0% found this document useful (0 votes)
326 views52 pages

Romance of The Perilous Land 260217

Uploaded by

bob marely
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
326 views52 pages

Romance of The Perilous Land 260217

Uploaded by

bob marely
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 52

ROMANCE of

the

PERILOUS LAND
A Roleplaying Game of British Folklore

Scott Malthouse

Raiyan Solaiman (Order #37576378)


ROMANCE
OF THE PERILOUS LAND

Written by Scott Malthouse


Art by Fat Goblin Games, Sine Nomine Publishing, Public Domain
Made using the Wizards of the Coast OGL

With thanks to Stephen Bottomley, Peter Clifton, and David Wilson

Trollish Delver Games

Raiyan Solaiman (Order #37576378)


Contents

Welcome to Romance of the Perilous Land……………………3


Creating your character…………………………………….……...5
Knight……………………………………………………………………....7
Ranger……………………………………………………………………...9
Thief………………………………………………………………………..11
Cunning Folk……………………………………………………………... 13
Barbarian…………………………………………………………………..15
Bard………………………………………………………………………...17
Character Backgrounds…………………………………..……….19
Weapons, Armour and Items……………………………………..20
Playing the Game…………………………………………………..23
Combat………………………………………………………………...…..24
Saving Throws…………………………………………………………….26
Healing & Dying………………………………………………………….27
Character Advancement………………………………………………....27
Rules for Magic…………………………………………...….2​8
Spell Table……………..………………………………………………....29
Items of Wonder……………………………………………...31
The Perilous Land…………………………………………….35
The Perilous Land Bestiary…………………………………….....38

Raiyan Solaiman (Order #37576378)


Welcome to Magic is also fickle, having both risks and reward

Romance of the
for those who wield it. Trying to cast a spell
above your ken could be disastrous, but that

Perilous Land
doesn’t stop you from trying when in dire straits.

Romance of the Perilous Land ​is a game very Who are the
players?
much inspired by the oldest fantasy roleplaying
game created in the 1970s, but it is also its own
creation. Rather than mixing lots of fantasy tropes
and world folklore like the original game, In ​Romance of the Perilous Land​, the players
Romance of the Perilous Land ​is firmly set it the take on the role of heroes who are roaming the
world of British folklore, from the stories of King land hunting evil creatures and righting wrongs.
Arthur to the wonderful regional tales found Like with many good folk tales morality is black
throughout this green and pleasant land. As the and white - there are good guys and bad guys.
name suggests, this is a world of romantic The players are righteous and true, but don’t take
chivalry, but also of great danger posed by that to mean that they can’t be flawed too.
thieving brigands, evil knights and greedy giants.
Creatures are quite rare and often hidden until The players are building their own legends. By
they are angered by the machinations of the time they reach level 10, the final level, they
humanity. In the Perilous Land you won’t find will have songs sung about them and books
hundreds of dragons flocking the sky, but legends written about them for centuries to come. The
of a single Long Worm who has existed since time beauty is that the players get to watch their own
immemorial. Monsters are beings of wonder and legends flourish, with their trials and also their
terror, where just a group of mischievous triumphs.

Is it compatible
boggarts can be the reason for an entire quest.

with other ‘OSR’


Similarly, the Perilous Land is a place that magic
exists, but is rare and wonderful - reserved only

games?
for the powerful few, like Merlin in the tales of
King Arthur. There are no +1 magic swords in this
game - enchanted items are few and far between,
wielded by the most powerful beings. Magic is
mysterious and otherwordly, but it can also be The original fantasy roleplaying game has
subtle. The magicians of the world, the so-called spawned many excellent creations in recent years
cunning folk, will not be raining showers of flames under the collective banner of the Old School
upon their enemies, but they will be altering their Renaissance, or Old School Revival (OSR).
form, creating illusions and calming great beasts.

Raiyan Solaiman (Order #37576378)


Romance of the Perilous Land​ has taken a lot of and more. They facilitate the game and uphold
inspiration from these games while also being a game the rules, keeping the action flowing so that
in its own right. There should be no problem using everyone has an excellent time.
many of the adventures published for the OSR with
this game. The main difference in this game is how Games of ​Romance of the Perilous Land​ are
magic is handled, using a spell point system rather played with an array of unusual dice: four-sided
than a system where spells are used up ‘per day’, (d4), six-sided (d6), eight-sided (d8), ten-sided
however it shouldn’t take much tinkering to balance (d10), twelve-sided (d12) and twenty-sided
existing published adventures out. (d20). Each player also gets a character sheet

Where does the


that explains their character’s statistics, what
they are good and not so good at. Games can be

game take place?


optionally played with grid-paper and
miniatures to represent where the characters
are at a given time, but some people prefer the
‘theatre of the mind’ approach - either way
Romance of the Perilous Land​ is set in the works just fine.
eponymous Perilous Land. This is a country analogous
to Great Britain, but split into multiple kingdoms. The Players will also require pencils, erasers, a
Perilous Land is a medieval realm inspired directly by notebook and some healthy snacks for the
Britain’s past. session (carrot sticks are always a winner).
Sessions tend to last for a few hours, so it’s good
These rules contain some details about the Perilous to keep fed and hydrated as you play.
Land setting.

What exactly is a
roleplaying game?
A roleplaying game is a type of group storytelling
game. It blends improvised acting with a game,
producing a structured narrative where players take
on the role of different characters in a fantasy world.
However, one player does not play a character, but
rather the referee or the ‘Game Master’ (GM for short).
It’s this player’s job to run adventures, create towns,
cities, underground layers, monsters, non-playing
characters (NPCs)

Raiyan Solaiman (Order #37576378)


Creating your ● Endurance:​ How hardy a character is.

character
This attribute is used for testing
resistance against poison and other
harmful effects.
● Mind:​ How intelligent and wise a
Your character will be written on a character sheet,
character is. This attribute is used for
which will lay out her name, class, attributes,
casting spells.
equipment, health and more. You will need a sheet
● Charisma:​ How diplomatic, attractive
of note paper to jot down your character’s
and well-spoken a character is. This
statistics.
attribute is used for social interactions
and resisting enchantments.
For each attribute explained in the character
attributes section roll 3d6 and noting the total
scores by the attribute names. If you are unhappy
with your results, check with the GM as to whether
you may re-roll any or all attributes.

You must meet the ​primary attribute requisite ​of


a character class if you want to play as that class.
Note down any special abilities you receive from
character class, along with any spells if you’re a
Cunning Folk.

You also have the option to select a ​Background


for your character once you have chosen your
Each class also has a set of skills that represent
class.
what the character excels at. Skills are tied to a

Character Attributes
specific attribute and allow a character to roll
with advantage when using a relevant skill.

There are five main attributes a character has that


Along with skills, classes have Class Features,
sums up her strengths and weaknesses. These are
which are special abilities that a class gains
as follows:
when it levels up.

● Might:​ How strong a character is and how Roll your class Hit Die to get your Hit Points, or
well she performs in ​melee​ combat.
HP. This is represents how many hits you can
● Reflex:​ How nimble and dexterous a
take before you go down in combat.
character is and how well she performs in
ranged​ combat.

Raiyan Solaiman (Order #37576378)


Next, roll for your starting money. Generally your Character Classes
character will start with 3d6 times 10 gold pieces, There are six classes to choose from, each with
but ask the Game Master before rolling. their own part to play in your shared stories.
Players should try to use a variety of classes to
Now, purchase equipment for your character, as
form a good, and interesting, team of adventurers.
shown in the Items section. Write your purchases on
The classes are as follows:
your character sheet, and note how much money
remains afterward. Make sure you understand the ● Knight
weapon and armor restrictions for your class before ● Ranger
making your purchases. ● Cunning Folk
● Thief
Finally, if you haven't done so already, name your
● Barbarian
character and write a short background for her.
● Bard

The following section contains information for


each class, including Class Features and levelling
tables.

Raiyan Solaiman (Order #37576378)


Knight
HD:​ 1d10 + 2 They have taken an oath to cleanse the Perilous
Land from evil, wherever it may be and will not
Primary attribute requisite​: Might 12 rest until their job is done. While most Knights
Weapon Proficiency: Light, Medium and Heavy come from noble bloodlines, some have showed
enough promise on the battlefield to have been
melee. Light and Medium ranged.
given the title despite their background.

You may want to play a Knight if…


Armour Proficiency:​ Light, Medium and Heavy.

Skills: Intimidate (Might), Monster Knowledge


(Mind), Battle Tactics (Mind). ● You want to help people in need
● You want to get stuck into the fight
Knights thrive in the heat of battle, meeting their ● You want to live by a chivalric code
enemies in close quarters and despatching of them ● You want to be loyal and upstanding

Typical Knight Names


swiftly and violently. They are masters of many
weapons and often wade into the fray armed to the
teeth. Knights live by a code of chivalry and honour. Male: Lord Geoffrey of Tindale, Martin the Bold,
Sir Peter the Honour Blade.

Female: Beatrice of Gunford, Matilda the


Fearless, Lady Emma of Dunbridge.

Class Features
Level 1: ​Help the Defenseless: On anyone’s turn a
Knight adjacent to someone who has taken damage
may take this damage instead.

Level 3: ​Slayer: Select a favoured weapon - the


Knight rolls with advantage on attacks with a
favoured weapon.

Level 5​: Never Surrender: The Knight can still


perform a single action until she reaches negative a
quarter of her HP.

Level 7: Valiant Effort: Once per combat as an


action the Knight may replenish her or an ally’s
armour points.

Level 9: ​Double strike: ​The Knight may attack two


times on their turn as an action.

Raiyan Solaiman (Order #37576378)


Level Knight Class Advancement

1 Class Feature: Help the Defenseless

2 +1 to attributes

3 Class Feature: Slayer

4 +1 to attributes

5 Class Feature: Never Surrender

6 +1 to attributes

7 Class Feature: Valiant Effort

8 +1 to attributes

9 Class Feature: Double Strike

10 +1 to attributes

Raiyan Solaiman (Order #37576378)


Ranger
HD:​ 1d8 + 2 Rangers are able to stay alive in the wild, surviving
off berries and small animals. This makes them
Primary attribute requisite​: Reflex 12 perfect companions for long overland journeys
where civilisation may not be seen for many days.
Weapon Proficiency: Light, Medium and Heavy
ranged. Light and Medium melee. You may want to play a Ranger if…
Armour Proficiency:​ Light and Medium. ● You want to use bows to deadly effect
Skills: Tracking (Mind), Climb (Reflex), ● You want to lead the party in the wild
Wilderness Survival (Mind). ● You don’t want to be at the frontline
● You want to be able to heal others

Typical Ranger Names


Expert trackers and wilderness scouts, rangers are
an important part of any army. Often cloaked in
green, faces painted in mud, they creep through Male: Jacob of the Hunt, Reynard the Hardy, Louve
the foliage hunting their quarry, be it beast or the Deadly.
man.
Female: Eleanor of the Woods, Rosalind the
Huntress, Rohesia - Lady of the Wild.

Class Features

Level 1: Herbalism: Once per day a Ranger may test


Mind to make a potion from herbs she has gathered.
The potion heals 1d6 HP and has one use per two
class levels, rounded down.

Level 3: Mortal Enemy: Select a creature to be your


mortal enemy - the Ranger rolls with advantage on
attacks against a mortal enemy. Choose another at
level 7 and at level 9.

Level 5: Deadly Shot: The Ranger does an additional


1d4 damage with a ranged weapon.

Level 7: Split Shot: The Ranger makes two ranged


attacks as an action.

Level 9: Snap Reflexes: Enemies have disadvantage


on ranged attacks made against the Ranger.

Raiyan Solaiman (Order #37576378)


Level Ranger Class Advancement

1 Class Feature: Herbalism

2 +1 to attributes

3 Class Feature: Mortal Enemy

4 +1 to attributes

5 Class Feature: Deadly Shot

6 +1 to attributes

7 Class Feature: Split Shot

8 +1 to attributes

9 Class Feature: Snap Reflexes

10 +1 to attributes

10

Raiyan Solaiman (Order #37576378)


Thief
HD:​ 1d8 + 2 Some of the greatest thieves, such as Robyn of the
Hood, are known throughout the land and have
Primary attribute requisite​: Reflex 12 retired into lives of luxury, although they never
Weapon Proficiency: Light and Medium stop trying to help those less fortunate than them.
ranged. Light and Medium melee. You may want to play a Thief if…
Armour Proficiency:​ Light and Medium. ● You want to attack from the darkness
● You want to use your wits in tough
Skills: Stealth (Reflex), Pick Locks (Reflex),
situations
Bluff (Charisma).
● You don’t want to face enemies head on
Thriving in the shadows in the streets, thieves ● You want to be deceptive to your enemies

Typical Thief Names


strike without warning and before you know it
they're gone. Some thieves have become folk
heroes, stealing from the rich and giving to Male: Tristram the Dagger, The Black Hood, Willet
those less fortunate. the Outlaw.

Female: Bathsheba Shadow Walker, Tibby the


Faceless, Sukie the Shroud.

Class Features

Level 1: Sneak Attack: As an action the Thief can test


stealth to gain advantage on attacks. If an enemy is hit
by the thief, the advantage is lost.

Level 3: Trapfinder: the Thief gets advantage when


attempting to check for and disarm traps.

Level 5: Critical Strike: When the Thief hits with


Sneak Attack, she does 1d6 extra damage.

Level 7: Disguise: The Thief may test Charisma to


disguise herself. Enemies must make a test to
recognise the Thief.

Level 9: Paralysing Strike: When the Thief hits with


Sneak Attack, the enemy cannot move for 1d4 rounds.

11

Raiyan Solaiman (Order #37576378)


Level Thief Class Advancement

1 Class Feature: Sneak Attack

2 +1 to attributes

3 Class Feature: Trapfinder

4 +1 to attributes

5 Class Feature: Critical Strike

6 +1 to attributes

7 Class Feature: Disguise

8 +1 to attributes

9 Class Feature: Paralysing Strike

10 +1 to attributes

12

Raiyan Solaiman (Order #37576378)


Cunning Folk
HD:​ 1d6 + 2 However, some choose to use their powers to
serve their monarch, joining bands of
Primary attribute requisite​: Mind 12 adventurers looking to hunt down evil in the
Weapon Proficiency:​ Light ranged. Light melee. Perilous Land. Some of the most powerful people
in the land are Cunning Folk, including the
Armour Proficiency:​ None. legendary Merlin.

Skills: Magic Knowledge (Mind), Bluff You may want to play a Cunning
(Charisma), Languages (Mind). Folk if…

Cunning folk are masters of the magical arts, ● You want to be able to cast spells
performing wonders and even miracles to the ● You want to play a intelligent character
astonishment witnesses. They are often hired as ● You don’t want to get into the fray
witch hunters, using good magic against those ● You want to wield great power at higher
who practice dark arts. levels.

Cunning folk are usually seen as solitary - Typical Cunning Folk Names
keeping to themselves, prizing knowledge over
Male: Hemarc the Hermit, Tebald the Esoteric,
human companionship.
Sagar - Master of Forbidden Lore.

Female: Adeliz the Wise, Claremonde of the Stars,


Ida the Watcher.

Class Features

Level 1: Spellcasting: A Cunning Folk is able to cast


spells from the spell list. They begin with the same
number of spell points as their Mind attribute.

Level 3: Familiar: A Cunning Folk gains an animal


familiar with HD equal to the class level minus 2 -
select from owl, snake, fox or cat.

13

Raiyan Solaiman (Order #37576378)


Level Cunning Folk Class Advancement

1 Class Feature: Spellcasting

2 +1 to attributes

3 Class Feature: Familiar

4 +1 to attributes

5 +2 spell points

6 +1 to attributes

7 +2 spell points

8 +1 to attributes

9 +2 spell points

10 +1 to attributes

14

Raiyan Solaiman (Order #37576378)


Barbarian
HD:​ 1d10 + 2 You may want to play a Barbarian
if…
Primary attribute requisite​: Might 12
● You want to do a lot of damage in a fight
Weapon Proficiency: Light, Medium and Heavy ● You want to play an outsider
melee. ● You want to be one with the natural
Armour Proficiency:​ Light and Medium order

Skills: Acrobatics (Reflex), Intimidate (Charisma), Typical Barbarian Names


Animal Husbandry (Charisma). Male: Tormod the Bloody, Frangean the Slayer,
Cormag Wolf Friend.
Barbarians live on the edge of society, gathering in
wilderness tribes. They hold ancient traditions Female: Una Beast Tamer, Giorsal the Red,
and are fiercely loyal to their kin. Barbarians are Eithirig of the Hills
able to throw themselves into a blinding rage,
pummeling their enemies without remorse. Barbarian Tribe Names

Barbarian societies venerate animals, with most The Savage Wolf, The Doom Elk, The Blue Adder,
tribes being named after a certain creature, like The Blind Boar, The Bloody Crow.

Class Features
stag or fox. To this end they believe animal life to
be honoured and will only kill one when
necessary. Level 1: Barbarian Rage: Once per combat the
Barbarian may go into a rage. Until the start of the
Barbarian’s next turn, her attacks do an extra 1d6
damage. This is not an action.

Level 3: Form of Stone: The Barbarian gains


advantage on all saving throws.

Level 5: Natural Armour: For every non-magical


attack that deals damage to the Barbarian, reduce
the damage by 1 point. This increases by 1 point
when the Barbarian reaches level 7 and again at
level 9.

Level 7: Burning Rage: When the Barbarian rages


she does an extra 1d8 damage instead of 1d6.

Level 9: Epic Rage: When the Barbarian rages she


does an extra 2d6 damage instead of 1d8.

15

Raiyan Solaiman (Order #37576378)


Level Barbarian Class Advancement

1 Class Feature: Barbarian Rage

2 +1 to attributes

3 Class Feature: Form of Stone

4 +1 to attributes

5 Class Feature: Natural Armour

6 +1 to attributes

7 Class Feature: Burning Rage

8 +1 to attributes

9 Class Feature: Epic Rage

10 +1 to attributes

16

Raiyan Solaiman (Order #37576378)


Bard
HD:​ 1d8 + 2 You may want to play a Bard if…

Primary attribute requisite​: Charisma 12 ● You want to inspire the party


● You want to heal others
Weapon Proficiency: Light and Medium melee. ● You want to entertain
Light ranged. ● You want to be a great talker
Armour Proficiency:​ Light. Typical Bard Names
Skills: Bluff (Charisma), Diplomacy (Charisma), Male: William the Storyteller, Gideon of Tall Tales,
Perform (Charisma). Michael the Traveller.
Bards are poets and musicians, inspiring those Female: Katrina the Songstress, Tabitha the
around them with legendary tales of great heroes and Yarnspinner, Helena the Poet.
songs as old as time. They are even able to magically
heal wounds with their music. Class Features
Level 1: Battle Song: As an action, a Bard may Test
Charisma to sing a battle song. 1d4 allies gain
advantage on attacks and spells until the start of the
bard’s next turn.

Level 3: Replenishing Verse: Once per combat (or


once per hour outside of combat) as an action the bard
may heal a target 1d6 plus the Bard’s level in HP.

Level 5: Tale of Doom: As an action, a Bard may Test


Charisma to give target a disadvantage on attacks until
the start of the bard’s next turn.

Level 7: Inspirational Song: As an action, a Bard may


Test Charisma to sing an inspirational song. All allies
gain advantage on attacks and +2 to damage until the
start of the bard’s next turn.

Level 9: Greater Replenishing Verse: Once per


combat (or once per hour outside of combat) as an
action the Bard may heal 1d6 targets 3d6 HP plus the
Bard’s level in HP.

17

Raiyan Solaiman (Order #37576378)


Level Bard Class Advancement

1 Class Feature: Battle Song

2 +1 to attributes

3 Class Feature: Replenishing Verse

4 +1 to attributes

5 Class Feature: Tale of Doom

6 +1 to attributes

7 Class Feature: Inspirational Song

8 +1 to attributes

9 Class Feature: Greater Replenishing Verse

10 +1 to attributes

18

Raiyan Solaiman (Order #37576378)


Character Background Skills: Religion Knowledge

Backgrounds
(Mind), Linguistics (Mind)

Starting Gear: A holy symbol, priest vestments,


and a vial of holy water.

Seafarer
Once you have a class, you have the option to
select a background for your character.
Backgrounds flesh out your character a bit more,
offering more flavour, some new skills and a Your are happiest when the salt air is filling
handful of starting gear. your lungs and the wind is in your sails. You

Artisan
have travelled far and have a great knowledge
of the oceans and stars.

You were a crafter, someone who works with their Background Skills: Navigation (Mind), Sailing
hands, perhaps doing leatherwork or carpentry. (Reflex)
You have a keen eye for detail and are able to pick
Starting Gear: A sextant, a map of local seas, a
out a flaw in craftsmanship at a single glance.
small telescope, sailor's garb and 4 gold pieces.

Aristocrat
Background Skills: Crafting (Reflex), Appraise
(Mind)

Starting Gear: A leather bolt, a small knife, a set You come from a wealthy family and have
of commoners clothes and a purse containing 4 wanted for nothing. You are who the peasantry
gold pieces. aspires to be, but those lacking noble blood

Outlaw
could never reach your status.

Background Skills: Nobility Knowledge


You were a no-good street rat, a petty thief living (Mind), Riding (Reflex)
from hand to mouth. The streets are your home
Starting Gear: A feathered hat, quality cloak,
and nobody is going to get in your way.
quarterstaff and a leather purse containing 10
Background Skills: Pickpocket (Reflex), gold pieces.
Streetwise (Mind)

Starting Gear: A makeshift dagger, a cloak, a set


of lockpicks and 3 gold pieces.

Priest
You were a member of an order of priests, devout
to the core and never veering from your faith.

19

Raiyan Solaiman (Order #37576378)


Weapons, Armour
and Items
On their adventures, players will need to keep Encumbrance
stocked with various items, weapons and armour.
Characters can carry a number of items equal
Each table below contains the details for the
to their Might score times two. If they carry
things that the players might have to buy during
more, their movement is halved and they take
the game, from daggers to inn rooms. In game,
a disadvantage to Reflex tests. Heavy weapons
these items can usually be bought in markets, but
and armour count as 2 items.
the GM may rule that not everything below is
available from a singular store.

Weapon Name Damage Die Type Cost

Dagger 1D6-1 Light Melee 3gp

Staff 1D6-1 Light Melee 2gp

Sling 1D6-1 Light Ranged 1gp

Shortsword 1D6 Medium Melee 30gp

Club/Flail 1D6 Medium Melee 30gp

Short Bow 1D6 Medium Ranged 30gp

10 x Arrows/Bolts - Ammo 10gp

Longsword 1D6+1 Heavy Melee 90gp

Claymore 1D6+2 Heavy Melee 350gp

Long Bow 1D6 +1 Heavy Ranged 90gp

Heavy Bow 1D6 +2 Heavy Ranged 350gp

20

Raiyan Solaiman (Order #37576378)


Armour Name Armour Points Type Cost

Small Shield 1 Light Armour 30gp

Wooden Shield 2 Medium Armour 60gp

Tower Shield 4 Heavy Armour 100gp

Leather Armour 2 Light Armour 50gp

Chain Armour 4 Medium Armour 100gp

Plate Armour 8 Heavy Armour 350gp

21

Raiyan Solaiman (Order #37576378)


Item Name Notes Cost

Flask of Oil 10 uses 1gp

Quill and Ink 10 uses 1gp

Bedroll 3gp

Work Tools 6gp

Lockpicks 20gp

Lantern 10gp

50’ Rope 1gp

Backpack Carry 2 extra items 40gp

Torches (3) 5 uses per torch 1gp

Wineskin 1gp

Flint and Steel 10 uses 3gp

Trail Rations 5 uses 4gp

Herbs 10 uses 10gp

10’ Pole 3gp

Wooden Stake 10 uses 10gp

Lyre 4gp

Hospitality Name Notes Cost

Jug of Ale 1gp

Small meal Sustain for 1 day 2gp

Hearty meal Sustain for 2 days 4gp

Peasant Room Per night 5gp

Aristocrat Room Per night (includes hearty 20gp


meal, bath and ale)

Stables Per day per mount 1gp

22

Raiyan Solaiman (Order #37576378)


Playing the
Game
The following section details the rules of the game.
It is important to note that these rules can be
deviated from, built on and altered if all players
are in agreement. The most important rule is to
have fun. Rules should never be a hinderance, but
a tool to aid in the story that you are telling.

Making Attribute Tests

One of the most frequent rolls that a player will


make is an attribute test. This is done when a
character is attempting to do something that
wouldn’t just be automatically successful. ​For
example, jumping over a 2ft wall wouldn’t
necessarily require an attribute test, but scaling a
10ft wall would.

When an attempt requires an attribute test, you or Advantage and Disadvantage


the GM will select the most appropriate attribute
Sometimes a task will be more difficult or easier,
for the test and you must roll under that attribute
which is reflected in the game by having either
with a d20 to succeed.
advantage or disadvantage. If a character has
Attribute test = Roll under a advantage, they roll a d20 twice and choose the

relevant attribute score


lowest number. If they have disadvantage they do
the same but select the highest number.
For example, if Sir Kristoph the knight were
For example, the GM decides that the wall Sir
attempting to scale a 10ft wall, he would roll an
Kristoph is climbing is very slippery with moss, so
attribute test on Might to be able to pull himself up.
she gives the player a disadvantage on his
He has 15 Might and rolls a 13 on a d20, which
attribute test. The player rolls a d20 twice, getting
means he successfully scales the wall. Failure could
15 and 5, and selects the highest number, which is
be as innocuous as just not being able to pull of the
15 in this instance. Sir Kristoph fails and the GM
feat to having to take damage from a fall, or
narrates the consequences.
landing prone. This is generally left up to the GM.

23

Raiyan Solaiman (Order #37576378)


Contested Attribute Tests
Combat
Sometimes a test will be a direct contest between
two people, such as arm wrestling someone, for Combat works much like a series of contested
example. In this case the attribute that is being attribute tests but with more structure. During
tested is reduced by the HD of the opponent and combat characters are able to use two actions,
the level of the character. If both are successful, including: move, attack, cast a spell, use a class
the lowest number rolled wins (re-roll ties). feature​ on their turn.

For example, Sir Kristoph is level 2 and his arm Time


wrestling opponent Gwen has HD2. In this case, Sir
Combat is split into turns and rounds. A turn is
Kristoph will reduce his Might attribute by 2 and
when a single character acts, which is around 6
Gwen will reduce her target number by 2 (NPCs
seconds, while a round is over after all
have a target number instead of individual
participants have acted.
attributes, which we will come onto later).
Initiative
Contested tests are also used for when an action
would be affected by another creature. For To decide on the order of combat, each player
example, if a character wants to sneak past a rolls for initiative (NPCs do not). This is simply a
guard, the character will reduce their Reflex Reflex attribute test with no difficulty
attribute by the guard’s HD to represent the modifications. If the roll is successful, the player
guard’s ability to notice them. acts before the enemies. If not, then they act after

Using Skills in Attribute Tests


the enemies. The players may decide among
themselves what order they act in after the
initiative rolls are made, but the order is fixed
There will be times when specific skills can aid
once a decision is made.
with an attribute test. Where relevant, and as
long as the GM says that it’s ok, you can use a Movement
class skills to gain advantage on an attribute test.
A character or NPC may move up to 20ft on their
For example, Sir Kristoph wants to gain an edge in turn. If you are playing without miniatures then
the arm wrestle with Gwen. Because he’s a knight, you can use the close, near, far method. Here the
he has the Intimidate skill, which is connected to GM establishes how far away you are from your
Might. He tells the GM that he wants to snarl and enemy using either close (0-5ft), near (5-25ft) or
threaten Gwen as he’s wrestling her to give him an far (25ft or more). The character can move one
edge. The GM agrees that this is a great use of the 'step’, so from near to close, or far to near.
skill, so Sir Kristoph rolls twice on Might.

24

Raiyan Solaiman (Order #37576378)


Attacking and Damage

Attacking is essentially a contested attribute test.


Might is used when attacking with a melee
weapon and Reflex when attacking with a ranged
weapon. The HD of the opponent is deducted from
the relevant attribute to get the target ‘to hit’
number. The player character must roll under the
‘to hit’ number to have scored a hit against an
opponent. If they manage to hit, they must roll
their weapon’s damage die, the total of which is
reduced from the opponent’s HP.

When an NPC attacks a player character, the GM


will refer to the Target Number of the NPC. This is
the number in square brackets next to its HD. The
GM will then reduce this Target Number by the
Critical Strikes and Fumbles
level of the target its attacking to get its ‘to hit’
number. Damage is then rolled on a successful hit.
Remember to take armour into consideration When attacking, a natural 1 rolled on the d20
when doing damage to either side. means a critical strike has been made. Roll the
damage die twice when this occurs. Rolling a
For example, Sir Kristoph is attacking a Boggart
natural 20 means the player has fumbled and the
with his longsword, which is a 1HD creature. Sir
attack is an automatic miss, even if it would have
Kristoph has 15 Might and so reduces this by the
ordinarily hit.
enemy’s HD, which in this case is 1. This gives Sir
Kristoph the ‘target’ number of 14 to roll under. He Advantage and Disadvantage in
rolls an 11, which is a hit. He then rolls his Combat
longsword damage die, d6+1, and gets a 3, which is
deducted from the Boggart’s HP. The Boggart then Sometimes something will give a player
attacks Sir Kristoph with its gnarled claws. The character or enemy the edge in battle, such as
Boggart has a Target Number of 11, but because battling in an extreme temperature the
Sir Kristoph is level 2, the final ‘to hit’ number is 9. character isn’t used to or fighting in darkness
The GM rolls a 17 for the Boggart, missing entirely. without the ability to see in the dark. If an
attacker has an advantageous position over the
defender, then they gain advantage on their
attacks. If the attacker is at a disadvantage due
to their position, they gain a disadvantage.

25

Raiyan Solaiman (Order #37576378)


Close Ranged Combat Armour Proficiency

If a ranged attack is made in close combat, the Each class has its own listed armour
attacker gets a disadvantage. proficiencies. Characters using armour they
are not proficient with add their armour points
Unarmed and Improvised Combat to attack rolls.

Saving Throws
When fighting unarmed or with an improvised
weapon, the damage die is d4.

Armour in Combat Saving throws are used to avoid particularly


harmful damage or a specific effect like poison
Armour points reduce damage taken in combat.
or an enchantment. The following attributes
Once armour points have been reduced to 0,
are tested for avoiding specific harms:
damage is taken as normal due to weariness and
fatigue. Armour regenerates after an hour’s rest. Might: Used to avoid physical harm that can’t
Note that shields cannot be used with heavy be dodged
weapons​.
Reflex: Used to avoid physical harm than can
Weapon Proficiency be dodged
Each class has its own listed weapon proficiencies. Mind​: Used to avoid spell effects, illusions, or
Characters have disadvantage when attacking enchantments
with any weapon type she does not have a
proficiency with. Endurance: Used to avoid poisons, disease or
death

Charisma:​ Used to avoid charms

Note: The saving throw 'to hit’ target is


reduced by the enemy’s HD when made in
combat.

26

Raiyan Solaiman (Order #37576378)


Healing & Dying When characters advance to a new level, they roll
their HD and add it to their total HP​. Each class
has their own advancement rules, so consult their
individually. Most get a new feature every other
It’s inevitable that characters will get innumerable
level and increases in their attributes.
scrapes and wounds on their adventures.

Player characters heal naturally when they rest,


gaining their class HD of HP after an ​8 hour rest.
They can also heal using magical sources or
through herbal remedies.

When a player character reaches 0HP they are


considered unconscious and cannot take any
actions.

Player characters are considered dead when they


reach negative half their HP (rounded down). For
example, a character with 15HP will die when she
reaches -7HP.

It is possible to be resurrected by magical means


(such as with the ​Resurrect the Recently Deceased
spell). However, ordinarily when a character is
dead, they are gone for good and that player must
roll up another character.

Character
Advancement
As player characters go on more adventures, they
gain more experience, getting better at their skills.
Player characters gain a new level when they have
completed a quest or overcome a major event. This
could be after one session, or after a few,
depending on what your group wants to do, but it
should be decided on before the campaign begins.

27

Raiyan Solaiman (Order #37576378)


Rules for
Magic
Cunning Folk and certain creatures are able to
harness the energies of nature to cast magic spells.
Spells can cause all kinds of effects, including those
that are harmful and beneficial, but most
importantly spells are wondrous - magic is rare and
those that wield it are looked upon with awe and
fear.

Spell Level

Every spell has a level, ranging from 1 to 10. Levels


represent how powerful and difficult to cast a spell
is. Cunning Folk are able to cast spells of any level,
but there could be dire consequences for trying to
wield magic that is too powerful.

Spell Cost
their Spell Points. If the spell fails, the caster
As each spell has a level, it also has a spell cost. This
deducts ​half the spell cost​ (rounded down)
is the amount to reduce your Spell Points by when
from their Spell Points and the spell fizzles out.
casting. Once you have reached 0 Spell Points you
are unable to cast any more spells until it Casting Higher Level Spells
replenishes (after an 8 hour rest).
Casting spells of higher level than the caster can
Casting Spells be risky. If the caster fails their roll to cast the
spell and the spell is of a higher level than the
In order to cast a spell the caster must be able to be
caster, there is a chance that the spell could
able to use hand gestures. If a caster’s hands are
backfire. For every level the spell is above the
bound then she is unable to cast a spell. To cast a
caster level, roll that many d6s. Take the
spell, the caster must roll under their Mind
highest​ number and consult the table below.
attribute, reducing the attribute number by the spell
level. For example, a level 2 spell will reduce the
target Mind attribute by 2. If the roll is successful
the caster must deduct the spell cost from

28

Raiyan Solaiman (Order #37576378)


D6 Roll Effect

1 No Effect

2 No Effect

3 No Effect

4 The caster has disadvantage on all rolls for 1d4 hours

5 The caster reduces her HP by half its initial score

6 The caster is paralyzed for 1d4 hours

Spell Table
Spell Name Level Cost Effect
A Heavenly Light 0 1 Create a light in your palm that glows for 10 minutes per caster
level.

The Voice of a Hound 0 1 The caster can mimic the bark of a dog for 1 minute

Cause the Choking of 1 2 The caster can remotely cause a near target to choke, taking 1d6
Another damage.

Cause the Alert to Slumber 1 4 The caster causes a near target to fall asleep for 1 round per class
level. The victim will awaken if harmed.

Create a Dazzling Light 1 3 A flash of bright light dazzles a near target. The target has
disadvantage on all attacks for 1d3 rounds.

Replenish the Weary and 2 5 The caster heals a close ally with HP equal to the target’s class HD.
Worn

On Calming the Raging 2 5 Target wild animal is calmed and will not attack for 1d4 rounds.
Beast

Have Vision in Dark Places 2 4 The caster or a target is able to see in the dark as clearly as in the
light for 1d4 hours.

The Act of Speaking in 3 6 The caster or a target is able to speak and understand any
Many Tongues language for 1d4 days.

Creating Fire With Naught 3 6 The caster is able to create fire by rubbing her hands together.
But Two Hands

An Illusion to Vex the Eyes 3 5 The caster creates a silent illusion up to 7ft tall that lasts for 1d6

29

Raiyan Solaiman (Order #37576378)


minutes.

Befall a Feeling of Doom on 4 7 A target has disadvantage on attacks for 2d4 rounds.
Another

Bless the Mortally 4 8 The caster heals a near ally with HP equal to the target’s class HD
Wounded times 2.

Rid the Pitiful of Disease 4 7 The caster can remove a disease from a near target

Restrain with Invisible 5 9 1d4 targets at far range are unable to move for 1d4 rounds
Rope

Removal of Enchantments 5 9 An enchantment is removed from nearby target

Breathe Beneath the 5 7 A close target can breathe underwater for 2d6 hours
Waves

Transmogrify into a 6 10 The caster becomes an adder until she decides to become human
venomous serpent once more.

The Miracle of Levitation 6 10 The caster levitates up to 100ft for 1d10 minutes

Transmogrify another into 6 11 Close target of HD3 or lower is turned into a mouse.
a mouse

Grant the Skin of Stone 7 13 Far target gains 1 armour point per caster level for 1 hour.

Burn from Within 7 14 1d4 close targets with HD5 or lower burn to death

Appearing in a new 7 13 The caster or near target of HD5 or lower teleport to a named
location instantly location.

Place a Grim Hex 8 16 1d6 near targets of HD6 or lower are cursed, doomed to die in 1d4
hours.

Summon Spirit Horses 8 15 The caster summons up to 6 Spirit Horses (HD2[12]) for 1d4 days.

Transmogrify into a Black 8 15 The caster transforms into a Black Dog with an HD equal to the
Dog caster’s level. Lasts for 1 hour.

Summon a Dire Wind 9 17 2d6 targets are moved to Far and take 2d8 damage.

Enchant a Weapon 9 18 Far target weapon becomes enchanted for 10 minutes. The
weapon gains an extra 2d6 damage dice.

Phase through Solid Matter 9 17 2d6 far targets are able to move through solid matter for 1 hour.

Summon a Spirit Dragon 10 21 An Spirit Dragon appears for 1d4 rounds. Use the stats for a
Dragon.

Resurrect the Recently 10 22 A dead creature is brought back to life with half HP.
Deceased

Rot Flesh 10 22 1d6 near targets with HD7 or below rot and die.

30

Raiyan Solaiman (Order #37576378)


Items of
upon by an adder. Adders are vulnerable to

Wonder
this holy wood, which is why it does an extra
d6 damage when the staff hits.

Concealed Shoe
The act of concealing a shoe within a building,
Whereas many fantasy roleplaying games will feature usually up a chimney, is for protection
fantastical and powerful magic items, in ​Romance of against evil spirits. Concealing a shoe for a
the Perilous Land ​enchanted and magical items are month in a hearth, up a chimney or in a
few and far between, many of them being legendary bedroom protects a home from a witch
in their own right. It’s likely that characters will have entering. If the shoe is destroyed, the charm
only one or two of the more powerful magical items is broken and the witch may enter.
each and they will become intrinsic parts of who they
are. Rarity breeds wonder, so great importance is
Corn Dolly
placed on these wondrous items. In this chapter you
Made from plaited corn sheafs and hung in
will find a list of magical items that the characters
the home during Samhain, these little figures
may find on their adventures, some of which will be
will summon a Corn Spirit to increase the
the objective for quests or entire campaigns.
likelihood of a good harvest the next year.

Magical Charms
The Corn Spirit is an amiable creature, but
does not communicate with humans. When a
Corn Spirit is in a village or town there is a 4
Charms are the most common form of magical item. in 6 chance the next harvest will be a good
They are home-made and often fairly rudimentary, one.
used by lay-folk around the country for all sorts of
uses. Charms usually have very specific uses, such as Kingfisher
to aid with the year’s harvest or to locate a witch. Nailing a kingfisher to the mast of a ship
increases the chance of a good fishing haul
that day. There’s a 4 in 6 chance of catching a
large haul of fish when this charm is in place.

Mistletoe
A sprig of mistletoe bound in cloth and kept
on one’s person is a charm for warding off
certain magic. Once per day, spirit creatures
have disadvantage on attacks against a target
Ash Staff with a sprig of mistletoe. Mistletoe kept in
Staves crafted from the wood of ash trees are popular this way lasts for a week before the magic
with overland travellers who fear they may be set dries up.

31

Raiyan Solaiman (Order #37576378)


Mole’s Foot Ring of Eluned the Fortunate
The foot of a mole is hung around the neck in order to This ring contains a design of a rose twisting
more effectively heal the wearer. While wearing a around a dagger. The wearer becomes invisible
mole’s foot, the wearer gains an extra 1 HP from for 1d4 rounds. There is a 25% chance that they
resting. will be hit by an attack. Can be used once per day.

Salt Pouch Seven-League Boots


A small pouch of salt is used to bring luck. Once per These green-ish blue boots allow the wearer to
day the bearer of the salt may ignore 1 point of walk on the water’s surface just as they would
armour damage. walk on land.

Enchanted Items
The following items are enchanted and much rarer
than magical charms. Some are one-of-a-kind while
others are just not commonly found in the world of
mortals.

Cohuleen Druith

Unspoken Water
This blue cap allows the wearer to easily breathe
underwater.
This vial of water from the river of the dead can
Hamper of Gwydnno Garanhir cure any affliction, magic or mundane. It has 10
This wicker hamper produces an unlimited amount of uses.

Whetstone of Tudwal
food.

Hand of Glory When this whetstone is used to sharpen a blade,


This is the enchanted hand of a recently executed the sword does an extra d6 damage for 1d6
individual. It will automatically pick any lock. hours. Usable once per day per sword.

Ring of Dispel
A ring that once belonged to Sir Lancelot, the Ring of
Dispel can prevent the effects of one spell after it has
been cast. Can be used once per combat.

32

Raiyan Solaiman (Order #37576378)


Legendary Weapons and Excalibur

Armour
Type: Longsword
Damage: 1d6+3
Special: Excalibur was gifted to King Arthur
Legendary weapons and armour are the rarest kind by the Lady of the Lake, but eventually it was
of enchanted items, with each of them being unique. returned to the murky depths of the waters
Because of this the characters may only see one or from whence it came. It is arguably the most
two of these in their lifetimes. famous legendary weapon of all. The wielder
gains 20 additional armour points and gains
Arondight advantage on attacks.
Type: Shortsword
Damage: 1d6+2 Fail-not
Special: The sword that belonged to Sir Lancelot. The
Type: Short Bow
blade glows a subtle blue when storms are near and Damage: 1d6+1
increases the wielder’s armour points by 5. Special: Fail-not is an ornate mahogany bow

Carnwennan
crafted for Tristan in Arthurian legend. The
user does not reduce their reflex attribute by
Type: Dagger the enemy’s HD in combat.
Damage: 1d6+1
Special: This Fragarach
legendary
Type: Longsword
dagger belonged Damage: 1d6+1
to the great King Special: Fragarach was forged by Manannan
Arthur himself. It mac Lir, the god of the seas. When attacking
has an ornate any spirit creature, armour is ignored.
golden hilt and

Green Armour
its plate emits a
pale glow in the
Type: Plate
moonlight. When
Armour Points: 12
wielding the
The origin of Green Armour is unknown, but
dagger the
some say it was forged by Woden himself. It is
bearer may
the toughest armour ever crafted and can
choose to cloak
withstand blows from the hardiest of
themselves in
weapons.
shadow. Attacks
against them
have disadvantage.

33

Raiyan Solaiman (Order #37576378)


White Hilt
Type: Longsword
Damage: 1d6+1
Special: When drawn from its hilt this sword’s
blade ignites into orange flame. If it hits, the
enemy must make a successful saving throw or
receive 1d10 damage from the fire.

34

Raiyan Solaiman (Order #37576378)


The Perilous
Land
The Perilous Land is the location that games take place,
where players will spend hours living in, travelling
across and becoming seasoned adventurers. It closely
resembles 6th century Britain, around the time the
legendary monarch King Arthur supposedly ruled from
his base in Camelot and when the Knights of the Round
Table quested for the holy grail. But in Romance of the
Perilous Land, King Arthur does exist, as does Robin
Hood, Ivanhoe, Lady Morgana and other characters
from the great romantic stories of swords and chivalry.

While the Perilous Lands consist of a range of


kingdoms, this book covers some locations in the
Kingdom of West Winterdale. The closest analogy of
this location in the real British Isles is the county of a retinue of Queen’s Emerald Watch (Lv. 1-5
Yorkshire located in the north of England. It is a green Rangers).
and pleasant land, dotted with idyllic villages, rolling
farmland, and at its centre the Castle of Dinhelm - home Dinhelm is one of the great traders in textiles,
to Queen Eleanor. providing West Winterdale with wools, silks

The City of Dinhelm


and other materials to be used as clothing. As a
result, cloth merchants are rife in the capital,
with the Guild of the Silken Robe being the
Founded: The Year of Waters, 423 largest merchant’s organisation in the
kingdom.
Population: 120,000
In the Castle of Dinhelm Queen Eleanor has her
Monarch: Queen Eleanor, the Pearl Rose (Lv. 4 Knight) throne. She is known as the Pearl Rose, for her
flowering beauty and penchant for wearing
The most populous city in the northern lands, Dinhelm only white. She is also a warrior queen -
is protected by a great stone wall guarded by donning armour and the Field Sword when she
has to defend her kingdom from those who
would encroach on it.

35

Raiyan Solaiman (Order #37576378)


The Scar Fells
● The howls of a Shug Monkey can be heard
To the east of Dinhelm lies the hilly region known as at night. Some say it feeds on the fear of
the Scar Fells. This place is at once both bleak and wanderers.
beautiful - a mostly barren land dotted with rocky ● The Horse Eye mushroom grows here.
outcroppings, mounds and mountains. Cooking and eating it allows one to tell

Folklore of the Scar Fells:


when a spirit is within 20ft for 1 hour.
● A group of thieving Redcaps have been
● A giant called Jack in Chains roams the fells, seen near the Willow Pond, feasting on
eating sheep and wanderers who have lost their swans.

Penbridge
way.
● If one traverses the fells at night they may see
witches dancing around a green fire.
● There is a wide pool known as Knucker Hole, Five miles west of Dinhelm is the village of
where a knucker called Avarice dwells. Penbridge, situated on the Wakeley Plain.
● There is a rock with a hole in the centre called
Hallow’s Stone. Putting one’s arm through the Folklore of Penbridge:
hole cures any sickness.
● The village is visited by Jenny Greenteeth,
● A headless phantom rider has been seen in the
a crone who reaches through windows in
small hours searching for his long lost bride.
the hopes of kidnapping and eating
children.

Wishborne Wood
● A stone circle north east of Penbridge
known as the Five Sisters has a magical
resonance that attracts spirits from
around the area.
Three miles south of Dinhelm lies the Wishborne Wood
● Farmer Gregor swears that he has seen a
- a lush green place steeped in ancient legends.
creature stalking his farm at night,
Folklore of Wishborne Wood: preying on his livestock.

● Fairy rings (a circle of mushrooms) are common


in the wood. Here Trooping Fairies dance and
sing away from mortal eyes.
● A bugbear called Old Tom makes his home in a
large hollow oak. He occasionally ventures out
to kidnap children who have strayed into the
wood.

36

Raiyan Solaiman (Order #37576378)


Blackmere
South of Wishborne Wood is the port town of
Blackmere, famed for its fishing industry and
infamous for its crime.

Folklore of Blackmere:

● Selkies live on the coast, some of which have


integrated into mortal society.
● Mermaids are known for driving fishing ships
into rocks.
● Black Shuck, a Black Dog, has been seen ● If one goes to the path to the castle
roaming the outskirts after sunset. It is said he during a full moon they will hear the
frequents St Martin’s churchyard. screams of the damned - those who
● There is a small network of caves along the died in the castle walls.
coast called the Boggart Tunnels. They say a ● A Red Etin lives in a lair close by.
Boggart called Glin lives there, coming out to Sometimes one can hear his singing on
drag people into its dank lair. the wind and see his tracks in the
snow.
● Nothing grows within 10ft of the castle.

Larnbrooke Castle
● Drinking from the nearby stream will
turn one’s skin blue and they will die
within 10 days unless they seek a
Ten miles north of Blackmere is Larnbrooke Castle, magical healer.
which has a host of legends ties to it. The castle is
supposedly abandoned, but locals believe that
something sinister lurks within.

Folklore of Larnbrooke Castle:

● A vampire currently resides in the castle,


emerging when she needs blood. She has
several suitors who tend to her every need,
● The castle is haunted by many ghosts,
including a criminal who was put to death
murdering several children in the name of the
devil.

37

Raiyan Solaiman (Order #37576378)


The Perilous
Land Bestiary
The Perilous Land wouldn’t be much without the
peril, which is why this book contains a list of
creatures the characters may encounter on their
journies. This is a non-exhaustive list and you should
be free to re-skin or make your own creatures.

How to Read Creature Stats

Creatures in ​Romance of the Perilous Land​ are


very simple to run and create. They have two main
numbers that you should be aware of: ​HD​ and the
Target Number​. The HD is the number of d6s that
are rolled to determine Hit Points, as well as showing
the enemy’s level. The higher the HD, the more
challenging the enemy. The HD is also the number
added to the damage die, which is almost always a Creatures also have special features, which is a
d6. Half the HD (rounded down) to get the creature’s specific rule just for that creature.
armour.
Using Target Numbers for
The Target Number follows the HD in square Attribute Tests and Saving Throws
brackets. For reference, the Target Number is
HD+10. The Target Number also determines the If a creature needs to make an attribute test or
number of spell points a magic-wielding enemy has. a saving throw, they roll under their Target
Number, reducing the opposing level where
For example, an HD3 creature rolls 3d6 to determine relevant. To cast spells, creatures need to roll
HP. Its damage roll is D6+3 and its Target Number is under their TN, reducing the TN by spell level
13. It also has 1 armour point. as normal. They do not have to reduce the TN
by the opponent’s level.
Creature stats also contain the names of the attacks
it can use. Sometimes it will have more than one For example, if level 3 brigand with a Target
attack name, which means that it can attack multiple Number of 13 needs to roll a saving throw and
times on its turn. All attacks do d6 damage unless the opponent it level 2, they must roll under their
stated otherwise. new Target Number of 11.

38

Raiyan Solaiman (Order #37576378)


ADDER Black dog legends are rife around particularly rural
parts of the Perilous Land. They are described as
HD1[11]
huge hounds, up to 6ft in length, with saucer-like
Attack: Venomous Bite
eyes that glow like burning coals. They can be
Special: Adders can poison with their bite. If the
found in moorlands and on forgotten fields where
Adder hits, the target must make a successful
few dwell, but sometimes they venture into church
Endurance saving throw or take 1HP damage each
graveyards to frighten the locals.
round for 1d4 rounds. Attacks with a weapon made

BOGIE
of ash wood does an extra 1d4 damage against
Adders.
HD2[12]
Adders are portents of ill fortune, so they are Attack: Claws
greatly feared throughout the land, particularly in Special: Bogies can disguise themselves as the
villages near forests. While they are seen as evil elderly and will reveal themselves only if harmed
creatures, the shedded skin of an Adder can be used by an attack. They are weak against fire - it does
for remedies to cure diseases. 1d6 extra damage against them.

BRIGAND Bogies are evil fairies who trick people by turning


into old men and women and assimilating
HD1-3[11-13]
themselves into a community. There they will gain
Attack: Shortsword or Bow
the trust of the village before putting into motion
Special: Brigands gain advantage when concealing
their murderous plans.
themselves in undergrowth.

Brigands are outlaws, those who live by their own


code. They often ambush parties on the road,
extorting them and holding more wealthy people
hostage in hopes of a ransom. Many used to be
soldiers who found that they could make profit
from their skills through crime and murder.

BLACK DOG
HD4[14]
Attack: Bite
Special: Black Dogs strike fear into the hearts of
their enemies. A target must make a Mind saving
throw when attacking. If they fail, they attack at a
disadvantage.

39

Raiyan Solaiman (Order #37576378)


BOGGART Brownies are small lonely spirits who attach
themselves to families and reside in their
HD1[11]
household, usually against the family’s wishes.
Attack: Claws
They have brown hair and a hole where their nose
Special: Once per day Boggarts can make a test on
should be. They can be easily insulted and are
their Target Number to turn almost invisible for 1d4
prone to rage if they are criticised or pitied.
rounds. Attackers take a disadvantage while it is

BUGBEAR
invisible.

A Boggart is a malevolent, mischievous creature who HD3[13]


enjoys causing chaos among humankind, souring milk Attack: Bite
and stealing farm stock. They are squat, ugly Special: Those hit by the Bugbear must make a
creatures that resemble small, dirty grey-skinned successful Reflex saving throw or reduce their
humans. They are covered in hair and smell like foul armour by 1d4.
fish, which can be smelled from far away. Some are
known for living in marshes, creeping out to kidnap Bugbears are evil spirits who dwell in the dark
children and drag them into their lairs. woods. Their tales are told to keep children from
wandering too deep into the forest, where these
BONELESS hideous hairy creatures will feast on their flesh.

CAIT SITH
HD3[13]
Attack: Engulf
Special: A Boneless can engulf a target. After a HD4[14]
successful Engulf attack, the target must make a Attack: Claws
Reflex saving throw or be enveloped in flesh for 1d4 Special: A Caith Sith can transform into a Witch.
rounds. Each round the target takes 1d4 crushing They can only change eight times, turning into a cat
damage. forever on the ninth time.

The Boneless is a disgusting fleshy jelly creature that A magical fairy cat found in the highlands, Caith
waits on pathways to chase down and engulf its Sith spends much of its time as a cat the size of a
victims. It is large and white and although it has no dog, but sometimes transforms into a witch. On the
limbs it can move at great speeds. festival of Samhain Cait Sith with bless a household
who leaves a saucer of milk for it, but curse those

BROWNIE that don’t with cows who can no longer provide


milk.
HD2[12]
Attack: Claws
Special: Offering a Brownie a gift of clothing or a
trinket is usually enough to get to to leave a location.

40

Raiyan Solaiman (Order #37576378)


COCKATRICE their cots. They pull their victims down into the
depths where they meet their doom.
HD7[17]

CU SITH
Attack: Peck or Stone Gaze
Special: The Cockatrice’s gaze can turn its victims to
stone. After the Cockatrice makes a successful Stone HD4[14]
Gaze attack, 1d4 targets must make a Mind saving Attack: Bite or Baying
throw or become stone. Special: The Cu Sith may Bay as an attack. If it is
successful, 1d4 targets must make a Mind saving
A deadly creature to come up against, the Cockatrice throw or unable to move for 1d4 rounds.
has the head of a cock, a scaly body and a dragon’s
tail. The beast stands 6ft tall and can turn a person to The Cu Sith is a large fairy dog that leaves
stone with just a look. massive paw prints in the hills near fairy
mounds. It has a mossy green coat and large
CORPSE CANDLE dark eyes. It will attack anyone trespassing in
the fairy realm.
HD2[12]

DRAGON
Attack: None
Special: Corpse Candles glow to signify that someone
is going to die. A small blue flame indicates a child, HD9[19]
while a large green flame indicates an adult. Attack: Bite, Claw, Fire Breath
Special: The Dragon may use its fire breath to
Portents of doom, if you see a Corpse Candle it could cause 3d6 damage to 1d4 targets. Dragons can
be one of the last things you see. If several are seen also fly.
together, it means that that number of people will die.
They are seen on lonely paths and on dark nights in Of all the beasts in the Perilous Realm, none
the woods. strike as much fear as the mighty Dragon. These
large scaly creatures are very rare, with only a
CRONE few existing in the world. They have a penchant
for kidnapping nobles and royalty in order to
HD3[13]
demand money from the kingdom. They usually
Attack: Iron Claws
live in caves away from civilisation and use their
Special: A crone can create a terrifying visage. 1d4
huge wings to carry them across the country
targets who are looking at her must make a successful
looking for food - normally sheep and deer.
Mind saving throw or be unable to move for 1d4
rounds.

Crones are evil entities that live close to water, who


creep out on dark nights to steal away children from

41

Raiyan Solaiman (Order #37576378)


DRUID GNOME
HD4[14] HD2[12]
Attack: Quarterstaff or shortbow Attack: Claws
Special: Druids are able to use all level 1 spells. Special: Gnomes may cast ​An Illusion to Vex the
Eyes.
The name Druid means ‘knowing the oak tree’. Druids
are a people who worship at the altar of nature, Gnomes are defenders of gold, often kept deep
praying in forest groves and forbidding themselves within the ground where they live. They have
for writing any of their beliefs. They are wielders of huge underground networks of gnome villages
magic, drawing energy from the roots, bark and that have never been seen by mortal eyes.
leaves around them.

GHOST
HD5[15]
Attack: Chains
Special: Mortal weapons do half damage to ghosts
(rounded down). Magic is twice as effective.

Ghosts are the incorporeal remnants of the dead - a


restless spirit whose work on earth is not yet done.
Particularly violent ghosts are known as poltergeists.

GIANT
HD4-7[14-17]
Attack: Club
Special: Giants can also smell the blood of the
religious from 100ft away.

Giants are well known for terrorising villages and


stealing livestock to eat. While many used to exist in
the annals of history, where wars against these great
beasts we waged, there are now much fewer in their
ranks and they often live solitary lives.

42

Raiyan Solaiman (Order #37576378)


GREEN KNIGHT into water in order to drown the rider,
re-emerging to trick another poor soul.
HD8[18]

KNUCKER
Attack: Battleaxe
Special: For every round the Green Knight survives, his
damage is increased by +1. HD7[17]
Attack: Bite, Tail Whip
The Green Knight is an enigmatic magical being who is Special: A Knucker knocks a target down with
covered in green, including his skin. He exists without a its Tail Whip. While on the ground attackers
head and carries a great battleaxe with him. The more have advantage against them.
he fights, the stronger he becomes and few live to tell
the tale. The Knucker is part of the dragon family, often
inhabiting lakes for hundreds of years, sneaking
INCUBUS out to devour livestock and frighten farmers.
Occasionally they will take humans down into
HD5[15]
their murky lairs.
Attack: Bite or Charm

LONG WORM
Special: An Incubus may use a Charm attack. If
successful, the target must make a successful Charisma
saving throw or fall under the Incubus’ control. The HD5-8[15-18]
target may make a saving roll each round to see if they Attack: Bite, Crush
break the spell. Special: When the Long Worm makes a
successful Crush attack, the target must make a
An Incubus is a demon that seduces women in order to successful Reflex saving throw or take 1d6
impregnate them with his demon spawn, at which time damage for 1d6 rounds.
the woman will die.
A Long Worm is the cousin of the Dragon - a
KELPIE giant snake-like creature without wings. It has
great jaws and coils around its prey to crush
HD4[14]
their bones. They are sometimes found wrapped
Attack: Trample and Special
around rocky outcrops waiting for their next
Special: Anyone who looks at a Kelpie must make a
meal.
successful Charisma saving throw or be forced to

MERMAID
mount it. Upon mounting, the Kelpie will charge into a
body of water. Every round a mounted target fails a
save, they take 1d6 drowning damage. HD4[14]
Attack: Bite or Song
Kelpies are horse spirits that live in rivers. They make Special: When the Mermaid makes a successful
themselves seem irresistible for riders but then ride Song attack, the target must make a successful
Charisma saving throw or be drawn to the

43

Raiyan Solaiman (Order #37576378)


Mermaid for 1d4 rounds and are not able to attack. Murderous little goblin creatures, Redcaps
inhabit abandoned castles and keeps,
Mermaid sit on rocks close to the shore, drawing sailors crumbling ruins and old forests where they
to their doom with their beautiful signing. Their lower ambush travellers to drain their blood. Their
half resembles a fish, while their upper body is that of a caps are red from dipping them in the blood of
woman. their victims.

PIXIE RED ETIN


HD5[15]
HD1[11]
Attack: Stone Hammer
Attack: Claw
Special: When a Red Etin hits with a Stone
Special: Pixies may cast ​Create a Dazzling Light.
Hammer attack, the target must make a
successful Reflex saving throw or be turned to
Pixies are similar to Brownies - small creatures who
stone in 1d6 rounds. When the Etin dies, those
wear red caps and are rarely seen by humans. While
who have become stone become flesh again.
many of them are helpful to people, some cause havoc
in households, throwing objects around. Many of these
The Red Etin is a giant with three ferocious
instances are misinterpreted as poltergeist hauntings.
heads. It carries a hammer that, when it strikes

QUESTING BEAST
its victim, turns them to stone. They often
build castles and are rightly feared in their
HD10[20] local regions.
Attack: Claw, Bite, Tail Whip
Special: Each attack the Questing Beast makes does 2d6 SELKIE
damage. The Questing Beast is immune to magical
HD3[13]
effects.
Attack: Spear or Short Bow
Special: Selkies take on human form during
With the head of a snake, the body of a leopard, the feet
the night. If their seal skin is taken, they will
of a hart and haunches of a lion the Questing Beast is
have a 50% chance of obeying the skin bearer
one of the most dreaded creatures in all of the land. The
until they are rid of the skin.
result of a demonic relationship, the beast was born and
soon grew into the giant abomination it is.
Selkies are seals by day, but dark-haired

REDCAP
human by night. Their seal skin falls off close
to their sea lair and they head into civilisation.
HD2[12] Some start families with mortals, only to
Attack: Bite return to the sea years later.
Special: When a Redcap hits with a Bite attack, the
target must make a successful Might saving throw or
take an extra 1d3 damage from blood drain.

44

Raiyan Solaiman (Order #37576378)


SHUG MONKEY feed on the blood of the community and
spread their dreadful disease.
HD6[16]

WITCH
Attack: Claw and Bite or Howl
Special: When the Shug Monkey hits with a Howl, 1d6
targets must make a successful Mind saving throw or HD6[16]
flee for 1d4 rounds. Attack: Claw
Special: Witches may cast ​Befall a Feeling of
Closely related to the werewolf, the Shug Monkey is a Doom on Another, Restrain with Invisible Rope
large hairy beast with the mixed characteristics of dog and ​Have Vision in Dark Places.
and monkey. The creature has huge claws to rend flesh
and its howl can turn even the bravest blood to ice. Practitioners of black magic, witches can be
male or female, often old but no less powerful.
TROOPING FAIRY They often dance in the dead of the night,
cackling and worshipping their demonic gods.
HD1[11]
Attack: Dagger or Short Bow
Special: The Trooping Fairy is difficult to see, so ranged
attacks have disadvantage.

Trooping Fairies are diminutive creatures who ride tiny


fairy horses. They dress in green jackets and wear bells
on their heads. They are rarely seen by humans, but will
not hesitate to attack if they feel threatened.

VAMPIRE
HD5[15]
Attack: Claw or Drain
Special: When the Vampire hits with Drain, the target
must make a successful Endurance saving throw or
suffer an extra 1d6 damage and gain the diseases
vampirism. Those with vampirism must drink human
blood every 1d4 days. For every day they go without
blood, they suffer 1d6 HP damage. Vampires take an
extra 1d6 damage from wooden stakes.

Vampires are the living corpses of those who had


committed a cardinal sin. They raise from their grave to

45

Raiyan Solaiman (Order #37576378)


Converting other
OSR games
Romance of the Perilous Land differs in some ways
from other OSR games, which is why this section
was created to allow you to run OSR compatible
adventures with this game.

Converting Vancian Magic to Spell


Points

In many other OSR games, Vancian magic is used.


This system allows magic-users to cast a certain
number of spells per day, rather than spending
points like in Romance of the Perilous Land.

In order to convert Vancian magic to points based


magic, as a rule of thumb double the Vancian
spell's level to get its points value. Everything else
behaves in the same way. So a 7th level spell would How to use Armour Class with
cost 14 points unless the DM decides it should be a Romance of the Perilous Land
couple of points higher or lower.
Armour class (AC) is a traditional method of
Using Traditional Attributes in determining whether an attack will hit. To use
Romance of the Perilous Land AC in this game, for monsters take their TN as
Attributes AC. For characters, add 10 to armour points
to get an AC value. Do not use this for shields.
This is another simple change. Might simply Instead, add the existing shield armour points
represents Strength in other games, so these are value to AC.
interchangeable. Mind is a blend of the traditional
Intelligence and Wisdom attributes. If either of For example, chain armour, which has 4
these attributes are referred to in an adventure armour points, will be 14 AC. If you were to add
module, just roll on Mind. For instance, an a tower shield with 4 armour points the total
Intelligence saving throw will be a Mind saving AC would be 18.
throw.

46

Raiyan Solaiman (Order #37576378)


THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE
COAST! 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 identifying 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 containing 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 sublicenses 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 1.0 Copyright 2000, Wizards of the Coast, Inc.

47

Raiyan Solaiman (Order #37576378)


48

Raiyan Solaiman (Order #37576378)


49

Raiyan Solaiman (Order #37576378)


50

Raiyan Solaiman (Order #37576378)


51

Raiyan Solaiman (Order #37576378)

You might also like