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Tails and Paws

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Tails and Paws

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Tails and Paws

An Unusual Playbook

Sometimes, deep in the forests or in small caves in Magical Affinity - These foxes have a natural gift with
rolling foothills, a very special fox is born, every bit as magic and bring good luck to sorcerers. If a friendly fox
smart as a human and touched by magic. These foxes is in near range, a spellcaster may ignore the ill effects of
grow a bit larger than their normal kin, have fur of a a single failed cantrip casting once per day. Additionally,
deep red or shining silver, and, occasionally, more than if the fox actively participates in the casting of a ritual as
one bushy tail. They are sociable creatures, and love a helper, the caster receives a +2 bonus to the roll; only
visiting the settlements of humans or joining faerie one fox may assist a ritualist in this manner at a time.
gatherings in magical places. They can speak human
tongues clearly and are attracted by the power of A Note
sorcerers, whose company they particularly enjoy. As Like the greater bears of Beyond the Cave, foxes of this
these foxes are so rare and so social, they often travel far, sort can be tricky to use in a campaign. The fact that
getting into trouble in this place and that. They like to they can use little to no equipment or magical items can
play tricks on people, collect unusual things, and make prove a serious hindrance in a long-running campaign,
many friends; they are very good at all these things. though it is not insurmountable. On the other hand,
they can greatly increase the power of mages in the
Fox Characters group, and their ‘keen senses’ rule can greatly help the
This pack contains a Character Playbook for just such a investigative prowess of a party. Their special helping
special fox who has settled in or around the characters’ bonuses are a nice boost if there is only one other spell-
village. The players or gamemaster can also create fox caster in the group, but might become overwhelming
characters in the same manner as any other fantastic in a magic-heavy campaign.
creature by following the rules below. All of these foxes
have the following characteristics: The gamemaster and group should give special consid-
erations to fox characters. It is probably best if there is
Keen Senses - Foxes have keen eyes and an incredible only one in the group, though it might be interesting to
sense of smell. They receive a +2 bonus to any and all try a campaign following a whole group of these special
ability score checks in which these senses play a roll. creatures as they travel the land, seeking adventure and
getting into all sorts of trouble.
No Hands! - While foxes are as intelligent as men and
capable of speech, they lack hands and can only manipu- Multiclass Characters
late the crudest of tools, and even then with great diffi- The Trickster Fox Character Playbook included in this
culty. They are capable of cooking on open flames and set is a multiclass character and is fairly straightfor-
perhaps stirring pots, but sewing is out of the question. ward to use. You can review the rules for multiclass
characters on p.31 of the Beyond the Wall and Other
Foxes may not use weapons of any kind. They cannot Adventures booklet. The Trickster Fox Character Play-
wear most armor, though it is possible that skilled book has all of the rules for its class combination on the
craftsman could make them a special set at great last page of its document.
expense. They also find it difficult or impossible to use
most magical items. They can decorate themselves with The Trickster Fox
some pieces of jewelry, however. The Trickster Fox is a hybrid of the rogue and mage
classes with all the unique abilities described above.
Natural Weaponry - While foxes may never use weapons, It has access to Fortune Points as the rogue class and
they cause 1d6 damage with their bite. They have thick fur may cast spells, but not cantrips or rituals, as a mage.
and small stature, providing a natural AC of 12.
Tails and Paws 1
Foxes and More
Below are several NPCs and monsters which work well Reynard
with the Trickster Fox Character Playbook. They are A storied trickster fox, Reynard is both sly and selfish,
provided without names and only loose character sketches but he is even more charming, befriending all of those
so that you can easily work them into your home setting. that he meets. He is always put upon by his uncle, the
wolf Isengrim. Should Reynard come to the village,
The Abandoned Pup things will get very interesting very quickly, and he
This special fox was born near the village only a few could certainly become friend or foe to the player char-
months ago. Due to either foul play or an accident, it acters.
finds itself orphaned and alone.
Hit Dice: 4d8 (18 HP)
Hit Dice: 1d8 (5 HP) AC: 13
AC: 12 Attack: +2 to hit, 1d6 (bite)
Attack: +0 to hit, 1d4 damage (bite) Alignment: Chaotic
Alignment: Neutral XP: 220
XP: 15 Notes: Spell Casting (Reynard may cast four spells
Notes: Magical Affinity (if the fox actively participates per day; he particularly likes to cast Veil of Sleep,
in the casting of a ritual as a helper, the caster receives Opening Touch, and False Friend), Magical Affin-
a +2 bonus to the roll) ity (if the fox actively participates in the casting of a
ritual as a helper, the caster receives a +2 bonus to the
The Elder Fox roll), The Bravest Fox (often to his detriment, Rey-
The elder fox has had many adventures and seen much nard is extremely brave, and is immune to any fear
of the surrounding lands. He has probably forgotten inducing effects)
more about the peoples of the earth than many scholars
will ever know. No longer interested in games or The Werefox
travels, the elder fox lives in a humble burrow and often This rare and dangerous creature may be related to the
distrusts visitors. The elder fox can provide a great deal special foxes in some way, or may be another type of
of information to heroes who get in his good graces, but magical being altogether. The werefox is a dangerous
the information is often flawed. and proud man or woman, able to assume the shape
of a large fox, and wicked beyond imagination. The
Hit Dice: 6d8 (27 HP) werefox hunts for sport and likes to toy with its prey.
AC: 16 Lands infested with these creatures often become dark,
Attack: +3 to hit, 1d6 damage (bite) hostile, and cursed places.
Alignment: Neutral
XP: 460 Hit Dice: 4d8 (18 HP)
Notes: Great Knowledge (the elder fox can provide AC: 15
lore about the world to a character; the character in Attack: +3 to hit, 1d6 (bite)
question should make a Charisma check, and the GM Alignment: Chaotic
should use the margin of error to determine how true XP: 220
or false the information is), Magical Affinity (if the Notes: Dangerous Jaws (the werefox may bite twice
fox actively participates in the casting of a ritual as in a single round), Shapeshift (werefoxes may assume
a helper, the caster receives a +2 bonus to the roll), the shape of an ordinary man or woman), Spread
Ritual Caster (the elder fox may cast rituals as a level Curse (any who lose at least half of their hit points to a
6 mage; his Intelligence and Wisdom are assumed to werefox’s physical attacks will become werefoxes them-
be 12 for the purpose of the casting roll) selves unless the disease is cured or curse lifted)

2 Beyond The Wall and Other Adventures


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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.

Beyond the Wall - Tails and Paws, Copyright 2019, 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.

Tails and Paws 3

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