TEXT: Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d12
  What was your gnomish family’s trade?
  Gain
  1
  Your ancestors cleaned house for a distant faerie queen.
  +2 Con, +1 Wis, +1 Cha, 
  Skill: Etiquette
  2
  Your people have long lived beneath a small hill and worked a forge there. 
  +2 Str, +1 Con, +1 Int, 
  Skill: Smithing
  3
  Your parents made their living trading with a clan of dwarves.
  +2 Cha, +1 Str, 
  +1 Int, +1 Wis
  4
  Your family ran the great ovens of the faerie court. 
  +2 Wis, +1 Dex, +1 Cha, 
  Skill: Cooking
  5
  With net and harpoon, your people fi shed the rivers beneath the mountain. 
  +2 Con, +1 Dex, +1 Wis, 
  Skill: Fishing
  6
  Your family dwelt in a distant city, hiding from the men who lived there.
  +2 Dex, +2 Int, 
  +1 Wis
  7
  Everyone in your family has always had a favorite human.
  +1 Str, +1 Con, +1 Int, 
  +1 Wis, +1 Cha
  8
  Unlike other gnomes, your ancestors were mighty warriors. 
  +2 Str, +1 Con, 
  +1 Dex, +1 Int
  9
  Your family dwell in distant lands as servants to a strange wizard.
  +2 Int, +1 Str, 
  +1 Con, +1 Wis
  10
  Your family has always been known for its fi ne handiwork.
  +2 Dex, +1 Int, +1 Cha, 
  a crafting skill
  11
  One of your grandparents was a go-between for humans and fae. 
  +3 Cha, +1 Con, 
  +1 Dex
  12
  Your family made their homes in the trunks and branches of great trees.
  +2 Dex, +1 Str, 
  +1 Int, +1 Wis
  1d8
  How did you come to make the village your home?
  Gain
  1
  A mighty faerie lord exiled you long ago.
  +2 Con, +1 Wis
  2
  Legends tell of an ancient piece of fae magic in this village. You have not found it yet. 
  +1 Dex, +1 Con, +1 Int
  3
  You were struck with wanderlust, but found this place particularly homey. 
  +2 Cha, +1 Int
  4
  Stopping through, you formed a fast friendship with the grandfather of one of the village elders.
  +2 Int, +1 Cha
  5
  When goblins destroyed your home, the village gave you a sanctuary.
  +2 Str, +1 Wis
  6
  There was always another project to fi nish before you could leave.
  +2 Dex, +1 Int
  7
  Pukka tricked you into leaving your family’s home long ago.
  +1 Con, +1 Int, +1 Wis
  8
  Your people formed a pact with the village founders before your birth. 
  +1 Str, +1 Wis, +1 Cha
  The Gnomish Godparent 
  Playbook
  You came to the village long ago and attached yourself to a family. You have watched over them for many years, but now you and your 
  youngest charge are ready for adventure. The player to your right is a member of this family’s newest generation.
  You are dextrous, quick-witted, and small of frame. Your Dexterity, Intelligence, and Charisma begin at 10, your Strength begins at 6, and 
  all of your other ability scores begin at 8.
  How did you come to the lands of men?
  
  Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d8
  You interact rarely with most of the villagers. The other characters became your fast 
  friends, however. Who else became your friend?
  Gain
  1
  The innkeep loves your company and your stories.
  +2 Cha, +1 Int
  2
  You often trade chores with a local craftsman.
  +2 Dex, +1 Wis
  3
  You sometimes work with a local merchant.
  +1 Dex, +1 Int, +1 Cha
  4
  You befriended a great bear who lives in the forest near the village.
  +2 Str, +1 Cha
  5
  The witch treats you as one of her friends.
  +2 Con, +1 Wis
  6
  You are fascinated by the old mill, the miller, and his family. 
  +2 Int, +1 Str
  7
  Often you help one of the village elders with chores. 
  +1 Str, +1 Con, +1 Cha
  8
  Instead of making human friends, you befriended the mice about town.
  +2 Wis, +1 Dex
  You worked for many generations as the protector of a local family. You become a level 1 Rogue-Mage. You gain the class 
  abilities Sense Magic and Spell Casting, and the skill Stealth. The tables below will tell you your spells and other abilities.  
  What has happened since you settled here and adopted a human family?
  1d6
  How did you first become attached to your human family?
  Gain
  1
  Generations ago, you saved the family from a dark spirit that was haunting them.
  +2 Int, Skill: Forbidden 
  Secrets, Spell: Abjuration
  2
  The grandfather of the family saved you from a bear, and you have been waiting for the chance 
  to return the favor. 
  +2 Wis, Skill: Survival, 
  Spell: Friend’s Call
  3
  When you first met the family, you used your faerie magic to toy with them. Later, as you grew 
  to love them, you stayed around to help.
  +2 Dex, Skill: Trapping, 
  Spell: Masked Image
  4
  Many winters ago, when an angry mob came for the grandparents because of a misunder-
  standing, you cloaked the house in illusion.
  +2 Con, Skill: Athletics, 
  Spell: Greater Illusion
  5
  When their business was failing, the family began leaving gifts for any who would help. 
  +2 Str, Skill: a crafting 
  skill, Spell: Night Craft
  6
  During the Lean Winter, this family was the only one to give you proper hospitality.
  +2 Cha, Skill: Etiquette, 
  Spell: Night Craft
  1d6
  What village secret do you alone keep?
  Gain
  1
  One of the elders betrayed the village to a group of barbarian raiders long ago.
  +2 Int, +1 Wis, 
  Skill: Forbidden Secrets
  2
  The ghost of one of the founders haunts the inn. 
  +2 Cha, +1 Dex, 
  Skill: Alertness
  3
  A hidden cache of cursed treasure lies at the bottom of a village well.
  +2 Dex, +1 Con, Skill: 
  Athletics
  4
  You know where the horn of a mighty hero of old is hidden.
  +2 Wis, +1 Cha,  
  Skill: Command
  5
  You have seen the old lord guarding his tomb beneath a weeping willow in the forest.
  +2 Con, +1 Wis, 
  Skill: Survival
  6
  A gateway to the faerie lord’s court lies hidden in plain sight within the village. 
  +2 Int, +1 Cha, 
  Skill: Faerie Lore
  
  Copyright © 2016 Flatland Games, icons by Lorc under CC-BY
  1d6
  After many years of service, why are you ready to go on adventures with your 
  friends? The charge to your right helped you decide.
  Gain
  1
  You have learned that a dark and deadly faerie holds an ancient grudge against the family and 
  is seeking revenge. The charge to your right has only recently learned of this danger, and 
  gains +1 Int. 
  +2 Int, Skill: Faerie Lore, 
  Spell: Hunger and Thirst
  2
  One of the grandparents in the family made you promise to show the world to the child and 
  teach hard lessons. The charge to your right is ready for the challenge, and gains +1 Con.
  +2 Con, Skill: Command, 
  Spell: Word of Courage
  3
  You have become bored with housework and are ready for something more exciting. The 
  charge to your right is thrilled by this prospect, and gains +1 Cha.
  +2 Cha, Skill: Survival, 
  Spell: Healing Touch
  4
  The Horned King almost rode you and your charge down while you were wandering through 
  the woods. The charge to your right helped you escape and knows now that if the King 
  returns you cannot remain idle, and gains +1 Dex. 
  +2 Dex, Skill: Stealth, 
  Spell: Elf Shot
  5
  You have decided to win a great fortune for the family so that it will never fall on hard times. 
  The charge to your right is ready to seek treasure with you, and gains +1 Int.
  +2 Int, Skill: Alertness, 
  Spell: Sanctuary of Peace
  6
  One of the family members was killed by a wicked group of bandits. The charge to your right 
  has decided that the two of you must make the world safer, and gains +1 Cha.
  +2 Cha, Skill: Investigation, 
  Spell: True Strike
  1d6
  What is your favorite task around the house?
  Gain
  1
  Collecting and hoarding things. 
  +2 Dex, a single hair from 
  each of the villagers
  2
  Caring for the animals.
  +2 Wis, 
  an animal friend
  3
  Tending the stew pot at night.
  +2 Str, 
  an iron ladle 
  4
  Scouring the chimney.
  +2 Con, 
  a bag of soot
  5
  Mending broken things.
  +2 Int, 
  a hammer and tongs
  6
  Comforting those with bad dreams.
  +2 Cha, 
  a storybook
  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 Gnomish Godparent begins with the following 
  equipment: a pocket knife, simple clothing, cleaning sup-
  plies, a battle-tested broom, and 6d6 silvers worth of odds 
  and ends.
  4. Pick an alignment. Your character may be Lawful, Cha-
  otic, or Neutral. If you can’t decide, simply choose to be 
  Chaotic like the other faerie lords.
  5. Your Base Attack Bonus comes from your class. As a 
  level 1 Gnomish Godparent, you have a BAB of +0
  6. Your Initiative is equal to your level, plus your Dexterity 
  bonus, plus 2 for being a Gnomish Godparent.
  7. Your Armor Class is 10, plus your Dexterity bonus, plus 
  the bonus of any armor you have, plus 1 for being a gnome.
  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 © 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: d8
  Initiative Bonus: +2
  Armor: The Gnomish Godparent may only wear leather armor.
  Highly Skilled: Rogues receive two additional skills at fi rst 
  level. Your Playbook has already given you your extra skills. 
  Rogues gain an additional skill every odd numbered level 
  thereafter (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.
  Spell Casting: The Gnomish Godparent may cast spells 
  like a mage, but does not have access to cantrips or rituals. 
  Note that, as a gnome, the Godparent does have the Glam-
  our Weaving cantrip.
  Sense Magic: The Gnomish Godparent may sense magic as 
  a mage. See p.12 of Beyond the Wall and Other Adventures 
  for details.
  Gnome: As a gnome, you also have the Gnomish Glamour, 
  Hard to Catch, Small Stature, and Vulnerable to Meteoric Iron 
  special rules, found on p.12 of Heroes Young and Old. 
  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
  14
  15
  13
  12
  11
  2
  2,500
  +1
  14
  15
  13
  12
  11
  3
  5,000
  +1
  14
  15
  13
  12
  11
  4
  10,000
  +2
  14
  15
  13
  12
  11
  5
  20,000
  +2
  14
  15
  13
  12
  11
  6
  40,000
  +3
  13
  13
  11
  10
  9
  7
  80,000
  +3
  13
  13
  11
  10
  9
  8
  150,000
  +4
  13
  13
  11
  10
  9
  9
  300,000
  +4
  13
  13
  11
  10
  9
  10
  450,000
  +5
  13
  13
  11
  10
  9
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Playbooks/Beyond the Wall Elves Dwarves Fae/Beyond the Wall Gnomish Godparent.pdf