OSR enthusiasts still debate the best way to map wilderness areas with hex grids, but 1/4"=5 miles was good enough for author Dave Hargrave and mapper Carolyn Schultz inĀ Death Heart: Arduin Dungeon 4 & Overland Adventure (Grimoire Games, 1980).
This adventure takes place in the Mountains of Madness, a name borrowed from Lovecraft. This map also shows the three previous Arduin Dungeons: The Howling Tower, The Citadel of Thunder, and Caliban's Seat, the latter taking a name from Shakespeare's The Tempest. Other references within include a rough stone shrine to "Pukel" by the path (from Tolkien) and a +3 sword named "Black Raiser" (a nod to Blackrazor from White Plume Mountain, published the previous year, another adventure with a non-gridded map).
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The Black Rabbits of Critical Role reminded me of one of my favorite world-building things I have ever read in an RPG supplement. From 1985, Dark Dreams, Arduin Grimoire V.
āFinally, just remember, if youāre a kid and have really bad problems, are running from someone or something, if youāre sick, hungry or tired, if you just need to belong somewhere and have companions you can rely on⦠well, head down their way some evening and stand there in the streets and whisper: āWaa-Waa-Wabbits!ā Donāt be afraid- before you know it, youāll be homeā¦ā
[Sponsored by @crazytrain48, from Arduin. Carchanone is one of the Arduin demons with the wildest appearances, but relatively little flavor text. Which inspired me to go off in my own direction, tying into some of my favorite topics in Pathfinder, such as the economy of souls and belief, the qlippoth/demon cold war and the machinations of divinities. The mouths in the claws are borrowed from another Arduin archfiend, Gorog-Nor the Hungry One.]
Carchanore
The Death Mole, The Burrower Between
CE nascent demon lord of burrows, portals and paranoia
Domains Chaos, Earth, Evil, Travel
Subdomains Cave, Demon, Fear, Portal
Worshipers evil molekin, miners, planar travelers, doomsday preppers
Minions katpaskir demons, earth elementals, skymetal reavers
Unholy Symbol a molehill with a spiked ball protruding from the top
Favored Weapon heavy flail
Devotion spend one hour digging. At the end of the hour, while standing inside the hole or tunnel, kill a living creature and consume some or all of it. Gain a +4 racial bonus to saving throws against paralysis and petrifaction.
Boons 1stāstone call 2/day; 2ndāstoneskin 2/day; 3rdāplane shift 2/day (as 6th level spell)
Nascent Demon Lord, Carchanore
CR 25 CE Outsider (extraplanar)
This creature is the size of a wagon, a cross between a mole and a lobster covered in stony armor and spikes. It has eight elephantine legs each ending in sharp claws, and a long tail tipped with a spiked ball. Its arms are long and have crab-like pinchers. It has a circular whirling maw set in its eyeless face, and similar orifices open up in the corners of its claws.
Carchanore is a monster caught between worlds. Once, the Death Mole was a qlippoth lord who lived as a simple predator, albeit of the great wrackworms that crawl between the planes. His gift at digging is such that he can bore through planar boundaries in pursuit of his prey, and his knowledge of earth and stone made him occasionally revered by subterranean humanoids such as molekin or troglodytes. Deskari, Lord of the Locust Host, considered him a nuisance and a possible competitor to the portfolio of portals, and Yamasoth resented their shared domain of Earth. After Deskari was killed in the Material Plane, the severed faith of his remaining worshipers was cast into the multiverse, and the Burrower Between happened to be its recipient. The exposure to faith and sin warped Carchanore into a nascent demon lord. It made him rather more powerful, but also more vulnerable; without a domain to call his own, Carchanore cannot rejuvenate, and now is terrified that either old enemies or new will slay him. So he roams, digging his way from plane to plane and stopping only to rest.
Carchanore is a straightforward combatant. He prefers to fight with his natural weapons than with his earth magic, although he appreciates his newly gained ability to summon demons. Carchanoreās hide is stony hard and covered with sharp spikes, and weak creatures striking him may shred themselves on his spines before he even lays a claw on the. Carchanore is a juggernaut, trampling earthbound foes before grinding them to pieces with his diamond teeth. Carchanore has three mouthsāone in the normal place and a secondary one at the joint of each of his crustacean clawsāand any creature killed with these weapons is ground into mincemeat. If creatures keep their distance, Carchanore has a nasty surpriseāhe can fire the spines on his shell like a barrage of ballista bolts. In his previous life as a qlippoth lord, Carchanore gleefully fought to the death, but now he is quick to flee as he has a newly acquired fear of permanent destruction.
Although the bulk of Carchanoreās cult is made up of survivors of Deskariās minions, not all of them are. The Burrower Betweenās survivalist paranoia makes him popular among others who believe that the end is nigh, and some of his followers are converted from Groetus or other apocalyptic religions. After all, multiple apocalyptic events have been narrowly averted on Golarion, so sooner or later one of them is bound to come to its fulfillment. Such followers are noted for their endless digging, creating vast sprawling bunker complexes for themselves and filling them with provisions and traps. "Dig forever" is a common saying among the Burrower Between's worshipers. Amoral wizards interested in planar travel and mass summoning occasionally call on Carchanore to open gates for them, but doing so is fraught with danger, as the Death Mole views them as challenging prey as often as he does as supplicants.
Carchanore in the Great Game
In the Age of Monsters plotline, Carchanore has received his demonic nature as an experiment. Pale Night, who straddles the line between qlippoth and demon herself, brokered a deal with a coalition of powerful katpaskir demons to turn the attentions of the fragmented cult of Deskari to a qlippoth lord, and the Burrower Between was the āluckyā recipient. Pale Night is now observing the Death Mole very closely, to see if he can fight his way into the ranks of true demon lords, or if he will die trying. Pale Night is keeping her reasons for this trial secret even from her allies.
Carchanore CR 25
XP 1,640,000
CE Huge outsider (chaos, demon, evil, extraplanar)
Init +9; Senses blind, blindsight 120 ft., Perception +44, tremorsense 300 ft.
Aura unholy (DC 25)
Defense
AC 42, touch 18, touch 34 (-2 size, +9 Dex, +1 dodge, +4 deflection, +20 natural)
hp 546(28d10+392); fast healing 10
Fort +27, Ref +31, Will +29
DR 20/good and adamantine; Immune charm and compulsion effects, death effects, electricity, paralysis, petrifaction, poison, visual spells and effects; Resist acid 30, cold 30, fire 30; SR 36
Defensive Abilities shatter weapons, spiny defense
Offense
Speed 40 ft., burrow 60 ft.
Melee 2 claws +40 (1d8+14 plus grab), bite +40 (2d6+14 plus grind), tail slap +38 (2d6+21)
Ranged 8 stalagmite shots +35 (2d8+14)
Space 15 ft.; Reach 15 ft.
Special Attacks adamant attacks, gatecrasher (7/day), powerful blows (tail slap), rake (2 bites +40, 2d6+14 plus grind), trample (DC 38, 2d8+21)
Spell-like Abilities CL 25th, concentration +32
Constantāunholy aura (self only, DC 25)
At willāchaos hammer (DC 21), greater teleport (self plus 50 lbs. objects only), spike stones (DC 21), stone shape, stone tell
3/dayāflesh to stone (DC 23), transmute mud to rock, transmute rock to mud, wall of stone, word of chaos (DC 24)
1/dayāclashing rocks (DC 26), earthquake (DC 25), repel metal or stone, stone to flesh, summon (9th level, CR 20 or less demon)
Statistics
Str 38, Dex 29, Con 38, Int 17, Wis 28, Cha 25
Base Atk +28; CMB +44 (+48 grapple); CMD 68 (80 vs trip)
Feats Alertness, Combat Reflexes, Critical Focus, Deadly Aim, Dodge, Improved Critical (claw, stalagmite shot), Lightning Reflexes, Multiattack, Point Blank Shot, Power Attack, Precise Shot, Staggering Critical, Stunning Critical
Skills Climb +45,Intimidate +38, Knowledge (engineering, geography) +31, Knowledge (planes) +34,Perception +44, Sense Motive +44, Stealth +32, Survival +40
Languages Abyssal, Celestial, Draconic, Terran, Undercommon, telepathy 300 ft.
SQ nascent demon lord traits, no breath, sprint, stone stride, thagomizer, tunneler
Ecology
Environment underground (the Abyss)
Organization unique
Treasure none
Special Abilities
Adamant Attacks (Ex) Carchanoreās natural weapons count as adamantine for the purposes of ignoring damage reduction and hardness.
Gatecrasher (Su) As a standard action, Carchanore can tear a hole in reality between 5 to 20 feet wide in an area within his reach. This functions as a gate spell for the purposes of planar travel except that creatures can travel in either direction through it, and remains open for 1 minute or until Carchanore chooses to close it as another standard action. This can even function in the area of a dimensional lock or similar effect, as long as Carchanore succeeds at a caster level check against the caster level of the spell.
Grind (Ex) A creature struck by Carchanoreās bite attack must succeed a DC 38 Fortitude save or take 1d4+1 points of Strength and Constitution drain from having its flesh ground. A creature struck by multiple bites a round does not take additional damage, but suffers a -2 penalty to its saving throw for each additional bite. A creature reduced to 0 Strength or Constitution through this effect is slain and cannot be raised from the dead by any spell or effect that requires an intact body. The save DC is Strength based.
Shatter Weapons (Ex) Any manufactured weapon that strikes Carchanore takes 4d6 points of damage. Weapons that take any amount of damage above their hardness gain the broken quality.
Spiny Defense (Ex) Any creature striking Carchanore with a melee weapon, unarmed strike, natural weapon or touch attack takes 1d8+14 points of piercing damage. Weapons with the reach property do not endanger their wielders in such a way.
Sprint (Ex) Once per hour, Carchanore can move 10 times his speed when making a run or charge action.
Stalagmite Shot (Ex) Once every 1d4 rounds, Carchanore can fire off eight of his spines as a standard action. Treat these as ranged attacks with a range of 120 feet and no range increment. Carchanore can fire these at the same or different targets. Creatures struck take 2d8+14 points of piercing damage, Carchanore regrows spines effectively immediately, and never runs out of ammunition.
Stone Stride (Su) Carchanore ignores difficult terrain and damage from natural, worked or magically altered earth, mud and stone.
Thagomizer (Ex) Carchanoreās tail slap deals bludgeoning and piercing damage.
Tunneler (Ex) Carchanore can move through solid rock at half his burrow speed, leaving a 15 foot square tunnel as he moves.
Good job on the Vroat! Now, how about another beastie from Arduin? This one is a Sun Demon--an 8' tall humanoid seemingly made of glowing red-hot iron, and smells like it too. It has a bird-like beak and claws but a reptilian-type tail and wings, with fangs and claws seemingly everywhere. It squeals and groans like metal on metal whenever it moves, creating so much noise that it becomes impossible to concentrate due to the sonic vibrations.
So yeah pixel art is my passion. I had a three headed dragon and a vision. While I may have lost some detail like the red wings I think I captured what's most important. I put all my heart into making those big ol eyes perfect.
Palette picked
Download this palette for free as a PNG, PAl, ASE, TXT, GPL or HEX file.
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Large Mutant Gorilla with 8 octopus-like tentacles.
No one is sure of the exact origin of the octorilla but, it is likely to be the result of magical alchemical experiments. Wizards are often trying to create the perfect guardian, they often fail, or sometimes the results of their experiments escape.
This eight armed monstrosity has the body of a large gorilla with thick tentacles forā¦
It took me a long time to put together a set of David Hargraveās Arduin Grimoire books but holy wow, was it worth the wait. This is the first, The Arduin Grimoire. Originally self-published in 1977 with different art, this edition is part of a three-pack āTrilogyā issued by Dragon Tree Press around 1984 (last pic). The project was born out of Hargraveās heavily house ruled Dungeons & Dragons campaign.Ā
Because these books are named after Hargraveās fantasy world, I kind of expected a primitive sort of sourcebook, but no, they are just a collection of house rules. While they are organized around how they work in Hargraveās world, and there are many things implied by the rules (the Techno class, for instance, and their use of sci fi technology), we donāt ever get a clear picture of the lands of Arduin in the Grimoires (not unlike the Greyhawk supplement, honestly). But thatās OK, because the rules? Pure gold.Ā
While the book never explicitly says so (for legal reasons, obviously), the rules are intended as modular expansions to the original white box D&D. Even knowing that, though, doesnāt make parsing them very easy ā Hargrave is constantly referring to a mountain of material, only portion of which is in any given book. The āHow to Play the Gameā section is largely devoted to the mechanics of overland travel. I needed to get through all three volumes of the Trilogy before I had a handle on things to the point I could probably incorporate them into a game.Ā
There is so much, I donāt really know where to start. How about new classes? Weāve got Merchant, Psychic, Barbarian, Rune Weaver, Techno, Medicine Man and Witch Hunter. Weāve got piles of new treasures, monsters and spells. Weāve got musings on alignment, modified approaches to character creation and combat and a gloss of the 21 layers of hell. And charts! So many random charts! For mist generation, for fumbles, for character special abilities (some good ā natural mechanic! ā some bad ā bad liar!), for traps.Ā
If Arduin Grimoire isnāt the clear precedent for the idea of OSR rules hacking, I donāt know what is.Ā