Dwarves, Elves,
and Halflings
Table of Contents
Fae Characters 2
Unusual Visitors 3
Design: John Cocking and Peter S. Williams
Development: Flatland Games
Writing and Layout: Peter S. Williams
Art: Erin Lowe
Editing: Harold Cranford (but he doesn’t do numbers)
Graphics Whip: Jesse Wolf
Internal Playtesting: Control Group B, The Adventurers, Lori Campbell,
Harold Cranford, Geoff Higgins, Scott Rewerts, Ian Williams, Jillian B. Williams
Special Thanks: Brian Lewis
Our sincere thanks to all the people on dragonsfoot, rpg.net, and elsewhere for playtesting,
feedback, and encouragement
meae uxori pulchrae quae mihi semper suffragatur
published by Flatland Games
www.flatlandgames.com
Copyright © 2012-2013 Flatland Games, icons by Lorc under CC-BY
Dwarves, Elves, and Halflings 1
Fae Characters
The Character Playbooks included in this set do not New Spells
represent humans, but some of the other inhabitants The following new spells are available to any mage.
of the world. While it would certainly be possible to
play a game with only elves or dwarves set in one of Elf Shot
their own communities, these Playbooks assume that Range: Touch
such creatures are rare and often feared in the lands Duration: 5 rounds
of men. A character made using these Playbooks will Save: special
be a wanderer or outcast from his own people who has By humming gently over an arrow or other missile, the
since reached human lands, settled in the village, and caster imbues it with a powerful and poisonous magic. If
made friends with the other characters. the arrow strikes a target before the duration of the spell
ends, that target must make a saving throw vs. poison
Multiclass Characters or become completely unable to move for 1d10 rounds.
Four of the Character Playbooks included in this set
are for multiclass characters. These are fairly straight- Faerie Cloak
forward to use. You can review the rules for multiclass Range: Near
characters on p.25 of the ‘Core Rules’ booklet. Each of Duration: 1 round/level
the multiclass Playbooks in this set has all of the rules Save: no
for its class on the last pages of the document. The caster softly sings an ancient elvish incantation and
a silvery mist rises around her and her companions,
The Dwarven Rune Caster which dissipates almost immediately. The shapes of
This character is a hybrid of the warrior and mage the caster and up to six of her companions blend into
classes. The character is a mighty warrior who their surroundings, becoming very difficult to see. For
augments his combat skills with ancient lore and spells, the short duration of the spell, all of those affected gain
though he may not cast cantrips or rituals. a +2 bonus to any attempts to sneak or remain hidden.
The Elven Highborn Searing Heat
This is a classic warrior-mage and comes equipped Range: Near
with a magical elven sword. She may cast cantrips and Duration: 7 rounds
rituals as a mage, but not spells. Save: no
Searing Heat causes a single metal object in Near range
The Elven Ranger to become extremely hot. Normal creatures immedi-
This is a highly skilled woodsman who sings faerie ately drop any such object they are holding, while those
songs, and is a hybrid of the rogue and mage classes. wearing metal armor take a single point of damage
This character has fewer Fortune Points as all elves do, every round until they remove the heated armor.
but has a great many skills and some interesting spells.
Warping Song
The Halfling Outrider Range: Near
This character is a warrior of the small folk with the Duration: Instant
extra Fortune Points of a rogue. His lack of Strength Save: no
can make things difficult for him, but he makes up for This spell causes a single, non-magical object made of
it with his specialized weapon. He also comes with his wood within Near range of the caster to warp into a
trusted mount, a pony with unusual capabilities. useless or damaged state; a bow becomes completely
useless, a boat springs a leak, or a door springs open.
2 Beyond The Wall and Other Adventures
Unusual Visitors
Below are several NPCs for you to use in your games. The Halfling Tinker
They are provided without names and with only loose An attractive young halfling lass who travels from
character sketches so that you can easily work them village to village, the tinker is likely to be a source of
into your own home setting. useful information.
The Black Worg Hit Dice: 1d6 (4 HP)
This ferocious beast is being tracked by the Wild Hunt. AC: 10
Attack: +0 to hit, 1d6 damage (walking stick)
Hit Dice: 4d8 (18 HP) Alignment: Chaotic
AC: 16 XP: 10
Attack: +4 to hit, 1d10 damage (bite)
Alignment: Chaotic The Last Clansman
XP: 110 This unfortunate dwarf’s entire clan has been destroyed
in a catastrophe, and now he wanders the land, seeking
The Dwarven Smith revenge and his own death. He is a mighty warrior, and
This young dwarf has stumbled on a rare find: a chunk might be convinced to stand beside the characters in
of meteoric iron, but he doesn’t have the skill to work it. battle for a brief time.
Hit Dice: 1d8 (5 HP) Hit Dice: 3d10 (17 HP)
AC: 10 AC: 15
Attack: +0 to hit, 1d8 damage (battle axe) Attack: +5 to hit, 1d10+4 damage (great axe)
Alignment: Neutral Alignment: Chaotic
XP: 15 XP: 80
Notes: True Name (the the dwarven smith has a true Notes: True Name (the the last clansman has a true
name which gives his foes power over him) name which gives his foes power over him)
The Erl King The Worker Faerie
A mighty faerie lord, the Erl King rules an enclave Unusual for a faerie, this small, bearded fellow is
of the fae somewhere near the village. He is fell and obsessed with order. He lives unseen in the village and
dangerous, but also capricious and playful. Legends straightens things, whether their owners want them
say that he has sent many brave adventurers on their straightened or not. Sometimes his meddling is an
first quests. unlooked for blessing, other times a curse.
Hit Dice: 7d10 (43 HP) Hit Dice: 2d8 (9 HP)
AC: 18 AC: 14
Attack: +7 to hit, 1d8+6 damage (magic blade) Attack: +1 to hit, 1d4 damage (dagger)
Alignment: Chaotic Alignment: Lawful
XP: 450 XP: 75
Notes: Magic (the Erl King may cast any ritual of level Notes: Invisibility (the worker faerie may only be seen
7 or below; he may also use any cantrip; his Intelligence in the light of a full moon), True Name (the the worker
and Wisdom are assumed to be 16 for casting rolls), faerie has a true name which gives his foes power over
True Name (the Erl King has a true name which gives him)
his foes power over him)
Dwarves, Elves, and Halflings 3