Romance of The Perilous Land 260217
Romance of The Perilous Land 260217
the
PERILOUS LAND
A Roleplaying Game of British Folklore
Scott Malthouse
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.
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.
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)
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.
Character Attributes
specific attribute and allow a character to roll
with advantage when using a relevant skill.
● 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.
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.
2 +1 to attributes
4 +1 to attributes
6 +1 to attributes
8 +1 to attributes
10 +1 to attributes
Class Features
2 +1 to attributes
4 +1 to attributes
6 +1 to attributes
8 +1 to attributes
10 +1 to attributes
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Class Features
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2 +1 to attributes
4 +1 to attributes
6 +1 to attributes
8 +1 to attributes
10 +1 to attributes
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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.
Class Features
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2 +1 to attributes
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
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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.
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2 +1 to attributes
4 +1 to attributes
6 +1 to attributes
8 +1 to attributes
10 +1 to attributes
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2 +1 to attributes
4 +1 to attributes
6 +1 to attributes
8 +1 to attributes
10 +1 to attributes
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Backgrounds
(Mind), Linguistics (Mind)
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.
Priest
You were a member of an order of priests, devout
to the core and never veering from your faith.
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Bedroll 3gp
Lockpicks 20gp
Lantern 10gp
Wineskin 1gp
Lyre 4gp
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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.
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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.
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Spell Level
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
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1 No Effect
2 No Effect
3 No Effect
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
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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
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.
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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.
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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.
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.
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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.
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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.
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Folklore of Blackmere:
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.
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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.
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.
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BUGBEAR
invisible.
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
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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.
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GHOST
HD5[15]
Attack: Chains
Special: Mortal weapons do half damage to ghosts
(rounded down). Magic is twice as effective.
GIANT
HD4-7[14-17]
Attack: Club
Special: Giants can also smell the blood of the
religious from 100ft away.
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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
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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.
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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.
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.
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