By Kevin Kulp High Concept Want to adapt Swords of the Serpentine to play a high fantasy game instead of swords and sorcery? Use these guidelines and house rules to capture a classic fantasy feel that features non-human heroes, classic magic, and gods who grant prayers and provide miracles. Character Generation Professions If you’re coming […]
Category Archives: Swords of the Serpentine
Your part of the world may be balmy or merely damp but here at the Pelgrane’s Nest winter retains its grip on the land. Like our other cold-blooded staff members, the Great Pelgrane gets cranky at this time of year. With prey hiding beneath the snow he must spend more time on the wing, hunting. […]
a column about roleplaying by Robin D. Laws As reported in November, Polish archaeologists recently found a spiked iron tool establishing that druids local to the area, as they did elsewhere, once practiced trepanation. Until around the 19th century, cultures spanning historical and geographical boundaries did what they could to treat apparent brain ailments, by […]
You might think that the horrendous rhythmic buzzing you hear emanating from our humble crag foretells doom, but never fear, it’s only the Great Pelgrane, snoring. The big fella slumbers deeply in his nest, hung over and sated from holiday feasting. Shall we all tell ourselves it was only cheese and crackers he was devouring […]
By Kevin Kulp Swords of the Serpentine adversaries are designed to be easily tweaked and modified. But what if you want a foe that’s quite different from those in the core rules? This month we are going to walk through creating a non-human adversary, then look at how to create variants of it. When you […]
When egg nog appears on store shelves and the strains of Wham’s Last Christmas play on their public address systems, that means two things in the Pelgrane nest. One, the Great Pelgrane flaps from his nest on his annual flight to the North Pole to offer old Saint Nick his sleigh-pulling services should the reindeer […]
In the canals and crumbling towers of Eversink, secrets soar higher than the gulls and sometimes the truth flies in on feathered wings. In this intrigue-heavy mystery, your heroes are hired to investigate infidelity, only to uncover a tangled network of blackmail, vanishing investigators, attack birds, and scandalous secrets best left buried. Overview The heroes […]
Pelgrane Press seeks swashbuckling playtesters to strap on their swords and smite some sorcery to playtest Pillars Built on Sand. Written with the trademark verve of acclaimed designer Gareth Ryder-Hanrahan, this book of linked scenarios features: A quarantined ship harboring a fatal secret. An avatar of war on a predatory night time hunt. A covert […]
You invest your base of operations with General and Investigative abilities that anyone in your group can share as long as they’re in that location. This location is called a sanctum.
By Kevin Kulp This is the 13th in our series on non-human heroes in Swords of the Serpentine. Like the Forest Elves entry, High Elves cannot easily fit into Eversink without fundamentally changing the nature of the city. This entry on High Elves is only recommended for use if you want to use Swords of […]
