TEXT: Copyright © 2016 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. Your aunt and uncle made sure you never forgot your parents. 
  +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
  Your noble house, which once birthed a line of kings, fell long ago. Since that time, your family has lived as simple villag-
  ers, keeping the secret of their heritage. You, though, were born under portentous signs, and many in your family think 
  that now is the time to reclaim your birthright. You will need a brave heart, good friends, and better luck to do so.
  You have a mighty bearing. Your Constitution and Charisma begin at 10, and all of your other ability scores begin at 8.
  What was your childhood like?
  The Last of a Fallen House 
  Playbook
  
  Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d8
  The other player characters were your best friends. Who else in the village 
  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
  You went camping with the hunters. 
  +2 Con, +1 Int
  4
  The village elders taught you the ancient game of chess.
  +2 Int, +1 Dex
  5
  You are about to marry into the Miller’s family.
  +2 Wis, +1 Str
  6
  You broke someone’s heart, or maybe they broke yours.
  +2 Cha, +1 Con
  7
  The old widow needed help around the house.
  +1 Str, +1 Int, +1 Cha
  8
  The grizzled mercenary who settled in town taught you a thing or two. 
  +1 Dex, +1 Con, +1 Wis
  You came of age and took charge of your birthright. You become a level 1 Warrior-Rogue. You gain the class abilities 
  Knacks and Fortune’s Favor, and the skill Command. The tables below will further define your class abilities. 
  What will you do now that it is time to come out of hiding?
  1d6
  How did you discover your heritage?
  Gain
  1
  The witch told you in secret on your naming day. 
  +2 Con, +1 Int, 
  Skill: Forbidden Secrets
  2
  You family told you from the time that you were still small.
  +2 Cha, +1 Str, 
  Skill: Command
  3
  As soon as you were old enough to wield a sword, your family revealed the reason you should. 
  +2 Str, +1 Wis, 
  Skill: Athletics
  4
  You pieced together the story on your own when you discovered ancient books of heraldry 
  hidden in an old chest. 
  +2 Int, +1 Con, 
  Skill: Ancient History
  5
  When you met your twin at a festival, your family had to explain why the two of you had been 
  separated at birth.
  +2 Cha, +1 Dex, 
  Skill: Alertness
  6
  When you went to see the old fortune teller at the last autumn festival, she told you something 
  very unexpected. 
  +2 Dex, +1 Cha, 
  Skill: Forbidden Secrets
  1d6
  How did your family teach you to right the wrongs of the past?
  Gain
  1
  They told you to stand fast and strike hard. 
  +2 Str, 
  Knack: Great Strike
  2
  They taught you to make yourself a shield between the evil and the weak. 
  +2 Dex, 
  Knack: Defensive Fighter
  3
  They told you to stand tall and speak the truth.
  +2 Con, 
  Knack: Resilience
  4
  They taught you to be the first to action and not to wait for injustice to strike.
  +2 Dex, 
  Knack: Fleet
  5
  They told you to labor for the common good.
  +2 Str, 
  Knack: Defensive Fighter
  6
  They taught you to take your time in reclaiming what is yours.
  +2 Con, 
  Knack: Resilience
  
  Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d6
  Something told you it was time to reclaim your heritage. What was it? The player 
  to your right was there when it happened.
  Gain
  1
  The local lordling levied an unfair tribute on the village while the common folk starved in the 
  winter. The friend to your right helped you hunt scarce game to make up for the loss, and 
  gains +1 Con.
  +2 Con
  2
  An innocent man was accused unfairly of murder, and you knew of his innocence. The friend 
  to your right helped you prove the man’s innocence and stop the execution, and gains +1 Int. 
  +2 Int
  3
  Without a king, your land was unable to stand against the great army that came last summer. 
  You vowed that this would not happen again. The friend to your right helped you hide the 
  villagers in the woods, and gains +1 Cha.
  +2 Cha
  4
  A powerful and wicked sorcerer came to the village, seeking the blood of a king for unknown 
  purposes. The friend to your right helped protect you and convinced you that it was time to 
  come out of hiding, and gains +1 Str. 
  +2 Str
  5
  There are signs and portents that the great monster your ancestor slew will rise again soon. 
  The friend to your right convinced you that it was time to begin training for your inevitable 
  meeting, and gains +1 Con.
  +2 Con
  6
  Last autumn, while fooling around in the village square, you easily drew the legendary sword 
  encased in stone. The friend to your right convinced you to return it and not tell anyone until 
  the time was right, and gains +1 Wis.
  +2 Wis
  1d6
  What sign of your ancient family do you still bear? 
  Gain
  1
  A broken shield marked with your family motto.
  +2 Con, 
  a large shield
  2
  A record of all the lands your family once ruled.
  +2 Int, 
  a huge book
  3
  A small, golden sextant bearing forgotten runes.
  +2 Wis, 
  a sextant
  4
  The sword of your house.
  +2 Str, 
  a beautiful blade
  5
  The last of your family’s lands.
  +2 Cha, 
  a small farm
  6
  The last in a line of great steeds.
  +2 Dex, 
  a mighty horse
  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 Last of a Fallen House begins with the following 
  equipment: a dagger, peasant’s clothing, a threadworn 
  but kingly cloak, your chosen weapons, leathers (+2 AC), 
  a ring bearing your family’s lost sigil, and 4d6 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-Rogue, you have a BAB of +1.
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 1 for being a Warrior-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. 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. 
  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: T e Last of a Fallen House may wear any 
  armor.
  Fortune’s Favor: T e Last of a Fallen House has a fate 
  beyond that of other men and receives f ve Fortune 
  Points instead of the normal three. 
  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 Last of a Fallen House.pdf