TEXT: Pits and Perils: 
  Unearthed Secrets 
   
   
   
  
  By: James T. Hook 
  Skeleton and Bear Art:  Guillaume Jentey 
   
   
   
   
   
   
  Copyright © 2019 James T. Hook 
  All rights reserved. This book or any portion thereof may not 
  be reproduced or used in any manner whatsoever without the 
  express written permission of the publisher except for the 
  use of brief quotations in a book review or scholarly journal. 
  
  Tables of Contents 
   
  Chapter I: Character Creation…………………4 
   
  Chapter II: New Heritages and Archetypes...…14 
   
  Chapter III: Additional Things……….………18  
   
  Chapter IV: New Magical Items…………..…20 
   
  Chapter V: Judge Advice……………......……21 
   
   
   
   
  
  Chapter I: Character Creation 
   
  10. 
  Choose two Abilities 
   
  Ability  
  Actions 
  Strength 
  bend bars, lift gates, etc. 
  Intelligence  
  know legends, lore, etc. 
  Dexterity 
  climb walls, stealth, etc. 
  Wisdom 
  detect lies, find clues, etc. 
  Constitution 
  withstand adversity, etc. 
  Charisma  
  lead, persuade others, etc.  
   
  All characters can attempt anything but chosen abilities determine what 
  the character excels at. Any actions falling under said attributes receive 
  a +1 bonus to the roll.  
   
  STRENGTH relates to physical prowess. All characters are strong to 
  some extent, but only some characters are mighty. The character may 
  attempt feats of great strength, like forcing open a stuck door, etc. 
   
  DEXTERITY is a measure of speed, balance, and coordination. Fast 
  characters can attempt to hide, sneak, and steal small objects, like a coin 
  purse. However, this may not be possible in metal armor and/or shields.  
   
  WISDOM means empathy and intuition. Players must still rely on their 
  own judgment. However, wise characters might notice things others 
  miss, like fresh tracks or knowing when someone is lying to them.  
   
  
  CONSTITUTION indicates health and well-being. Hardy characters can 
  hold their breath and swim rough waters, etc. The bonus of (+1) can apply 
  to saving dice against things like disease and/or poison.  
   
  CHARISMA is charm and leadership ability. Players should always act 
  out their personal interactions. However, leaders can attempt to 
  influence others and even. 
   
   
  
  2. Choose Heritage 
   
  Human 
  Humans are the most versatile and prominent race in the world. 
   
  ● Gain +2 bonus xp per encounter  
  ● Have no restrictions  
   
  Dwarves 
  Dwarves are a race of short, stocky underground people. They stand 4’ 
  tall and live in the mountains, where they mine the earth and fashion 
  items of exquisite beauty.  Dwarves prize gold and tend to be greedy. In 
  fact, gold is the reason most leave home in the first place. For all this, 
  dwarves are lawful and value personal honor above all things. To 
  outsiders, they appear stubborn. They possess the following traits; 
   
  ● +1 to all Saving Dice 
  ● +2 against all manmade traps 
  ● Due to the Dwarves living underground, they can identify unsafe 
  construction one-third of the time (1-2 in 1d6). This includes 
  mechanical traps and natural hazards, like knowing when a ceiling 
  might collapse 
  ● See in Darkness (except magical light) out to 30’ though torchlight 
  negates this.  
  ● They speak their own language and the tongue of Man  
  ● Dwarves can can only choose the Cleric, Shadow Guard, Fighter, or 
  Barbarian Archetypes 
   
   
   
  
   
  Hill Dwarves 
  Hill Dwarves stand 3’ tall, being shorter than their cousins and not so 
  greedy and violent. They have long since abandoned their mountain 
  dwellings and possess the following traits; 
   
  ● +1 to all Saving Dice 
  ● +2 against disease or poison  
  ● Their small size allows them to hide, even heavily armored, with 
  only a 1 in 1d6 chance of detection if they remain perfectly still and 
  make no noise 
  ● Hill Dwarves can only choose the Cleric, Shadow Guard, Fighter, 
  or Barbarian Archetypes 
   
  Elves 
  Elves are a race of slender, graceful, forest dwellers. They stand 5’ tall 
  and have pointed ears. Elves are immortal, or nearly so, and they often 
  seem detached from mortal concerns. In truth, their longevity gives 
  them unique insight, and they are innately good and wise. Elves are 
  usually neutral, but only because they can see the big picture. They 
  possess the following traits; 
   
  ● All elves cast spells as a 1st Level Magician, although spell duration 
  and effect do not approve (Unless they are a Magician). They can 
  either learn a new spell every third level or gain an additional spell 
  point.  
  ● They can identify the presence of magic one-third of the time (1-2 
  in 1d6) if within 30’. 
  
  ● They speak their own language and the tongue of man, if the 
  Referee allows it; they can communicate with woodland creatures 
  as well. 
  ● Elves can only choose the Fighter, Magician, or Necromancer 
  Archetypes 
   
  Wood Elves 
  Wood Elves are a shy and secretive race. They possess the following 
  traits; 
   
  ● Wood elves do not possess the innate magic of their kin; instead 
  they are blessed with greater speed. They get +1 to all ranged 
  attacks. In addition, they can they can fire a volley of arrows and 
  split the damage between multiple targets in range.  
  ● Elves are exceptionally good at hiding and moving undetected, 
  they gain +1 to all Stealth related rolls every third level  
  ● They speak their own language and the tongue of man, if the 
  Referee allows it; they can communicate with woodland creatures 
  as well. 
  ● Wood Elves cannot can only choose the Fighter, Thief, or Corsair 
  Archetypes 
   
   
   
   
   
   
   
   
   
  
  3. Class 
   
  All characters are considered ADVENTURERS and follow the below 
  progression: 
   
  EXP 
  LVL 
  HP Total 
  SP/FP Total* 
  0 
  1 
  10 
  2/1 
  50 
  2 
  11 
  - 
  110 
  3 
  12 
  4/2 
  190 
  4 
  13 
  - 
  290 
  5 
  14 
  6/3 
  410 
  6 
  15 
  - 
  550 
  7 
  16 
  8/4 
  710 
  8 
  17 
  - 
  890 
  9 
  18 
  10/5 
  1090 
  10 
  19 
  - 
   
  *Magicians/Clerics gain Spell or Faith points respectively if that 
  archetype is chosen.  
   
   
   
   
   
   
   
   
   
   
   
   
  
  4. Choose Archetype 
   
  Cleric 
  As fighting priests, clerics possess the following abilities: 
    
  ● Wear full armor and shield 
  ● Only wield blunt weapons (no bows) 
  ● Perform miracles of Cure Disease, Heal, and Ally as the Magician 
  spells of the same name. These cost Faith Points. Attempt to turn 
  undead equal to their level 
  ● At 7th level can attempt to resurrect the dead  
  ● Can be a Monk Instead (No armor or shields, bare hands or 
  quarterstaff only, can fight ambidextrously without have the 
  Dexterity ability, Monks cannot turn undead or resurrect but at 3rd 
  level they gain two attacks per round)  
   
  Monk 
  Monks are individuals that have mastered the ancient and mystic arts of 
  martial arts.  
   
  • Cannot wear armor or use shields 
  • Wield only bare hands or a quarterstaff with a +1 to damage 
  • At 2nd, 4th, and 6th levels, they gain +1 armor as their body hardens 
  with mystical energy  
  • At 3rd level gain an addition attack 
   
   
   
   
   
  
  Fighters 
  Fighters are men-at-arms.  
   
  ● Wear full armor and shield 
  ● Wield all weapons at +1 to attack dice  
  ● At 3rd level gain an additional attack per turn and choose a combat 
  maneuver (then an additional combat maneuver for every third 
  level) 
   
  Barbarians 
  • Wear leather armor 
  • Wield all weapons at +1 to attack dice 
  • At 3rd level gain an additional attack per turn and choose a combat 
  maneuver (then an additional combat maneuver for every third 
  level) 
  • Begin play knowing the Berserk Maneuver – resisting all magical 
  attacks and adding +1 damage at maximum duration per level. 
   
  Magicians 
  Magicians are powerful spell casters.  
   
  ● Cannot wear armor or use shields 
  ● Wield only a dagger or quarterstaff  
  ● Cast spells by spending Spell Points, they begin knowing 4 spells 
  and learn an additional spell every 3rd level. 
  ● Use Staves and Wands 
  ● At 7th level can craft magical items and brew potions 
   
   
   
  
  Thieves 
  Thieves are scoundrels. They hide, sneak, and 
  steal when the opportunity presents itself. However, their skills are in 
  high demand, so they often join adventuring parties. 
   
  ● Can only wear leather armor and can’t use a shield. They can only 
  fight with light weapons such as daggers, clubs, slings, and 
  blowguns 
  ● At 3rd level and every third level after they gain a +1 bonus to 
  Stealth, Disable/Find traps, and pick pocket.  
  ● Possesses the ability to attack for double damage (backstabbing) 
  when they are behind their opponent or when they catch their 
  opponent unawares.  
   
  Corsair 
  These are daring pirates and highwaymen.  
   
  ● Can only wear leather armor and can’t use a shield. They can only 
  fight with light weapons such as daggers, clubs, slings, swords, and 
  blowguns 
  ● At 3rd level gain an additional attack per turn 
  ● Gain the use of the Dodge and Parry maneuvers  
   
   
   
   
   
   
   
   
  
  5. Choose Cosmic Bondage  
   
  ● Law 
  ● Chaos 
  ● Neutral  
   
  6. Record Starting Gold and Equipment  
   
  All characters start with a backpack, bedroll, 1 weeks’ worth of rations, 
  and a single weapon of the player’s choice. They also get 1d6×10 gold 
  pegs (GP) to cover additional needs, like armor or a pack mule. Of 
  course, players are free to pool their money for group purchases.  
   
   
   
   
   
   
   
  
  Chapter II: New Heritages and Archetypes 
   
  New Heritages 
   
  Ursine 
  Ursines are a race of intelligence bears that are 
  capable of speech and critical thinking. They appear 
  as large normal bears with coats of varying shades 
  of brown, grey, and black. They possess the 
  following traits; 
   
  ● +2 for all rolls involving scent  
  ● +2 for all saves against poison and disease  
  ● They cannot wield weapons and all armor has 
  to be specially crafted which increases cost 
  ● They speak their own language and the 
  language of Man  
  ● Ursines can only choose the Fighter or Barbarian Archetypes (they 
  can make use of all combat maneuvers except those requiring a 
  shield)  
   
  Drakes 
  Drakes are distant cousins to the true dragons. Their independent nature 
  and fondness for befriending other races sets them apart from their 
  more aloof relatives. They have created their own society separate from 
  other dragonkin but tend to share lands with their relatives. Drakes 
  appear to be smaller versions of their giant relatives (at full grown, they 
  are slightly larger than a horse drawn cart). They are winged, scaled, 
  tailed, quadrupeds with great variations in color and frill/horn 
  adornments. 
   
  
  • They are unable to wear armor, but their scales are hard as iron and 
  provide a natural armor bonus to equal to plate mail (+3) 
  • They are unable to wield weapons, but their teeth and claws can 
  inflict damage 
  • They can fly at 30’ 
  • They possess a breath weapon (element of choice) that can damage 
  all foes within range 
  • Drakes can only choose to the Fighter, Magician, or Necromancer 
  Archetypes 
   
  Moon Folk 
  The Moon Folk are a curious and far flung group of small humanoids 
  that have the strange ability to turn into a house cat.  They tend to 
  possess cat like personality traits such as aloofness and curiosity. No 
  one really knows their true origins but there are rumors of ancient Fae 
  intervention or even the magic that creates a Magicians familiar gone 
  wild.  
   
  ● See in Darkness (except magical light) out to 30’ though torchlight 
  negates this 
  ● They possess the luck of a cat. If any roll comes up double 1’s 
  (snake eyes) they can immediately reroll and must except the new 
  result  
  ● At will, the Moon Folk can transform into a normal house cat and 
  back into their humanoid form. This transformation takes one turn 
  to complete and their gear does not transform with them 
  ● Moon Folk can only choose the Thief, Corsair, Magician, and 
  Necromancer Archetypes 
   
   
   
  
  New Archetypes 
   
  Necromancer 
  Power corrupts but power over life and death corrupts absolutely. 
  Necromancers are Magicians who have discovered a way to rend the veil 
  between our world and the spirit world as easily as one swat a cobweb out 
  of their face. Most Necromancers are dark and twisted souls that follow 
  their own ambitions or serve more powerful masters, but some 
  Necromancers use their unique gifts for other purposes. These 
  Necromancers are known as Animators and rumor has it that they ask 
  the spirit for permission before they are forced into servitude. All 
  Necromancers possess the following abilities: 
   
  ● Cannot wear armor or use shields 
  ● Wield only a dagger or quarterstaff  
  ● Cast spells by spending Spell Points, they begin knowing 2 spells 
  and learn an additional spell every 3rd level. One of their beginning 
  spells is required to be Mort.  
  ● At 2nd level and every even level afterward, the minions from the 
  Mort spell gain a level  
  ● Use Staves and Wands 
  ● At 7th level can craft magical items and brew potions 
   
  Shadow Guards 
  These dark beings were once Clerics, a Champion of the Gods. For 
  reasons known only to them, they have fallen from grace and were able 
  to wrestle some of their divine power free from when their Gods 
  forsaken them, but that power is a twisted reflection of its former self. 
  They travel the lands following their own ambitions. All Shadow Guards 
  possess the following abilities; 
   
  
  • Wear full armor and shield 
  • Only wield bladed weapons (no bows) 
  • Perform miracles of Jinx, Bolt, and Mist as the Magician spells of 
  the same name. These cost Faith Points.  
  • Attempt to control undead equal to their level 
  • 7th level gain access to the spell Mort   
   
   
  
  Chapter III: Additional Things 
   
  Experience  
  Instead of counting big numbers and doing a lot of math, 1-4 experience 
  points are issued per encounter/completion of quest/social 
  roleplay/etc.  
    
  Death 
  Whatever final blow the character takes to reduce them to zero hits (if 
  additional damage from the final blow would put them in negatives, 
  they do not drop past zero hits) they fall unconscious are unable to act. 
  Any further damage taken causes them to make an immediate saving 
  throw modified by Constitution.1 On a failure they die and can be either 
  resurrected or if the referee permits, make a deal with Death. If the roll 
  succeeds, then are considered wounded and lose access to an attribute 
  until healed of ¼ hits. Further damage causes additional saves with the 
  same results.  
   
  Bugbears 
  Bugbears can hide under any bed regardless of size.  
   
  Red Shirts, Henchmen, Villains Foul, and Unspeakable Horrors 
  Red Shirt level opponents are TN 7 and only have one hit. Henchmen 
  level opponents are TN 7 and have 2-6 hits. Trained Combatants are TN 
  9 and have hits appropriate to their Hit Dice. Unspeakable Horrors are 
  TN 12 and have hits appropriate to their power. All characters are 
  considered Trained Combatants. Below is the table for quick reference: 
   
   
  
  Level 
  Att
  ack 
  TN 
  Size
  * 
  Damage** 
  Hits 
  1-3 (Red Shirts) 
  +1 
  7 
  M 
  - 
  1 
  4-6 (Henchmen) 
  +2 
  7 
  M 
  - 
  2-6 
  7-9 (Trained Combatants) 
  +3 
  9 
  L 
  +1 
  Per Level 
  10-12 (Unspeakable 
  Horrors) 
  +4 
  12 
  H 
  +2 
  Appropriate 
  to their 
  Power 
  *Not always a factor, more for monstrous foes 
  **Only applies to natural weapons such as teeth and claws 
   
  Two-Weapon Fighting 
  Characters who wish to fight with two light weapons (or one light and 
  one medium) gain +1 to hit. 
   
  Two-Handed Weapons 
  These deal +1 damage. 
   
  Dramatic Systems 
   
  All noncombat Actions (including saves) 
  Roll 2d6 + Modifiers vs. TN of 7 
   
  All Combat Actions 
  Roll 2d6 + Modifiers vs. TN of 7/9/12 
  ● Result of 9-11 deals 1 Hit before bonus damage (if any) 
  ● Result of 12 deals 2 Hits before bonus damage (if any). If fighting an 
  Unspeakable Horror, a result of 12 only does 1 hit naturally. 
   
   
   
  
  Chapter IV: New Magical Items 
   
  Sunblade 
  The art of making these blades have been lost to time. Each one appears 
  to be freshly pulled from a blacksmiths forge as the blades glow like 
  molten iron.  These blades can cut through the strongest stone and 
  metals which allows them ignore armor. With each point of damage 
  dealt the armors rating is permanently reduced by one until destroyed 
  (magical armor gets a save).  
   
  Oblivion Belt 
  This heavy old leather belt is adorned with chains that ends in vicious 
  hooks. The wearer of this belt can will chains to shoot out of the shadows 
  to attack anyone within sight. The wearer gains +1 to attack dice and the 
  belt allows the wearer to attack twice with the chains regardless of 
  Archetype or level. 
   
  Ring of Squeaks  
  This ring allows the wearer to turn into a mouse and back again at will. 
  All items are transformed a long with the wearer.  
   
  Gloves of Daggers 
  These unassuming fingerless leather gloves allows the wearer to create 
  an unlimited number of daggers.  
   
  Amulet of the Ghoul 
  This allows the wearer to transform into a ghoul with all of the benefits.  
   
   
  
  Chapter V: Judge Advice 
   
  Players and their Characters  
  Pits and Perils is a roleplaying game about fantastical adventures in far 
  off lands with a backdrop of medieval fantasy where anything is 
  possible, but it is more than that. It is about creating stories at the table 
  between the players and the Judge.  It is about the interpersonal 
  interactions between the characters and their world. It is about the 
  questions and experiences that arise when dealing with human nature in 
  unusual situations. It is about ethics, teamwork, love, and hard choices. 
  All of this is the true soul of the game.  
   
  So, you have read all of this and you are probably thinking that sounds 
  interesting but how can you bring out these aspects when it is common 
  for players to show up with a character that has already been created 
  with more stats then flavor.  
   
  The easiest way to accomplish this is for you to use the following 
  techniques: 
   
  1. Character creation takes place at the table with everyone present 
  from start to finish. Players should take turns first discussing their 
  character concepts, discuss background information, discuss 
  possible flaws, then each character should decide how they know 
  some of the other characters - each character can have a 
  maximum of two connections with their fellows - do not leave 
  anyone out (this should be recorded on the character sheet), and 
  finally each player should follow the character creation process in 
  regards to mechanics. 
  
  2. During the game, the Judge should strive to create stories or 
  encounters from the backgrounds of the characters, their 
  connections, and what they want. At the end of every session the 
  Judge should ask every player what their character wants to do 
  and/or would be doing in their given situation. The Judge needs to 
  use these answers to help shape the next session. 
  3. Let the characters go off and do their own thing. Do not warn them 
  about impending dangers or try to railroad them into the session 
  that was pre-designed. Characters tend to create their own 
  situations and get themselves into plenty of trouble all on their 
  own. Due to Pits and Perils being rules light, it is easy to create 
  things on the fly.  
  4. After the first session, encourage the players to write up a 
  backstory for their characters. Give them the following questions 
  for help with this: 
   
  ✓ What does your character look like? 
  ✓ What was your character’s family like? 
  ✓ What motivated your character to become an adventurer? 
  ✓ Does your character have any secrets? 
  ✓ Does your character have any love interests? 
  ✓ Are there any specific tragedies that have seriously impacted you 
  character? 
  ✓ Where did or does your character live? 
  ✓ Does your character carry any good luck charms or have a trinket 
  that has sentimental value? 
  ✓ What is your character’s personality like? 
  ✓ What is your character afraid of? 
  ✓ Does your character have any enemies? 
   
   
   
  
  The Golden Rule 
  If a character is supposed to be good at something and there is no need 
  for drama or a chance of failure at something let them succeed at what 
  they are good at without a dice roll. If a character has a strong backstory 
  in regard to cooking, leatherworking, making rocking chairs or 
  whatever, let the character succeed and be fully competent in the task. 
  The thing to remember with any idea or action is that if there is no need 
  for a chance of failure or other drama no dice need to be rolled, let the 
  players role play it out 
   
  
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  Special Thanks to James
  and Robyn for creating
  the games we love and
  being supportive of their
  fellow fans of said
  games.
  Sections from Pits and
  Perils were reprinted with
  Permission from Olde
  House Rules.
  
SOURCE: textdata/thevault/Pits & Perils (osr)/Pits & Perils Supplemental/Pits & Perils Unearthed Secrets.pdf