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Perilous Realms Campaign (D and D 0e)

Perilous Realms Campaign

Original Edition Dungeons and Dragons with House Rules

The Perilous Realms provide a traditional "vanilla" medieval western fantasy setting within our own world and time line.

We take as fantasy inspiration our own medieval cosmology (that already feels quite fantastical enough to most modern folks) without need for much further elaboration except just that “magic" is a bit more ubiquitous and potentially far more powerful. Starting with a commonly recognizable setting grants the kind of familiarity that players can jump right in and begin to make the world their own.

No dark stuff. Violence is PG-13, everything else is PG. The world is fairly "high fantasy," but for low-level characters the world is much more "low fantasy."The "gonzo" factor will be low but not all together absent. Expect the occasional robot army, flying saucer or tank brigade!


Wilderness exploration uses the suggested Outdoor Survival Game board. Settlements provide base for healing, equipping and trading. After meeting (at the tavern, of course!), adventure takes place in the wildernesses beyond lawful settlement and in dungeons that erupt as mythic underworlds. No “urban adventure.” Settlements represent Law. Law creates a hedge against chaos.


We will use Nathan Jennings' house rules for original edition Dungeons and Dragons. The original three classes (fighting-men, magic-users, clerics) will be emphasized and encouraged. Thieves will be discouraged. Races other than human will be discourage. No bonuses to game-play mechanics from ability scores. No stacking permanent bonuses. We value copper to silver, and silver to gold at 4:2:1. This will make treasure more valuable and allow fairly steady level development for PCs, especially at lower levels.


You want to play D&D because you want a ticket to fantasy land.

You know how to use the rules for strategic advantage but you avoid "meta-gaming" and "character building" for system maximizing. You enjoy acting out a crucial, or, better, funny role-play scenario but you do not come to the table for amateur dramatics.

We have a good core group of original edition players. We like to create an environment where folks can feel free to drop in and play with whatever frequency works best for them. Veterans will take the referee's chair every now and then so that referees can run a PC as well!


This will be "old school": encounters will not be “scaled.” This will be as much of a “sandbox” as possible. Expect “medium magic.” There will be more magic than in a Conan setting, but magic items will be fairly rare and dangerous. I will encourage high-level play in the form of baronies, armies and warfare. Emphasis on player skill over character build. Role-play means asking "what would I do?" not "how can I perform an amateur dramatic interpretation of my character sheet?"

Referee Style

As some already know, Nathan is more of a “war gamer” kind of referee. He prefers action. He is not a "killer referee." Only one TPK to his name, to date! If anything, sadly, he is a softy. Nathan enjoys the game when the players enjoy the game.

Class Descriptions

Fighting-men and Amazons

The child of a humble peasant, you were conscripted in one of the various battles and survived a veteran of war. You have decided to put this new found "skill" to use in adventure. If female, you disguised yourself to fight along side the men, knowing that you were as strong and skillful at weapons as any of your fellow conscripts.


You were lucky enough that a secret adept noticed your ability to learn swiftly. Apprenticed for a time in the arts of alchemy, you sought the secret initiations that would empower a life of adventure. You will now need to prove yourself to gain more knowledge and power.


Enjoying a similar fate to that of fighting-men, for better or worse you also found yourself suddenly knighted on the field of battle. Now you seek admittance to one of the Orders of Religious Knights, knowing that the protection of a patron will only aid you in adventure. Choices:

*Knights Templar (sworn against evil clerics)
*Knights Hospitaller (protector of innocents)
*Order of Holy Lazarus (sworn against undead)
*Order of the Holy Sepelchur (sworn against demons)

In role-play let's avoid overt theology. The common human religion in your region is the "church of law." We can just say things like, in the name of: "the Law," "of heaven," "of all that is good," etc.


Please make use of the following resources:

Dungeons & Dragons Players Ready Reference Sheets
House-ruled equivalent to an original edition "Players Handbook."

Equipment Packages Sheet
Aid to equipment selection to speed up character creation.

PDF of an 8&½ X 11" character record with no abbreviations.

Character Sheet 5 X 7 Notecard
Could not turn this into a PDF. MSWord file for a 5X7" notecard-size character reference sheet achieved with abbreviations familiar to seasoned players.

Original Edition Dungeons and Dragons PDF (complete rules $10)
The original edition rules are now finally available as PDFs again!

Perilous Realms Supplement
The "retro-supplement" that represents our campaign house rules. Perhaps more helpful to the referee than to the player.

Referee Ready Reference Sheets
Serves as all the referee needs for most rulings. Four pages in order easily to form a referee's screen. Easy to read 12pt font!

Feel free to message me for help with any questions.

Table Etiquette

1. Have fun

Keep it fun. It isn’t fun unless everyone is having fun – including the referee. When or if you stop having fun, see rule #2.

2. Take a break

We all get frustrated sometimes (but see rule #3). Take a break for a few minutes, a few sessions, or find a new table. You will offend no one. If you are going to be gone a while, please inform the referee so the game can continue without your character.

Note: the converse is equally true: don’t be a quitter. The challenge is also the fun. So don’t give up too easily. You have to stick it out to enjoy “earning” the high level character, etc.

3. Take it easy

This is a fantasy game. Don’t take things too seriously (see rule #1). When it comes to character death: easy come, easy go. Characters die at the table – you won’t. If you have trouble taking it easy, see rule #2.

4. Be present

Pay attention to the game. Keep track of your character. Be ready with information. Pay attention to where your character is. Listen to others (see rule #5). Keep your smart phone in your pocket and your computer in your bag. If not, see rule #2.

5. Be a team-player

Play-well with others. Do your part. Let other people play too. Enjoy the player who runs impulsive characters. If you run a compulsive, don’t ruin it for others by endangering their characters. No complaining. No blaming. If for any reason you are having trouble with any of this, see rule #2.

Note: No minors unless accompanied by parent or guardian. If minors are present, play and speak appropriately. When playing in a public game with relative strangers avoid behavior inappropriate at work or a professional setting.

6. Trust the referee

The referee makes rulings. Trust the referee to call things fairly. Players have the right to petition. No rules lawyering. Don’t be difficult. Don’t be contrary. See rule #3. If for any reason you no longer trust the referee, see rule #2.

It’s the Referee’s table

The referee may ask anybody at the table to take a break. The referee may designate the time frame of the break, including forever.


Table of Contents

Page title Most recent update Last edited by
Posting To Forum August 16, 2016 6:36 PM norm
Adventurers League December 14, 2016 1:42 AM Jerod
Perilous Realms Campaign (D and D 0e) September 10, 2016 1:59 PM Nathan
Point Buy Character Creation August 16, 2016 6:47 PM norm
About Austin D&D and Tabletop RPG Meetup June 23, 2018 11:17 PM Maddi

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