TEXT: Beyond the Cave
  1 
  There are, far from the lands of men, tribes of intel-
  ligent bears with the power of speech. They are social 
  creatures who enjoy good drink and food, and ferocious 
  fighters who battle evils unheard of by most humans. 
  They throw great feasts after battle and boast of their 
  exploits.
  Legends tell of tribes who long ago aligned them-
  selves with humans and lived in harmony with them, 
  but no one believes any such arrangements still exist. 
  Occasionally, however, one of these greater bears will 
  wander into civilized lands and befriend a group of 
  humans.
  Bear Characters
  This pack contains a Character Playbook for just such a 
  bear who has made his home in the characters’ village. 
  You can also create other bear characters in the same 
  manner as any other player character by following the 
  rules below. All greater bears have the following char-
  acteristics:
  No Hands! - While greater bears are as intelligent as 
  men and capable of speech, they lack hands and can 
  only manipulate the crudest of tools, and even then 
  with great difficulty. They are capable of cooking on 
  open flames and perhaps stirring pots, but sewing is 
  out of the question.
  Bears may not use weapons of any kind. They cannot 
  wear most armor, though it is possible that a skilled 
  craftsman could make them a special set at great 
  expense. They also find it difficult or impossible to use 
  most magical items. They can decorate themselves with 
  some pieces of jewelry, however.
  Natural Weaponry - While greater bears may never 
  use weapons, they cause 1d6 damage with their claws 
  and 1d8 with their bite. They also have thick hides, 
  providing a natural AC of 13.
  Swift - Like many monsters, greater bears can attack 
  several nearby foes at once. If there are enough foes in 
  its immediate range, greater bears may claw twice and 
  bite once per round. Note that they may only attack any 
  one target once per round.
  A Note
  Bears of this sort can be tricky to use in a campaign. 
  Their ability to attack several times per round and likely 
  high Strength score can make them seem like very 
  powerful characters early on. On the other hand, the 
  fact that they can use little to no equipment or magical 
  items can prove a serious hindrance in a long-running 
  campaign. Bears also sometimes have difficulty getting 
  strangers to listen to them, and climbing ladders can 
  prove to be very problematic.
  The gamemaster and group should give special consid-
  erations to bear characters. It is probably best if there 
  is only one of these characters in the group, though 
  it might be interesting to try a campaign following a 
  whole group of bears in their own native lands. Such a 
  campaign could even feature other intelligent animals 
  designed by the group using the bears as their model. 
  Multiclass Characters
  The Village Bear Character Playbook included in this 
  set is a multiclass character and is fairly straightfor-
  ward to use. You can review the rules for multiclass 
  characters on p.25 of the ‘Core Rules’ booklet. The 
  Village Bear Character Playbook has all of the rules for 
  its class combination  on the last page of its document.
  The Village Bear
  The Village Bear is a hybrid of the warrior and rogue 
  classes with all the unique abilities described above. 
  It has access to the Knacks of the warrior class and 
  the greater Fortune Points normally associated with 
  rogues.
  Beyond the Cave
  an UnUsUal PlayBook
  for Bailywolf
  
  2            
  Beyond The Wall and Other Adventures
  Bears and More
  Below are several NPCs and monsters which work 
  well with the Village Bear Character Playbook. They 
  are provided without names and with only loose char-
  acter sketches so that you can easily work them into 
  your home setting.
  The Betrayer
  Sometimes a greater bear forgets all that is good and 
  becomes a terror to men.
  Hit Dice: 5d10 (28 HP)
  AC: 16
  Attack: +5 to hit, 1d6 damage (claw), 1d8 (bite)
  Alignment: Chaotic
  XP: 275
  Notes: Speech (all greater bears can speak the tongues 
  of men), Swift (if there are enough foes in its imme-
  diate range, the bear may claw twice and bite once per 
  round. Stay away!)
  Mother Bear, A Spirit
  A spirit of ferocity and wisdom, the Mother Bear has 
  been known to provide guidance to lost travelers, look 
  over bear tribes, and protect the sanctity of the wilds.
  Hit Dice: 10d8 (45 HP)
  AC: 19
  Attack: +10 to hit, 1d8 damage (claw), 1d12 (bite)
  Alignment: Neutral
  XP: 2,600
  Notes: Incorporeal (Mother Bear has no physical 
  form, and is only affected by magic and silver), Swift (if 
  there are enough foes in her immediate range, Mother 
  Bear may claw twice and bite once per round), True 
  Name (Mother Bear has a true name which gives her 
  foes power over her)
  The Lost Cub
  This small bear makes its home somewhere near to the 
  characters’ village, and would probably be surprised to 
  find another of its kind in the area.
  Hit Dice: 2d10 (9 HP)
  AC: 13
  Attack: +2 to hit, 1d4 damage (claw), 1d6 (bite)
  Alignment: Neutral
  XP: 50
  Notes: Speech (all greater bears can speak the tongues 
  of men), Swift (if there are enough foes in its imme-
  diate range, the bear may claw twice and bite once per 
  round. Stay away!)
  The Ursine Mystic
  All bears who know the mystic recognize her as a wise 
  leader and great counselor. She leads a sizeable tribe 
  of bears in their forest home.
  Hit Dice: 6d8 (27 HP)
  AC: 15
  Attack: +6 to hit, 1d6 damage (claw), 1d8 (bite)
  Alignment: Neutral
  XP: 520
  Notes: Magic (the Ursine Mystic may cast six spells 
  per day; she is particularly fond of Entanglement and 
  Terrifying Presence), Speech (all greater bears can 
  speak the tongues of men), Swift (if there are enough 
  foes in its immediate range, the bear may claw twice 
  and bite once per round. Stay away!)
  The Wicked Hunter
  This unscrupulous man has made a sport of hunting 
  greater bears and other intelligent beasts in the 
  forests. He doesn’t care who or what gets caught in his 
  dangerous traps.
  Hit Dice: 4d8 (18 HP)
  AC: 14
  Attack: +3 to hit, 1d8 damage (longbow)
  Alignment: Chaotic
  XP: 160
  Notes: Cruel Traps (the Wicked Hunter makes espe-
  cially clever and cruel traps that are difficult to spot 
  [-2], and worse to escape [-4])
  
  Beyond the Cave
  3 
  Beyond the Wall and Other Adventures uses several terms and names that are Copyright 2000-2003 Wizards of the Coast, Inc. These terms 
  are used under the terms of the Open Game License v1.0a, and are designated as Open Content by that license.
  All proper nouns, names, product line, trade dress, and art is Product Identity. Everything else is open game content.
  Share and enjoy.
  --------------------------------------------------------------------------------
  OPEN GAME LICENSE Version 1.0a
  The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.
  1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or 
  other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise 
  distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product 
  Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, 
  including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identify-
  ing marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, 
  formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, 
  personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any 
  other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” 
  means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the 
  Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” 
  means the licensee in terms of this agreement.
  2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this License.
  3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
  4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms 
  of this License to Use, the Open Game Content.
  5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You 
  have sufficient rights to grant the rights conveyed by this License.
  6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content 
  you Distribute.
  7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with 
  the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work con-
  taining Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity 
  in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title 
  and interest in and to that Product Identity.
  8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
  9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute 
  any Open Game Content originally distributed under any version of this License.
  10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
  11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to 
  do so.
  12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or 
  governmental regulation then You may not Use any Open Game Material so affected.
  13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sub-
  licenses shall survive the termination of this License.
  14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
  15 COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
  Beyond the Wall and Other Adventures, Copyright 2012-2013, Flatland Games, llc.
  Beyond the Wall - Beyond the Cave, Copyright 2014, Flatland Games, llc.
  System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Red-
  man, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Beyond the Cave.pdf