ROMANCE
of the
PERILOUS LAND A Roleplaying Game of British Folklore
Scott Malthouse Zenith Comics (order #9701411)
Romance of the Perilous Land
ROMANCE OF THE PERILOUS LAND Written by Scott Malthouse Art by Fat Goblin Games, Sine Nomine Nomine Publishing, Public Domain Made using the Wizards of the Coast OGL With thanks to Stephen Bottomley, Bottomley, Peter Clifton, and David Wilson
Trollish Delver Games
1
Zenith Comics (order #9701411)
Romance of the Perilous Land
ROMANCE OF THE PERILOUS LAND Written by Scott Malthouse Art by Fat Goblin Games, Sine Nomine Nomine Publishing, Public Domain Made using the Wizards of the Coast OGL With thanks to Stephen Bottomley, Bottomley, Peter Clifton, and David Wilson
Trollish Delver Games
1
Zenith Comics (order #9701411)
Romance of the Perilous Land
Contents Welcome to Romance Romance of the Perilous Perilous Land…………………… Land……………………33 Creating your character…………………………………….……...5 Knight……………………………………………………………………....7 Ranger……………………………………………………………………...9 Thief………………………………………………………………………..11 Cunning Folk……………………………………………………………... 13 Barbarian…………………………………………………………………..15 Bard………………………………………………………………………...17
Character Backgrounds…………………………………..……….19 Weapons, Armour Armour and Items…………… Items………………………… ………………………..2 …………..20 0 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
2
Zenith Comics (order #9701411)
Romance of the Perilous Land
Welcome to Romance of the Perilous Land Romance of the Perilous Land is a game very much inspired by the oldest fantasy roleplaying game created in the the 1970s, but it is also its own creation. Rather than mixing lots of fantasy tropes and world folklore like the original game, Romance of the Perilous Land is firmly set it the world of British folklore, from the stories of King Arthur to the wonderful regional tales found throughout this green and pleasant land. As the name suggests, this is a world of romantic chivalry, but also of great danger posed by thieving brigands, evil knights and greedy giants. Creatures are quite rare and often hidden until they are angered by the machinations of humanity. In the Perilous Land you won’t find hundreds of dragons flocking the sky, but legends of a single Long Worm who has existed since time immemorial. Monsters are beings of wonder and terror, where just a group of mischievous boggarts can be the reason for an entire quest.
Similarly, the Perilous Land is a place that magic exists, but is rare and wonderful - reserved only 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 subtle. The magicians of the world, the so-called cunning folk, will not be raining showers of flames upon their enemies, but they will be altering their form, creating illusions and calming great beasts.
Magic is also fickle, having both risks and reward for those who wield it. Trying to cast a spell above your ken could be disastrous, but that doesn’t stop you from trying when in dire straits.
Who are the players? In Romance of the Perilous Land, the players take on the role of heroes who are roaming the land hunting evil creatures and righting wrongs. Like with many good folk tales morality is black and white - there are good guys and bad guys. The players are righteous and true, but don’t take that to mean that they can’t be flawed too. The players are building their own legends. By the time they reach level 10, the final level, they will have songs sung about them and books written about them them for centuries to to come. The beauty is that the players get to watch their own legends flourish, with their trials and also their triumphs.
Is it compatible with other ‘OSR’ games? The original fantasy roleplaying game has spawned many excellent creations in recent years under the collective banner of the Old School Renaissance, or Old School Revival (OSR).
3
Zenith Comics (order #9701411)
Romance of the Perilous Land
Romance of the Perilous Land has taken a lot of
inspiration from these games while also being a game in its own right. There should be no problem using many of the adventures published for the OSR with this game. The main difference in this game is how magic is handled, using a spell point system rather than a system where spells are used up ‘per day’, however it shouldn’t take much tinkering to balance existing published adventures out.
Where does the game take place? Romance of the Perilous Land is set in the eponymous Perilous Land. This is a country analogous to Great Britain, but split into multiple kingdoms. The Perilous Land is a medieval realm inspired directly by Britain’s past.
These rules contain some details about the Perilous Land setting.
and more. They facilitate the game and uphold the rules, keeping the action flowing so that everyone has an excellent time. Games of Romance of the Perilous Land are played with an array of unusual dice: four-sided (d4), six-sided (d6), eight-sided (d8), ten-sided (d10), twelve-sided (d12) and twenty-sided (d20). Each player also gets a character sheet that explains their character’s statistics, what they are good and not so good at. Games can be 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 works just fine. Players will also require pencils, erasers, a notebook and some healthy snacks for the session (carrot sticks are always a winner). Sessions tend to last for a few hours, so it’s good to keep fed and hydrated as you play.
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)
4
Zenith Comics (order #9701411)
Romance of the Perilous Land
Creating your character Your character will be written on a character sheet, which will lay out her name, class, attributes, equipment, health and more. You will need a sheet of note paper to jot down your character’s statistics. 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.
● Endurance: How hardy a character is.
This attribute is used for testing resistance against poison and other harmful effects. ● Mind: How intelligent and wise a character is. This attribute is used for casting spells. ● Charisma: How diplomatic, attractive and well-spoken a character is. This attribute is used for social interactions and resisting enchantments.
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 class.
Character Attributes There are five main attributes a character has that sums up her strengths and weaknesses. These are as follows: ● Might: How strong a character is and how
well she performs in melee combat. ● Reflex: How nimble and dexterous a character is and how well she performs in ranged combat.
Each class also has a set of skills that represent what the character excels at. Skills are tied to a specific attribute and allow a character to roll with advantage when using a relevant skill. Along with skills, classes have Class Features, which are special abilities that a class gains when it levels up. Roll your class Hit Die to get your Hit Points, or HP. This is represents how many hits you can take before you go down in combat.
5
Zenith Comics (order #9701411)
Romance of the Perilous Land
Next, roll for your starting money. Generally your character will start with 3d6 times 10 gold pieces, but ask the Game Master before rolling. Now, purchase equipment for your character, as shown in the Items section. Write your purchases on your character sheet, and note how much money remains afterward. Make sure you understand the weapon and armor restrictions for your class before making your purchases. Finally, if you haven't done so already, name your character and write a short background for her.
Character Classes There are six classes to choose from, each with their own part to play in your shared stories. Players should try to use a variety of classes to form a good, and interesting, team of adventurers. The classes are as follows: ● Knight ● Ranger ● Cunning Folk ● Thief ● Barbarian ● Bard
The following section contains information for each class, including Class Features and levelling tables.
6
Zenith Comics (order #9701411)
Romance of the Perilous Land
Knight HD: 1d10 + 2 Primary attribute requisite: Might 12 Weapon Proficiency: Light, Medium and Heavy melee. Light and Medium ranged. Armour Proficiency: Light, Medium and Heavy. Skills: Intimidate (Might), Monster Knowledge (Mind), Battle Tactics (Mind).
Knights thrive in the heat of battle, meeting their enemies in close quarters and despatching of them 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.
They have taken an oath to cleanse the Perilous Land from evil, wherever it may be and will not rest until their job is done. While most Knights come from noble bloodlines, some have showed enough promise on the battlefield to have been given the title despite their background.
You may want to play a Knight if… ● You want to help people in need ● You want to get stuck into the fight ● You want to live by a chivalric code ● You want to be loyal and upstanding
Typical Knight Names 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.
7
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
8
Zenith Comics (order #9701411)
Romance of the Perilous Land
Ranger HD: 1d8 + 2 Primary attribute requisite: Reflex 12 Weapon Proficiency: Light, Medium and Heavy ranged. Light and Medium melee. Armour Proficiency: Light and Medium. Skills: Tracking (Mind), Wilderness Survival (Mind).
Climb
Rangers are able to stay alive in the wild, surviving off berries and small animals. This makes them perfect companions for long overland journeys where civilisation may not be seen for many days.
You may want to play a Ranger if… ● You want to use bows to deadly effect
(Reflex),
Expert trackers and wilderness scouts, rangers are an important part of any army. Often cloaked in green, faces painted in mud, they creep through the foliage hunting their quarry, be it beast or man.
● You want to lead the party in the wild ● You don’t want to be at the frontline ● You want to be able to heal others
Typical Ranger Names Male: Jacob of the Hunt, Reynard the Hardy, Louve the Deadly. 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.
9
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Thief HD: 1d8 + 2 Primary attribute requisite: Reflex 12 Weapon Proficiency: Light and Medium ranged. Light and Medium melee. Armour Proficiency: Light and Medium. Skills: Stealth (Reflex), Pick Locks (Reflex), Bluff (Charisma).
Thriving in the shadows in the streets, thieves strike without warning and before you know it they're gone. Some thieves have become folk heroes, stealing from the rich and giving to those less fortunate.
Some of the greatest thieves, such as Robyn of the Hood, are known throughout the land and have retired into lives of luxury, although they never stop trying to help those less fortunate than them.
You may want to play a Thief if… ● You want to attack from the darkness ● You want to use your wits in tough
situations ● You don’t want to face enemies head on ● You want to be deceptive to your enemies
Typical Thief Names Male: Tristram the Dagger, The Black Hood, Willet 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Cunning Folk HD: 1d6 + 2 Primary attribute requisite: Mind 12 Weapon Proficiency: Light ranged. Light melee. Armour Proficiency: None. Skills: Magic Knowledge (Charisma), Languages (Mind).
(Mind),
Bluff
Cunning folk are masters of the magical arts, performing wonders and even miracles to the astonishment witnesses. They are often hired as witch hunters, using good magic against those who practice dark arts. Cunning folk are usually seen as solitary keeping to themselves, prizing knowledge over human companionship.
However, some choose to use their powers to serve their monarch, joining bands of adventurers looking to hunt down evil in the Perilous Land. Some of the most powerful people in the land are Cunning Folk, including the legendary Merlin.
You may want to play a Cunning Folk if… ● You want to be able to cast spells ● You want to play a intelligent character ● You don’t want to get into the fray ● You want to wield great power at higher
levels.
Typical Cunning Folk Names Male: Hemarc the Hermit, Tebald the Esoteric, 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Barbarian HD: 1d10 + 2 Primary attribute requisite: Might 12 Weapon Proficiency: Light, Medium and Heavy melee. Armour Proficiency: Light and Medium Skills: Acrobatics (Reflex), Intimidate (Charisma),
Animal Husbandry (Charisma). Barbarians live on the edge of society, gathering in wilderness tribes. They hold ancient traditions and are fiercely loyal to their kin. Barbarians are able to throw themselves into a blinding rage, pummeling their enemies without remorse. Barbarian societies venerate animals, with most tribes being named after a certain creature, like stag or fox. To this end they believe animal life to be honoured and will only kill one when necessary.
You may want to play a Barbarian if… ● You want to do a lot of damage in a fight ● You want to play an outsider ● You want to be one with the natural
order
Typical Barbarian Names Male: Tormod the Bloody, Frangean the Slayer, Cormag Wolf Friend. Female: Una Beast Tamer, Giorsal the Red, Eithirig of the Hills Barbarian Tribe Names
The Savage Wolf, The Doom Elk, The Blue Adder, The Blind Boar, The Bloody Crow.
Class Features 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Bard HD: 1d8 + 2 Primary attribute requisite: Charisma 12 Weapon Proficiency: Light and Medium melee. Light ranged.
You may want to play a Bard if… ● You want to inspire the party ● You want to heal others ● You want to entertain ● You want to be a great talker
Armour Proficiency: Light.
Typical Bard Names
Skills: Bluff (Charisma), Diplomacy (Charisma), Perform (Charisma).
Male: William the Storyteller, Gideon of Tall Tales, Michael the Traveller.
Bards are poets and musicians, inspiring those around them with legendary tales of great heroes and songs as old as time. They are even able to magically heal wounds with their music.
Female: Katrina the Songstress, Tabitha the Yarnspinner, Helena the Poet.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Character Backgrounds
Background
Skills: Religion (Mind), Linguistics (Mind)
Starting Gear: A holy symbol, priest vestments, and a vial of holy water.
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 handful of starting gear.
Artisan You were a crafter, someone who works with their hands, perhaps doing leatherwork or carpentry. You have a keen eye for detail and are able to pick out a flaw in craftsmanship at a single glance. Background Skills: Crafting (Reflex), Appraise (Mind) Starting Gear: A leather bolt, a small knife, a set of commoners clothes and a purse containing 4 gold pieces.
Outlaw You were a no-good street rat, a petty thief living from hand to mouth. The streets are your home and nobody is going to get in your way. Background Skills: Pickpocket Streetwise (Mind)
Knowledge
(Reflex),
Seafarer Your are happiest when the salt air is filling your lungs and the wind is in your sails. You have travelled far and have a great knowledge of the oceans and stars. Background Skills: Navigation (Mind), Sailing (Reflex) Starting Gear: A sextant, a map of local seas, a
small telescope, sailor's garb and 4 gold pieces.
Aristocrat You come from a wealthy family and have wanted for nothing. You are who the peasantry aspires to be, but those lacking noble blood could never reach your status. Background Skills: Nobility (Mind), Riding (Reflex)
Knowledge
Starting Gear: A feathered hat, quality cloak, quarterstaff and a leather purse containing 10 gold pieces.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Weapons, Armour and Items On their adventures, players will need to keep stocked with various items, weapons and armour. Each table below contains the details for the things that the players might have to buy during the game, from daggers to inn rooms. In game, these items can usually be bought in markets, but the GM may rule that not everything below is available from a singular store.
Encumbrance Characters can carry a number of items equal to their Might score times two. If they carry more, their movement is halved and they take a disadvantage to Reflex tests. Heavy weapons and armour count as 2 items.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 Wooden Stake
3gp 10 uses
Lyre
Hospitality Name
10gp 4gp
Notes
Jug of Ale
Cost 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 meal, bath and ale)
20gp
Stables
Per day per mount
1gp
22
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 the GM will select the most appropriate attribute for the test and you must roll under that attribute with a d20 to succeed.
Attribute test = Roll under a relevant attribute score For example, if Sir Kristoph the knight were attempting to scale a 10ft wall, he would roll an attribute test on Might to be able to pull himself up. He has 15 Might and rolls a 13 on a d20, which means he successfully scales the wall. Failure could be as innocuous as just not being able to pull of the feat to having to take damage from a fall, or landing prone. This is generally left up to the GM.
Advantage and Disadvantage Sometimes a task will be more difficult or easier, which is reflected in the game by having either advantage or disadvantage. If a character has advantage, they roll a d20 twice and choose the lowest number. If they have disadvantage they do the same but select the highest number. For example, the GM decides that the wall Sir Kristoph is climbing is very slippery with moss, so she gives the player a disadvantage on his attribute test. The player rolls a d20 twice, getting 15 and 5, and selects the highest number, which is 15 in this instance. Sir Kristoph fails and the GM narrates the consequences.
23
Zenith Comics (order #9701411)
Romance of the Perilous Land
Contested Attribute Tests Sometimes a test will be a direct contest between two people, such as arm wrestling someone, for example. In this case the attribute that is being tested is reduced by the HD of the opponent and the level of the character. If both are successful, the lowest number rolled wins (re-roll ties). For example, Sir Kristoph is level 2 and his arm wrestling opponent Gwen has HD2. In this case, Sir Kristoph will reduce his Might attribute by 2 and Gwen will reduce her target number by 2 (NPCs have a target number instead of individual attributes, which we will come onto later). Contested tests are also used for when an action would be affected by another creature. For example, if a character wants to sneak past a guard, the character will reduce their Reflex attribute by the guard’s HD to represent the guard’s ability to notice them.
Using Skills in Attribute Tests There will be times when specific skills can aid with an attribute test. Where relevant, and as long as the GM says that it’s ok, you can use a class skills to gain advantage on an attribute test. For example, Sir Kristoph wants to gain an edge in the arm wrestle with Gwen. Because he’s a knight, he has the Intimidate skill, which is connected to Might. He tells the GM that he wants to snarl and threaten Gwen as he’s wrestling her to give him an edge. The GM agrees that this is a great use of the skill, so Sir Kristoph rolls twice on Might.
Combat Combat works much like a series of contested attribute tests but with more structure. During combat characters are able to use two actions, including: move, attack, cast a spell, use a class feature on their turn.
Time Combat is split into turns and rounds. A turn is when a single character acts, which is around 6 seconds, while a round is over after all participants have acted.
Initiative To decide on the order of combat, each player rolls for initiative (NPCs do not). This is simply a Reflex attribute test with no difficulty modifications. If the roll is successful, the player acts before the enemies. If not, then they act after the enemies. The players may decide among themselves what order they act in after the initiative rolls are made, but the order is fixed once a decision is made.
Movement A character or NPC may move up to 20ft on their turn. If you are playing without miniatures then you can use the close, near, far method. Here the GM establishes how far away you are from your enemy using either close (0-5ft), near (5-25ft) or far (25ft or more). The character can move one 'step’, so from near to close, or far to near.
24
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 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 doing damage to either side. For example, Sir Kristoph is attacking a Boggart with his longsword, which is a 1HD creature. Sir Kristoph has 15 Might and so reduces this by the enemy’s HD, which in this case is 1. This gives Sir Kristoph the ‘target’ number of 14 to roll under. He rolls an 11, which is a hit. He then rolls his longsword damage die, d6+1, and gets a 3, which is deducted from the Boggart’s HP. The Boggart then attacks Sir Kristoph with its gnarled claws. The Boggart has a Target Number of 11, but because Sir Kristoph is level 2, the final ‘to hit’ number is 9. The GM rolls a 17 for the Boggart, missing entirely.
Critical Strikes and Fumbles When attacking, a natural 1 rolled on the d20 means a critical strike has been made. Roll the damage die twice when this occurs. Rolling a natural 20 means the player has fumbled and the attack is an automatic miss, even if it would have ordinarily hit.
Advantage Combat
and
Disadvantage in
Sometimes something will give a player character or enemy the edge in battle, such as battling in an extreme temperature the character isn’t used to or fighting in darkness 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Close Ranged Combat
Armour Proficiency
If a ranged attack is made in close combat, the attacker gets a disadvantage.
Unarmed and Improvised Combat
Each class has its own listed armour proficiencies. Characters using armour they are not proficient with add their armour points to attack rolls.
When fighting unarmed or with an improvised weapon, the damage die is d4.
Saving Throws
Armour in Combat Armour points reduce damage taken in combat. Once armour points have been reduced to 0, damage is taken as normal due to weariness and fatigue. Armour regenerates after an hour’s rest. Note that shields cannot be used with heavy weapons.
Weapon Proficiency Each class has its own listed weapon proficiencies. Characters have disadvantage when attacking with any weapon type she does not have a proficiency with.
Saving throws are used to avoid particularly harmful damage or a specific effect like poison or an enchantment. The following attributes are tested for avoiding specific harms: Might: Used to avoid physical harm that can’t be dodged Reflex: Used to avoid physical harm than can be dodged Mind: Used to avoid spell effects, illusions, or enchantments 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Healing & Dying It’s inevitable that characters will get innumerable scrapes and wounds on their adventures.
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 level and increases in their attributes.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 As each spell has a level, it also has a spell cost. This is the amount to reduce your Spell Points by when casting. Once you have reached 0 Spell Points you are unable to cast any more spells until it replenishes (after an 8 hour rest).
Casting Spells In order to cast a spell the caster must be able to be able to use hand gestures. If a caster’s hands are bound then she is unable to cast a spell. To cast a spell, the caster must roll under their Mind 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
their Spell Points. If the spell fails, the caster deducts half the spell cost (rounded down) from their Spell Points and the spell fizzles out.
Casting Higher Level Spells Casting spells of higher level than the caster can be risky. If the caster fails their roll to cast the spell and the spell is of a higher level than the caster, there is a chance that the spell could backfire. For every level the spell is above the caster level, roll that many d6s. Take the highest number and consult the table below.
28
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 Another
1
2
The caster can remotely cause a target to choke, taking 1d6 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 Worn
2
5
The caster heals another with HP equal to the target’s class HD.
On Calming the Raging Beast
2
5
Target wild animal is calmed and will not attack for 1d4 rounds.
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 Many Tongues
3
6
The caster or a target is able to speak and understand any language for 1d4 days.
Creating Fire With Naught But Two Hands
3
6
The caster is able to create fire by rubbing her hands together.
An Illusion to Vex the Eyes
3
5
The caster creates a silent illusion up to 7ft tall that lasts for 1d6
29
Zenith Comics (order #9701411)
Romance of the Perilous Land
minutes. Befall a Feeling of Doom on Another
4
7
A target has disadvantage on attacks for 2d4 rounds.
Bless the Mortally Wounded
4
8
The caster heals another with HP equal to the target’s class HD times 2.
Rid the Pitiful of Disease
4
7
The caster can remove a disease from a target,
Restrain with Invisible Rope
5
9
1d4 targets are unable to move for 1d4 rounds
Removal of Enchantments
5
9
An enchantment is removed from target
Breathe Beneath the Waves
5
7
A target can breathe underwater for 2d6 hours
Transmogrify into a venomous serpent
6
10
The caster becomes an adder until she decides to become human once more.
The Miracle of Levitation
6
10
The caster levitates up to 100ft for 1d10 minutes
Transmogrify another into a mouse
6
11
Target of HD3 or lower is turned into a mouse.
Grant the Skin of Stone
7
13
Target gains 1 armour point per caster level for 1 hour.
Burn from Within
7
14
1d4 targets with HD5 or lower burn to death
Appearing in a new location instantly
7
13
The caster or target of HD5 or lower teleport to a named location.
Place a Grim Hex
8
16
1d6 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 Dog
8
15
The caster transforms into a Black Dog with an HD equal to the 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
Target weapon becomes enchanted for 10 minutes. The weapon gains an extra 2d6 damage dice.
Phase through Solid Matter
9
17
2d6 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 Deceased
10
22
A dead creature is brought back to life with half HP.
Rot Flesh
10
22
1d6 targets with HD7 or below rot and die.
30
Zenith Comics (order #9701411)
Romance of the Perilous Land
Items of Wonder Whereas many fantasy roleplaying games will feature fantastical and powerful magic items, in Romance of the Perilous Land enchanted and magical items are few and far between, many of them being legendary in their own right. It’s likely that characters will have only one or two of the more powerful magical items each and they will become intrinsic parts of who they are. Rarity breeds wonder, so great importance is placed on these wondrous items. In this chapter you will find a list of magical items that the characters may find on their adventures, some of which will be the objective for quests or entire campaigns.
Magical Charms Charms are the most common form of magical item. They are home-made and often fairly rudimentary, used by lay-folk around the country for all sorts of uses. Charms usually have very specific uses, such as to aid with the year’s harvest or to locate a witch.
upon by an adder. Adders are vulnerable to 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, usually up a chimney, is for protection against evil spirits. Concealing a shoe for a month in a hearth, up a chimney or in a bedroom protects a home from a witch entering. If the shoe is destroyed, the charm is broken and the witch may enter.
Corn Dolly Made from plaited corn sheafs and hung in the home during Samhain, these little figures will summon a Corn Spirit to increase the likelihood of a good harvest the next year. 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 in 6 chance the next harvest will be a good one.
Kingfisher 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
Ash Staff Staves crafted from the wood of ash trees are popular with overland travellers who fear they may be set
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 with a sprig of mistletoe. Mistletoe kept in this way lasts for a week before the magic dries up.
31
Zenith Comics (order #9701411)
Romance of the Perilous Land
Mole’s Foot
Ring of Eluned the Fortunate
The foot of a mole is hung around the neck in order to more effectively heal the wearer. While wearing a mole’s foot, the wearer gains an extra 1 HP from resting.
This ring contains a design of a rose twisting around a dagger. The wearer becomes invisible for 1d4 rounds. There is a 25% chance that they 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 day the bearer of the salt may ignore 1 point of armour damage.
These green-ish blue boots allow the wearer to walk on the water’s surface just as they would 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 This blue cap allows the wearer to easily breathe underwater.
Unspoken Water
Hamper of Gwydnno Garanhir
This vial of water from the river of the dead can cure any affliction, magic or mundane. It has 10 uses.
This wicker hamper produces an unlimited amount of food.
Hand of Glory This is the enchanted hand of a recently executed individual. It will automatically pick any lock.
Whetstone of Tudwal When this whetstone is used to sharpen a blade, the sword does an extra d6 damage for 1d6 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
Legendary Weapons and Armour Legendary weapons and armour are the rarest kind of enchanted items, with each of them being unique. Because of this the characters may only see one or two of these in their lifetimes.
Arondight Type: Shortsword Damage: 1d6+2 Special: The sword that belonged to Sir Lancelot. The blade glows a subtle blue when storms are near and increases the wielder’s armour points by 5.
Carnwennan Type: Dagger Damage: 1d6+1 Special: This legendary dagger belonged to the great King Arthur himself. It has an ornate golden hilt and its plate emits a pale glow in the moonlight. When wielding the dagger the bearer may choose to cloak themselves in shadow. Attacks against them have disadvantage.
Excalibur Type: Longsword Damage: 1d6+3 Special: Excalibur was gifted to King Arthur by the Lady of the Lake, but eventually it was returned to the murky depths of the waters from whence it came. It is arguably the most famous legendary weapon of all. The wielder gains 20 additional armour points and gains advantage on attacks.
Fail-not Type: Short Bow Damage: 1d6+1 Special: Fail-not is an ornate mahogany bow crafted for Tristan in Arthurian legend. The user does not reduce their reflex attribute by the enemy’s HD in combat.
Fragarach Type: Longsword Damage: 1d6+1 Special: Fragarach was forged by Manannan mac Lir, the god of the seas. When attacking any spirit creature, armour is ignored.
Green Armour Type: Plate Armour Points: 12 The origin of Green Armour is unknown, but some say it was forged by Woden himself. It is the toughest armour ever crafted and can withstand blows from the hardiest of weapons.
33
Zenith Comics (order #9701411)
Romance of the Perilous Land
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 Yorkshire located in the north of England. It is a green and pleasant land, dotted with idyllic villages, rolling farmland, and at its centre the Castle of Dinhelm - home to Queen Eleanor.
The City of Dinhelm Founded: The Year of Waters, 423 Population: 120,000 Monarch: Queen Eleanor, the Pearl Rose (Lv. 4 Knight) The most populous city in the northern lands, Dinhelm is protected by a great stone wall guarded by
a retinue of Queen’s Emerald Watch (Lv. 1-5 Rangers). Dinhelm is one of the great traders in textiles, providing West Winterdale with wools, silks 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 largest merchant’s organisation in the kingdom. In the Castle of Dinhelm Queen Eleanor has her throne. She is known as the Pearl Rose, for her flowering beauty and penchant for wearing only white. She is also a warrior queen donning armour and the Field Sword when she has to defend her kingdom from those who would encroach on it.
35
Zenith Comics (order #9701411)
Romance of the Perilous Land
The Scar Fells To the east of Dinhelm lies the hilly region known as the Scar Fells. This place is at once both bleak and beautiful - a mostly barren land dotted with rocky outcroppings, mounds and mountains.
Folklore of the Scar Fells: ● A giant called Jack in Chains roams the fells,
● ● ●
●
eating sheep and wanderers who have lost their 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, where a knucker called Avarice dwells. There is a rock with a hole in the centre called Hallow’s Stone. Putting one’s arm through the hole cures any sickness. A headless phantom rider has been seen in the small hours searching for his long lost bride.
Wishborne Wood Three miles south of Dinhelm lies the Wishborne Wood - a lush green place steeped in ancient legends.
Folklore of Wishborne Wood: ● 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.
● 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. ● The howls of a Shug Monkey can be heard at night. Some say it feeds on the fear of wanderers. ● The Horse Eye mushroom grows here. Cooking and eating it allows one to tell when a spirit is within 20ft for 1 hour. ● A group of thieving Redcaps have been seen near the Willow Pond, feasting on swans.
Penbridge Five miles west of Dinhelm is the village of Penbridge, situated on the Wakeley Plain.
Folklore of Penbridge: ● The village is visited by Jenny Greenteeth,
a crone who reaches through windows in the hopes of kidnapping and eating children. ● A stone circle north east of Penbridge known as the Five Sisters has a magical resonance that attracts spirits from around the area. ● Farmer Gregor swears that he has seen a creature stalking his farm at night, preying on his livestock.
36
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 roaming the outskirts after sunset. It is said he frequents St Martin’s churchyard. ● There is a small network of caves along the coast called the Boggart Tunnels. They say a Boggart called Glin lives there, coming out to drag people into its dank lair.
Larnbrooke Castle Ten miles north of Blackmere is Larnbrooke Castle, which has a host of legends ties to it. The castle is supposedly abandoned, but locals believe that something sinister lurks within.
● If one goes to the path to the castle
during a full moon they will hear the screams of the damned - those who died in the castle walls. ● A Red Etin lives in a lair close by. Sometimes one can hear his singing on the wind and see his tracks in the snow. ● Nothing grows within 10ft of the castle. ● Drinking from the nearby stream will turn one’s skin blue and they will die within 10 days unless they seek a magical healer.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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 d6. Half the HD (rounded down) to get the creature’s armour. The Target Number follows the HD in square brackets. For reference, the Target Number is HD+10. The Target Number also determines the number of spell points a magic-wielding enemy has.
Creatures also have special features, which is a specific rule just for that creature.
Using Target Numbers for Attribute Tests and Saving Throws
For example, an HD3 creature rolls 3d6 to determine HP. Its damage roll is D6+3 and its Target Number is 13. It also has 1 armour point.
If a creature needs to make an attribute test or a saving throw, they roll under their Target Number, reducing the opposing level where relevant.
Creature stats also contain the names of the attacks it can use. Sometimes it will have more than one attack name, which means that it can attack multiple times on its turn. All attacks do d6 damage unless stated otherwise.
For example, if level 3 brigand with a Target Number of 13 needs to roll a saving throw and the opponent it level 2, they must roll under their new Target Number of 11.
38
Zenith Comics (order #9701411)
Romance of the Perilous Land
ADDER HD1[11] Attack: Venomous Bite Special: Adders can poison with their bite. If the Adder hits, the target must make a successful Endurance saving throw or take 1HP damage each round for 1d4 rounds. Attacks with a weapon made of ash wood does an extra 1d4 damage against Adders. Adders are portents of ill fortune, so they are greatly feared throughout the land, particularly in villages near forests. While they are seen as evil creatures, the shedded skin of an Adder can be used for remedies to cure diseases.
BRIGAND HD1-3[11-13] Attack: Shortsword or Bow Special: Brigands gain advantage when concealing themselves in undergrowth.
Black dog legends are rife around particularly rural parts of the Perilous Land. They are described as huge hounds, up to 6ft in length, with saucer-like eyes that glow like burning coals. They can be found in moorlands and on forgotten fields where few dwell, but sometimes they venture into church graveyards to frighten the locals.
BOGIE HD2[12] Attack: Claws Special: Bogies can disguise themselves as the elderly and will reveal themselves only if harmed by an attack. They are weak against fire - it does 1d6 extra damage against them. Bogies are evil fairies who trick people by turning into old men and women and assimilating themselves into a community. There they will gain the trust of the village before putting into motion their murderous plans.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
BOGGART HD1[11] Attack: Claws Special: Once per day Boggarts can make a test on their Target Number to turn almost invisible for 1d4 rounds. Attackers take a disadvantage while it is invisible. A Boggart is a malevolent, mischievous creature who enjoys causing chaos among humankind, souring milk and stealing farm stock. They are squat, ugly creatures that resemble small, dirty grey-skinned humans. They are covered in hair and smell like foul fish, which can be smelled from far away. Some are known for living in marshes, creeping out to kidnap children and drag them into their lairs.
BONELESS
Brownies are small lonely spirits who attach themselves to families and reside in their household, usually against the family’s wishes. They have brown hair and a hole where their nose should be. They can be easily insulted and are prone to rage if they are criticised or pitied.
BUGBEAR HD3[13] Attack: Bite Special: Those hit by the Bugbear must make a successful Reflex saving throw or reduce their armour by 1d4. Bugbears are evil spirits who dwell in the dark woods. Their tales are told to keep children from wandering too deep into the forest, where these hideous hairy creatures will feast on their flesh.
HD3[13] Attack: Engulf Special: A Boneless can engulf a target. After a successful Engulf attack, the target must make a Reflex saving throw or be enveloped in flesh for 1d4 rounds. Each round the target takes 1d4 crushing damage.
CAIT SITH
The Boneless is a disgusting fleshy jelly creature that waits on pathways to chase down and engulf its victims. It is large and white and although it has no limbs it can move at great speeds.
A magical fairy cat found in the highlands, Caith Sith spends much of its time as a cat the size of a dog, but sometimes transforms into a witch. On the festival of Samhain Cait Sith with bless a household who leaves a saucer of milk for it, but curse those that don’t with cows who can no longer provide milk.
BROWNIE 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.
HD4[14] Attack: Claws Special: A Caith Sith can transform into a Witch. They can only change eight times, turning into a cat forever on the ninth time.
40
Zenith Comics (order #9701411)
Romance of the Perilous Land
COCKATRICE HD7[17] Attack: Peck or Stone Gaze Special: The Cockatrice’s gaze can turn its victims to stone. After the Cockatrice makes a successful Stone Gaze attack, 1d4 targets must make a Mind saving throw or become stone. A deadly creature to come up against, the Cockatrice 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 stone with just a look.
CORPSE CANDLE HD2[12] Attack: None Special: Corpse Candles glow to signify that someone is going to die. A small blue flame indicates a child, while a large green flame indicates an adult. Portents of doom, if you see a Corpse Candle it could be one of the last things you see. If several are seen together, it means that that number of people will die. They are seen on lonely paths and on dark nights in the woods.
CRONE HD3[13] Attack: Iron Claws Special: A crone can create a terrifying visage. 1d4 targets who are looking at her must make a successful Mind saving throw or be unable to move for 1d4 rounds.
their cots. They pull their victims down into the depths where they meet their doom.
CU SITH HD4[14] Attack: Bite or Baying Special: The Cu Sith may Bay as an attack. If it is successful, 1d4 targets must make a Mind saving throw or unable to move for 1d4 rounds. The Cu Sith is a large fairy dog that leaves massive paw prints in the hills near fairy mounds. It has a mossy green coat and large dark eyes. It will attack anyone trespassing in the fairy realm.
DRAGON HD9[19] Attack: Bite, Claw, Fire Breath Special: The Dragon may use its fire breath to cause 3d6 damage to 1d4 targets. Dragons can also fly. Of all the beasts in the Perilous Realm, none strike as much fear as the mighty Dragon. These large scaly creatures are very rare, with only a few existing in the world. They have a penchant for kidnapping nobles and royalty in order to demand money from the kingdom. They usually live in caves away from civilisation and use their huge wings to carry them across the country looking for food - normally sheep and deer.
Crones are evil entities that live close to water, who creep out on dark nights to steal away children from
41
Zenith Comics (order #9701411)
Romance of the Perilous Land
DRUID
GNOME
HD4[13] Attack: Quarterstaff or shortbow Special: Druids are able to use all level 1 spells.
HD2[12] Attack: Claws 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, praying in forest groves and forbidding themselves for writing any of their beliefs. They are wielders of magic, drawing energy from the roots, bark and leaves around them.
Gnomes are defenders of gold, often kept deep within the ground where they live. They have huge underground networks of gnome villages that have never been seen by mortal eyes.
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 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
Zenith Comics (order #9701411)
Romance of the Perilous Land
GREEN KNIGHT HD8[18] Attack: Battleaxe Special: For every round the Green Knight survives, his damage is increased by +1. The Green Knight is an enigmatic magical being who is covered in green, including his skin. He exists without a head and carries a great battleaxe with him. The more he fights, the stronger he becomes and few live to tell the tale.
INCUBUS HD5[15] Attack: Bite or Charm 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 target may make a saving roll each round to see if they break the spell. An Incubus is a demon that seduces women in order to impregnate them with his demon spawn, at which time the woman will die.
KELPIE HD4[14] Attack: Trample and Special Special: Anyone who looks at a Kelpie must make a successful Charisma saving throw or be forced to 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. Kelpies are horse spirits that live in rivers. They make themselves seem irresistible for riders but then ride
into water in order to drown the rider, re-emerging to trick another poor soul.
KNUCKER HD7[17] Attack: Bite, Tail Whip Special: A Knucker knocks a target down with its Tail Whip. While on the ground attackers have advantage against them. The Knucker is part of the dragon family, often inhabiting lakes for hundreds of years, sneaking out to devour livestock and frighten farmers. Occasionally they will take humans down into their murky lairs.
LONG WORM HD5-8[15-18] Attack: Bite, Crush Special: When the Long Worm makes a successful Crush attack, the target must make a successful Reflex saving throw or take 1d6 damage for 1d6 rounds. A Long Worm is the cousin of the Dragon - a giant snake-like creature without wings. It has great jaws and coils around its prey to crush their bones. They are sometimes found wrapped around rocky outcrops waiting for their next meal.
MERMAID HD4[14] Attack: Bite or Song Special: When the Mermaid makes a successful Song attack, the target must make a successful Charisma saving throw or be drawn to the
43
Zenith Comics (order #9701411)
Romance of the Perilous Land
Mermaid for 1d4 rounds and are not able to attack. Mermaid sit on rocks close to the shore, drawing sailors to their doom with their beautiful signing. Their lower half resembles a fish, while their upper body is that of a woman.
PIXIE HD1[11] Attack: Claw Special: Pixies may cast Create a Dazzling Light . Pixies are similar to Brownies - small creatures who wear red caps and are rarely seen by humans. While many of them are helpful to people, some cause havoc in households, throwing objects around. Many of these instances are misinterpreted as poltergeist hauntings.
QUESTING BEAST HD10[20] Attack: Claw, Bite, Tail Whip Special: Each attack the Questing Beast makes does 2d6 damage. The Questing Beast is immune to magical effects. With the head of a snake, the body of a leopard, the feet of a hart and haunches of a lion the Questing Beast is one of the most dreaded creatures in all of the land. The result of a demonic relationship, the beast was born and soon grew into the giant abomination it is.
REDCAP HD2[12] Attack: Bite 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.
Murderous little goblin creatures, Redcaps inhabit abandoned castles and keeps, crumbling ruins and old forests where they ambush travellers to drain their blood. Their caps are red from dipping them in the blood of their victims.
RED ETIN HD5[15] Attack: Stone Hammer Special: When a Red Etin hits with a Stone Hammer attack, the target must make a successful Reflex saving throw or be turned to stone in 1d6 rounds. When the Etin dies, those who have become stone become flesh again. The Red Etin is a giant with three ferocious heads. It carries a hammer that, when it strikes its victim, turns them to stone. They often build castles and are rightly feared in their local regions.
SELKIE HD3[13] Attack: Spear or Short Bow Special: Selkies take on human form during the night. If their seal skin is taken, they will have a 50% chance of obeying the skin bearer until they are rid of the skin. Selkies are seals by day, but dark-haired human by night. Their seal skin falls off close to their sea lair and they head into civilisation. Some start families with mortals, only to return to the sea years later.
44
Zenith Comics (order #9701411)
Romance of the Perilous Land
SHUG MONKEY HD6[16] 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 flee for 1d4 rounds. Closely related to the werewolf, the Shug Monkey is a large hairy beast with the mixed characteristics of dog and monkey. The creature has huge claws to rend flesh and its howl can turn even the bravest blood to ice.
TROOPING FAIRY HD1[11] Attack: Dagger or Short Bow Special: The Trooping Fairy is difficult to see, so ranged attacks have disadvantage.
feed on the blood of the community and spread their dreadful disease.
WITCH HD6[16] Attack: Claw Special: Witches may cast Befall a Feeling of Doom on Another, Restrain with Invisible Rope and Have Vision in Dark Places. Practitioners of black magic, witches can be male or female, often old but no less powerful. They often dance in the dead of the night, cackling and worshipping their demonic gods.
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
Zenith Comics (order #9701411)
Romance of the Perilous Land
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, royaltyfree, nonexclusive 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 coadaptability 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 Di stribute. 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.
46
Zenith Comics (order #9701411)
Romance of the Perilous Land
47
Zenith Comics (order #9701411)
Romance of the Perilous Land
48
Zenith Comics (order #9701411)
Romance of the Perilous Land
49
Zenith Comics (order #9701411)
Romance of the Perilous Land
50
Zenith Comics (order #9701411)