Month: May 2013

A Quick Note on Race Specific Classes in Lands of Eira

As I’ve mentioned before my favorite version of Swords & Wizardry is the Third Printing. That printing of the S&W rules featured an option to play as one of the three core classes (Cleric, Fighting-Man and Magic-User) or as a slower moving but further advancing race specific class. In a lot of respects this was […]

Space, the Final Froniter … 3

Fleet Security Security Officers are assigned to starships, bases and ground bases controlled by the Federation. Security Officers are typically responsible with keeping their duty station secure and to assure the normal operations of their duty post. Security Officers are responsible for the prevention, investigation of criminal acts as well as to provide personal protection […]

Quick Note: Fantasy Grounds Virtual Con

Just a reminder or a heads-up for everyone out there! This weekend is Fantasy Grounds Virtual-Con 2013. Virtual-Con is a full weekend of online table-top gaming featuring a variety of systems and play-styles Using Smiteworks Fantasy Grounds 2 VTT. The Con starts on Friday, May 31st and runs until June 2nd. Now for the best […]

Attributes pounderings

Well, one vacation down and another coming up! But enough about that, let’s discuss the idea of attributes! As a few of my posts have shown, I am not just planning and thinking about my Celtic/Gaelic/Welsh setting “Lands of Eira”. I am also, working slowly on a fan rpg of Star Trek. Obviously this is […]

Pair Dadeni – Mystical Items of Eira Preview

According to Welsh mythology the Pair Dadeni is a large cauldron that can bring the dead back to life. The cauldron has no origin outside of being among the belongings of the giants Gyfnewid and Cyminfoll. Tragedy seems to follow the owners of the cauldron as the giants were burned out of their home by […]

Magic User Option – Familiars

In Swords & Wizardry Core and Complete a Magic-User gains and retains his spells through the use, manufacture and study of a spell book. At the beginning of each day the Magic-User must study his spell book to commit to memory those spells within the spell book that she believes will be most useful to […]

A Party’s Good Luck – A Spell for Clerics

Albatross Spell Level: Cleric, 7th Level Range:  60 feet cone Duration:  See description This spell summons a spirit bird from the planes of Law to guide the caster and anyone within its influence to the nearest temple of a Law-aligned deity and cannot be dismissed until this task has been completed. While under the influence […]

Gaming on the Road

Sometimes on longer road trips, my daughter will ask to play “The Game”, which is obviously our OD&D/Swords & Wizardry game that I have been running for her over the last two years. These games are spontaneous; I don’t know they’re going to happen or that I should prepare for them as she doesn’t always […]

The Half-Blind Crow & Docktown – Places of Azure Marsh

I’m certain that the descriptions below will speak for themselves, however, I must elaborate just a bit on the creation of not only The Half-Blind Crow but of the part of Azure Marsh in which it sits. Last weekend when I ran what little of my adventure (Tomb of the Mad Magus) I had written I found […]

In Defense of the White-Box Alternate Elf.

In Defense of the White-Box Alternate Elf. House Rule: Elf Variant Some Referees may want to allow the Elf to advance as a blend of Fighter and Magic-user instead of switching back and forth. In that model, the following abilities and advancement table might be used instead: Weapon/Armor Restrictions: Elves would have the advantage of […]

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