The Runes of Doom

The Runes of Doom was the third book by Dave Hargrave in the Arduin series. Originally there was a trilogy of:

  • Arduin Grimoire – Arduin Grimoire Vol I – 1977
  • Welcome to Skull Tower – Arduin Grimoire Vol II – 1978
  • The Runes of Doom – Arduin Grimoire Vol III – 1978

Dave Hargrave went on to publish more books in the Arduin line be I think these came later.

You can read my reviews the first two books: Arduin Grimoire and Welcome to Skull Tower.

Content

I’ll review the content of the book section by section. Present snippets from the original book. I’ll try and present the text as closely to what was originally written as I can, and provide my thoughts on what’s there. I’ll highlight the things that I found interesting.

OPENING COMMENTS

Stats with:

This, third and final volume of the Arduin Trilogy, is truly the most information-packed of them all. The hundred new spells bring a variety unheard of previously to Mages, Clerics and other magic-using types. The 100 new monsters are all tough, viable in play, and also add enormous scope to the DM’s monster range. The Greater Demons are intended to provide players with opponents more terrifying than other publications’ “gods” yet does not slay odin or Cthulhu or Set. That is just too unbelievable to plat, yet that “style” of play is needed. Thus Arduin’s very own “Name Demons” of terrible and bloody reputation. Use them sparingly and only to guard the most valuable of treasures. Speaking of which, the thirty seven new treasure in this volume reflect the best (and funniest) Arduin has to offer in a random sampling way. Enjoy!

The six new character classes and five character (race) sketches add more player choice and depth of play. The “bad guys,” “good guys” and other such lists help in this respect also, by making “encounter” or “local color” type characters readily available to hard-pressed DMs.

The wild tribes and list of “dungeon” type areas provide wider scope for DMs to expand their “wilderness” or “overland” areas into, and then “solo determination” series of charts effectively maps out the political and random fate “wilderness” that most DMs are forced to wander through.

The Rules additions and changes have all been well thought out, massively researched and painstakingly play tested over hundreds of hours.

In short, this volume has enough new information and ideas to please even the hardest nosed DMs, no matter how jaded they are!

This book is dedicated to them. The hard-working, maniac-minded, souls who make fantasy role playing games, the best damn games in the world!

You deserve the best and I humbly hope this book is just that. THE BEST.

Dave Hargrave
Multiversal Trading Co.
2161 “C” Salvio Street
Concord, CA 94520

The imaginative and beautifully executed artwork in this volume is due to the efforts of the talented Greg Espinoza (again, except for the two late entries by our original artist Erol Otus).

David Hargrave – The Runes of Doom

Sounds like a lot of content! We will see if Dave has improved his methods and ideas with this third book.

The art in this book is very good. Some of my favorite.

INDIVIDUALIZATION OF NEW PLAYER CHARACTERS

This is table that provides a background for a new player character. The table shows a percentage roll based on race. Columns include:

  • Free Holder
  • Commoner
  • Tenant
  • Man at Arms
  • Orphan
  • Craftsman
  • Merchant
  • Gentleman
  • Lesser Noble
  • Noble
  • Distant Royalty
  • Close Royalty

For example a human is a Free Holder: 01-10, Commoner: 11-60, Tenant: 61-75, Man at Arms: 76-80, Orphan: 81-83, Craftsman: 84-87, Merchant: 88-90, Gentleman: 91-93, Lesser Noble: 94-96, Noble: 97-98, Distant Royalty: 99, and Close Royalty: 100.

Looks like only Humans, Elves, and Amazons can be “Close Royalty”. Phraints and Deodanths are never Free Holders or Tenants. On 100 an Ogre can be a gentleman.

I think this table has value. I could see using this in a game.

CHARACTER WEALTH TABLE

Looks like this table determines starting wealth for any of the background listed.

One things I like and dislike about these books is the lack of description. Sometimes things don’t need the tedious descriptions provided by modern rules books, other times there is not enough information to figure out how something was meant to be used.

This table for example shows the social status followed by a d12 roll. For example if you roll a 6 and were a Free Holder the table shows: 15. But it doesn’t say what this is? 15 Gold Sovereigns? 15 Silver Pennies (this Arduin coinage which is list in Welcome to Skull Tower.)

OWNED EQUIPMENT CHART

This is chart that shows start arms, armor, and items owned based on social class.

For example if you were a freeholder it looks like you would roll a d20, on a 12 you would get: 2 Arms/Armor. Which means you would be allowed to choose Chain Mail and Long Sword.

If you were a Gentleman the same roll would get 3 items, which could be anything other than arms and amor. Notes say that if you roll items, you start with six arms and armor in addition to the items.

A little too complicated but a good idea.

A note at the bottom of the page says:

To further individualize your character you may ad lib one (1) to three (3) “skills” he/she would have acquired according to their social status and economic status Common sense must prevail here, but for example: a poor commoner may have been an apprentice shoemaker (had he been fully trained he would have been under the Craftsman classification, although he would be a guild member).

David Hargrave – The Runes of Doom

It goes but the idea is good. It also says skills are rated from 1 to 10. I don’t recall this followed any where with rules for using these values. This is typical for these books, a lot of thinking out loud. But not really following up on the ideas. Of course 47 years later people have done a lot with these ideas!

CHARACTER AGING

Some notes on character aging. I’m not sure that this is adding anything to the game. In Welcome to Skull Tower Dave mentions that the original Arduin campaign had been running for 11 in game years. They played a lot and didn’t really clock enough time to make aging an issue.

NOTES ON NATURAL CHARACTER AC

This is note and a table on the natural AC of various races/types. It mentions that the value sometimes reflects a magikal nature, tough skin, or how hard they are to hit.

Elves for example have a natural AC of 5. Dwarf and Gnome are AC 4.

A note says that an Elf with chain would be AC 3 because they would add (subtract) 2 from the natural AC, and then says see AG I for Armor stats.

NOTES ON THE RANDOM EVENT CHARTS & CAMPAIGN WORLDS

It says that these harts are generally used for non-player characters in campaign style play. But may also be used by player characters in positions of power.

DUNGEONMASTERS SOLO DETERMINATION CHARTS AND NOTATIONS

This is a series % charts that cover things that might be happening in the world at large. They include:

  • Political Alignment Chart – This chart includes possibilities like:
    • No Change
    • Slight disatisfaction
    • Moderate dissatisfaction
    • great disatisfaction
    • Bribes offered
    • Assassination
    • etc.
    • And provides a chances for advancement or intrigue.
  • Intrigue and political deals chart – This chart intrigues like:
    • Mild intrigues against own faction
    • Moderate intrigues against oposition
    • Chosen to be assassin own party
    • Marrying for love
    • Marrying for political gain
    • Character commits suicide for political reasons.
  • Solo Dungeonmasters random events chart (bad) – Has options like:
    • Pickpocketed
    • Robbed at weapon point
    • Brawl at inn or restaurant
    • Arrested on minor charges.
    • etc.
  • Solo Dungeonmasters random events chart (good)
    • Fall madly in love with same type
    • Girl of same type falls in love with
    • Fall madly in love with different type
    • Take a short trip to another city
    • Take a long trip to another country
    • Join established household
    • Befriended by a noble.
    • etc.
  • Dungeonmasters solo familial random circumstances chart
    • Minor illness in family
    • Serious illness 35% chance permanent injury
    • Close kin murdered
    • Spouse lover deserts you
    • Pregnancy in household
    • Family fortune or jewels stolen
    • Close kin falls madly in love with you
    • etc.

So this is almost useful but not really. The idea is good but it would be really hard to fit this stuff into the rules and murder hobos that I’m usually playing with. I’m not sure anyone would be having fun with most of these options. Seems like it would add a lot of book keeping!

CHARACTER CLASSES–THE GOOD, THE BAD AND THE UGLY

Some notes on character races in Arduin

NEW CHARACTER CLASS THE ALCHEMIST

This is a great idea but I think it suffers from too much “realism”.

They never wear armor and never carry a weapon (although they may use their chemicals, etc. defensively or in a limited offensive manner).

So we have a character that isn’t any good in adventure. There is also not enough information here to make this class actually playable even if you wanted to. Though levels are listed up to Hundredth “Eldest Alchemist”.

Apparently they acquire experience by selling their goods. I don’t know anyone who would play this. I can’t see this guy ever getting out to that keep on the borderlands.

NEW CHARACTER CLASS THE ASSASSIN

This is a good idea but not really playable. Dave Arneson wrote the Assassin class in 1975 in the Blackmoor Supplement. That character class wasn’t that great and this one isn’t offering anything better.

Here the Assassin can take three weapons at +3, +2, and +1, he is +0 with three others, and -2 with everything else. Then it says another options is to have one primary weapon at +5. Or forego all but one weapon at +2 and have a weaponless (hand/foot etc.) form of attack. The rules are a bit confusing.

It says “However he will gain experience as an Assassin only by ‘making hits’ at a rate of 1,000 experience points per level of victim over his own or 250 points per level less.” It goes on.

They get climb and hide as a percent. Two attacks a turn at 4th level. And some other abilities.

NEW CHARACTER CLASS DRUID

Druids are the second eldest of the magik using kind. They are the priest-wizards who used the first (elemental) earth magik. …

David Hargrave – The Runes of Doom

They get some abilities like Speak to plants, Speak to animals, Heal light wounds etc. But again this is lacking any details on what spells they can use and how many spells they get per level.

The notes say that Druids are the Arch-foes of elven kind!

NEW CHARACTER CLASS THE FORESTER (WOODS RANGER)

“.. akin to the Elves and the Outlaws in their abilities.” Sort of a fighter with some abilities like: +1 with bows at 1st level. They get sense enemies at 4th level.

A note says this replaces “Ranger” on the charts in AG I.

Nothing special not enough information.

NEW CHARACTER CLASS TRUE PALADINS

In the past Paladins as a class have always seemed to be nothing more than fighting clerics. This is because their true nature as Warriors with a near mystical religious fervor has never been properly felt with. Here then, are the Paladins of Arduin.

These characters are akin to berserk Warriors with overtones of the Witch Hunter.

David Hargrave – The Runes of Doom

Berserk religious fanatics? The rules are a little weird and random. If attacking “pagan enemies” of their religion, they get +1 the first round, +2 the next. Up to +4 where they go berserk and they are +8. It’s a weird idea, I’m not sure who this would play, and I see problems figuring out what a pagan enemy might be?

Looks like they start with letter armor and graduate to leather and shield, then plate. So this class is sort of limited for armor.

They start with a mount and have some healing abilities.

NEW CHARACTER CLASS SAGE

A sage. It doesn’t say they can’t use weapons or armor. It does say they get the same special abilities as the alchemist. It does mention “They seldom go ‘dungeoning’ except to acquire specific knowledge.”

DEODANTHS AS PLAYER CHARACTER

This is an interesting section. In AG I it implies Deodanth came from the stars. Here it says:

Deodanths are surrounded in mystery and legend, so much so, that even they themselves no longer know the whole truth!

Thaumaturgical research confirmed the fact that they are an evolutionary hybrid of “undead” Eleven kind and some “other” dark and unknown “thing.” This supports the legend that they are lost time travelers from eons in the future when the universe is old and the suns dying. Deodanths have a vampire like ability to “mesmerize” or “charm”opponents. However this requires concentration, seldom found in combat.

They are known for their fierce and fearless nature as well as their shrewd and cunning battle tactics, both as sole warriors in sword to sword melee’s and as Star Corsairs par excellence in spaceship to spaceship battles.

They seldom take prisoners, and those they do capture they have a tendency to eat! Probably due to their totally omnivorous eating habits.

A gypsy breed, they travel alone or in small groups (as Space Pirates they seldom travel in groups of more than three ships), and are solitary in their habits.

They do however, enjoy inflicting pain and torture and are Sadists of the cruelest kind. Some of their victims have been known to live ten years of more, each second in excruciating pain! In fact some beings will commit suicide before allowing themselves to fall into their hands.

Deodanths have a natural ability to “time slip” forward in time one (1) to three (3) melees rounds (their space ships can jump thee minutes into future time!). This ability may be used once per day per experience level but costs one point off the Deodanths strength, dexterity, agility and constitution each time! This loss takes 5 hours per point to replace (i.e. 5 hours for each point! OR 20 hours to pay for one “Timeslip”!).

They favor rapiers and martobarbuli (throwing darts) as weapons, and are the only beings able to consistently match Phraints in combat (due to their leaping ability of 20′-30′ horrizontally and 10′-15′ vertically). They hate Elves for historical reasons (and vice versa).

David Hargrave – The Runes of Doom

This is really great but there are no rules. I feel like the Deodanth is Dave’s answer to Gary’s Drow. There really isn’t enough here to make this playable.

Just consider the “time slip” ability. How would that work? What would happen if a character move forward 3 rounds? I guess they could disappear and reappear three rounds later. This might be a surprise but at the cost of all those attribute points probably not worth it.

PHRAINTS AS PLAYER CHARACTERS

The Phraint has always been one of my favorite player races, and it’s always been a little disappointing that that the rules are so vague as they are! How am I to realize my goal of playing a Phraint!

These insectoid peoples are the decivilized remnants of an interstellar combat unit of the drear Hurakkuu Empire. A race of star Warriors unbeaten in 3,000 years of warfare between the myriad suns of space.

Each Phraint is born into his lifetime job classification, which is identifiable by his chitin color. Blue are manual laborers, Green are management/middle level technical operative, Gold are the nobility/high level technicians and Royal Consorts, and Silver is the Queen alone. With the spacefaring branch of the race, there have been genetically engineered another class of Phraints: the dread Black warriors. And in the dim and distant past (now pure myth to the Phraints of today) were the only kind of their race to show emotion or to even understand it; the red “Mages.” These Phraints were Psychic, and practiced limited forms of magik. However, in Arduin the Blues and Greens have become, of necessity, Warriors as well as workers.

The Black Phraints, with minor modifications such as eye coverings and breathing cylinders attached to their sphericules, can operate in hard vacuum with no discomfort and are adept at free-fall melee and deep space boarding actions. They have several razor sharp shuriken-like rings attached to the spurs of each arm, and can fire them off in groups or singly with great accuracy. They also favor laser weaponry and needle grenades.

Each Phraint is part of a “Stick,” and will always work with his “Stick Brothers” (remember, the only female in a Phraint “Hive Home” is the Queen) in every assigned task. On a stick is exactly how a Phraint is born; that is to say, all eggs are attached to a pole or a stick which runs from floor to ceiling of the egg chamber, and each pole will have 12 to 120 eggs on it, according to the chamber’s size (each chamber having 10 to 1,000 of more poles), and according to the manpower needs of the colony.

On Arduin, the Black Phraint has ceased to exist, as each was a specifically engineered creation, which requires very sophisticated technology, now lost to them. However, in space, the dread black Warriors still strike terror into the hearts of hundreds of races.

Phraints, having no emotional capacity of their own, cannot understand races that do, so they feel that, logically, they are superior and should be the dominant species of the cosmos. That is the root of all their aspirations and mental processes, which also invariably leads their war-like ways.

The Phraints are best known in combat for their leaping charges which have them throwing their light javelins at the apogee of their leaps, flipping over in mid-flight and drawing (and swinging) their two handed swords, and landing behind their startled opponents ready for further action. They are perhaps best countered in combat by Deodanths who can also leap great distances, and who love nothing more than precipitous wild charges and whirling melees.

Phraints can stand immobile for up to three or more days, never moving, so that an ambush will go as planned (or a hunt), and think nothing of loping along for days at a mile-eating pace.

Due to their peculiar throats, they can only swallow liquids or pureed meats, and will choke on the smallest bits of food. Their favorite meal is a concoction of honey, pureed horse meat, eucalyptus sap and grain alcohol. Phraints are not bothered with drunkeness, except from the juice of the red lotus, which blitzes them immediately, and is for that reason forbidden to them by hive law.

Phraints always do exactly what they say they will, and never break a contract. However how they interpret a contract can sometimes make a lawyer’s head spin! They are totally fearless, and bedcatedto their hive home, leaving it only to earn money to buy needed things for said home. As a player character, they are challenging in the extreme, as most of us illogical humans find it nearly impossible to out-logic Mr. Spock on a continuing basis, which is what is required to play a Phraint.

Still, knowing this, I and several of my friends have had much fun trying to play such characters, reasonably and fairly. I can only hope that you have as much fun as I’ve had.

David Hargrave – The Runes of Doom

There it is, all of it. I need a little more! Do they have any attribute bonuses? Any special abilities? Do they get anything as they level up? What about natural armor? Are there any limits to weapon usage? It says they leap over the heads of their opponents throwing their light javelins, and swinging their two handed swords, can they do this every round? I know we could just wing this but I’d just feel better with a few guard rails!

You can answer some of these questions by searching this book and others. For example this book has a list of natural armor classes, sadly Phraint didn’t make that list. AG I shows Phraint as a monster and you can pull some things from this. The monster description says they are AC 3 to 2. It also mentions a sting and a bite attack.

Game balance might have been over played in 5e to the point where all of the new stuff they have added has made it easier to optimize to an extreme. Here a Phraint with a jevelin and a leap, bite, and poison sting attack might a little too good at first level. It needs some interpretation guidance.

Note: If you are looking for an OSR interpretation of the Arduin stuff check out: Ruins of Arduin.

SAURIGS AS PLAYER CHARACTERS

Saurigs are like lizard men from D&D.

The reptilian race called “Saurigs” trace their long history back some 600,000 years and more, to the dread elder race (the reptilian giants called “Kthoi”) that first ruled the world in the dim beginning of time.

They were the servants and drone soldiers of the Kthoi and were bred for ferocity, tenacity, endurance and fighting ability. Thus they were never known for their intelligence or ability to think logically. They just fought, and fought, and fought.

They split into two main types after the fall of their masters (and reverted to near non-intelligent savagery), those aquatic and tailed ones who inhabited dank swamps and wet jungles and the lighter faster tailless ones that lived in the hot dry deserts and plains.

As the eons passed they rose out of their long night of mindless savagery to their present cultural level as tribal groups (semi-nomadic in the desert area).

The Saurigs of the dry places are noted and sought after mercenaries due to their military prowess, near total lack of fear and for their fierce charges (which have been known to break pike hedge-hogs!).

Their slower, less quick-witted, aquatic cousins, although stronger and larger are not sought as soldiers because of their blind (berserk) rages and almost total lack of discipline and order.

The desert Saurigs not only use weapons (favoring heavy javelins and Jhangs*) but also bite and are partial to leaping at an opponent feet forward and giving their victim a terrific clawed kick (or two), that’s capable of smashing shields.

The swamp Saurigs also bite, use weapons (favoring tridents, nets and two-handed axes) and use their tail in a whirling-smashing attack that can bowl over even larger opponents.

Both hate Phraints with an all-consuming passion; the desert Saurigs, because they have clashed as mercenaries for over a thousand years (the Phraints usually winning) and the swamp Saurigs because the Phriants hunt their eggs to use as for their newly-hatched young!

Saurigs are mostly carnivorous but will eat most anything they can catch and hold down long enough to swallow!

They frequently team up with Deodanths or Orcs (preferably Uruk Hai) and are about as loyal as those they team with!

* A “Jhang” is usually carved of iron wood and has about two dozen obsidian or metal serrated “teeth” inset into it (much like the ancient Aztec or later Polynesian weapons). There are even ones made entirely of metal (usually bronze) and occasionally one made of petrified wood is found. Jhang attack on the scimitar table (+1) and scimitar damage plus (+) 1-3 points.

Saurigs make interesting and exceedingly different characters to play. Try one on for size, you’re user to like it!

David Hargrave – The Runes of Doom

There is a lot of inspiration but this is thin on rules. What are the attributes of a Saurig? Sound like +2 Str, Con, -2 Int, Wis?

RESURRECTION AND OTHER NOTES

The title implies that this is something that came from Dave’s thoughts and notes on game play. He starts “Resurrection may be attempt upon a character only up to and including thirty (30) days after death.” It goes to apply penalties for each after thirty days, there may only be three attempts, Elves only get a single attempt, a second attempt has a 20% reduction, Con is reduced by 1 for each attempt, characters need 20 days to recover after a resurrection… It goes on. I don’t think we need this level of detail.

He adds details about spinal injuries and eye in injuries, this all too much detail and not useful for the games I’m playing.

REWORKING THE CLERICAL CURING & HEALING SYSTEM

The way Clerical healing and curing has been done in the past has left much to be desired. For example: why ir it that a 10th level character requires several Heal Lesser Wounds rituals to fix up the same PROPORTIONAL damage that a 1st level character needs only one Lesser Heal to fix?

David Hargrave – The Runes of Doom

He follows with a list:

  • Heal Lesser Wounds: will heal up to 25% of the character’s OWN HIT POINTS
  • Heal Wounds of the More Serious Sort: will heal up to 50% as above.
  • Heal Grevious Wounds: will heal up to 75% as above.
  • Heal Critical Wounds: will heal up to 100% as above.

I could get behind this. I think it’s a good idea. It would be good if we could connect this to actual spells, I don’t recall seeing these spells defined anywhere?

NEW CHARACTER HIT POINT SYSTEM

This is an alternative system to determine hit points for character. I thin has some merit.

Con + Base + (1, 2, or 3 points per level depending on class)

Base Points:

  • Amazons – 16
  • Cave Men – 15
  • Centaurs – 22
  • Deodanths – 20
  • Dwarves, female – 18
  • Dwarves, male – 19
  • Elves, female – 20
  • Elves, male – 21
  • Gnolls – 15
  • Gnomes – 16
  • Gnorcs – 14
  • Goblins – 12
  • Haggorym – 15
  • Half-Elves, female – 15
  • Half-Elves, male – 16
  • Half-Orcs – 13
  • Hobbitts, female – 11
  • Hobbitts, male – 12
  • Hob-Goblins – 13
  • Human, female – 11
  • Human, male – 12
  • Kobbitts – 13
  • Kobolds – 11
  • Mermaids – 17
  • Mermen – 18
  • Mixies – 10
  • Ogres – 24
  • Phraints – 12
  • Pixies – 10
  • Saurigs – 18
  • Throons – 23
  • Uruk Hai – 18

All fighter types get +5 additional, Cleric types get +3, and Mages and the like get +0.

Con bonus has been changed so each character gets 1 additional point for each point over 12 as a one time bonus.

All Fighters, Barbarians, Thieves, Assassins, Paladins, Outlaws, Forrester, Martial Artists, Slavers, and Normals get 1 point for each level after first.

All Clerics, Druids, Medicine Men, Rune Singers, Bards, Rune Weavers, or “split class” get 1 point for each two levels after 1st.

All Mages, Illusionists, Saints, Psychics, Courtesans, and others get 1 point for each three levels after 1st.

Star Powered Mages NEVER ACQUIRE ADDITIONAL HIT POINTS FOR EXPERIENCE LEVELS! This is due to the nature of their symbiosis with their “Star Crystals” as outlined in AG II.

Seems like it might be a good idea. This front loads hit points at first level. Which alleviates the issue of starting new characters with an existing higher level party.

How does this look with numbers?

Human Fighter Con of 14

Level 1
14 + 12 + 5 + 2 = 33 (AD&D HP ~10)

Level 5
14 + 12 + 5 + 2 + 4 = 37 (AD&D HP ~33)

Level 10
14 + 12 + 5 + 2 + 9 = 42 (AD&D HP ~60)

Seems like AD&D fighter would have more hit points over time but a starting Arduin Fighter would be very robust. Considering Arduin often lists character advancement to 100th level maybe this keeps a cap on things?

Level 100
14 + 12 + 5 + 2 + 99 = 132 (AD&D HP ~555)

There’s a big difference!

I suppose this system deemphasizes Hit Points and moves the emphasis on character abilities. A 5ht level fighter would be hitting more often than a first level fighter. I like this direction that it takes the game.

This does ask the question if monsters follow this same scheme. The monster descriptions don’t reflect this. If they do it makes the world a much more dangerous place, and give combat a gritty flavor much like epic 6.

COMMENTS ON THE NEW HIT POINT SYSTEM

He points out some of the things that I mentioned and ends with:

No more will there be character practically unkillable because of their hundreds of hit points (in some cases fighters had triple the hit points of the Dragons they faced!!!), who were virtually demi-gods! Those days are over if you use the new hit point system. Game test it, I’m sure you’ll appreciate its fairness and playability. After all it was over 3 years in the making!

David Hargrave – The Runes of Doom

I wonder if they had some trouble at the table? I’m guessing they were really pushing the D&D rules with a lot of game play and found some of these flaws especially as play got to higher levels.

GUILD FEES

A list of guild fees by class for: Thieves, Mages/Alchemists, Clerics/Sages, Traders, Assassins, and Technos. It says:

These fees are paid whenever adventurers come into Arduin from “elsewhere.” The monthly cost is paid by all guild members. The monthly dues entitle the payee to guild hall hospitality (room & board), legal counsel, library privileges and the like.

Failure to pay results in legal inability to practice one’s own profession. Practicing said profession without paying results in being outlawed by the guild, with all attendant penalties.

David Hargrave – The Runes of Doom

Interesting. Entering Arduin you pay for guild membership gain access to services. This is similar to the guilds in Forgotten Realms.

Might be a good way to integrate characters into society and jump start adventures.

RANDOM LIFE STYLE CHANGES (As per whimsey/fate/reincarnation)

This chart doesn’t make much sense. It looks like a list of character classes and the effects of whimsey/fate/reincarnation would change your character class.

I don’t think this is useful.

MISCELLANEOUS NOTES ON COMBAT

A list of random rules. Such as:

  1. All “Vorpal” weapons have a base 20% chance of causing a random critical hit each and every time THAT THEY HIT. However, all “20” hits are automatically “head severed.”
  2. Any armor (chain mail, plate armor, etc.) that a player wears, will take damage as the player does. Thus for each 20 points in damage a player takes (unless the damage is taken on an area NOT COVERED BY THE ARMOR), then it looses one of it’s magikal plusses until such time as it can be repaired (usually about 1,500 G.S. and one weeks time, per “plus,” but only if a Dwarve (or other qualified) smith is available). There should be about a 5% chance of finding a smith capable of doing the job for each 100,00 population of the area the character is in.
  3. PRIOR To ANY MELEE, all characters MUST STATE FOR THE DM each and every magikal booster or item that they have prepared or activated (i.e. “Haste,” “Strength” “I took my wand of cold and put it in my left hand and have drawn my magik sword with my right”). This it to ensure that the players cannot hind-sight a situation or DMs can’t disallow something that will eat their favorite ugly, because he didn’t hear the player “declare it.”

#1 is a good point and interesting. It does make the vorpal sword more powerful but it was already powerful.

#3 sounds like a headache for all involved.

#6 Sounds like some adversarial GMing. Then again maybe they took the game more seriously back in the day. I think now days people are more willing to say yes to player actions.

This last one also suggests that sword users were also wielding wands in Ardiun? When rules are not stated in the Arduin books I default to the rules I’m used but who knows, maybe in Arduin anyone could use a wand?

MANA AND THE COST OF SPELL POWER

This is some musing on spells, spell power and spell points. It begins:

The power of a spell is directly related to THE AMOUNT OF MANA POWER PUT INTO IT by the user. Thus even though a pell such as “Thunderbolt” is third level, and basically only costs three mana points, remember that the Mage must be fifth level as a minimum to use it. Therefore the Mage is pulling five dice of destructive power from three mana points. This ratio will vary from spell to spell, but the example is valid for all. Now that same mage at tenth level, will still get only five dice of destructive power from that third level spell unless he PUTS MORE MANA INTO IT. …

David Hargrave – The Runes of Doom

This goes on but I have to stop here. This is not useful to the rest of us. There is not spell “Thunderbolt” as far as I know so the example will never be clear. Second, the idea goes on to say that spells can be scale. So 3/5 of the Thunderbolt example can be applied to all spells. I don’t think this works. What about spells like Sleep? It affects 2d4 of hit dice for 1 mana point. Would 5 mana affect 10d4 hit dice. I’m not sure if that gets out of hand or not. What about Fireball, this does 10d6 for 3 mana points, that’s a 3/10 scale!

I’m not convinced this works out so well for every spell.

ENERGY WEAPONS IN FANTASY GAMES

This is a list of 20 high tech weapons with damage, range, AC penetration, and notes columns. Here is a sample:

Laser, Hand – Points Damage: 12 – Meters Range: 500 – AC Penetration: 2+2 – Notes: Will reflect off highly polished metallic or glass surfaces.

Sonic Stunner Points Damage: Special – Meters Range: 50 – AC Penetration: N/A – Notes: Regardless of any armor.

All damage is fixed rather than dice with the note: Decreases 10% in value per 10% in range.

The fixed damage might not be a bad idea, and has been suggested in 5e for everything! The idea of decreasing 10% for each 10% of range seems dumb and impractical.

The Note for stunner says: Mark I Stuns up to 4d8+1, a Mark II all up to 6d8+1, “and so on upping 2d8 per Mark each time” it finishes.

The damage values are pretty high! A laser rifle does 20 points. A blaster rifle does 30!

I”m not sure who to apply “AC penetration here. Does this only affect anything up to the value? The notes say: Decreases by one (1) per each 15% of range. So it also means we have to calculate AC penetration based on range! 😱

Compare these to the “modern” weapons and firearms in AG II and it seems like the 20 century was putting out more deadly firepower!

NEW MAGIKAL ITEMS

Here is presented a selection of 37 magic items. I’ll quote a sampling here to get an idea what these look like.

Item: AMULET OF THE AMAZON MOTHER Value: To Amazons, 10,000 G.S., otherwise 3,500 G.S. Looks: A silver phallus and scrotum impaled by an arrow (golden) on a golden chain. Effects: While wearing it, an Amazon’s agility, dexterity and strength are upped by 3 each. Also her attacks versus all male humanoids becomes +3 and any blow that registers 3 or more than needed to hit automatically becomes a critical hit.

David Hargrave – The Runes of Doom

That’s not bad, I like the description, though I don’t remember that from back when, it probably just went over my 14 year old head!

Seems like it’s only usable by Amazons, would be nice if this race was clearly defined they get a lot of mentions.

Item: BAT CLOAK Value: 7,500 G.S. Looks: Black, bat wing shaped cloak with 2 red “eye” clasps. Effects: It allows the wearer to fly like a bat. If released it will fight as a giant 3+1 dice bat (bite for 1-3) with 10% chance for rabies. Area Affected: wearer. Range: Usable only at night or in shadows. (No alignment).

David Hargrave – The Runes of Doom

A good idea, allows the wearer to fly and can also be used to create a giant bat. Needs a little more detail to make this clear what the capabilities are, how fast can you fly? What happens is the giant bat is killed?

The 10% chance is rabies is dumb, how do you adjudicate that? I doubt this would really have any effect in play.

Item: CLOAK OF PILFERING or THIEVES SKIN Value: 5,000 G.S. Looks: Nondescript, fslighlyfrayed cloak. Effect: Has 10 pockets of holding inside (hold 1,000 G.S. ea.) that are hidden to all but the owners touch. It acts as a robe of blending and during fights as a displacer cloak. Area Effected: wearer. (Usually Amoral)

David Hargrave – The Runes of Doom

Not bad. Seems pretty powerful but not over top. 10 pockets of holding could be really good but the limit of 1,000 G.S. each means you can’t put a ladder, keg, or dead body into a pocket. Might be good to add rules for “displacer cloak” here.

Item: FOOD OF THE GODS (THE HEAVENS FEAST) Value: 100,000 to 1,000,000 G.S. depending on need. Looks: Mead, manna bread and ambrosia, usually in a golden bowl (which disappear when the contents have been consumed). Effects: The ambrosia up (or downs, 50/50 roll) all physical attributes; the mead, all psychic/mental ones the manna ups/downs the user level. All go 1-8 pts on a die roll. A person may partake only once of this food. It also erases all previous deaths so that the number of deaths allowed start over again.

David Hargrave – The Runes of Doom

Hmmm. Intersting. A bonus of +d8 is pretty strong but there is a 50% chance this is a penalty. Not sure what I think of this but it is very in the spirit of Arduin.

There are more than a few items like this next item, that seem simple and not well considered.

Item: GLOVES OF (SECRET) OGRE POWER Value: 3,500 G.S. Looks: Fine, grey leather, silk-lined gloves. Fit all. Range: touch Area: Effected: those hit. Effect: Ad for Gauntlets but very simple looking.

David Hargrave – The Runes of Doom

I’m guessing these were meant to be gloves that did the same thing as gauntlets of ogre power.

Item: HELM OF WIZARDRY or BLACK HELM Value: 50,000 G.S. Looks: Black, skull shaped helm that fits very closely. Fits all. Effects: The user can memorize an extra spell for each of his own levels plus one level up above his own. It protects 100% vs feeble mind/fear/sleep. (Amoral, it also converts wearer).

David Hargrave – The Runes of Doom

Not bad but worded vaguely. Can a 5th level mage memorize 5 star spells? Can you memorize an extra 5th level spell, or another 4th level spell?

Item: RING OF DJINN POWER Value: 10,000 G.S. Looks: Beautiful gold band with silver leaves and red ruby “berrys” all around. Effects: The wearer can become a Djinn thrice daily for 1 hour each time. However, there is a % chance the change is permanent and he becomes the Djinn in the ring! 1st use=5%, 2nd=10%, 3rd=25%.

David Hargrave – The Runes of Doom

Interesting, it could have some role play potential. The curse is interesting, sort of character ending but it’s a chance. I’m assuming that the chance of permanent change resets daily but it isn’t mentioned.

Item: SILVER CHALICE OF LIFE Value: 1,000,000 G.S. Looks: Silver Chalice (18″ tall) with encrustations of opals, pearls, and amethysts. Area Effected: whoever uses it. Effects: All liquids put in it have they poisons 100% neutralized. Each midnight a clear mead fills it which, if drunk, adds 1 day to your life.

David Hargrave – The Runes of Doom

This is very interesting. Useful but not over powering in game terms. But, it seems like a very powerful mythical item that would sought after in a game world. How many royals or wizards would seek to live forever with the power of the chalice. Could be a great quest item, or center of a plot?

Item: STAFF OF BLACK (evil chaotic) WIZARDY Value: as for all staffs. Looks: It is usually gnarled, black oak or twisted, intertwined serpents about 7′ tall. Occasionally one is a straight solid silver rod 8′ tall. Effects: It has these abilities: Withering, dimension door, wall of ice, ice storm, darkness (10′ radius), fear, confusion, fly, striking for 1D8 20 charges each., insect swarm, web, magik missile, elementals (conjure once, of each, each day). for Mages only.

David Hargrave – The Runes of Doom

This is pretty strong. Might be too good. This item hints that the Arduin table was using a lot of the rules from the original game. It’s a a lot like the Staff of Wizardry. This also mentions many spells from the original game. While Dave would say Arduin was its own game I bet the original rules were an assumption or default.

Over all I find these items less inspired than items from AG I and II.

MAGES SPELLS

I counted about 60 new mage spells. Here a few to get the flavor.

Name: APHRODIASIAC AURA Level: 1st Mana Cost: 1, plus 1 per hour after 1st. Range: self Area of Effect: All within 20′ of user. Effects: Adds +3 charisma versus same sex, +8 versus opposite sex. If concentrated on one person it causes love/desire (1 hour). Weeks to Learn: 1 week Cost: 150 G.S.

David Hargrave – The Runes of Doom

This could be an interesting spell with some role play potential. I could some groups having fun with this, I don’t think my group would use it.

What’s interesting about this is the “Weeks to Learn” and “Cost”. Is the implication that you can pay your guild to learn this spell? Or is the cost just the cost to research? This asks the question what is the process for learning spells in Arduin?

Name: KARMER’S SPELL OF WINE TO POISON Level: 2nd Mana Cost: 3 Range: 10′ plus 1 foot per level over third level. Area Effected: 1 pint in volume plus 1/2 pint each two levels over level required for use. Effects: The amount of wine indicated becomes 1D8 poison, which lasts for one minute. The poison increases 1D8 in potency for each 3 levels over level required for use. Weeks to Learn: 3 weeks. Cool Cost: 350 G.S.

David Hargrave – The Runes of Doom

This spell sounds good at first, and hints at intrigue, but on closer inspection it’s terrible.

It’s not good in combat. So its application is situational. At 1D8 this poison is more like indigestion, especially considering that starting characters have 18+ hit points. You couldn’t even kill a goblin with this! Even at higher levels you’d have to be 12th level to 4d8 and average 18 points of damage!

Name: SKORZANDON’S MIRROR Level: 2nd Mana Cost: 2 Range: 60′ Area Effected: 15 x 10′ until dispelled/touched. Effects: A mirror is placed between the Mage and the target so he see’s himself and not the user. Weeks to Learn: 2 weeks. Gold Cost: 250 G.S.

David Hargrave – The Runes of Doom

This also sounds like a good spell at first. Might be great against a gaze attack. But the idea that t lasts until “touched” sort ruins it. I suppose a giant parakeet might be distracted by its reflection?

I’m not sure how to read “Area Effected: 15 x 10′”? I’m sending this one back for revision.

Name: TIMAHARN’S BLIND SPOT SPELL Level: 2nd Mana Cost: 2 Number Effected: 1 Area Effected: Target Effects: The target cannot see the Mage, even with true sight, helms, etc. He has a “blind spot.” Duration: 5 minutes per level. Range: 120′ Weeks to Learn: 2 weeks Cold Cost: 300 G.S.

David Hargrave – The Runes of Doom

This is a good idea, but just not as good as invisibility. Maybe if it should be 1st level?

Name: ZYM’S SPELL OF THE ONE WAY DARKNESS Level: 4th Mana Cost: 4 plus one per 5 melee rounds after initial period. Range: around self. Area of Effect: 10′ in diameter. Effect: the Mage creates a hemispherical area of inky-blackness totally impervious to all forms of magikal sight or light. However, the caster may himself see out of the area much in the way a person sees through a one-way mirror. Weeks to Learn: 4 weeks. Gold Cost: 2,000 G.S.

David Hargrave – The Runes of Doom

This is a good idea for a spell but at 4th level it seems under powered. Maybe in the world of Arduin where it seems characters are hitting higher levels it’s appropriate? I’m starting to get the impression that mages in Arduin might use a different spell progression, maybe you can learn any spell of your level? But this isn’t stated anywhere.

Name: AZORN’S FEARFUL FIERY FIST SPELL Level: 5th Mana Cost: 5 plus 8 per additional fist. Range: 240′ Area of Effect: one target per fist. Effect: a basketball sized, flaming giant fist streaks toward the target(s) and attacks as a +1 mace wielded by a warrior 1/2 the user’s size, doing 2d6 fire and 1d6 impact damage and causing those hit to save versus fear. Victim’s 1+1 dice in size and less are bowled over. Weeks to Learn: ten weeks. Gold Cost: 3,600 G.S.

David Hargrave – The Runes of Doom

This is fun. Might be a little under powered but it seems balanced.

It’s confusing that is says: “wielded by a warrior 1/2 size” what does size mean here? Probably meant level.

There are a few spells that are either not explained, or leave you scratching your head at the purpose. Here is an example:

Name: NOAD’S BANE of THE BLUE BANSHEE OF SHAANT Level: 6th Mana Cost: 7.5 plus 1.5 per 10 minutes. Range: 100 miles per user level. Area Effected: Any single area or person (it appears there). Effect: Glowing, blue banshee-like apparition flys all around (or through) castle, town, etc. wailing, screaming, moaning, etc. Weeks to Learn: 10 weeks. Gold Cost: 9,500 G.S.

David Hargrave – The Runes of Doom

There are a few like this. I guess this might be useful in some large campaign game, and might find a use in a dungeon or hex crawl but overall it leaves you asking more questions than the description answers.

There are more than a few spells, like this, that have questionable effects. For example: MORDEN’S BACKWARD BLAST says: “the target does everything in reverse! Talk, move, etc!” not sure how that would play out or if it would have any effect beyond being comical.

CLERICAL SPELLS

These are new clerical spells. There are 24.

Name: NAMPHROOK’S SPELL OF THE PROTECTION FROM ALL APHRODESIACS Level: 1 Mana Cost: 1 for 2 hours and 1 for each hour thereafter. Range: self only. Effects: It protects 100% versus all aphrodisiacs 10th level and below. It is 90% effective agains all of those up to 15th level, decreasing by 5% per level thereafter. Weeks to Learn: 2 Cost: 500 G.S.

David Hargrave – The Runes of Doom

A cleric can never be too careful in a world full of Courtesans!

Name: ST. THERESA’S SPELL OF THE TIME THAT’S TOLD Level: 1 Mana Cost: 1 Area Effected: 30′ radius, or any single object. Effects: When used as an area effect spell, the caster will, plus or minus 25% accuracy, the age of everything in the area. When used on a specific object, he will know the age of the object (100% percent accurate). Weeks to Learn: 1 Gold Cost: 150 G.S.

David Hargrave – The Runes of Doom

This could be a good spell if it told you more than the age. Knowing the age of something might be useful but it will probably be inconsequential more often than not. There should be a low level spell that reveals hidden information it would be useful for role play and moving plots forward. Good try but misses the mark.

Name: EVENOE’S RITUAL OF THE EMPATHIC CURE Level: 3rd Mana Cost: 3 plus 1 per 20% damage over the first 20% the victim is. Range: 3′ Area of Effect: any single being. Effects: The Cleric empathically heals a victim by taking the would or damage UPON HIMSELF. (Yes it hurts!). Weeks to Learn: 5 weeks Cost: 600 G.S.

David Hargrave – The Runes of Doom

This is a good idea for a spell. But it doesn’t really beat regular cures. it says ” wounds or damage” implying it doesn’t work on other maladies like poison, disease, and curses.

Many of these spells seem to be tuned to the world of Arduin, like this one:

Name: THE HIGH HALLOWYN’S SPELL OF THE AURA OF THE PRISMATIC PROTECTION Level: 15th Mana Cost: 20 for the first minute, 5 per minute thereafter. Area Effected: Self only. Effects: An eerie prismatic glow surrounds the cleric, protecting him from all forms of prismatic magik up to his level in strength. This protection increases in effectiveness for 5% for each level of power over his own. Weeks to Learn: 30 weeks. Cold Cost: 18,050 G.S.

David Hargrave – The Runes of Doom

Besides the confusing description: “This protection increases in effectiveness for 5% for each level of power over his own.” It also asks the question what is “prismatic magik”? Would you want to waste a 15th level spell slot, spend 30 weeks, and 18,505 G.S. to learn this? There are many prismatic effects, like Walls, see AG I and II.

Over all the clerical spells are disappointing.

DRUIDICAL MAGIK

There are 16 druid spells they range from 1st to 6th levels.

Name: MILNAAHR’S MINOR RITAUL FOR DETECTING ALL THAT WHICH LIVES Level: 1 Mana Cost: 1 Range: 30′ plus 3′ per level over level required for use. Area of Effect: 30′ globe. Effects: all living things within the area of detection are outlined in pale green St. Elmo’s fire for 1 minute. If the spell is used upon only one specific thing, and is alive, the Druid rolls percentage dice to determine how much he becomes “aware” of the said life (i.e. what it is, eats, etc.). This spell will work through up to 12″ of solid stone plus 3″ per level over level required for use.

David Hargrave – The Runes of Doom

This is interesting but the description is too loosely written. I have a theory WoTC has a couple lawyers on staff that work on the rules descriptions for D&D spells and MTG Magic cards. Seriously, well written descriptions prevent argument and allow people to play the game as intended. In this case I wonder if a creature is outlined in “St. Elmo’s fire” can you see it through 12″ of stone? And, how much information would you get if you rolled 100%, would you know everything about the creature?

Dave seems to be fond of using “etc.” pretty freely. It saves space but seems like it might cause problems down the road.

It’s interesting that this doesn’t have weeks to learn and cost. Must have been a mistake because the other spells have this. I can’t remember if Druids had a guild?

Name YALYNMYN’S SPELL OF THE MYSTIK MOONS (LESSER) Level: 3rd Mana Cost: 4 for the first one minute plus 1 per melee round thereafter. Range: 60 Area of Effect: around any single target. Effects: One to three large balls (glowing bright red, white, and blue) will appear around the target slowly circling, bumping, tripping, pushing and generally harassing the victim. Three balls have a density equivalent to hard wood and are 100% free proof. If knocked away they will immediately return. Weeks to Learn: 4 weeks. Gold Cost: 4,000 G.S.

David Hargrave – The Runes of Doom

The is another pointless spell. It does reference the three moons of Arduin but the actual effects ask the question: What is bumping, tripping, pushing, and generally harassing?

TECHNO MAGIK

These are thoughts on the Techno class. Should probably have been printed with the class.

Technology truly has its place within the confines of fantasy game play, so long as it is always subservient to the basic concept of play: FANTASY.

In Arduin, most people think of Technos as jut another branch of magik user like Rune Weavers or Illusionist. Their frequent comment about some machine or artifact they can’t fathom is: “oh, don’t worry, its just Techno magik!”

A laser pistol is so totally un-understandable to a medieval type personality, that it is as close to real magik as to be the same for all practical purposes as far as he’s concerned. To him it would wimple be a strangely shaped fire lance wand.

And the Technos themselves so jealously guard their knowledge that even if their books and blueprints were discovered, they would simply appear as magikal runes to the uneducated (in technology).

Technological items can play wonderfully scary and/or funny roles in adventures. I’ll never forget the Barbarian caught in the revolving glass door screaming “it’s trying to eat me!” as he smashed his way out of it with his battle axe! Or the Dwarf with a flashlight who, having once observed a laser in action, always attacked with that first (usually getting pretty badly mauled in return), and continuing to believe that “there’s gotta be sumthin’ it’ll fill, I just gotta find out what!” He never did though, and eventually the batteries died.

I could tell you the story about the high level Mage, the flush toilet and his lightning bolt wand, but I think you get the idea.

Technology is only as pliable as the DM lets it be, but if common sense is used, it is a useful adjunct to fantasy gaming and should utilized. Try it!

David Hargrave – The Runes of Doom

These are great thoughts and I’d like to hear more stories! This page has me thinking that Arduin really should have been a news letter or zine. It would make more sense in that context. Since it seems to be a random collection of house rules that are not fully explained but presented as a sort of system and setting it falls short.

HELL SPRIALS

A Hell Spiral is a runic path that acts as a road or gate to other planes, times or places. They are usually carved (sometimes painted) and hurt the eyes if looked at for too long a period of time. Those with True-seeing have a tendency to go catatonic if they star at one!

The person wishing to utilize this means of travel must step onto the outside point of the spiral track, never wavering and never trying to stop or go back. For if he does, disaster!

For a DM to adjudicate a character’s success at walking such a spiral, use the chart below.

David Hargrave – The Runes of Doom

If Arduin were a setting like Planescape this could be transport mechanism. Sounds like he borrowed this idea from Roger Zelazny’s Amber series. The idea is good but “disaster” is undefined. As you can tell I’m not a fan of GM fiat. I prefer to run games as a neutral arbiter following the rules as much as possible.

The chart is a percentile chart with a percentage chance to complete and to encounter. The completion chance increases by level as does the encounter chance.

1st Level % to Complete: 10% – % to Encounter 01%

5th Level % to Complete 50% – % to Encounter 25%

20th Level % to Complete 100% – % to Encounter 75%

So higher level characters have a higher chance to complete but also a higher chance of having an encounter, I suppose demons and what not are sensitive to th power level of beings passing through their realms.

Note: An “Encounter” is meeting some denizen of limbo or other such nasty thingy, Demons, ghosts, you know, fun stuff like that! A failure to complete results in the character being ejected out of the spiral at a random area, if he survives the below chart!

David Hargrave – The Runes of Doom

The “below chart” says Die Roll with 12 possible choices, can we assume roll d12? The list of possible outcomes are:

  • Death
  • Whimsey Change (good thing we have that table!)
  • Go insane
  • Age 50%
  • Death
  • Random Hell
  • Random Life change (we have a table)
  • Death
  • Random Hell
  • Lose 1/2 Strength
  • Go blind
  • Death

Death appears 4 times, and random hell appears twice, assuming hell is dangerous failing to complete the hell spiral is not good. All of the results are bad.

You might be able to use this end a scenario. If you did this in the middle of a session and two characters died, two went to a random hell, one lost half their strength, and another went blind, that might end the session.

NEW MONSTERS

There are about 100 new monsters here. The descriptions are all pretty short like OSR stuff tends to be.

ARGALANTHI: HD: 5+1 to 7+1 AC: 2 or 3. Speed: 12″/turn. Dext: 15-20. % Liar: 15%. Number: 1 to 12. Attacks: 1 technological weapon or two claws for 1-3 to 1-6 each and one bite for 1-10 to 2-16. Looks: 12′ to 18′ long, long heavily armored metallic-blue insect. Red mandibles and eyes. Small tentacles near the jaws hold weapons. Dress: Chest packs and pouches only. Notes: An intelligent, formerly-starfaring race that was widely used as police-force types by a now-defunct stellar federation. Use “flamers” and “sonic disrupter,” each doing 48 points damage. Ranges: flamer — 100′; sonic disruptor — 120′. Argalanthi detest the Thaelastra and admire Phraints. Immunities: Sonics.

David Hargrave – The Runes of Doom

That’s a pretty good monster, very sci-fi. 48 points a round is a high damage output! Consider the hit point system presented earlier these could be very deadly!

Name: BLACK LION: HD: 4+1 to 8+1. AC: 3. Speed: 12 (15). Number: 1 to 12. Attacks: 1 bite for 1-10 to 2-20, 2 claws for 1-6 to 2-12 each. Looks: like a giant black lion. It can charge at double speed for 5 melee turns.

David Hargrave – The Runes of Doom

Vanilla but I can get behind this. The rules are clear. Maybe a little history would be nice here. Where do Black Lions come from? What are their motivations? Are they intelligent? Maybe not, % Liar seems to be missing?

There are more than a few creatures that fog, glowing stars, or energy fields. I’m not sure how I feel about these, one or two is okay but there seems to be too many. This type of creature seems less useful. Here is a sample:

BLASTARR: HD: 7+1 AC: 2+5. Speed: (air only) 18. Attacks: 1×90′ by 5′ by 3′ blast of energy (variable) per melee turn. Treasure type: Gems only, 10 to 100. Looks: Blinding blue-white star about 2″ across. All 4 dice and below roll vs blindness (2-20 pts). Notes: An alien energy life form the only spell that hits it is stoning which does 1 dice per level of user or swords of cold which do 1/2 damage. The energy blast is 5-50 points. Fail blindness roll, permanently blind. Make, 1 to 10 melee turns blind.

David Hargrave – The Runes of Doom

This seems crazy powerful not sure what your average party would do against this. But I suppose that played in the Arduin campaign were a tough lot!

I’m not sure how to “blindness (2-20 pts)” this is more of that vagueness that plagues this work.

BLUE WRAITHES: HD 9 to 12. AC: 2+5. Speed: 18″ Number: 1-18. Attacks: They drain 1 life level, (per 3 dice size) paralyze and cause 1-6 (initial) rotting points (cure disease, cure serious) 1 per melee turn thereafter. Looks: Resemble blue shadows. Man shaped pulsing/shifting shapes of blue so deep it’s nearly black. They are 4′ to 7′ tall. Notes: Magikally conjured souls of those yet to be born. Immunities: Only techno energy types of T-Bolts (do double) hit them.

David Hargrave – The Runes of Doom

The idea of “souls yet to be born” is strange and interesting in a Michael Moorkockian way. The fact that they drain 3 to 4 levels, paralyze, and cause rotting (the d6 is a non issue) makes these dangerous to say the least; add the fact that only technological weapons and T-Bolts (thunder bolts I’m guessing) puts these over the top. Maybe the character in the Arduin campaign have this figured out but I’m doubting this would work in anything that I am running or plan to run.

Dave wrote up a few dragons: Black and White Striped, Ice, Shadow, Sun, Violet, Yellow, and…

DRAGON, RAINBOW: Also known as Tai-Dragon or Blue-headed Dragon. HD: 9 to 12. AC 2 to 2+2. Speed: 10 to 20 (air). 12 to 24 (ground). Number: 1to 6. Attacks: 2 claws (1-4 to 1-8) and 3 bites (3-18 to 3 to 30) or breaths. It can bite, breathe or cast spells from each head but all three must do the same thing! Looks: Red body, white stripes, three blue heads. Each head can shoot 1 spell per head per every 5 minutes (up to 4th level of which it can memorize 4 per level). They can talk any and all languages they desire. They like Elves and are usually chaotic.

David Hargrave – The Runes of Doom

It’s more of red, white, and blue dragon. So it’s a three headed dragon that can cast spells. The HD and damage output is reasonable. I think this could be playable! The description might be a little too close to Tiamat.

They like Elves a rarity in Arduin!

DROON: HD: 2+1 to 4+1. AC: 7. Speed: 8 (charge at 10). % Liar: 50%. Number: 6-48. Attack: 1 claw ot weapon and bite. 1-3 bite, 1-4 claw or by weapon type. Poison is 1-3 dice. Their fangs have 1 to 3 dice poison. Looks: Hairless baboon-like beasts about 5′ tall with enough intelligence to use their storage weapons.

David Hargrave – The Runes of Doom

This is another vanilla creature, sort of a baboons with poison fangs. It might be good to know what type of dice to use for the poison: d6, d8, d12?

GOONS: HD: 3+1 to 7+1. AC: 5 or 4. Speed: 10″ to 15″ per turn. Number: 3-36. Attacks: 1 claw and if it hits, 1 bite 1-10 to 2-24 and 1-6 to 2-12 respectively. Fight as berserkers at +4 attack. Looks: Tall, muddy brown, vaguely man-shaped, extremely ugly, smelly and vacuous/stupid looking. Large tusks (three) protruding from lower jaw. 3 fingered/taloned, spatulate hands. Always in series of three. Immunities: 100% impervious to pain (no nerve endings!). 7′ to 10′ tall.

David Hargrave – The Runes of Doom

Another vanilla creature. This would have been even better with a picture! Maybe some reason for coming in threes?

KHORB: HD: 8+1 to 12+1. AC: 4 or 5. Speed: 12″/turn. Dext: 9 to 14. Number: 1 to 8. Attacks: 2 kicks (1D12) each, 2 hits (1D10) each. OR by weapon type. Also one eye ray (30′ x 5′ across) that causes fear and confusion for 1-12 turns (all levels). The ray can shoot every third turn. Dress: fur or skin loin cloth. Looks: 10′ to 15′ tall headless humanoid, usually withal-orange skin and purple eye. Notes: Uses single eye to confuse all who look at it. It thrusts its victims into its top-mouth (dead or alive) to “chew up” for 3 to 18 points each turn. Immunities: Confusion and fear. They hate all forces.

David Hargrave – The Runes of Doom

This needs a picture. I imagine a headless ogre with a single eye in the middle of its chest and a mouth where the neck would be?

PHANDELLYON: HD: 5+1 to 8+1 AC: 4 or 5. Speed: 9″ (12″ charge). Number: 1 to 12. Temperament: Very curious. Attacks: 2 claws for 1-8 to 2-20. 1 bite for 1-10 to 4-24. Can “phase” in/out. Looks: Phase lions, bright blue with silver claws and teeth. Usually true neutral, they like Dwarves for some weird reason.

David Hargrave – The Runes of Doom

Phase lions, if phasing were explained this would be a lot better. I’m guessing it’s similar to Phase spiders. it would be good if there were some guidelines, for example does phasing require and action? Can a phase lion move while out of phase and phase in at a different location? Can beings on the “material” plane see things that have moved out of phase?

I like that these are Temperament: Curious. This gives some guide to the DM as to how to play these creatures. Too bad all of these monsters don’t have this.

STAR SPYDER: HD 20. AC: 2+4 (arm), 2+2 (body), 7 (eye). Speed: Teleport only. Dext: 17 to 20. & Liar: unknown. Number: Always alone. Attacks: 1 psychic charm person, 4-24 arms for 1-12 (impact), then 2-16/turn thereafter (constriction) with continuous suction (reverse cyclone–all under 3+1 HD cannot resist it) each turn. Those seized are dragged under its mouth, where victim’s body is consumed by radiations and heat in 2 melee turns. Those killed in this manner are 100% irrevocable. Looks: bright light makes observation difficult. Notes: It absorbed energy from mass conversation which regenerates it at a 2 for 1 rate. When in danger of being killed, it teleports away. Immunities: fear, confusion, poison, sonics, sleep, cold, charm. This creature is so rare as to be only a dim legend.

David Hargrave – The Runes of Doom

This is one of the over the top creatures that Arduin is famous for. The rules there are a little hard to parse. This is the creature not the cover of the book. I’m guessing the idea came from Space 1999:

TRUE ELEMENTALS

This is list of Arduin style elements with hit dice and attacks. Nothing special here.

NEW LESSER DEMONS

I like these demons better than the demons that are in the core D&D rules. There are six demons defined, here are a couple samples:

Type: ACID FIENDS: HD: 8+1 to 10+1. AC: 2+1. Speed: 10 (ground only, 12 charge). Dext: 8-10 Attacks: 1-12 (roll) tentacles that do 2-16 (plus acid) and it can spit acid in a 3′ wide stream up to 60′ for 4-48 pts. Normal metal weapons dissolve, +1 have a 40% chance, +2 have a 30%, +3 have a 30%, +4 have a 10%, and +5 and a 01% Looks: Like huge (16′-20′ diameter) globes of pale blue. Amoeba-like, it can extrude tentacles at will, slide under doors, through key holes, etc. It needs no atmosphere to live and is euqally at home in vacuum. It loves to roll over victims “eating” them and enjoying their dining struggles. Notes: immune to cuts and chops, fear, confusion, and acid. Cold slows it (once only) and does 1/4 damage, fire does 1/2, lightning 3/4. Disintegrates regenerate it and stoning adds hit dice (size) to it on a 1 dice per 1 level of the caster ratio! Its mere touch does 3-24 pts acid damage! Those “eaten” take 4-48. Also know as Acid Demons.

David Hargrave – The Runes of Doom

What happens when a weapon dissolves, is it useless? The rules need some clarifications. As written this is a very difficult encounter.

Type: HELL CATS: HD: 6+1 to 9+1. AC: 2 to 2+1. Speed: 20, ground (38 charge) Dext: 16-19. Attacks: 2 claws: 2-16 plus 1 life drain and 1 bite: 2-18 plus 2 life drains. The claw/bite wounds are so painful, all hit lose -1 off attack and defense there after. Looks: large (lion-sized) felines apparently made of shadows with eyes of green balls of fire and claws of red crackling flame (and teeth of silver moon beams). They look like caricatures of a halloween witch’s cats. Their yowl is like a super fear spell (all up to 12th level must save or be paralyzed in fear) save and run! Notes: Immune to fear, cold, confusion, paralysis and acid. Poisons do 1/2 but Clerical light spell does 1 pt per Cleric’s level! (one turn only) They regenerate like vampires and can slip under door cracks, through key holes and the like. Blink Dogs are their favorite food. They have true sight. Also called Demon Cats, or Doomtigers.

David Hargrave – The Runes of Doom

This is sort of hit and miss for me. I like the description: Large lion sized felines made of shadows with eyes of green flames, claws like red crackling flame, and teeth of silver moon beams. When he says they look like Witches cats it loses the vibe.

The rules are all over the map and leave me scratching my head. If you make your save agains fear you run, otherwise you are paralyzed with fear. Seems a little too strong.

Type: STAR DEMONS: HD: 10 to 14+1. AC: 2+5. Speed: 48, air. 12, ground. Dext: 18-22. Attacks: 2 claws: 4-40, thrice an hour it can also fire a 7-70 point prismatic blast from their eyes (it knocks down cubes of force, anti-magik shells and all prismatic walls, it’s damage will not regenerate except normally. Notes: Immune to fear, confusion, acid, cold and paralysis. They are 75% magik proof and use up to 6th level magik. The body glow is radiation, all within 10′ take 1-3 pts radiation poisoning (non-regenerable), per turn. They are natural “spell turners” and can haste themselves at will (die roll of 9 or better on a 12 sided die). Webs slip off them and poison gas or poison has no effect. Looks: humanoid, 15′ tall, wings rainbow colored light, bodies of what looks like smooth, translucent black diamond. Their eyes are pools of golden flame. They are incredibly beautiful. They have a faint golden glow and where the heart should be is a faintly visible ball of glowing fire that pulses.

David Hargrave – The Runes of Doom

Great visual description. Smooth black diamond humanoids, with wings of rainbow colored light, incredibly beautiful, with glowing golden flame for eyes and a pulsing golden glow in their chest.

The rules are a little nuts. They seem to be immune to magik, and naturally turn spells. And can knock down cubes of force and anti-magic shells, not to mention prismatic walls. Which would have a lot of use in my games, but maybe the Arduin crowd was throwing this stuff around?

I have to come back to the Arduin hit points, since this demon has two 4-40 claw attacks and a 7-70 prismatic blast three times and hour. That’s an average of 44 points for claws and 37 points for the eye blast, plus an extra 2 points for the radiation. That’s some pretty good damage output. Which would take out a 10th level warrior using the Arduin HP system in one round!

Side note, a lot of the monsters are immune to confusion. I wonder that comes from? Was this a popular attack in Arduin or did Dave just see it as a rational view of the the monster’s ability?

GREATER DEMONS

Dave says:

Greater or “Name” demons are the lords of their own particular “hells,” and are the absolute power within their realm; the “gods” of those hells as it were.

The statistics given are for their incarnations outside of their home universe, and only give a bare hint as to their real power. Because they are less powerful elsewhere, they seldom leave their own areas, and when forced to do so by conjuration or other means, they understandably very angry.

Greater demons detest mortal (and lesser immortals) so much that they don’t consider them anything more than excrement to be destroyed or ignored as opportunity dictates.

They will command lesser denizens (or demons) from their own plane, and will frequently send those minions in their place when they are conjured. However, the conjurer has the option of demanding that they return and send their master as it was him/her who was called, and the lesser entities (if intelligent) must do so immediately (although they will try to persuade the conjurer otherwise, or even to slay him).

The DM must use his or her wits when greater demons are involved so as not to do the easiest (and most logical) thing: slay the conjurer. This kind of thinking negates the real value of terror in a game. A player should rightly fear and dread conjuring up a Greater demon, but should not feel resigned to 100% certain death if he/she does so. Play on the horror of the unknown, ad lib, make up your own “name” demons, be a true guide to the “outer limits” of your own “twilight zone.”

David Hargrave – The Runes of Doom

This is interesting but also lacking in actionable content.

HARGRAVE’S DEMON LORE GREATER (NAME) DEMONS OF THE ARDUIN CYCLE

Looks like there are 27 Greater demons. That’s a lot of space devoted to something that may never (probably never) get used in a game.

Name: ABADDON: HD: 23; AC: 2+3; Movement: 12′ ground; Dext: 15 spells. 13, body. Attack Value: 4 per turn, for 3-36 pts each. 100% Immune to: Gas, poison, venom, confusion, lightning, 1/2 damage from cold. Number of “Pets”: See Demon Locusts. Looks: Brown, hairy, 4-armed, one-eyed, saber toothed, humanoid (eye is like the head light on a train–a deep red beam of (x-ray vision also) light 90′ long to 10′ wide) He has bright yellow fangs and claws and a monkey like tail; Notes: He can use 8th level magik but without regard to Mana Points (as all demons). Rides the largest demon Locust (it takes +2 or better magik weapons to hit him) called “BEL” (10 dice-20′ long. Flys at 20″ runs at 10″-Dext 12, Int 7, AC 3). He carries a lance of Living Lightning that does 4-48 pts damage and is 20 feet long. His bite (does 4-24 pts) injects a virus into the body that first paralyzes, then kills then dissolves the victim. (1 minute, then 3 minutes, then 1 minute–5 minutes total). If he bites he does not “strike” that melee turn. The Locust Lord.

David Hargrave – The Runes of Doom

It’s got a good vision.

This would be a lot more useful if these were given some sort of motivation, and other information where these could be come patrons in your world.

Name: BOAK; HD: 10; AC: 2+2; Movement: 48′ air, 36′ ground; Dext: 18′ Attack Value: 2 hit, bite per turn. 2 to 24 and 3 to 36 pts. Attacks: 100% Immune to: Acid, gas roof and takes 1/2 damage from fire, lightning, cold and paralysis. Stone does 3 to 36 pts. Looks: 15′ long Huge, ebon, flame (red) eyed creature that resembles a metal, scaled warhorse. It breathes a chlorine gas cloud like a green dragon (4 to 48 pts) and his vote does 3 to 36 pts poison damage. He can run up walls and across ceiling. Notes: Not a real greater demon but listed here because it is always with one. Cimmeries steed and loyal companion, he gallops through the sky without wings, and hates “pegusi” but his arch enemies are Griffons and the Lammasu. Those will always attack him regardless of fear. His best “friends” are Black Dragons and he is sometimes seen “playing” with them. He cannot be polymorphic, in fact if it is tried it doubled back on whoever try! In time of dire or mortal need he can teleport himself and any rider (once per day). He can also “Hell Ride” between dimensions or Hells. He can be ridden. He has an intelligence of 10, and an ego of 20!

David Hargrave – The Runes of Doom

He mentions “Hell Ride” this seems to be borrowed from Roger Zelazny, along with Hell Spirals. He must have been reading or thinking of the Amber novels at the time.

PRINCIPLE NOBLE FAMILYS OF ARDUIN

This a list of noble families in Arduin with columns for City of Main residence, Family Name, Type of Domicile, House Color, Sigil/Crest, and Base Racial Type.

Could be interesting if you had the setting to place these in. Here is a sample:

Talismonde – Q (marco) Archon – Keep – Black & Silver – Two headed black raven (wings spread) – Human

Nythaarna – Q (Starkla) Asmodeion – Large Stone House – Black, Silver, Red – Fiery winged Scimitar – 1/2 orc

There are about 30 of these. hard to get the whole picture of what is going on. There is a note with Q = Queen’s supporter k=King’s supporter 3=3rd party or neutrals. Seems Arduin had some very complicated politics.

MOST WANTED HIGHWAYMEN & BRIGANDS IN ARDUIN & ITS ENVIRONS

This is almost useful! It’s a list of criminals that you might run into. It lists columns of: Type, Name, Number in Band, Age, Level and Alignment, Description/Notes, and Reward.

Here is a sample:

Morgen Ravenwing, Human, Lone, age 40, 18th, Neutral. An illusionist of some repute (16th level). He dresses in black, has silver hair, violet eyes. Very somber. Carries a “magikal” heat weapon. Reward 10,000 g.S.

Stephan DeLorraine, Human, band of 31, Age 38, 17th Neutral Evil. 6′, 175 lbs. handsome, light brown hair and eyes. Smiles a lot. Natty dresser, uses a crystal bladed rapier & dagger. Reward 45,000 G.S.

Paneth Noidahl, 1/2 Elf, band of 39, Age 45, 16th Amoral, Dresses all in grey-blue, has bright blue eyes and a ready grin. Uses a flaming rapier that dances (and sings!) in combat. Reward 40,000 G.S.

Gruesome Bloody Jaw, Ogre, Band 18, Age 46, 11th Chaotic Evil, A known cannibal (he ate his brother), 9′ 10″ tall, has a huge (8′ tall) skull emblemed shield and a 6 1/2′ long maul (both magik). Loves Hobbit meat. Reward 25,000 G.S.

Vanyella Taerl, Female Human, Band 17, Age 30, 9th, Chaotic, 5’8″, short blond hair, grey eyes, could be very beautiful if she tried (she doesn’t) to is mannish wears beautiful silver scale mail (magik) and uses a magik spear, scimitar, and short bow. Reward 18,750 G.S.

Vanyella is as beautiful and she wants to be!

Georgaen Ironfist, Black human, Band 10, Age 36, 8th Lawful Evil, 6’8″ tall, left forearm/hand is of silver chased iron. Carries a strange magik weapon that thunders and flashes and bores holes in his enemies! Usually wears maroon and green clothes. Reward 15,000 G.S.

This guy, really anyone on this list is an adventure seed. These could all be great personalities in a hex crawl. With a couple added notes these could include factions. Great stuff!

Auri Wirinnaen, Female 1/2 Elf, Band 20, Age 38, 7th Chaotic, Rides a flying carpet, uses a magik composite bow and rapier and wears magik yellow scale mail. Also known to be an insatiable lover. 5’7″, night black hair, smokey grey eyes, extremely beautiful. Reward 15,000 G.S.

These elves seem very young. Maybe they are adolescents of the race getting in trouble and testing boundaries before maturing?

Gandy Five Trees, female 1/2 Gnome/Amazon, Band 20, Age 29, 5th, Neutral, 5’6″, black, nice face but built very muscularly. Short. Has blond hair, brown eyes. Wears plate armor/shield (magik) and uses a magik mace. Reward 10,000 G.S.

5’6″ sounds tall for a gnome, maybe gnomes are built different in Arduin? Maybe it’s the 1/2 amazon?

Tree Wreer, Hawkman, Lone, Age 33, 5th, Amoral, Typical Hackman, wears pale blue harness, net and uses throwing darts, net and short spear (4 1/2′) that’s probably magik. Can become invisible. Reward 10,000 G.S.

Typical Hawkman, not sure that Hawkmen are defined anywhere. This is the biggest problem with these books is the assumption that we all know what’s in Dave’s head.

Sterlee Mimzy, Human, Band 7, Age 26, 4th, Chaotic, A clone of Sterling Mymsee the Mage but is now a near berserk Warrior doing only occasional magik. Wild-eyed. 6′ tall, brown hair/eyes. Goatee, uses a 2-handed (magik?) battle axe. Reward 5,000 G.S.

A clone, I wonder if he and his source are going insane?

This another favorite section of the book for me. The names and descriptions are inspiring and could be used as is.

This section also gives an idea of how much magic there was in Arduin. Seems like every one of these NPCs from 3rd to 18th level had some fairly powerful magical treasures and abilities. Seems like Arduin was a place full of magic.

NOTABLE DENIZENS OF ARDUINIAN “UNDER CITIES”

This section describes some NPCs that live in Arduin. I’m assuming that most of if not all of these is on the wrong side of the law.

The list shows columns of: Where Located, Name, Age, Level, Type, Alignment, Status. Here are a few samples.

Agwyn Maldread, Talismonde, Age 56, Level 19th, Man, CE, Black Mage–Barred from the college of Mages.

That’s not bad but, I want a little more, why are they barred from the college of Mages?

Thanda Swiftsword, Talismonde, Age 38, Level 14th, Female Human Amazon, C, Warrior leader for hire (148 men). 44-28-44 5’11”, 155 lb. Waist length, blond pig tail. Owns a Bireme Called Wave Snake.

That’s not bad, there are some plot hooks hidden there. Of course Dave can’t help himself describing the women.

Trephka Cystent, Talismonde, Age 56, Level 17th, Human, LE, Defrocked Catholic Patriarch.

Interesting that the catholics have made it to Arduin!

Shalzad Gelvord, Khurahaen, Age 36, Level 10th, Morphadite Man, CE, Defrocked Moon Lady Priest.

Note sure what a “morphadite man” is and why this is listed as a “Moon Lady Priest”? Maybe they worship the “Moon Lady”?

Atalar Vilaya, Melkalund, Age 27, Level 9th, CE, Black Mage

Aldo Waterbrook, Vorlnyaas Hobbit, Age 40, Level 8th, N, Guild-outlaw Thief.

Yoster Baelu, Nythaarna, 1/2 man/unknown, Age 33, Level 10th, C, Black Mage

These are good but not quite as good as the outlaws. Would have been better with some background and motivations.

Interesting that this gives us a picture of the cities of Arduin.

  • Talismonde
  • Khurahaen
  • Melkalund
  • Vorlnyaas
  • Nythaarna

NOTABLE CHARACTERS OF THE ARDUINIAN CYCLE

I geuss this is another list of NPCs in Arduin. I suppose these are not criminals.

The list has columns of Level, Age, Name, Hit Points, Type, Kind, and Notes. Dave seems to use terms without consistency. Here he Type for character class and Kind for race. Might have been good to have a city and alignment. Here are a few samples:

Faradir Aurion, Hit Points 68, Man, 16th Level Trader, Known as the Heart of the 7 Golden Voyages.

Tamra Shadowfire, Hit Points 80, 20th Level 1/2 Elf Illusionist, Called the Shadow Maiden or Dark Star.

D’Allon De La Mort, Hit Points 90, Man 20th Level Assassin, Known as the Shadow or The Man Who Has No Face.

Skyder Stormbird, Hit Points 118, Man, 21st Level Monk, Known as The Man Who Spurned a Crown

Delamond Blackshield, Hit Points 78, Man, Level 14th Warrior, The Bastard son of a Bastard king’s son.

This could be useful for game stuff if we had a setting to back them up.

They range from 9th to 33rd level with many 15th to 20th. Maybe this gives an idea of the average level of Arduin characters?

PRINCIPLE “WILD” TRIBES OF THE “ARDUINIAN NEXUS”

A list of barbarians and other tribal types. Includes columns of Racial Stock, Tribal Name, Fantastic or “True Earth” Equivalency (Approximate), Primary Location, and Approximate Maximum Fighting Force Available to Fight.

Again this would be great if there was a setting to place these in. Here are some samples.

The Blue Barbarians, Mixed Caucasians, The Franks, N. of Ghorfar to Coast, 50,000.

The Phraints, Insect, As on “Gor”, North edge of the great Sand Sea into Great Grass Sea, 12,500.

The Exiles, 1/2 (and 1/3) Elves, None–Neolithic, The Contested Lands, 13,500

Interesting that there are “neolithic” elves.

The Changelings, Mixed Lycanthropes, None-Bronze Age, The Gibbering Mountain, 5,650

The list included 28 tribes. This is less useful but could be useful if there was more information, like a map, and possibly some sample personality from each group to form encounters around.

THE RECORDED AREA OF TREASURE AND DEATH WITHIN THE ARDUINIAN BORDERS

This is an interesting list of dungeons and other areas that characters might explore. The names and locations are evocative.

The list includes columns for: Name of Location, Where Located, and Comments and Notes. Here are a few samples:

  • * Skull Tower, In Bonewood Forrest, The 1st Discovered.
  • * The Cavern of the Kings (King Soloman’s Mines), In the Kyhaas Mountains, Extremely dangerous.
  • * The Burning Tower (Flame Fang), In The Burn, Wreathed in flames.
  • The Tower of the Black Bishop, In Maggot Trees near the Great Rift, Seldom visited.
  • * The Wailing Tower (Grim Mound), A’Top Grim Mound Mountain, Known for its Techno Magik.
  • * The Howling Tower, On the Roaring Rock in the Lake of Mists, Hidden by fog/mists.
  • * Thunder Hole (The citadel of Thunder), Behind 1000 Thunder Falls, Its entrance masked by a dimensional gate.
  • * Teliboe The Forgotten (The Lost City OF), The Valley of the Dead, Appears only on Soltices and Equinoxes, from dusk to dawn.
  • Worm Hole (An entrance to The Great Worm Road), At the edge of The Burn, The most dangerous of all the known areas.
  • The Bones (Knorainnion the Eaten), In the Mickleback Mountains, A city Literally eaten by the hordes of Hell.
  • * The White Roc Inn, In Whisper Trees on the Old Road, Has an evil reputation.
  • * Hell House (The House That Eats Men), In the Weeping Woods, A known haunt of the undead, and psychic happening of all types.
  • * Shadow Guard, On the Edge of The Great Rift, Supposed home of Tara Shadowfire and other legendary characters.
  • The House of the Axe (The Slaughter House), On the Edge of the Lost Lake in the No Name Swamp, All who have ventured within have died horribly.
  • ..
  • Caliban, An area that appears at random intervals and inside random dungeons, caverns and the like. It is also known as The Chalice or Random Heart. It has Appeared in Arduin only twice in all of the knowledge of Elf or nam.

* Indicates an operating (mapped/stocked) area, but does not indicate whether it has ever been visited before.

The Wailing Tower is interesting in that it is “known for its techno magik”. Is this a place to technological items, or is there a techno and magik mix that is happening here?

The Worm Hole is “the most dangerous of all known areas”.

Shadow guard seems to be a stocked and possibly visited location that is also home to some of the NPCs from the previous list. Confirms that some of this was probably used at the gaming table!

Interesting that Caliban, which was an Arduin published adventure, has only been seen twice. I wonder if that means it was only run twice? I wrote a review of Caliban here.

RANDOM ENCOUNTER CHART

This is another random encounter “chart”. It is a d20 table with columns for different locations. Including:

  • Main Road
  • 2ndary Road
  • Inside Dungeon
  • Mountains
  • Heavy Forrest
  • Light Forrest
  • Grass Plains
  • Jungle
  • Swamp
  • Desert
  • At Sea
  • All Other

Possible out comes are:

  • NE – No Encounter
  • LT – Local Troops
  • BB – Bandits or Brigands
  • MON – Monster
  • LP – Local Populace
  • * – Flyer type monster
  • ** – Local non-magical critter

It follows with a reaction table. Rolled on a d12.

  • 01 Flee in abject terror
  • 02 Flee as fast as possible
  • 03 Retreat hastily, but in order
  • 04 Retreat as above, but with a 20% chance of warily returning
  • 05 Retreat as above, but with a 45% return chance.
  • 06 Hesitate, with a 50/50 chance of retreating as #5
  • 07 As above, but with a 65% chance of staying to “see what’s happening”
  • 08 As above, but with a 90% chance of staying, and a 50/50 chance of investigating cautiously
  • 09 Advance warily to “see what it can see,” no fear or hesitation
  • 10 Advance aggressively to fight, no chance of running
  • 11 Headlog immediate charge.
  • 12 Ambush! A for #11

I really don’t like this reaction table. Seems like more often than not the opponents retreat or run away. On a 12 the monster gets an ambush. Then there are the secondary rolls to determine what happens.

Conclusion

This is an interesting look at how people were playing the game in 1979. Truly OSR before there was ever the term. This is my least favorite of the Arduin trilogy. There is a lot her but the spells are not as well crafted, and the monsters not as good as some of the earlier examples.

There are some high points, Lesser Demons, Road Houses, and Personalities of Arduin could be useful.


Posted

in

by

Tags:

Comments

Leave a comment