Tuesday, July 21, 2026

Swords & Wizardry Complete Revised errata (official)

With my errate document for the previous version of Swords & Wizardry Complete now being obsolete due to the release of the Revised update in 2023, I sought out and obtained permission from the game's publisher, Mythmere Games, to create a new official document for users of Revised.

Note that I've only included errors with the potential to impact useability; simple grammar mistakes and the like are not considered. Additionally, be aware that the Swords & Wizardry rules differ from those of original D&D in a number of mostly minor ways, and that this is intentional and done for legal purposes. Such intentional deviations do not qualify as errata.

This is a living document. If you have any new items you'd like to submit for consideration, please contact me.



Page 51, Cleric Spells: The spell Restoration appears on the list as a level six spell. Level seven is correct.

Page 73, Designing a Dungeon Adventure: "To help you get started, the diagram of a dungeon cross-section and the sample floor plan maps included here may be a good resource for you." The cross-section diagram mentioned here is not present.

Page 80, Getting Lost: Two distinct methods for determining when a party is lost are described, a flat 1-in-6 chance and a percentage chance that varies by terrain. The Referee may use whichever method is preferred.

Page 92, Ship Types table: The last two entries in the "Small Ship" row are shifted one column to the left.

Page 96, Reading the Monster Descriptions: The explanation of how magic resistance functions was omitted. The missing text reads as follows:

Magic Resistance: One of the 'Special' items that may be listed for some monsters is "Magic Resistance," followed by a percentage. The given percentage chance is the likelihood that any magic used against the creature (other than bonuses from weapons) will fail to take effect. Roll d100 and if the result is equal to or less than the given percentage, the magic will fail. A saving throw may still be attempted if Magic Resistance fails to stop the magic (Magic Resistance is an additional defense, not a replacement for a saving throw).

Page 134, Magic Potion Descriptions, Animal Control: This potion is described as working "as per the spell." This spell is not present in the magic chapter, however. The missing spell's description is as follows:

Control Animal
Spell Level: Druid, 2nd level
Range: 80 feet
Duration: 24 hours

This spell may be cast on a single normal animal or a giant version of a normal animal. The animal must have some rudimentary intelligence, so it does not ordinarily work on insects or other non-mammals. This determination is up to the Referee. The author would consider giant spiders to have rudimentary intelligence, but not giant centipedes, so that’s a good example of how subjective the spell’s interpretation can be. If in doubt, feel free to only apply the spell to mammals.

If the animal fails a saving throw, it will follow the caster’s commands and, for the duration of the spell, be able to understand these commands (although the caster does not automatically gain the ability to understand the animal; the communication is one-way).

Page 144, Descriptions of Miscellaneous Magic Items, Spade of Excavation: The reference to "20 minutes (1 turn)" should read "10 minutes (1 turn)."


Last updated 21 Jul 2026

OSRIC 3.0 errata (official)

Since I spent a number of years successfully curating a non-official listing of errata for the previous version of the OSRIC fantasy RPG, I figured I might as well keep up the tradition now that the latest (3.0) edition is available to the the public. This time, however, I'm pleased to be starting out with the blessing of OSRIC's publishers at Mythmere Games, so all the items below should be considered "official" for all intents and purposes. Another bit of good news for me: With the massive amount of outstanding errata patched as part of the 3.0 update, I don't anticipate that this list will ever grow as extensive as the last one.

Note that the items below are flagged by section or table number as opposed to page number to account for differences in layout between various printings of the 3.0 rules. Additionally, I've only included errors with the potential to impact useability; simple grammar mistakes and the like are not considered. Finally, be aware that OSRIC's rules differ from AD&D's in a number of mostly minor ways, and that this is intentional and done for legal purposes. Such intentional deviations do not qualify as errata.

This is a living document. If you have any new items you'd like to submit for consideration, please contact me.



OSRIC 3.0 Player Guide

1.3.4.3, 1.3.8.3, 1.3.9.3. HIGHER-LEVEL ABILITIES, 2nd Level-Heroic Assault: The Heroic Assault ability only applies to melee attacks.

TABLE 1.3.6.4A: MAGIC-USER LEVEL ADVANCEMENT: The footnote "After you reach 10th level, you don’t get any more hit dice or Constitution hp adjustments. Instead you get a fixed +1 hp per level" is in error. "After you reach 11th level..." would be correct.

1.3.13. WEAPON SPECIALISATION: This paragraph should be clarified to indicted that all forms of weapon specialisation were added to AD&D in a later supplement and are optional, not just double specialisation.

TABLE 1.4.2.3.A.1: CONTAINERS: The barrel's capacity of 6 cubic ft/3 lbs is incorrect. 375 lbs is the approximate weight of six cubic ft of liquid water.

1.6.8. MORALE: The reference under the third bullet point to "Section 1.7.4. Loyality of Hirelings and Henchmen" is in error. It should direct the reader to Section 2.2.4 for this information.

1.6.12. UNARMED COMBAT, AN EXAMPLE OF OVERBEARING: "Sarah: -2 for my armour, -8 for the 120 Movement Rate. -10 total, same as Rob." The armor modifier here should be a positive number, resulting in a total result of -6 and modified to-hit rolls of 6 and 10 for the two lizard men. Since the attacking lizard men in this instance would still both hit, however, the remainder of the example would play out the same regardless.

1.8.4.1. FIRST LEVEL ILLUSIONIST SPELLS, AUDIBLE GLAMOUR: The example here ("A third level caster can produce the noise of 4 people shouting...") is based on the magic-user version of the spell, which members of that class initially gain access to at third level. For an illusionist caster, the example would read as follows:

A first level caster can produce the noise of 4 people shouting (or acting more quietly). Each additional caster level allows the caster to add the sound of four more people into the illusion. As a benchmark, the sound of an explosion or landslide would require a caster level of approximately 6th.

CHAPTER NINE: SAMPLE PLAY SESSION: "You’ve got a 16 Dex, so they have a -1 on their to-hit roll." This line should be disregarded, as there are no dexterity-based defender modifiers for unarmed to-hit rolls.


OSRIC 3.0 Gamemaster Guide

2.1.3. MONSTER SAVING THROWS: "Usually, you’ll be rolling monster saving throws on Table 1.2a for all monsters with an intelligence other than 'Non- (0)', so that table comes first." The above reference should be to Table 2.1.3a.

MONSTERS, OWLBEAR: The 1d4 value listed for bite damage should be 2d6.

TABLE 2.13.1R: LESS-COMMON MISCELLANEOUS MAGIC ITEMS: The result "Roll Twice on Table 1" should read "Roll Twice on Table 2.13.1q."

2.13.8. MISCELLANEOUS MAGIC, Broom of Flying: The sentence "Its aerial agility level is IV (see Chapter 3)" should read "Its aerial agility level is IV (see Section 2.4.1.5: Aerial Agility)."

2.13.8. MISCELLANEOUS MAGIC, Cloak of the Bat: This entry was mistakenly truncated. The missing text:

The wearer can fly by actually polymorphing into a regular bat (aerial agility level V—see Section 2.4.1.5: Aerial Agility), or he or she can grab the edges of the garment and spread his or her arms like bat-wings. The wearer of the cloak also gains the ability to hang upside down from the ceiling like a bat, and the cloak grants a 20% bonus to hide in shadows checks.

2.13.8. MISCELLANEOUS MAGIC, Wings of Flying: "(aerial agility level IV—see Chapter 3)" should instead read "(aerial agility level IV—see Section 2.4.1.5: Aerial Agility)."


Last updated: 21 Jul 2026.

Thursday, June 11, 2026

My first NTRPG Con!

After a couple years of putting it off, I finally bit the bullet and headed out Dallas way for my first North Texas RPG Convention. As I discovered, it's widely hailed one of the premier old-school RPG-focused events in the country for good reason.

Wednesday

Arriving early Wednesday evening, the vendors were still mostly in setup mode but the gaming was already well underway.

Picked up copies of three out-of-print Bunnies & Burrows adventures published by Frog God Games. Apparently, there was a rights conflict with Steve Jackson Games, so these suckers probably won't ever be republished. And it turns out that bunnies would be a recurring theme this con....

Apparently, the Japanese equivalent of Dragon Magazine was just called D&D Magazine. Makes sense, I guess.

I ran into the Grand Druid himself, Dr. Dennis Sustare, co-creator of the Bunnies & Burrows RPG and originator of the druid class in Dungeons & Dragons. What an honor!

Tradition dictates that whenever I'm traveling somewhere it's available, my first meal has to be animal style. Sublime.

Thursday

My first game of the day was an utterly wild take on G1: Steading of the Hill Giant Chief. These pre-gen characters were absolute menaces. A magic-user with 64 hit points and AC -4? Pity those poor giants, my friend.

It's classic D&D artist Jeff Dee! He's also the creator of the venerable Villains & Vigilantes superhero RPG and many other gaming products over a period of nearly fifty years.

I just couldn't stop giggling at this one.

Two authors and two artists! My '81 Expert book is getting pretty inked up, alright.

Friday

Started the day with a delve into a maze of devious puzzles. Since I was running two characters, I had the luxery of seeing the good and bad ending to this particular quest.

Another major highlight: Getting to play in a game run by the other Bunnies & Burrows co-creator, Dr. Scott Robinson. The lighthearted mystery theme made for a lot of laughs.

Sadly, the monster bunnies weren't for sale.

Gotta love that DCC fashion sense.

Ending the day with some classic AD&D dungeon crawling overseen by the mysterious man known only as EOTB. It was great to meet a fellow OSRIC 3.0 collaborator in the flesh.

Saturday

An early morning OSRIC game run by the stalwart Gus B. Cult of the Crooked Tower turned out to be an excellent module and it was great to see the landscape orientation rulebooks in person for the first time.

Back to those rascally rabbits! This time, it's the official 50th anniversary party for the Bunnies & Burrows game. A triumph well-earned.

Back at Gus B.'s table for more OSRIC goodness. This time, it's City of the Ape Men, a superb non-linear jungle/city crawl by Gabor Lux. Many an ape was roasted by fireball and mauled by tamed wildlife.

A spur of the moment drop in for a session of Cubic Campaigns. It turned out to be a pretty fun and fast playing homebrew fantasy game with some lovely custom terrain. Here's hoping it sees print one day.

Sunday

Of course, I caved and shelled out for yet another stupid t-shirt. Sigh.

The almighty Black Blade booth never disappoints.

My very quickly and very poorly painted gnoll friend.

One last game before it's time to fly. Another quality Gabor Lux outing that saw us saving the land of Erillion from a sea demon. A fitting end to a splendid con.

I only managed to document a fraction of the delightful interations I had with fellow hobbyists and creators, but the takeaway here should be that if you're a classic gaming fan and have been considering adding NTRPG to your con schedule, it's the real deal and absolutely worth the trip. Friendly atmosphere, great guests, managable crowds, and an abundance of quality gaming opportunities.