, two or three of them can threaten the characters.
     
  Dog
  Many villagers keep dogs about for defense, hunting, 
  or companionship.
  Hit Dice: 1d8 (5 HP)
  AC: 12
  Attack: +1 to hit, 1d4 damage (bite)
  Alignment: Neutral
  XP: 15
  Herd Animal
  These sorts of creatures rarely pose any threat to an 
  adventurer or warrior as they are thoroughly domesti-
  cated. Nonetheless, one or more of them could become 
  very dangerous if trouble by aggressive herd-thieves, 
  faerie intervention, or dark magic.
  Hit Dice 2d8 (9 HP)
  AC: 12
  Attack: +2 to hit, 1d4+1 (head-butts and hooves)
  Alignment: Neutral
  XP: 40
  Wolf
  Wolves are great hunters who roam in packs. Men fear 
  them for the damage they occasionally cause to their 
  livestock, and because of the dark legends that surround 
  these beasts. 
  Hit Dice: 2d8 (9 HP)
  AC: 13
  Attack: +1 to hit, 1d4+1 damage (bite)
  Alignment: Neutral
  XP: 35
  Supernatural Threats
  Outsiders might sometimes meddle in the affairs of the 
  local estate. 
  A single phantom is plenty of a threat for first level 
  characters. The PCs could possibly handle more than 
  one phantom at a time if they have access to a way to 
  harm it magically. The Sluagh are a terrifying and almost 
  unbeatable foe which can be used to change the entire 
  pace and tone of the adventure, and will have to be 
  avoided or taken on in nontraditional ways by the PCs.
   
  Phantom
  A phantom is a minor ghost. Brave adventurers might be 
  able to face these ghosts and convince them to leave our 
  world if they discover what is keeping them here.
  Hit Dice: 2d6 (7 HP)
  AC: 15
  Attack: +2 to hit, 1d8 (chilling touch)
  Alignment: any
  XP: 80
  Notes: Incorporeal (the phantom has no physical 
  form, and is only affected by magic and silver weapons)
  Sluagh   
  These foul spirits of the dead take the form of a black 
  cloud or large flock of birds, often changing shape and 
  form as they descend upon their victims. They always 
  fly out of the west and depart to the east. The statistics 
  below represent the entire flock, which moves and hunts 
  with a single will. Due to the ‘Ravenous Hunger’ ability 
  presented below, the Sluagh will present a unique chal-
  lenge and players will likely need to modify their tactics.
  Hit Dice: 4d8 (18 HP)
  AC: 14
  Attack: +4 to hit, 1d4+1 damage (chill wind)
  Alignment: Chaotic
  XP: 250
  Notes: Flight (the Sluagh may fly), Immortal (the 
  Sluagh cannot be killed, but are driven off when 
  defeated), Invulnerable (the Sluagh may only be 
  harmed by magical attacks or fire), Ravenous Hunger 
  (the Sluagh will attack all targets who do not take cover 
  in an area of around near range; roll to hit and damage 
  separately for each target)
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Dangers Near and Far/Beyond the Wall Scenario Packs/Beyond the Wall The Lordling's Lament Scenario Pack.pdf