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the
PERILOUS LAND
A Roleplaying Game of British Folklore
Scott Malthouse
ROMANCE
OF THE PERILOUS LAND
Contents
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.
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 socalled 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.
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: foursided
than a system where spells are used up ‘per day’, (d4), sixsided (d6), eightsided (d8), tensided
however it shouldn’t take much tinkering to balance (d10), twelvesided (d12) and twentysided
existing published adventures out. (d20). Each player also gets a character sheet
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, nonplaying
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 wellspoken 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 reroll 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.
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.
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.
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 9: Double strike: The Knight may attack two
times on their turn as an action.
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
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
Class Features
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
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
Class Features
11
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
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 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
13
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
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
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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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
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 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.
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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
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.
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.
19
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.
20
21
Bedroll 3gp
Lockpicks 20gp
Lantern 10gp
Wineskin 1gp
Lyre 4gp
22
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.
23
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
24
25
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.
26
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
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
deducts half the spell cost (rounded down)
As each spell has a level, it also has a spell cost. This
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 Casting Higher Level Spells
are unable to cast any more spells until it
replenishes (after an 8 hour rest). Casting spells of higher level than the caster can
be risky. If the caster fails their roll to cast the
Casting Spells 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
backfire. For every level the spell is above the
able to use hand gestures. If a caster’s hands are
caster level, roll that many d6s. Take the
bound then she is unable to cast a spell. To cast a
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
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 target to choke, taking 1d6
Another damage.
Cause the Alert to Slumber 1 4 The caster causes a 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 target. The target has disadvantage
on all attacks for 1d3 rounds.
Replenish the Weary and 2 5 The caster heals another 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
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 another 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 target,
Restrain with Invisible 5 9 1d4 targets are unable to move for 1d4 rounds
Rope
Removal of Enchantments 5 9 An enchantment is removed from target
Breathe Beneath the 5 7 A target can breathe underwater for 2d6 hours
Waves
30
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 homemade and often fairly rudimentary, one.
used by layfolk 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
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
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: Failnot 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
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
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. 15
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
35
Penbridge
witches dancing around a green fire.
● There is a wide pool known as Knucker Hole,
where a knucker called Avarice dwells.
● There is a rock with a hole in the centre called Five miles west of Dinhelm is the village of
Hallow’s Stone. Putting one’s arm through the Penbridge, situated on the Wakeley Plain.
hole cures any sickness.
● A headless phantom rider has been seen in the Folklore of Penbridge:
small hours searching for his long lost bride.
● The village is visited by Jenny Greenteeth,
a crone who reaches through windows in
Wishborne Wood
the hopes of kidnapping and eating
children.
● A stone circle north east of Penbridge
Three miles south of Dinhelm lies the Wishborne Wood known as the Five Sisters has a magical
a lush green place steeped in ancient legends. resonance that attracts spirits from
around the area.
Folklore of Wishborne Wood: ● Farmer Gregor swears that he has seen a
creature stalking his farm at night,
● Fairy rings (a circle of mushrooms) are common
preying on his livestock.
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
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
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 nonexhaustive list and you should
be free to reskin 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
d6. Half the HD (rounded down) to get the creature’s
armour. Creatures also have special features, which is a
specific rule just for that creature.
The Target Number follows the HD in square
Using Target Numbers for
brackets. For reference, the Target Number is
Attribute Tests and Saving Throws
HD+10. The Target Number also determines the
number of spell points a magicwielding enemy has.
If a creature needs to make an attribute test or
For example, an HD3 creature rolls 3d6 to determine a saving throw, they roll under their Target
HP. Its damage roll is D6+3 and its Target Number is Number, reducing the opposing level where
13. It also has 1 armour point. relevant.
Creature stats also contain the names of the attacks
For example, if level 3 brigand with a Target
it can use. Sometimes it will have more than one Number of 13 needs to roll a saving throw and
attack name, which means that it can attack multiple the opponent it level 2, they must roll under their
times on its turn. All attacks do d6 damage unless new Target Number of 11.
stated otherwise.
38
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 saucerlike
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
HD13[1113]
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.
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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 greyskinned 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.
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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
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DRUID GNOME
HD4[13] 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[14]
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
HD47[1417]
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.
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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.
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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
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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
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to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional
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This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used
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Players forge their own legends in the Perilous Land, as valiant knights,
mighty barbarians, esoteric cunning folk and more.