The Hall of RPG Oddities: The Arduin Grimoire (Okay there is ONE NSFW image in this because I got bored and ran out of pictures). Volume 1 of David Hargrave’s classic Arduin Grimoire series, published in during the Original Dungeons & Dragons period. Old-school D&D at its best!. Often you’ll hear old gamers enthuse about this booklet. Just as often you’ll hear somebody vituperate it as useless. Maybe both are correct.

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Sell us your stuff? The Trilogy is several hundred pages and handsomely illustrated. Each volume is crammed with new spells, monsters, treasures and character types; plus a definitive system of rules to satisfy the most demanding FRP enthusiast. Arduin is an “anything goes” system, whose only limits are the player’s imagination!

The Arduin Trilogy is recommended only for those players with some experience in Adventure Gaming and looking for even more challenge and enjoymenL For novice players, we recommend the “Arduin Adventure” grimore learn the true path to fame, glory and adventure. Dragon Tree Press The box set contains areuin rulebook; a cover sheet with the back cover blurb arrduin character sheets; 2 sheets of 8 cut-outs depicting various magic items.

If you are not afraid of trying something new, you will discover a game that is exciting and different from any game you have tried before.


The Arduin Grimoire Volume 1

The Grimiire Adventure provides the novice with a set of simple and understandable guidelines for learning the basic concepts of Role Playing. Role-playing is the heart of all adventure gaming systems now on the market.

Once learned these concepts allow the player to easily understand them. The Arduin Adventure has a unique modular learning system that permits the gamer to apply any part of it to another system, or part of another system to itself. Although already a complete game, this system is infinitely expandable with the only limit being the player’s imagination.

So read on and enter the world of action and adventure. It awaits only your participation to come alive!

Arduin – Wikipedia

Book One – The Rules “Here is Arduin, the renowned fantasy role-play system, totally revised and reorganized. This volume, the first in the two-volume set, contains the following new and improved features: Step-by-step character development, with three compleat examples. A modular format, allowing use of parts of the system with many other popular role-playing systems. More than two dozen fully-developed character classes.

Twenty distinct character grimoie.

Comprehensive conventions for handling the development of split-class characters. New, simple and fair rules for awarding experience. Comprehensive rules for the use of magik. A compleat description of the Arduin Battle Factor combat system, including all you need to conduct realistic melees.

Over melee and missile weapons, including random critical hit and fumble modifiers. Over 50 different kinds of armor.


Under the Influence: The Arduin Grimoires

Rules for a variety of firearms, including pistols, rifles, automatic weapons, muzzle-loading cannon, mod era artillery and energy weaponry. A new, simpler system for sequencing combat.

Price lists for most anything your character might want or need. Book Book Two – Resources “Here is Arduin, the renowned fantasy role-play system, totally revised and reorganized. This volume, the second in the two-volume set, contains the following new and improved features: Over unique treasures, and the tools to create many more.

More than monsters, including all the old favorites and lots of brand-new horrors. Special sections devoted to dragons, giants, the realm of Faerie, shapechangers, undead and demonkind.

More than of the most powerful magiks ever writ. Separate magiks for rune weavers, druids, alchemists, illusionists and herbalists.

A separate spellfinder, with over a thousand entries. Compleat rules for healing, regeneration, resurrection, resuscitation, and curing of disease. Comprehensive rules for weather. Rules for hell spirals, whimsy and dancing weapons. A new, simpler method of generating encounters with NPC parties of any race. Examples for the GM on how to set up and run an encounter.

Tables for ceiling, floor and wall traps. An index covering Books I and II.

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