Sunday, October 25, 2026

OSR Commentary - Integrating The Arduin Grimoire III: The Runes of Doom (1978) into an Adventurer Conqueror King System II (ACKS II) campaign

 Integrating The Arduin Grimoire III: The Runes of Doom (1978) into an Adventurer Conqueror King System II (ACKS II) campaign bridges Dave Hargrave’s most systemically ambitious volume with ACKS II’s granular domain engine. This blog post picks right up from 

OSR Commentary - Using domains from ACKS II in the Arduin rpg & Tying the Adventure Welcome To Skull Tower Into The Campaign Mix


The Arduin Grimoire Vol.III picture used without permission from Wayne's Books here. 

While Volumes I & II established the gonzo flavor and megadungeon delves of Arduin, Volume III introduced systemic frameworks ideal for domain-level gameplay: Random Social Status & Legacy Tables, Guild Fee Schedules, Random World Events & Political Alignment, Techno-Magik/Hell Spirals, and Domain-Threat Monsters.



1. Social Status, Family Legacies, and Starting Claim

The Runes of Doom introduced tables for starting wealth, background, and social standing (ranging from Orphan to Close Royalty). ACKS II already relies heavily on family socio-economic status to determine starting land, heirlooms, and vassal ties.

  • High Social Status Integration: If a character rolls Royalty or High Nobility from Grimoire III:

    • Instead of extra personal gold, translate this into an ACKS II Inherited Land Grant: Start at 1st level with a claim to a 6-mile hex (Borderland/Civilized).

    • Vassal Obligation: The PC's family owes feudal service or annual tribute (15–25% of Domain Tax Revenue) to an Arduinian Overlord (e.g., the House of Silverhand or the King of Arduin).

  • Orphan / Outlaw Status Integration:

    • Grants a +1 Morale Modifier to unlawful domain troops (bandits, sell-swords, phraints), but increases the domain’s starting Unrest Category in ACKS II by 1 step.

2. Converting Grimoire III Guilds into ACKS II Domain Structures

Grimoire III provides explicit Guild Initiation Costs and Monthly Guild Dues for classes including Thieves, Mages/Alchemists, Clerics/Sages, Traders, Assassins, and Technos.

In ACKS II, domains prosper when urban centers house organized guilds. Use Grimoire III fees to model Guild Halls as domain urban investments:

Guild Type (Grimoire III)ACKS II Construction CostDomain Revenue & Market ModifierSpecial Arduinian Perk
Techno Guild15,000 gpIncreases Market Class of settlement by 1 step.Enables fabrication and upkeep of energy weapons, laser grids, and force doors.
Thieves & Assassins Guild5,000 gpTaxable Revenue: $+1\text{ gp per family/month}$ (via illicit trade).Unlocks the Grimoire III Ninja/Assassin variant as elite domain spy units.
Alchemist & Sage Guild8,000 gpGenerates $500\text{ gp/month}$ in refined trade goods/reagents.Allows identification and stabilization of ancient technomagic artifacts.
Trader Guild10,000 gp$+2$ to ACKS II Land Revenue; unlocks inter-planar trade routes.Mitigates economic damage during domain random events.

3. Grimoire III Random World Events as ACKS II Domain Hazards

Grimoire III contains random event tables covering political shifts, localized catastrophes, and political intrigue. Integrate these directly into step 3 of the ACKS II Monthly Domain Turn:

During the monthly Domain Event roll, if a Domain Event occurs, roll 1d6:

  1. Planar Bleed / Hell Spiral Manifestation: A Grimoire III Hell Spiral opens within the domain.

    • Effect: Security level drops to 0% in a 6-mile hex until cleared; 1d6 peasant families flee per week.

  2. Techno-Magical Disruption: An ancient energy grid overloads or leaks.

    • Effect: All magic items function at -2 potency, but technomagic structures gain double AC for 1 month.

  3. Political Intrigue / Noble House Claim: A rival noble family from Grimoire III (e.g., House of Sunn or Shadowstar) asserts a legal deed over part of the PC’s domain.

    • Effect: Domain Confidence drops 1 category; tax collection suffers a 25% loss due to disputed legitimacy.

  4. Epidemic / Crop Transformation: Hargrave-style wild mutation sweeps through livestock.

    • Effect: Tax revenue is halved for 1 month unless cured by a Sage or Alchemist.

  5. Planar Trade Boom: A temporary gate allows off-world merchants to enter the local market.

    • Effect: Domain Market Income triples for the month.

  6. Invasion of Grimoire III Monsters: A lair of True Elementals, Lesser Demons, or Great Name Demons manifests in the hex.

4. Grimoire III Class Variations in ACKS II Domain Warfare

The Runes of Doom details unique versions of standard classes (Foresters, Ninja Assassins, True Paladins, Alchemists, and Sages). When these classes lead ACKS II domain units or armies in mass combat:

  • Forester-Led Domain Units: Foresters grant their units immune status to woodland ambush checks and double movement speeds in forest hexes.

  • True Paladin Holy Berserkers: Replacing traditional cleric aura/spells with holy rage, a True Paladin leading a heavy cavalry unit grants a +2 Morale Bonus and +1 to damage rolls for every consecutive round of sustained melee combat.

  • Techno Units & Energy Weapons: Grimoire III includes rules and charts for energy weapons in fantasy settings.

    • In ACKS II Mass Combat, a squad (120 men) equipped with Grimoire III energy blasters functions as a Super-Heavy Missile Infantry Unit with armor-piercing capabilities (ignores non-magical plate armor), costing 200 gp/month per unit in battery/power maintenance.

5. Managing Grimoire III "Mega-Scale" Hit Points in ACKS II

Grimoire III introduced an overhauled hit point system designed to give higher starting survivability while curbing exponential high-level scaling.

To keep domain duels and heroic combat balanced alongside ACKS II domain mechanics:

  • Use the ACKS II System for Army/Garrison Morale, but allow commanders using Grimoire III hit point totals to take a direct "Heroic Strike" in mass combat without immediately falling to standard troop damage thresholds.

  • Use Grimoire III's revised healing scales (Heal Lesser, Heal Serious, Heal Grievous, Heal Critical calculated by percentage of health) for rapid post-battle recovery of domain commanders and high-value garrison champions.

Saturday, October 24, 2026

OSR Adventure & Commentary - Can Amazing Adventures rpg be played with Mongoose's D20 Infernum rpg!? And The Nine Hells, Part 1 & 2 by Ed Greenwood from Dragon magazine issue 75?!





 So a couple of years ago I ran an Amazing Adventures Halloween special one shot with eight player's PCs making a raid on Hell erm the Infernum! This was  to free a cohort who'd gotten themselves taken to Advenus. But how does one combined Amazing Adventures, the D20 Infernum and The Nine Hells, Part 1 & 2  by Ed Greenwood from Dragon magazine issue 75?! 
 


Yes, Amazing Adventures can be played with Infernum, but it requires some straightforward system conversion.

Because both games share a common heritage in the Open Game License (OGL) and d20-style design, they are fundamentally compatible in concept. However, they use slightly different core mechanical frameworks.

Understanding the Mechanics Gap

  • Infernum (Mongoose Publishing): Built directly on the standard d20 System / D&D 3.5e OGL framework. It uses traditional Armor Class (AC), Base Attack Bonus (BAB), standard skill points, and fixed Saving Throws (Fortitude, Reflex, Will) tied to 3.5e mechanics.

  • Amazing Adventures (Troll Lord Games): Built on the SIEGE Engine (the same system powering Castles & Crusades). While it retains the core six ability scores, d20 attack rolls, and AC, it streamlines skill checks and saves into unified SIEGE Checks (Target Number 12 for Prime Attributes, 18 for Non-Prime).

How to Blend or Convert Them

Depending on which direction you want to run the game, conversion is generally low-effort:

Option 1: Running Infernum Content using Amazing Adventures (Recommended)

If you want to use Amazing Adventures as your primary chassis to run a dark, infernal campaign setting:

  • Monster & Demon Stat Blocks: Use the AC, Hit Dice (HD), hit points, and base attack values from Infernum directly. To adapt special abilities or spells, assign them a Challenge Level (CL) equal to the creature's HD and require a standard SIEGE Check.

  • Saving Throws: Convert Infernum's Fort/Reflex/Will saves into SIEGE Checks based on the corresponding ability score (Strength/Con for Fort, Dex for Reflex, Wis/Cha for Will).

  • Mutations & Hellfire Guns: You can port Infernum’s mutations and firearms directly over as gear, traits, or cyberware/gadgetry using Amazing Adventures’ gadget/powers rules or simply keeping their flat damage dice.

Option 2: Porting Amazing Adventures Classes into Infernum (3.5e Engine)

If you prefer to run the crunchy 3.5e/d20 ruleset of Infernum:

  • Convert the Amazing Adventures classes by giving them standard d20 Base Attack Bonus progressions (Full, 3/4, or 1/2) and standard 3.5e Save progressions (Good vs. Poor).

  • Convert SIEGE-based class abilities into standard d20 skill bonuses or feats.

Synergy & Tone

Thematically, the two games pair exceptionally well:

  • Dark Fantasy & Weird Science: Amazing Adventures handles multi-genre pulps, occult investigation, and modern/sci-fi action seamlessly.

  • Grim & Mutated Settings: Infernum brings dark fantasy horror, biomechanical demonic technology, demonic covenants, and mutations.

Using Amazing Adventures as the engine helps strip away the heavy crunch and book-keeping of 3.5e while allowing you to tap into Infernum's deep lore, dark tech, and hellish campaign settings.



Integrating Ed Greenwood’s seminal article "The Nine Hells, Part 1" (from Dragon Magazine #75, July 1983) into Mongoose Publishing's Infernum RPG (the Book of the Damned, Book of the Tormentors, and Book of the Conquerors) provides a rich blend of classic AD&D outer-planar hierarchy and Infernum’s dark biomechanical, pit-borne ecosystem.

Conceptual Alignment

  • The Classical Hell vs. The Infernum Pit: Greenwood's Dragon #75 establishes the upper layers of Hell (Avernus, Dis, Minauros, Phlegethos) as structured, feudal domains populated by unique lesser/greater devils, marshaling areas for invasion, and iron citadels. Infernum treats Hell as a living, flesh-and-metal abyss governed by ancient Great Houses (e.g., Astyna, Malphas, Zeth) contending for power and resources.

  • The Bridge: Greenwood’s lesser unique devils (such as Nergal, Arioch, Biffant, and Bist) become Outcast Warlords or Pre-Sunder House Patriarchs in Infernum, operating outside the main House hierarchy or holding volatile boundary fiefdoms in the upper reaches of the Pit.

Step-by-Step Integration into the Infernum Core Trilogy

1. Integration into Book of the Damned (World & Lore)

  • Avernus as the Staging Grounds: In Greenwood's article, Avernus serves as a barren, craggy wasteland and training ground for infernal legions. In Infernum, integrate Avernus as the Upper Marches or the outermost skin of the Pit—a staging ground where House legions (such as House Astyna’s drop-forces or House Zeth’s siege engines) conduct military drills and ambush planar trespassers.

  • Lesser Unique Devils as Free Agents: Greenwood details non-archdevil entities like Nergal (the lion-headed, toad-like horror) and Arioch. In Infernum, treat these beings as Engineered Primordials or Free-Agent Warlords who refuse to swear fealty to any single House, maintaining secret armories and treasure grottos across the upper crags.

2. Integration into Book of the Tormentors (Demons, Mutations, & Mechanics)

  • Biological Mutations & Hellfire Guns:

    • Convert Greenwood's lesser unique devils into high-HD Demon Stat Blocks using Infernum’s Sinner/Demon Creation rules.

    • Give Nergal the Oozing Poison/Corrosive Secretion mutation to represent his toxic, sore-covered skin.

    • Equipment: Equip these classic devils with Infernum’s bio-mechanical technology, such as Hellfire Artillery, Agony Needlers, or Flesh-fused Armor.

  • Environmental Rules:

    • Greenwood’s environmental hazards (burning sands, ambient planar darkness, iron dust storms) directly map to Infernum’s Pit Hazard Tables. Treat Avernus and Dis as high-radiation/high-heat ambient zones requiring Fortitude saves or environmental shielding.

3. Integration into Book of the Conquerors (House Warfare & Domain Management)

  • Faction Matrices & Fiefdoms:

    • Use Greenwood's feudal hierarchy (dukes, counts, marshals) to construct a custom Minor House or Renegade Faction Matrix using Book of the Conquerors’ domain rules.

    • Assign Greenwood's lesser devils specific land holdings (e.g., Biffant operating as a diplomatic ambassador or administrator within a rival House’s capital).

  • Covenant & Soul Mechanics:

    • Integrate Greenwood’s rules for soul-harvesting and lemure exploitation into Infernum’s Husk/Soul Economy, allowing player-characters or rival lords to vie for control of Avernus's soul-funnels.

Comparative Conversion Summary

Feature in Dragon #75Infernum EquivalentConversion / Placement Strategy
Avernus (Layer 1)The Upper Marches / Outer SkinStaging ground for House invasions and scavenger fiefs.
Lesser Unique Devils (Nergal, Arioch)Unaligned Warlords / Primordial DemonsHigh-level NPC bosses with unique mutation profiles and biomechanical gear.
Iron City of Dis (Layer 2)House Zeth Heavy Industrial SpireA massive forge-citadel manufacturing Hellfire weapons and cybernetics.
Feudal Dukes & MarshalsHouse Aristocracy / Covenant LordsDomain rulers managed via Book of the Conquerors faction mechanics.

Integrating Ed Greenwood’s two-part masterpiece "The Nine Hells" (from Dragon Magazine #75 and #76, July/August 1983) into Mongoose Publishing’s Infernum RPG trilogy—Book of the Damned, Book of the Tormentors, and Book of the Conquerors—creates an extraordinary fusion.

It bridges AD&D's iconic, highly bureaucratic outer-planar hierarchy with Infernum’s dark, bio-mechanical, pit-borne ecosystem of warring Houses and mutated fiends.

World Synthesis: The Classic Hells as the Pit's Strata

Greenwood's two-part article provided a comprehensive breakdown of Hell's geography, planar magic rules, lesser/greater unique devils, and the internal politics of the Archdevils.

In Infernum, the Pit is an endless, living biomechanical vertical abyss divided into distinct depths. We map Greenwood's 9 Layers to the structural depths of Infernum:

  1. The Upper Marches (Avernus & Dis): The outer, heavily industrial crust. Dis becomes the primary stronghold of heavy military Houses (like House Zeth), churning out Hellfire siege machinery and bio-armor.

  2. The Mid-Depths (Minauros, Phlegethos, Stygia, Malbolge): The volatile regional fiefdoms. Minauros’ sinking mud pits and Stygia’s frozen expanses represent corrupted, climate-shifting biomes caused by broken Pit engines and unstable Earth-Currents.

  3. The Deep Abyss (Maladomini, Cania, Nessus): The ancient core where the House Patriarchs, primordial devils, and ancient pit structures reside.

Part-by-Part Integration into the Infernum Trilogy
BOOK OF THE DAMNED | BOOK OF THE TORMENTORS | BOOK OF THE CONQUERORS | | (World & Lore) | (Mechanics & Bestiary) | (Domain & House Warfare) | +--------------------------+--------------------------+-----------------------------+ | • Mapping Layers to Pit | • Unique Devils as | • Converting Feudal Dukes | | Depths & Regions | Mutated Primordials | into House Patriarchs | | • Environmental Hazards | • Planar Magic Rules as | • Adapting "Politics of | | (Iron dust, frost) | Pit Radiation/Distort. | Hell" to Faction Matrix

1. Integration into Book of the Damned (Lore & Environment)

  • Planar Mechanics & Environmental Hazards: Greenwood’s articles introduced specific rules for environmental survival and altered spellcasting across the Nine Layers. In Book of the Damned, translate these into Pit Hazard Tables:

    • Avernus Fireball Storms & Dis Iron Heat: Modeled as ambient heat/fire radiation requiring environmental shielding or Fortitude/Con-based SIEGE saves.

    • Alteration of Magic: Greenwood’s restrictions on planar magic map directly to Infernum’s Sickness/Corruption of the Ether, where non-infernal spells require additional spell-point costs or provoke wild mutation rolls.

  • The Lesser Unique Nobles: Entities like Nergal, Arioch, Biffant, and Bist become Outcast Warlords or Pre-Sunder Primordials who refuse fealty to the Great Houses, operating in the lawless reaches between House territories.

2. Integration into Book of the Tormentors (Bestiary & Mutations)

  • Adapting Greenwood’s Unique Devils: Greenwood detailed dozens of unique lesser and greater devils with distinct physical descriptions and powers. Use Book of the Tormentors’ Demon Creation & Mutation Rules to build them:

    • Nergal: Give him the Corrosive Secretions and Amphibious/Pustule mutations to reflect his toad-like, sore-covered form. Equip him with heavy bio-artillery.

    • Arioch: Build with the Beast-Head (Reptilian), Flight (Bat Wings), and Titanic Strength mutations.

  • Infernal Technology Upgrades: Replace classical AD&D magic weapons held by Greenwood’s marshals with Infernum’s biomechanical arsenal:

    • Give Duke commanders Hellfire Cannons, Agony Needlers, and Bone-fused Cybernetics.

    • Lemures and Spined Devils are treated as low-tier Husks or Sinner Stock processed by House flesh-farms.

3. Integration into Book of the Conquerors (House Warfare & Domain Management)

  • Converting Feudal Dukes into House Matrices: Greenwood structured Hell like a complex feudal court filled with marshals, dukes, and competing lieutenants. Book of the Conquerors is built specifically for running House domains, fiefs, and military campaigns.

    • The Archdevils (Dispater, Mammon, Belial, etc.): Treat them as High Councilors or Founding Patriarchs of rival Great Houses.

    • The Feudal Lieutenants: Assign Greenwood's lesser court devils as Vassal Lords, Warmasters, or Spymasters within the Book of the Conquerors domain rules.

  • The Covenant & Soul Economy: Greenwood’s mechanics for soul harvesting and lemure distribution feed directly into Infernum’s Soul-Harvesting and Husk Infrastructure. Players managing a domain can build extraction engines on Avernus or run trade routes through Dis to fuel their military machine.

Quick Mechanical Conversion Guide

Feature from Dragon #75/76Infernum System EquivalentConversion Rule / Adjustment
Layer-Specific Magic PenaltiesEther Mutation / Pit DistortionIncreases spell failure chance; triggers minor physical mutations on failure.
Unique Lesser DevilsMutated Primordials / Outcast LordsGenerated using Book of the Tormentors Mutation Point budget based on HD.
Infernal Courts & DukesGreat House Faction MatrixPlug directly into Book of the Conquerors Domain & Influence Point mechanics.
Soul-Pits & Lemure FieldsHusk Processing PlantsServes as the primary resource node for generating House soldier stock.