Pits Perils Referee Companion
Pits Perils Referee Companion
Pits Perils Referee Companion
Electronic Edition
www.oldehouserules.com
Second Printing, August 2017
This Referee Companion is
dedicated to the players (and referees) who,
through their creative efforts, made
our little game into something all their own...
FOREWORD...................................................... 1
INTRODUCTION.............................................. 2
QUICK REFERENCE CHARTS........................ 3
Character Abilities.................................... 3
Secondary Skills......................................... 4
Non-Human Proficiencies........................... 4
Inheritance................................................... 4
Equipment..................................................... 5
Magician Spells........................................... 6
Spell Components......................................... 6
Combat Tables............................................... 7
Attack Modifiers......................................... 7
Attack Order/Sequence................................ 7
Alternative Combat..................................... 8
Optional Damage........................................... 8
Combat Maneuvers........................................ 9
Maintenance and Repair.............................. 9
Non-Combat Actions..................................... 10
Action Modifiers......................................... 10
Feats of Strength....................................... 11
Henchmen....................................................... 11
Experience Points....................................... 11
Treasure....................................................... 12
Wilderness Exploration.............................. 13
Random Encounters...................................... 13
Urban Encounters........................................ 15
THE SNOW HAG'S AERIE............................. 17
Legend of the Snow Hag............................. 18
The Environs and Courtyard...................... 19
The Snow Hag's Aerie................................. 22
Epilogue........................................................ 23
Nightmares................................................... 24
Referee's Guide to Abbreviations............. 24
FOREWORD
This is a collection of quick-reference charts for the Pits & Perils game
drawn from the basic rulebook and its supplements. But it also includes new
and optional rules and "liner notes" meant to assist the referee in making
things happen during play. This matters because the game was always imagined
as a flexible, seat-of-the pants system. If the elf positions herself on a
nearby ledge and the rest of the party has the ogre pinned down, she can ask
for (and reasonably get) the prone bonus (+2) with her bow...
But only if the player acts. And only if the referee is sensible enough to
recognize (and reward) this bit of tactical ingenuity!
Indeed, many, if not most, old-school gamers are fine with this approach and
like their referee to make on-the-spot rulings. For them, the new rules
provide more flexibility. Still others approach the rulebook as an absolute,
third-party authority. Here, the optional rules provide an alternate, but
nonetheless quite official, version of the game, and the group need only choose
what rules they wish to observe. And while we obviously prefer the former
approach, there is no wrong answer when it comes to having fun...
So to those who love (and play) Pits & Perils in all its incarnations, we
appreciate your support and hope this booklet helps keep your game perilous!
1
INTRODUCTION
Simple is easy. The more rules a game has, the more likely these will start
doing the role-playing for you, to the detriment of all.
But simple is also smoother, as flipping through the rules interferes with the
dialogue that should exist between the players and the referee and shifts
focus away from decision-making and exploration.
But despite its relative simplicity, Pits & Perils has a lot in the way of
content, including enemies to fight and magic to win and wield, and the referee
should become comfortable and familiar with practice. Until that happens,
these quick-reference tables serve as instant experience for new referees and
good advice for the most seasoned grognards!
THE CAMPAIGN
The referee can keep these tables handy for easy reference during play,
enabling smoother action. Where applicable, additional guidance and rules are
provided so the referee can make quick decisions without slowing things or
disrupting events during combat, etc. Being an old-school game, the referee is
highly encouraged to devise their own custom charts with whatever original
rules (like new random encounters) seems right for their campaign...
2
QUICK REFERENCE CHARTS
The following quick reference charts are provided to aid the referee during
play and include additional (optional) rules and liner notes to better facilitate
their implementation. Consult them as needed...
CHARACTER ABILITIES
Note here that wisdom is (statistically) the most common ability because it
demands more from the player, who still needs to decipher any clues discovered
in the course of a game. That said, it is analogous to raw cunning more than
anything else and may be renamed as suits the referee...
Of course, ambitious referees can devise their own tables, perhaps broken down
by class or region as their campaigns require. Anything is possible...
3
SECONDARY SKILLS
NON-HUMAN PROFICIENCIES
Dwarves and elves have unique cultures that lend themselves to different
proficiencies rolling (or choosing) as shown:
INHERITANCE
Obviously, 1st level characters inheriting magic items are more powerful.
4
EQUIPMENT
New characters have access to the full equipment list. Beyond that, not
everything will be available. For game purposes, assume that a desired item is
available 1-3 in 1d6 of the time, subject to modifiers for the size and/or
population of the area in question: cities (-1), towns (+1), and villages (+2), so
larger settlements are more likely to carry desired goods:
5
MAGICIAN SPELLS
SPELL COMPONENTS
Given their potential value as treasure, the referee can roll for any material
components held by enemy magicians:
Assume 1-3 possessed, noting that rivals will surely use what they have...
6
COMBAT TABLES
Players are expected to keep track of their own combat modifiers, including
those for class and/or magic weapons, etc. Enemy monsters (except those
assigned a proper class) have attack and damage modifiers based on level and/or
size as follows, making these very dangerous:
For game purposes, assume that lycanthropes and other shape-shifters get
appropriate modifiers when in animal form. This includes any character using
spells or magic items (i.e., beast cloaks) while in combat.
ATTACK MODIFIERS
The following applies to all combatants. Often, victory comes down to simple
maneuvering, and good strategy should be rewarded:
ATTACK ORDER/SEQUENCE
The referee should require initiative at the start of combat and again if the
conditions of battle somehow change (this encourages strategy):
CONDITIONS MODIFIER
Surprised or unprepared -2
Heavily outnumbered -1
One or more elves in the party +1
Some games stress special abilities over proper strategy. This one rewards
players for outmaneuvering their foes and prioritizes simple choices, to
include armor and weaponry. For instance, strategic placement of archers and
magicians in the party's marching order can make all the difference.
7
ALTERNATIVE COMBAT
Optionally, the referee can base hit probability on a target's ability per the
following attack matrix, which serves to speed combat:
The designation "untrained" here applies to most commoners, but also those
enemies who, in the opinion of the referee, lack the skill and/or training to
do more than exercise brute force, etc. For instance, the lowliest of orcs
wielding clubs or wild beasts that rely on other special defenses, noting that
those above 3rd level will normally be skilled.
OPTIONAL DAMAGE
Some groups may prefer faster, more lethal combat in the old-school tradition,
and this can be achieved by rolling attacks on the following:
Note here that the above reflects the untrained opponent rule. Otherwise,
damage starts at 9 (1 hit), with added damage per weapon:
8
COMBAT MANEUVERS
Players will choose their own combat maneuvers, and the referee can assign
them to non-players as befits the individual:
Note that barbarians, corsairs, and fighters with 2 attacks per round can
execute a combination block/parry/attack. Likewise, monks can block and attack
after 9th level, getting 2 attacks per round with the staff.
Armor, equipment, and even magical weaponry may require periodic maintenance,
with failure to do so resulting in penalties as shown:
ITEM PENALTY
Armor* no protection afforded
Tools 1-2 in 1d6 chance of breakage
Weaponry# minimum damage delivered
Repairs cost 10% of treasure taken (armored characters) or 5% (all others) based
on conditions. Optionally, the referee can roll for wear and tear:
The referee should roll once per character upon returning to civilization.
9
NON-COMBAT ACTIONS
Many actions, like ordinary walking and talking, do not require dice, as the
character is automatically successful. Everything else is governed by a
particular attribute and should be limited to those characters actually having
that ability in most cases, per the referee:
ACTION MODIFIERS
Note that dexterous characters should always be the fastest in a party, and
this applies equally to the physically powerful, etc. This distinguishes
characters and forces them to work together. At the same time, players may be
permitted to try different things out, and modifiers accomplish both nicely,
although the referee should always favor the naturally inclined...
10
FEATS OF STRENGTH
HENCHMEN
EXPERIENCE POINTS
To keep things simple, the referee should annotate experience for specific
encounters in advance of play. However; this is not always possible, especially
with random encounters and/or when the unexpected happens:
Note that referees who desire slower level progression can award 1 experience
per 10 GP found and none for magic items won and subsequently sold.
11
TREASURE
Once again, the referee should place treasure in advance of play, although
wandering merchants and the like also carry riches:
The referee can roll or simply declare wealth in the form of jewelry if this
better suits the conditions of a given hoard:
COINAGE VALUE
Copper pieces (CP) 10 CP = 1 SP
Silver pieces (SP) 10 SP = 1 GP
Merchants, pirates, and raiding orcs often carry wealth in the form of luxury
items (frequently stolen). This can be rolled as shown:
12
Magic items are rare and should seldom appear in unscripted hoards unless
wielded by enemies to their own advantage, etc. The referee might allow
exceptions for potions (or scrolls) that might be beneficial to a party provided
the players have earned it through superior choices.
WILDERNESS EXPLORATION
For game purposes, there will be a 1 in 1d6 chance per game day travelled of
getting lost, modified for conditions as follows:
CONDITIONS MODIFIER
Heavy brush/covering* -2
No map available# -1
Poor weather/sun obscured -1
Dislocation can be determined by rolling 1d6: 1-2 (left of path), 3-4 (right of
path), and 5-6 (backtrack/reverse move) when a party is lost.
RANDOM ENCOUNTERS
Normally, random encounters occur 1 in 1d6 of the time per full turn of
exploration (either above or below ground) although a party should never face
multiple encounters through consecutive turns of play:
Random encounters should always be of the weakest sort (assume 1-2 HP per
level in most cases), although exceptions can be made. These guard no treasure,
with the possible exception of brigands (assign I-II) and orcs, etc.
13
For simplicity, the referee can designate specific locations where random
encounters may occur. For instance, when setting up camp, etc. If the
characters establish a watch, there will be a 1-2 in 1d6 chance of an encounter
with some 2-3 rounds to prepare. Unprepared parties (no watch) have but a
single round and must roll for initiative at -2.
For quick reference, the following is provided (where applicable, attack and/or
damage bonuses are given in parentheses):
Total hits per level are determined by rolling 1d6: 1-2 (1), 3-4 (2), 5-6 (3) or
assigned by the referee. Humanoids can use armor and shield.
Some enemies have special attacks and/or spells. The referee should be
familiar with these in advance. Otherwise, they might select simpler monsters,
like bears or wolves, until they become more experienced. Of course, custom
encounter tables are highly encouraged and keep things realistic.
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URBAN ENCOUNTERS
DWARF/N/CON AK: l (hand axe) LL: 3 (l3/+3 HP) ME: 20' (plate mail)
ELF/N/DEX AK: 1 (bow, dagger) LL: 3 (8/+1 HP) ME: 40' (leather)
SPELLS: Bolt, Heal, Rise, Mask (2 SP)
FIGHTER/N/STR AK: l (great sword) LL: 4 (l6/+3 HP) ME: 20' (chainmail)
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Magic items (if any) can be determined randomly or by assigning something
suitable to the intended power (or scope) of the encounter.
3d6 NOTES
3 Beggar some function as thieves (1-2 in 1d6)*
4 Blacksmith assume 1-2 in 1d6 are armorers
5 Bowyer long/short bows or (1 in 1d6) crossbows
6 Candle maker only found in larger towns, etc.
7 Carpenter includes carpenters or woodworkers
8 Farmer free/landed (1-3 in 1d6) or serf
9 Fisherman possess basic boating/navigation skill
10 Glass blower availability as per a candle maker
11 Hunter these might serve as paid guides
12 Jeweler may (1 in 1d6) be a wealthy moneylender
13 Laborer general (unskilled)/migrant workers
14 Miner roll 1d6: 1 (dwarven), 2-6 (human)*
15 Performer treat these as beggars with charisma*
16 Stone mason often organized in powerful guilds
17 Tailor can include leatherworkers, etc.
18 Teamster possess extensive traveling knowledge
As run-ins with the city guard are a recurring theme in many games, the
referee can treat these as commoners (1-3 HP) clad in leather and armed with
spears (or bows on the walls). Otherwise, sergeants (and above) are 1st-3rd
level fighters wearing chainmail and armed with swords.
Finally, obvious monsters are rare in most urban settings, but might haunt
chaotic temples and/or cemeteries and similar dreadful places:
As with all such tables, the referee has the final say, adjusting the outcome
consistent with conditions, perhaps picking a desired result instead...
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17
The following dungeon was played at PretzCon 2013 and may assist the
referee in preparing their own games. Although meant for higher-level
characters, it can be adjusted for any party...
Legends speak of an evil hag dwelling in the hills above Lowland Dale;
stories to frighten children and entertain adults, no doubt. She was
beaten long ago and fled to her tower on the mountain, assuming any of
this happened at all, for weird legends are common among the peasant
folk who dwell in the peaceful lowlands. Only now, the legends might be
true and the people of the valley targets of her wrath.
Strange lights have been seen dancing across the brooding peaks at
night, followed by savage goblin raids at dawn. The White Wound Tribe
has always been a nuisance, but now something has made them bolder,
resulting in excursions deeper into human lands; most recently, against
estates held by the King. This is a mark against the new Magistrate,
Guiscard, High Warden of the valleys and easily replaced if he cannot
keep the peace, for the Fall harvest is threatened.
Worse still, rumors speak of the Hag coming bodily into the villages,
causing dreadful nightmares that leave their victims, and even the Royal
Guard, too terrified to act. But when a contingent of Guiscard's best
soldiers failed to return from the crags, desperate action was called for
lest the worst happen. And so an adventuring party was hired, hastily
briefed, and offered a prize of 5,000 SP if they succeed...
Thus, armed with their own gear and whatever equipment they manage to
purchase and/or haggle out of the Magistrate, the party leaves the safety
of the lowlands for the peaks where the Snow Hag's aerie awaits.
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THE ENVIRONS AND COURTYARD
The crumbling ruins of the Hag's tower merge with the rocky cliffs to
create a labyrinthine channel. Assuming the party sets out at dawn, they
should arrive at this place by late afternoon...
1 - The mountain pass leading to the Hag's tower is strewn with rocky
debris and gnawed bones of many kinds. A mated pair of FROST GIANTS has
taken up residence here, moving to flank the party on either side and
using the sheer cliffs to their advantage:
AK: 1 (clubs/elements) LL: 7/+2 (11 HP) ME: 50' (--) SE: H/+2
2 - The great outer courtyard, open to the sky above, lies bare to all
comers, and the piles of charred and horribly gnawed bones bear witness
to those who braved this place only to be devoured.
AK: 1 (spears) LL: 1/+0 (1/+1 HP) ME: 40' (hide) SE: M/+0
AK: 3 (bite/claws) LL: 4/+1 (8 HP) ME: 40' (--) SE: L/+1
AK: 1 (daggers) LL: 1/+0 (2/+2 HP) ME: 30' (chainmail) SE: M/+0
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The sergeant's quarters are surprisingly organized, and there is a
primitive cage for the great cat. Each goblin has 2d6 SP, and the party
finds 1,000 CP in a locked wooden strongbox.
Note: Characters having the Wisdom ability may (if the player asks and
makes their roll) detect a pungent aroma. When this happens, the referee
secretly rolls saving dice, with failure resulting in the victim taking
damage (1 hit) and a bloody nose from the spores below.
AK: 1 (spores) LL: 5/-- (15 HP) ME: -- (--) SE: H/--
Characters disturbing this must roll saving dice (+1 for elves and the
dexterous) once per 10' moved or excite the spores and inhale, suffering
the equivalent of a weak (1d6) poison. Covering one's mouth or similar
strategies is always effective, although the referee can make exceptions
when strenuous activities, like fighting, are attempted.
The box is locked, but can be picked or smashed open in 1d6 rounds,
noting that this releases spores and will require saving dice (as per the
above) to avoid inhalation. This holds 100 GP, an ELIXIR, and a bag of
granular VANISHING DUST that is clearly quite old.
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21
THE SNOW HAG'S AERIE
The stairs in area 5, above, lead to the Hag's chamber, part of which
enters the mountain. This was a strategic move, as it allowed defenders
to retreat and rally their forces, and this no doubt helped the Hag to
escape and recover her strength in secrecy.
10 - The rest of the White Wound goblins dwell here, excluding any
patrolling elsewhere. Accordingly, this vast chamber is a smelly place
filled with stinking furs and the remains of grisly meals (human or
otherwise). There are 5 big GOBLINS in leather armor armed with iron
spears watching the entrance, and should a party enter this openly, its
guardians cry alarums and close ranks to fight:
AK: 1 (spears) LL: 1/+0 (3/+1 HP) ME: 40' (hide) SE: M/+0
AK: 1 (fists/giant club) LL: 5/+1 (10 HP) ME: 30' (--) SE: L/(*)
The handlers are treated as sergeants, being specially trained for the
command of the monstrously strong giant:
AK: 1 (axes) LL: 1/+0 (2/+2 HP) ME: 30' (chainmail) SE: M/+0
Fighting the ogre is noisy work and calls 2d6+6 ARCHERS after a full
turn of fighting. These maintain a safe distance and may be positioned
around the various exits, compelling a very difficult choice, although
care must be taken to keep this from becoming an impossible challenge to
the players (they will exploit cover to maximum advantage):
AK: 1 (daggers/longbows) LL: 1/+0 (2 HP) ME: 50' (--) SE: M/+0
The White Wound is less of a tribe and more of a cult built around
worship of the Hag. Accordingly, there are no dependants, noting here
that fighters could be of either gender. That said, most effects left
behind include simple items and barely edible rations, although referees
might place 1-2,000 CP scattered around individual campsites and filthy
bedding as a reward, although gathering them requires 1d6 turns.
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11 - This is the ogre's living quarters. The floor is strewn with straw
and furs thrown over a long stone slab to form a makeshift cot that reeks
of rotten meat. A search turns up a few gnawed bones, but nothing worth
taking unless the referee adds something special.
12 - The ground rises here, and moth-eaten tapestries line the walls
leading up to Hag's sanctuary. These conceal grotesque mosaics too wicked
even for orcs to make. The opulence of this passage attests to its great
importance, although its original purpose is forgotten.
GUARDS: AK: 1 (daggers/bows) LL: 1/+0 (3 HP) ME: 50' (--) SE: M/+0
DRAGON: AK: 1 (bite/breath) LL: 6/+2 (11/+3 HP) ME: 30' (--) SE: L/+1
The SNOW HAG is a 7th level magician, diminished, but still powerful. In
combat, she will cast Ruin to delay the party and give her elite guard
time to advance. Where applicable, she uses her Dire spell to disable any
henchmen, who may be set upon by her orcs or the dragon:
AK: 1 (spells/staff) LL: 7 (11 HP) ME: 50' (--) 6 SPELLS: Bolt, Dire, Gaze,
Heal, Mort, Ruin, Ruse, Ward, Wink (6 SP)
Her dragon breathes fire (1d6/10' range) and wears a specialized plate
armor (+3). This is the Hag's primary line of defense, and she may use it
to retreat to area 14, below should the encounter end badly.
14 - The Hag's living quarters house a small cot and a chest holding a
special ELIXIR that restores all spell points (something she may imbibe if
given the chance), a WITCHES' BROOM, and 500 GP.
-EPILOGUE-
The people of Lowland Dale are obviously grateful for the aid, but the
Magistrate is ashamed, believing his position was compromised by his
inability to deal with the situation himself. The party is allowed to keep
what treasures they found and escorted to the border. This is seen by
everyone as for the best, for grateful lords tend to be suspicious lords!
23
NIGHTMARES
The Snow Hag has been visiting the villages on certain nights, inducing
vivid nightmares by means of a unique spell:
DIRE induces a deep sleep in all targets (up to 3rd level) within the
spell's (30') radius. This lasts for the first turn only, during which each
victim experiences unsettling nightmares. Upon awakening, they must
save to avoid attacking their companions (if chaotic/neutral) or becoming
paralyzed with fear (if lawful) for the remainder. This dreadful magic
comes at a price; however, dealing hits to the caster equal to the maximum
enemy level present. This is a thoroughly wicked spell.
AK Number/type(s) of attack
LL Level/attack bonus (hit points)
ME Movement/(armor worn)
SE Size; small (S), medium (M), large (L),
or huge (H)/damage bonus
( *) Refers to the encounter's text
These are used in all official P&P products and are highly encouraged!
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REFEREE NOTES
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