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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[Commissioned by @crazytrain48ā, based on the moon dog from The Arduin Grimoire. Arduinās moon dog predates the canonical good-aligned moon dog from D&D (which also appears in Pathfinder due to the Tome of Horrorsā licensing agreement), so I had to change the name. Fortunately, just about every county in Britain has its own name for a spirit dog, so I had plenty to choose from.]
Galleytrot
CR 4 NE Magical Beast
This monstrous hound is pale in color, limned in an eerie glow with eyes like lamps. Its teeth and tongue are black, and its breath steams with corruption.
Galleytrots are dog-like monsters that associate with the undead. Mindless undead like skeletons and zombies are completely passive around these creatures, and intelligent undead tend to view them favorably. They are especially prized by vampires, who use them as hunting hounds. Galleytrots can consume rotting and desiccated flesh, and are happy to feed on the bodies of a vampireās victims that have been drained of blood.
Galleytrots are pack hunters, and are rarely found alone. They use their baleful howls to cause opponents to run in fear, flushing them towards other pack members waiting in ambush. Galleytrots favor multiple hit and run strikes, and flank whenever possible. Their bites strike with the force of a greataxe and carry a hallucinogenic venomāthose that succumb to it become a danger to themselves and others. Galleytrots often spare confused victims from their primary attention, allowing them to lash out at allies or injure themselves before the dogs return to finish the job.
Galleytrots are nocturnal and love to hunt on nights of the full moon. They are sometimes referred to as āmoon dogsā because of this habit. True moon dogs are benevolent outsiders, and view galleytrots as enemies to be dispatched. Galleytrots sometimes run in mixed packs with other monstrous canines such as hell hounds, yeth hounds and shadow mastiffs.
Galleytrot Ā Ā Ā Ā Ā Ā Ā CR 4
XP 1,200
NE Medium magical beast
Init +2; Senses darkvision 60 ft., Perception +10, scent
Defense
AC 16, touch 13, flat-footed 13 (+2 Dex, +3 natural, +1 dodge)
hp 37 (5d10+10)
Fort +6, Ref +6, Will +3
DR 5/magic; Immune ability damage, ability drain, energy drain, sonic
Defensive Abilities death blessed
Offense
Speed 50 ft.
Melee bite +6 (1d12+3 plus poison)
Special Attacks howl
Statistics
Str 14, Dex 15, Con 14, Int 6, Wis 15, Cha 13
Base Atk +5; CMB +7; CMD 20 (24 vs. trip)
Feats Dodge, Mobility, OutflankSkills Acrobatics +6 (+14 jumping), Perception +10, Stealth +6, Survival +3 (+7 tracking by scent), Swim +6; Racial Modifiers +4 Perception, +4 Survival when tracking by scent
Languages Necril
Ecology
Environment any plains
Organization solitary, pack (2-13) or horde (14-60)
Treasure incidental
Special Abilities
Death Blessed (Su) Unintelligent undead such as zombies and skeletons never attack a galleytrot unless that galleytrot attacks them first. If controlled by another creature, that creature can command the undead to attack the galleytrot, but must succeed an opposed Charisma check or its command is ignored.
Howl (Su) As a standard action, a galleytroy can bay, causing all creatures within 60 feet to make a DC 13 Will save or be frightened for 1d6+1 rounds. A creature that succeeds this save is immune to the howl of that galleytrot for the next 24 hours. This is a mind-influencing sonic fear effect, and the save DC is Charisma based.
Poison (Ex) Biteāinjury; save Fort DC 14; duration 1/round for 4 rounds; effect 1d3 Wis damage; a creature that takes Wisdom damage must succeed an additional DC 14 Will save or be confused for 1 minute; cure 1 save. The save DC is Constitution based.
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
"Chaeronyx: A cross between a centaur and a medusa in appearance. Both males and females have the stoning ability. They are found only as mated pairs in deeply forested areas and are generally chaotic/evil." (Morno = Bradley W Schenck,Ā The Arduin Grimoire Vol II: Welcome to Skull TowerĀ by Dave Hargrave, Grimoire Games, 1978)
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A human wizard and an insectoid Phraint swordmaster rush to aid their fighter companion as a manticore lunges from the darknessĀ (Morno / Bradley W Schenck, back cover ofĀ The Arduin Grimoire Vol II: Welcome to Skull Tower by Dave Hargrave, Grimoire Games, 1978)
You have the high ground?Ā I have wings!Ā (Robin Wood, also given coauthor credit as Jane Woodward with Morgan Woodward, for āWinged Humanoids,ā Chaosiumās Different Worlds 28, April 1983)Ā This article presents separate stats and rules for the Gwaefir as PCs and NPCs in AD&D, Arduin Grimoire, Chivalry & Sorcery / Land of the Rising Sun, The Fantasy Trip, RuneQuest, Stormbringer, and Tunnels & Trolls.
Runes of Doom (1978) finally ties up threads left dangling from the other two volumes. Thank goodness. It is probably my favorite of the Grimoire series.Ā
First off, we finally have rules for playing Phraints, humanoid insect warriors that are repeatedly mentioned as playable in the previous books, but without any indication as to how play them. Iād wouldnāt be surprised if you told me that they directly inspired D&Dās Thri-Kreen.Ā
Second, we finally get stats for the energy weapons used by the Techno class, which cements Arduinās commitment to a strong flavoring of science fantasy, two years before Expedition to the Barrier Peaks saw print.Ā
Third, we can see a lot more of Hargrave himself coming through. An illustration towards the back of the book is entitled āAttack of the Kill Kittens,ā which gives you a sense of his humor and to the overall uncompromising nature of his games (though, considering his claim in Skull Tower of having killed over 480 player characters in four years of running his campaign, I suppose that shouldnāt be a surprise). You also get a sense of what Lawrence Schick meant when he said that Arduin is āunencumbered by good taste,ā thanks to the illustration of a topless, axe-wielding woman warrior captioned āShardra the Castrator.ā As ever, your mileage will vary.Ā
Oh, Runes of Doom also reveals Hargraveās preoccupation with demons, with 13 pages dedicated to new infernal entities of all stripes. I am sure heād have been pissed had he lived long enough to see TSR remove devils and demons from D&D.Ā