Here is a d100 random encounter and prompt table designed specifically for the Adventurer Conqueror King System Imperial Imprint (ACKS II). This post picks right up from
Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires - Converting The Techno PC Class To ACKS II Part II
Because ACKS II emphasizes realistic sandbox domains, economic scales, and explicit monster behaviors (such as raiding, lair distribution, and morale), this table goes beyond just names. It balances the classic BX-style fey (Sprites, Pixies, Dryads) with the folklore-heavy, dark, and opportunistic tone of the Auran Empire setting.
Entries include Numbers Appearing (NA) for Wilderness encounters, Activity/Hook contexts, and Treasure Types (TT) scaled to ACKS II hoard expectations.
d100 Random Fey & Fairy Encounters
| d100 | Creature Type | NA | Activity / Sandbox Hook | ACKS II TT |
| 01–04 | Wood Sprites | 3d6 | Pranksters: Trying to steal the party’s rations or unbuckle saddle straps while using invisibility. | None (Incidental) |
| 05–08 | Pixie Patrol | 2d4 | Territorial: Demanding a toll of silver or wine to cross an invisible border in the woods. | TT A |
| 09–12 | Dryad Grove-Keeper | 1 | Desperate: Asking for aid because her bonded oak tree is being chopped down by local lumberjacks from a nearby domain. | TT F |
| 13–16 | Nixie Pod | 2d10 | Charmers: Trying to lure a high-Charisma PC into the water to live as a servant for a year and a day. | TT C |
| 17–20 | Satyr Revelers | 1d6 | Debauchery: Drinking heavily; their pipes force a saving throw vs. Spells or the targets join a dance that causes 1 level of fatigue. | TT I |
| 21–24 | Leprechaun Cobbler | 1 | Negotiator: Will swap a minor magical secret or rumor about a local dungeon for a flask of dwarven spirits. | TT K (Hidden) |
| 25–28 | Brownie Stowaways | 1d4 | Helpful/Vengeful: Cleaning the camp in exchange for milk; will ruin equipment if insulted or offered clothing. | None |
| 29–32 | Blink Dog Pack | 1d6 | Hunters: Tracking a chaotic beast or displacement predator; may assist Lawful characters if offered meat. | None |
| 33–36 | Pooka (Shapeshifter) | 1 | Trickster: Appears as a wild horse or giant goat. Offers a fast ride but drops the rider in a briar patch or bog. | None |
| 37–40 | Green Hag | 1 | Cursed Merchant: Offers an Onyx Eye or an unconventional potion, demanding a terrible favor or a PC's "happy memory" in return. | TT M |
| 41–44 | Redcaps | 1d4 | Raiders: Aggressive fey looking to drench their caps in the blood of travellers. Moral score: 10 (+2). | TT F |
| 45–48 | Wood Woads | 1d3 | Guardians: Ancient plant-fey guarding a forgotten boundary stone or ruined temple of a dead god. | None |
| 49–52 | Faerie Dragons | 1d2 | Mischief: Using breath weapons (euphoria gas) to cause chaos just to watch the party stumble around. | TT C |
| 53–56 | Nereid Elementalist | 1 | Vengeful: Flooding a road because a local baron polluted her spring. | TT I |
| 57–60 | Quicklings | 1d6 | Assassins: Moving at impossible speeds, attempting to pickpocket or slit throats before escaping into the brush. | TT A |
| 61–64 | Boggles | 1d4 | Thieves: Reaching through dimensional tears to steal small magical components or keys from the PCs' belts. | None |
| 65–68 | Darkling Vagabonds | 2d6 | Smugglers: Looking to trade underdark goods or forbidden herbs for surface textiles and salt. | TT K |
| 69–72 | Killmoulis | 1d3 | Symbionts: Living in grain sacks or the party's cart. They eat the grain chaff but guarantee the food won't spoil. | None |
| 73–76 | Sea Hag | 1 | Scavenger: Searching a shoreline or shipwreck for valuables; her Death Glare requires a save vs. Paralysis. | TT F |
| 77–80 | Korred | 1d4 | Rock-Cutters: Dancing around a stone circle; they can animate hair and command stone. Irritable if interrupted. | TT I |
| 81–84 | Asrai (Water Sprite) | 1d6 | Fragile: Tiny, beautiful water beings that melt into boiling water if touched by warm human skin. | None |
| 85–88 | Meenlocks | 1d4 | Terrorizers: Deformed fey that teleport through shadows, attempting to inflict the Fear condition and kidnap PCs to mutate them. | None |
| 89–92 | Yeth Hounds | 1d6 | The Wild Hunt: Flying baying hounds that hunt at night. Their baying forces a morale check on hirelings. | None |
| 93–96 | Sidhe Knight | 1 | Noble: A high-level Elven-style fey noble riding a stag, hunting a monstrous beast. May demand a duel or a quest. | TT P |
| 97–00 | The Seelie/Unseelie Court | 3d10 | Grand Procession: A massive royal march crossing the Material Plane. Requires a reaction roll with a -2 modifier due to overwhelming fey glamour. | TT R |
3 Quick Fey Rules for ACKS II Judges
Iron Vulnerability: All creatures rolled on this table take an extra +1 point of damage per die from weapons forged of cold iron (non-alloyed, worked without heat). High fey (Sidhe, Hags) cannot cross a line of pure iron filings.
The Glamour & Market Value: Fey treasure (Treasure Types noted above) often looks like leaves, acorns, or river stones until brought out of the forest or past running water, where it reveals its true silver, gold, or gem value.
Domain Impact: If a Fey encounter results in a hostile interaction within a PC's Domain, it lowers the Land Investment stability or reduces the peasant population's morale by 1 point due to "the faerie blight."
Integrating the Arduin Cycle with ACKS II means shifting away from whimsy and moving directly into the bizarre, high-lethality, techno-magical, and trans-dimensional gonzo-fantasy that David A. Hargrave pioneered.
Arduinian fey are not just mercurial nature spirits—they are often radioactive, cybernetically altered, extra-planar refugees, or ancient genetic experiments from the Pre-Cataclysmic era. They carry plasma-burned weapons, possess brutal mind-blast capabilities, and their hoards feature ancient tech-artifacts alongside raw gems.
Here is a d100 random encounter table built for ACKS II wilderness or dungeon sandboxes, featuring custom Numbers Appearing (NA), Arduin-flavored Sandbox Hooks, and Treasure Types (TT) adjusted for ACKS II hoard value (including Arduin tech/magic equivalents).
d100 Arduin Fey & Fairy Encounters
| d100 | Creature Type | NA | Activity / Sandbox Hook | ACKS II TT (Arduin Variant) |
| 01–04 | Phantasmal Pixies | 2d6 | Psychedelic Pranksters: Invisible fey trying to feed the PCs Glow-Mushrooms that cause random hallucinations or temporary blindness (Save vs. Poison). | None |
| 05–08 | Cyber-Sprites | 3d6 | Tech-Scavengers: Tiny fey with crude cybernetic eyes or wings. They are trying to strip the copper wiring, silver inlay, or magical components from the party's gear. | TT A (Includes 1 minor tech-scrap) |
| 09–12 | Acid Dryad | 1 | Mutated Guardian: Bonded to a weeping, bioluminescent tree. Her touch causes 1d6 acid damage; she begs the PCs to kill a nearby rust monster or techno-beast chewing her roots. | TT F (Gems are raw, glowing crystals) |
| 13–16 | Nexus Nixies | 2d8 | Dimensional Drowners: Living in a localized rip in space-time (a mana-spring). They attempt to pull PCs through a portal into a watery pocket dimension. | TT C |
| 17–20 | Phunny Phreaks | 1d4 | Gonzo Tricksters: Bizarre, multi-limbed fey humanoids who offer to trade weird, volatile potions for "fresh surface meat" or mechanical parts. | TT I (Roll twice for potions) |
| 21–24 | Rad-Leprechaun | 1 | Mutated Hermit: Sitting on a lead-lined chest. He radiates mild heat. Will barter a functional blaster power pack or ancient blueprint if beaten in a game of riddles. | TT K (Lead-lined, highly valuable) |
| 25–28 | Blight Brownies | 1d6 | Saboteurs: Corrupted house-fey sneaking into camp to poison iron rations, unstring bows, or crack potion vials out of sheer spite. | None |
| 29–32 | Warp-Hounds | 1d6 | Phase Hunters: Multi-eyed fey canines that blink through solid objects. They are hunting a dimensional traveler and mistake the party for prey. | None |
| 33–36 | Chrono-Pooka | 1 | Time-Shifter: Appears as a metallic-furred stag. Riding it propels the PC 1d12 hours into the future or past, altering wilderness encounter checks. | None |
| 41–44 | Gore-Caps | 1d6 | Slasher Fey: Arduin-style redcaps wearing spiked leather and wielding heavy vibro-daggers (+1 damage). Morale: 11. They fight to the death. | TT F (Includes high-tech daggers) |
| 45–48 | Plasma Woads | 1d3 | Crystalline Sentinels: Obsidian-skinned plant fey that absorb magical spells cast at them and discharge them as 3d6 plasma bolts. | None |
| 49–52 | Techno-Sprites | 1d4 | Gremlins: Drawn to high-tech or complex mechanical items (crossbows, siege engines, plate armor joints). They jam mechanisms instantly on a touch. | TT C (Mechanical components) |
| 53–56 | Glow-Nereid | 1 | Radioactive Nymph: Living in a heavy-water pool. Beautiful but radioactive; staying within 10 feet causes 1 point of Constitution damage per turn (Save vs. Poison half). | TT I |
| 57–60 | Sonic Quicklings | 1d6 | Vibrational Assassins: Moving so fast they create mini-sonic booms when attacking. They prioritize stealing spellbooks and scroll cases. | TT A |
| 61–64 | Void Boggles | 1d4 | Space-Folders: Manifesting only as detached, clawed hands reaching out of floating black apertures to throttle the rear guard. | None |
| 65–68 | Shadow-Weaver Fey | 2d6 | Drug Dealers: Cloaked fey looking to trade Arduinian Dream-Lotus or Kryptonite-Dust for standard gold coin. | TT K (In strange alien currency) |
| 69–72 | Killmoulis Swarm | 1d3 | Infestation: Micro-fey that infest the party's war-horses or pack mules, causing them to lose 50% movement speed until cured or exorcised. | None |
| 73–76 | Abyssal Sea Hag | 1 | Deep-One Hybrid: A multi-tentacled hag singing a discordant song that forces a Save vs. Spells or causes permanent madness. | TT F |
| 77–80 | Magma Korred | 1d4 | Subterranean Smiths: Forging strange alloyed weapons inside a volcanic vent or dungeon forge. They demand raw adamantine or uranium ore. | TT I (Weapons are masterwork/+1) |
| 81–84 | Glass Asrai | 1d6 | Brittle Spirits: Razor-sharp water fey made of living ice/glass. Their attacks cause bleeding wounds (1 hp/round until bound). | None |
| 85–88 | Mind-Horror Fey | 1d4 | Psionic Parasites: Pale, bloated fey that levitate. They use Mind Blast (ACKS II Psionic equivalent or Save vs. Paralysis or stunned for 1d4 rounds). | None |
| 89–92 | Hell-Hounds of Arduin | 1d6 | Cyber-Canines: Fey hounds tracking the scent of blood, augmented with steel jaws and thermal-tracking eyes. | None |
| 93–96 | Star-Sidhe Knight | 1 | Multiversal Elven Lord: Wearing iridescent power-plate armor and wielding a mono-molecular greatsword. Hunting an escaped cosmic horror. | TT P (Includes Arduin high-tech armor) |
| 97–00 | The Techno-Fey Court | 3d10 | The Neon Procession: A massive, terrifying parade of trans-dimensional fey riding hover-barges and bio-mechanical beasts. The air smells of ozone and incense. | TT R (Roll on ACKS II Magic and Tech tables) |
3 Arduin-ACKS II Integration Rules
1. The Magico-Technical Hazard (The "Arduin Factor")
Many high-tech items found in Arduin fey hoards (such as blasters, sensory visors, or energy shields) require power cells. If a PC attempts to use a tech item without the proper Knowledge (Ancient Tech) proficiency, any attack roll or activation roll of a natural 1 causes a Technical Catastrophe:
Catastrophe: The item explodes or leaks radiation, dealing 3d6 damage to the wielder and destroying the item permanently.
2. Cold Iron vs. Alloyed Steel
While traditional ACKS II fey are vulnerable to cold iron, Arduin fey have adapted. Standard cold iron deals normal damage to them. However, they are highly allergic to Pure Titanium or Depleted Uranium weapons (+3 damage per die), which are occasionally found in Techno-Class arsenals or ancient ruins.
3. Domain Contamination (Market & Stability)
If an Arduin Fey encounter turns bloody within a PC’s domain, the magical/radioactive fallout is severe.
The hex where the battle took place becomes Blighted for 1d4 months.
Any agricultural income from that hex is halved, and the Domain's Civilization rating temporarily decreases by 1 level due to peasant panic over "the glowing rot."
To seamlessly drop Hargrave’s gonzo, high-tech Arduinian flavor into the structured, gold-standard economy of ACKS II, these items are mapped directly to standard ACKS II Treasure Type (TT) categories.
In Arduin fashion, magic and technology bleed together. Items that function as traditional magical gear specify their ACKS II equivalent, while pure tech items list their gp value for market integration and domain hoarding.
d20 Arduin Techno-Fey Treasure Table
| d20 | Item Name | ACKS II Equivalent / Mechanical Effect | Value / Hoard Class |
| 1 | Vibro-Spike Dagger | Functions as a Dagger +1. On a natural attack roll of 19 or 20, the high-frequency vibration bypasses mundane armor, dealing max damage. Requires a minor chemical cell every 50 strikes. | 1,500 gp / Class II |
| 2 | Phasing Displace-Cloak | Functions as a Cloak of Displacement. Once per day, the user can purposefully activate the cloak to step through a solid wall up to 3 feet thick (Save vs. Blast or get stuck, taking 2d6 damage and shunting back). | 4,000 gp / Class III |
| 3 | Rad-Purge Stim-Hypo | A pneumatic injector. Instantly cures any mundane or magical radiation sickness, neutralizes level-1 or level-2 poisons, and heals 2d4+2 hit points. Single use. | 400 gp / Class I |
| 4 | Nano-Weave Elven Mail | Functions as Chainmail +2 but weighs less than a standard cloth tunic (Encumbrance: 0). It cannot be destroyed by mundane acid or rust monsters. | 6,000 gp / Class IV |
| 5 | Plasma-Core Lantern | Casts a blinding, stark-white cone of light up to 120 feet. Can be overcharged once per day to fire a Plasma Bolt (3d6 fire/electricity damage, 30-foot range, requires attack roll). | 1,200 gp / Class II |
| 6 | Chrono-Synced Pocket Chronometer | A ticking, brass-and-obsidian device. Grants a +2 bonus to the party's Evading Wilderness Encounters checks because it predicts local space-time anomalies. | 800 gp / Class I |
| 7 | Neuro-Whip of the Seelie Court | Functions as a Scourge +1. On a successful hit, the target must pass a Save vs. Paralysis or be wracked with psionic feedback, suffering a -2 penalty to all saving throws and attack rolls for 1d4 rounds. | 3,500 gp / Class III |
| 8 | Grav-Anchor Boots | Heavy, metallic boots lined with micro-gyros. The wearer cannot be knocked prone, tripped, or pushed back by wind or telekinesis. Grants a +4 bonus to saving throws against falling damage. | 2,500 gp / Class II |
| 9 | Holocron of the Ancients | A glowing, floating fey crystal pyramid. Functions as a Scroll of 3 Spells containing random Level 1–3 Mage spells, but it projects them as holographic data streams. Can be transcribed into a spellbook. | Variable / Class II |
| 10 | Bio-Scanner Goggles | Grants the wearer Infravision out to 90 feet and allows them to see the exact current hit point total of any creature within 30 feet by reading their biometric aura. | 3,000 gp / Class III |
| 11 | Melt-Core Grenade (x3) | Can be thrown up to 40 feet. Explodes in a 10-foot radius. Deals 4d6 fire/acid damage to all targets (Save vs. Blast for half). Completely melts mundane locks or iron doors. | 1,500 gp / Class II |
| 12 | Starlight Mono-Shield | Functions as a Shield +1. When active, it projects a thin, hummed plane of hard-light. Once per day, it can completely absorb a single spell targeted directly at the wielder. | 4,500 gp / Class III |
| 13 | Psy-Dust Pouch | Contains 1d4+1 doses of iridescent powder. Blowing it into a target's face forces a Save vs. Spells at -2. Failure causes the Charm Person effect, but the target's eyes glow faint neon blue. | 1,000 gp / Class II |
| 14 | Cybernetic Sprite-Wing Graft | A jar containing delicate, chrome-and-gossamer wings. A skilled chirurgeon or techno-mage can graft them onto a humanoid PC. Grants permanent Fly (as the spell, but mechanical movement) at the cost of permanent -1 Constitution loss from the cyber-rejection. | 12,000 gp / Class V |
| 15 | Anti-Matter Disintegrator Pistol | A sleek, white plastic firearm with 1d6 shots remaining. Range 60 feet. Requires an attack roll using the Crossbow weapon proficiency. Deals 5d6 disintegrating damage on a hit (no saving throw, ignores all non-magical armor). Cannot be reloaded. | 8,000 gp / Class IV |
| 16 | Synapse-Booster Collar | When worn, this spiked chrome band raises the user's Intelligence or Wisdom score by +1 (up to an absolute maximum of 18). However, the intense neural overclocking causes them to take an extra +1 damage from all psionic or psychic attacks. | 7,500 gp / Class IV |
| 17 | Zero-G Float-Pack | A bulky backpack that can be engaged for up to 3 turns per day. It neutralizes the wearer's weight entirely, allowing them to levitate, walk on water, or bypass pressure plates and pit traps without setting them off. | 5,000 gp / Class III |
| 18 | Omni-Key Data Spike | A glowing, silver needle-key. When inserted into any mundane lock, complex mechanical trap, or ancient tech-terminal, it automatically unlocks or disables it. The spike breaks after 1d3 successful uses. | 2,000 gp / Class II |
| 19 | Vortex-Trap Matrix | A heavy, metallic cube. Can be thrown to the ground to cast Web, but the "webs" are actually localized, miniature gravitational singularities that pull targets toward the center. | 3,500 gp / Class III |
| 20 | Star-Sidhe Plasma Greatsword | A massive hilt that ignites into a 4-foot blade of blinding stellar fire. Functions as a Two-Handed Sword +3. Deals double damage to Undead, Demons, and Outer Horrors. Illuminates a 60-foot radius when drawn. | 18,000 gp / Class V |
3 Rules for Handling Arduin Tech in the ACKS II Economy
Selling the Tech: Traditional markets in the Auran Empire don't know what to make of these items. If sold in a standard market, they fetch only 25% of their gp value as curiosities. To get full value, they must be sold in a major metropolis, to a high-level Mage guild, or to a dedicated Techno-Archaeologist NPC.
Identifying the Gear: Magic identification spells (Analyze) will reveal the magical equivalent properties of an item, but won't reveal technical limitations (like chemical battery depletion or explosive malfunctions). That requires the Knowledge (Ancient Tech) proficiency.
Domain Construction Hoarding: If these items are placed within a PC's personal stronghold vault, their strange, lingering chronal and planar radiation acts as an accidental deterrent. The domain gains a +1 bonus to its Security rating against espionage or assassination attempts per 10,000 gp value of Arduin tech stored within the central keep.
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