Sunday, April 12, 2026

Diving into the Arduin Underworld - OSR Commentary On House of the Rising Sun (Arduin Grimoire volume 6)

 The House of the Rising Sun is the sixth volume of the Arduin Grimoire series, released in 1980. Authored by David A. Hargrave, it is a seminal piece of the "Old School Renaissance" (OSR) DNA, known for its kitchen-sink fantasy style, high lethality, and unapologetic weirdness. This picks up from 

Diving into the Arduin Underworld - OSR Commentary On Winds of Chance (Arduin Grimoire volume 8) By David A. Hargrave



Like its predecessors, Volume VI is less of a cohesive rulebook and more of a chaotic, creative "data dump" intended to expand the Arduin Multiverse.


### Key Contents & Features

1. New Character Classes

Hargrave continued his trend of introducing highly specific, often overpowered or mechanically unique classes. Notable additions include:

  • The Amazon: A specialized warrior class with unique combat maneuvers and social restrictions.

  • The Medicine Man: A flavor of healer/shaman that operates differently from the standard Cleric or Druid.

  • The Wind-Walker: A high-mobility class focused on speed and aerial utility.

2. Expanded Combat & Critical Tables

Arduin is famous for its brutal critical hit and fumble charts. Volume VI introduced even more specific tables, including:

  • The "Social" Critical Table: Rules for critical successes or failures in social interactions.

  • New Melee and Missile Charts: Increasing the complexity and "gore factor" of combat results, which often included limb loss or instant decapitation.

3. Monsters and Bestiary

This volume introduced dozens of new creatures, ranging from high-fantasy tropes to sci-fi horrors. These included:

  • The Magno-Pede: A metallic, magnetic centipede-like creature.

  • Interdimensional Horrors: Various entities that leaned into the "Lesser Lovecraftian" vibe common in Arduin.

  • The "Rising Sun" Themed Foes: Creatures inspired by Eastern folklore (Oni, etc.), reflecting the title of the book.

4. Magic and Artifacts

The book added hundreds of new spells, many of which were designed to bypass traditional "Vancian" magic limitations. It also detailed several unique artifacts, often with extremely high power levels and devastating drawbacks for the user.


### Design Philosophy: "The Arduin Way"

The House of the Rising Sun exemplifies the Arduin philosophy that defined early tabletop gaming:

FeatureDescription
Multiversal ScopeIt assumes your campaign isn't just one world, but a nexus where sci-fi, horror, and fantasy collide.
LethalityDeath is frequent, and the rules are designed to make every combat encounter feel genuinely dangerous.
High DensityThe layout is famously cramped; Hargrave squeezed as much text, tables, and lists onto every page as possible.
IndependenceWhile designed to work with Dungeons & Dragons (specifically OD&D), it was part of Hargrave's push to make Arduin a standalone entity.

### Historical Context

By the time Volume VI was released, Arduin was at the center of a legal and cultural tug-of-war with TSR (the makers of D&D). The House of the Rising Sun represents a bridge between the early "zines" and the more professionalized Arduin Adventure boxed sets that would follow.

Travis Morgan aka The Warlord As a Sword & Sorcery NPC for Sword of Cepheus 2nd edition

 Adapting Travis Morgan, the iconic Vietnam-era pilot turned barbarian king, requires balancing his modern military background with the high-adventure tropes of a "Dying Earth" or "Lost World" setting.


In Sword of Cepheus (2nd Edition), Morgan is a high-ranking character, likely having completed 5–6 terms before being "stranded" in Skartaris.


Travis Morgan: The Warlord

Social Class: 9 (Officer/Minor Nobility)

Characteristics:

  • STR: 10 (+1)

  • DEX: 9 (+1)

  • END: 11 (+1)

  • INT: 8 (0)

  • EDU: 9 (+1)

  • SOC: 9 (+1)

Skills:

  • Athletics-1

  • Combat Sense-2

  • Command-2

  • Gun Combat (Pistol)-3

  • Leadership-2

  • Melee (Blade)-3

  • Navigation-1

  • Pilot (Fixed Wing)-2

  • Recon-2

  • Survival-2

  • Tactics (Military)-2


Signature Gear

Morgan’s effectiveness comes from his blend of 20th-century technology and Skartarian steel.

ItemDamageNotes
Hellfire (Auto-Pistol)3d6High-tech artifact; limited ammo (9mm).
Scimitar3d6Forged of Skartarian steel.
Laminar ArmorProtection 6Often worn as a breastplate and bracers.

Note on Hellfire: In a standard Sword of Cepheus game, the Warlord's .44 Magnum or 9mm pistol should be treated as a Relic. Ammo cannot be easily replaced, making every shot a significant narrative choice.


Special Abilities & Traits

The Pilot’s Eye (Custom Trait)

Travis retains his training as a United States Air Force Colonel. He gains a +1 DM to all Recon and Navigation checks when outdoors or using high-vantage points.

Master of Two Worlds

Morgan bridges the gap between primitive savagery and modern tactical thought. When leading a unit of primitive warriors (TL 0-2) against a technologically superior or magically enhanced foe, he grants all allies under his command a +1 DM to Morale checks.


Saturday, April 11, 2026

D100 Sword & Sorcery Random Urban Encounters Table for Castles & Crusades rpg

 The sprawling, soot-stained alleys and marble-clad plazas of a Sword & Sorcery city are often more dangerous than any dungeon. This table is designed for Castles & Crusades, leaning into the gritty, "Long 90s" gritty-industrial aesthetic and the pulp tradition of Howard and Leiber. This picks right up from 

d100 Random Wilderness Swords & Sorcery Encounters table for Castles & Crusades Campaigns

D100 Urban Encounters Table

D100EncounterChallenge / Opportunity
01-05Press-Gang Mob2d6 Thugs (Level 1) attempt to knock the party unconscious to "recruit" them for a galley or a dangerous mining expedition.
06-10The Alchemist’s SpillA ruptured vat releases a cloud of iridescent vapor. Save vs. Breath Weapon or suffer hallucinations for 1d4 hours.
11-15Street PreacherA zealot of a forgotten "Dying Earth" deity screams of the coming darkness. He points at a PC: "The mark of the void is upon you!"
16-20Corrupt Watch Patrol1d4+1 City Watchmen demand a "pavement tax." They are more interested in gold than law.
21-25The Night-StalkerA lone Ghoul or Wight is dragging a body into the sewers. It hisses, offering a piece of jewelry if the party lets it pass.
26-30Runaway CarriageA heavy, iron-shod tactical hauler has lost its driver. It’s barreling toward a crowded market stall.
31-35Fencing the GoodsA local rogue offers to sell the party a "relic" (actually a cursed Golden Age trinket) for half its perceived value.
36-40Sewer MiasmaA localized pocket of swamp gas erupts from a grate. Treat as Stinking Cloud spell for 2 rounds.
41-45Rival AdventurersA party of 1d4 NPCs (Levels 2-4) is celebrating a recent haul. They are loud, drunk, and looking for a fight to "test their mettle."
41-50The Silent BeggarAn old man with stitched-shut eyes holds out a copper bowl. He knows the secret entrance to the local sorcerer's tower.
51-55Public ExecutionA crowd has gathered to watch a "sorcerer" be hanged. The prisoner looks suspiciously like an innocent merchant.
56-60Escaped BeastA Manticore or Large Spider escaped its fighting pit. The street is suddenly, eerily quiet.
61-65Rooftop ChaseA thief leaps from a balcony above the PCs, followed closely by arrows. One arrow misses and strikes near a PC.
66-70The Black MarketA hidden door opens, revealing a brief glimpse of a bazaar selling forbidden herbs, lotus juice, and "pre-cataclysm" tech.
71-75Noble’s ProcessionA palanquin carried by hulking slaves forces the PCs into the mud. A slight here is a social death sentence.
76-80Eldritch GraffitiGlowing runes are being painted onto a wall by an invisible hand. Save vs. Spell or be compelled to add a stroke.
81-85The Gambling DenA basement door beckons with the sound of dice. The game is "Viking’s Greed," and the stakes are years of one's life.
86-90Sudden MonsoonA freak, oily rain begins to fall, reducing visibility to 10 feet and making the cobblestones slick.
91-95Guild WarTwo rival factions (Thieves vs. Assassins) begin a crossbow skirmish in the very street the PCs are walking.
96-00The Ancient AutomatonA rusted, 7-foot tall bronze man is standing perfectly still in the square. It suddenly activates and asks for "The Master."

Mechanics & Flavor Tips

  • CL (Challenge Level): For most of these encounters, use a base CL 1-3. If the party is higher level, assume the "Thugs" are actually Level 5 Veterans or the "Escaped Beast" is a Hydra.

  • The "Long 90s" Twist: If you want to lean into that specific aesthetic, replace the "Preacher" with a man handing out xeroxed pamphlets, or have the "Watch Patrol" wearing reinforced leather dusters and carrying heavy cudgels that hum with low-grade static.

  • Reaction Rolls: Always roll 2d6 for NPC reactions (2: Hostile, 12: Friendly). In a Sword & Sorcery city, most start at a 5-6 (Unfriendly/Suspicious).

Friday, April 10, 2026

OSR Commentary - The Adventurers's Backpack from Troll Lord Games For OSR Campaign Settings

 The Adventurer's Backpack from Troll Lord Games is a major expansion for the Castles & Crusades role-playing game. It is primarily designed to streamline character creation and expand player options with a focus on equipment, classes, and magic.



Core Features

The book’s titular feature is an innovative approach to equipping characters. Instead of buying items individually, players can purchase 34 pre-generated "backpacks" tailored for specific needs.

  • Common Packs: Basic and expert versions for dungeons, overland travel, and cities.

  • Terrain Packs: Specialized gear for mountains, deserts, cold weather, and seafaring.

  • Class & Specialty Packs: Targeted equipment for specific roles, including thieves' tools, medical kits, and wizard spell component packs.

Expanded Player Content

Beyond equipment, the supplement provides a massive amount of new mechanical content to deepen gameplay:

  • New Classes: Adds between 14 and 21 new classes (depending on the printing), such as the Arcane Thief, Divine Knight, Skald, and Rune Mark. All classes are detailed up to level 24.

  • Magic & Spells: Introduces over 300 new spells and a dedicated system for Rune Magic featuring 44 unique runes.

  • Combat & Mechanics: Includes simplified unarmed combat rules, rules for counter-spells and spell duels, and guidelines for war mounts and animal companions.

Available Formats

Troll Lord Games Castles and Crusades: Adventurer's Backpack RPG

This 224-page hardcover book serves as the primary resource, containing all the rules for the new classes, spells, and the equipment system.

Troll Lord Games Adventurers Backpack Card Deck

This 52-card deck is a supplemental tool that allows players to "draw" their equipment. Each card features one of the 34 unique backpacks and its contents for quick reference at the table.

Troll Lord Games Adventurers Backpack Card DeckTroll Lord Games Adventurers Backpack Card DeckTroll Lord Games Adventurers Backpack Card Deck
The Adventurers's Backpack from Troll Lord Games brings home a whole new set of PC and NPC parameters for Castles & Crusades rpg. This supplement is essential in my opinion. This book is an OSR key supplement for the game that adds an overall non generic set of PC opinions & systems. It's a great book for a C&C dungeon masters.