Tuesday, August 4, 2026

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires- d100 treasures & relics table from the Arduin rpg

 In Dave Hargrave’s Arduin Grimoire series (Volumes I–III and The Arduin Adventure), random treasure generation subverts standard fantasy tropes. Hargrave mixed high fantasy with sci-fi, cosmic horror, and weird fiction. This blog 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 Arduin's Welcome to Skull Tower (1978) To ACKS II



Below is an authentic d100 Random Artifacts, Tech-Relics, and Exotic Treasures Table synthesized directly from the classic Arduin Grimoire tables and items—formatted for d100 random rolls in any classic OSR, ACKS II, or campaign setting.



The Arduin d100 Relic & Exotic Treasure Table

Roll 1d100 whenever PCs search a high-level vault, defeat an extraplanar entity, or loot a "Gonzo/Weird" dungeon chamber.

d100Item Name & DescriptionEstimated Value / Rarity
01–02Laser Pistol (3d6 Charges left): Range 120', deals 3d6 thermal damage (bypasses non-magical armor). Explodes on a natural 1.Artifact / Sci-Fi
03–04Phraint Glass Dagger: Carved from chitin-glass. Deals 1d6+2 damage; critical hits shatter the blade, dealing 3d6 piercing damage inside the target.850 GP
05–06Elven Starlight Cloak: Grants +2 AC and allows the wearer to blend into shadows (85% chance to hide indoors/outdoors).2,500 GP
07–08Ring of the Hell Maiden: Allows the wearer to summon a Hell Horse mount once per week. Wearer’s alignment shifts 1 step toward Chaotic.4,000 GP
09–10Vial of Bubble Man Juice: Throwable vial; bursts into a 10' cloud of sticky foam that entangles targets for 2d6 rounds (Save vs. Blast negates).150 GP
11–12Vorpal Cutlass (+2): Decapitates humanoids on a natural 20 roll. Intelligence 11, Ego 12 (Demands blood once per day).8,000 GP
13–14Power Cell (Small Core): Glowing blue cylinder. Restores 50 charges to First Age technology or deals 6d6 electrical damage if breached.1,200 GP
15–16Amulet of Soul Stone: Can absorb the soul of 1 slain enemy (up to 8 HD). Stored soul can be burned to cast a random 3rd-level Arcane spell.3,500 GP
17–18Obsidian War Pick (+3): Deals +5 damage against extraplanar creatures and allows the wielder to cast ESP at will.6,500 GP
19–20Dwarven Thunder-Cannon: Portable handheld hand-cannon. Deals 4d8 bludgeoning damage to a single target, but knocks the user prone.1,500 GP
21–22Scroll of Gathering the Sheaves: Clerical scroll that reassembles and resurrects dismembered or vaporized bodies.5,000 GP
23–24Alien Vibro-Blade: Ignores non-magical shields and armor bonuses. Deals 2d8 slashing damage; uses 1 energy cell charge per 10 rounds.3,000 GP
25–26Robe of the Rune Weaver: Allows the wearer to scribe magical runes onto physical media in half the normal time and cost.2,800 GP
27–28Bottle of Black Wind Mist: Sealed jar containing a fragment of the Black Wind. Opening it unleashes a 15' cloud of mind-draining horror.Dangerous / Relic
29–30Helm of the Iron Golem: Grants AC 8 (Ascending), but reduces base movement speed by half. Grants immunity to poison and mind-reading.4,500 GP
31–32Phasing Boots: Allows the wearer to step through solid stone or wooden walls up to 5' thick, twice per day.3,200 GP
33–34Wand of Yorgan’s Falling Forever: 1d10 charges. Targets affected fall upward into the sky for 1d4 turns unless anchored.4,000 GP
35–36Star-Metal Shield (+2): Reflects ray-based spells and laser beams back at the attacker on a successful Save vs. Spells.3,800 GP
37–38Neural Shock Whip: Deals 1d4 damage + targets must Save vs. Lethal or be paralyzed by nerve shock for 1d4 rounds.2,000 GP
39–40Scroll of Masayuki’s Mist of Malevolent Misery: Spreads a corrosive cloud dealing 1d6 damage/round to all inside for 1 turn.1,200 GP
41–42Gargoyle Wings (Grafted/Wearable): Grants 150' flying speed, but forces a Save vs. Poison upon equipping to prevent petrification.5,000 GP
43–44Ring of Anti-Cleric Magic Shell: Creates an antimagic field that specifically negates divine/clerical magic within 10'.6,000 GP
45–46Chthonic Blaster Rifle (1d8 Charges): Long-range heavy energy weapon. Deals 5d6 plasma damage in a 5' radius.High Artifact
47–48Greaves of the Amazon Champion: Grants +1 attack bonus with bows/spears and increases land movement speed by +30'.2,200 GP
49–50Dagger of Venomous Disintegration: +1 Dagger. Targets struck must Save vs. Poison or immediately disintegrate into gray ash.9,000 GP
51–52Crown of Cosmic Horror: Allows communication with alien entities. Grants +2 Wisdom, but causes 1 point of permanent Ego loss per month.Rare Artifact
53–54Scroll of Sulthoe’s Blaze of Glory: Caster explodes in a 30' radius firestorm (10d6 damage), but immediately dies (no save).Priceless
55–56Tome of Multiversal History: Reading this over 1 week grants 10,000 XP, but forces a Save vs. Spells to prevent permanent insanity.10,000 GP
57–58Sonic Grenades (1d4): Deals 3d6 thunder damage in a 15' blast; targets must Save vs. Blast or be deafened/stunned for 2d4 rounds.400 GP each
59–60Cloak of the Doom Guard: Wearer gains Regeneration 1 HP/round and shadow-blend abilities, but turns undead upon death.7,500 GP
61–62Staff of the Elemental Conjurer: Allows summoning of Air, Earth, Fire, or Water elementals 1/day without risk of loss of control.8,500 GP
63–64Potion of Flesh-Tasting Bad: Drinking this causes flesh to taste so foul that monsters have a 75% chance to spit the character out.200 GP
65–66Saurig Combat Harness: Fits reptilian/saurian humanoids. Adds +2 to AC and holds 4 quick-draw weapon holsters.1,000 GP
67–68Ring of Energy Drain Immunity: Protects the wearer completely from level-drain attacks by undead or extraplanar beings.5,500 GP
69–70Wand of Rhoar-eee’s Transit: 1d8 charges. Teleports the target and up to 3 allies to a known location within 50 miles.4,500 GP
71–72Silver Net of Entanglement: Restrains extraplanar entities or incorporeal ghosts. Cannot be broken by non-magical force.2,400 GP
73–74Mechanical Cybernetic Eye: Replaces an eye. Grants Darkvision 120', Detect Magic at will, and immunity to visual illusions.6,000 GP
75–76Scroll of Morgorn’s Red Death: Summons a cloud of magical crimson plague dealing 2d6 CON damage over 3 rounds.2,000 GP
77–78Gauntlets of the Ogremage: Sets Strength to 18 (+3 mod) and allows casting Invisibility once per day.5,000 GP
79–80Anti-Gravity Belt: Allows the user to float, hover, or reduce falling damage to 0 at will. Operates on internal battery cells.4,000 GP
81–82Bracers of Missile Deflection (+3): Grants +3 AC against ranged weapons, arrows, and physical missile attacks.3,000 GP
83–84Skeletal Key of Unlocking: Automatically opens any mundane or magical lock, but breaks after 1d6 uses.1,500 GP
85–86Phraint Hive-Spear (+2): +2 spear that deals double damage on a mounted or running charge. Inflicts acid poison on a crit.3,500 GP
87–88Lantern of True Sight: Illuminates hidden doors, invisible creatures, and illusions within a 30' radius cone. Burns standard oil.3,200 GP
89–90Alien Med-Kit (3 uses): Instantly heals 4d8+4 HP and cures all non-magical poisons and diseases when applied to a wound.1,800 GP
91–92Ring of Demon Command: Allows control over Lesser Demons (Save vs. Spells applies). If the target saves, it attacks the wearer.7,000 GP
93–94Potion of Berserker Rage: Drinker gains +4 to Attack and Damage, +20 Hit Points, but cannot cast spells or retreat for 1 turn.500 GP
95–96Scroll of Korgen’s Cloud of Kindness: Pacifies all creatures within a 40' radius unless they save vs. Spells with a -2 penalty.1,800 GP
97–98Vorpal Greatsword (+3): Decapitates on a natural 19–20. Sentient (Int 14, Ego 16). Demands to lead the party into battle.Major Artifact
99The Pitchfork of the Under-Lord: Legendary +4 weapon. Fires 8d6 hellfire blasts (3/day) and grants complete fire/heat immunity.Relic
00Roll 3 Times: Roll three times on this table (ignoring any future rolls of 00) and take all three items!Special

Campaign Rules for Arduin Loot

  • Cross-Genre Identification: Characters with sci-fi technology (laser pistols, power cells, vibro-blades) who do not possess a relevant proficiency (e.g., Engineering, Ancient History, or Arcane Artifice) must make an Intelligence Check when first trying to operate the item. A failed check indicates a mechanical jam, while a roll of 1 indicates a catastrophic battery explosion.

  • XP for Sci-Fi Relics: In gold-for-XP systems (like ACKS II or classic B/X), high-tech loot can be sold to sages, mages, or collectors for the full GP value listed above, converting directly to character Experience Points.

Monday, August 3, 2026

Adapting North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - D100 Random Solar System encounter table based on North West of Earth By C.L. Moore

 

C.L. Moore’s Northwest of Earth collection—featuring her iconic space-faring rogue Northwest Smith—blends planetary romance, cosmic horror, dark decadence, and raygun pulp. In Moore’s 1930s Solar System, Mars is a dry wasteland of ancient dead gods, Venus is a sultry jungle ringed with sinister matriarchal fortresses, and Jupiter’s moons hide ethereal siren-entities. This picks right up from Adapting North West of Earth By C.L. Moore - Orbital Decay (MicroRed version) From The Red Room & The New Flesh Rpg - Expanding The Campaign




Below is a d100 Random Solar System Encounter Table crafted in the rich, hypnotic style of C.L. Moore’s Weird Tales classics (Shambleau, Black Thirst, Dust of Gods, Julhi, The Cold Gray God, Yvala, Lost Paradise, and The Tree of Life).

 D100 Encounter Table: The Weird Solar System

01–20: Mars & The Drylands

d100Encounter
01–02A beggar in the back-alleys of Lakkdarol offers to sell a stone key that hums with a frequency that vibrates in your teeth.
03–04A drylander priest attempts to lure you into a crumbling Martian temple dedicated to Phorag, the Sleeping Devourer.
05–06A windstorm clears, revealing the fossilized, gigantic skeleton of a non-humanoid creature spanning three city blocks.
07–08A wandering band of leathery Martian nomads offers safe passage through the red dust—in exchange for half your water and all your ammunition.
09–10You find an abandoned raygun resting in the sand; its power cell is corroded, but its barrel is melted from an impossible interior heat.
11–12A blind Martian musician plays a three-stringed lute outside an opium den; listening to the melody causes subtle, vivid hallucinations of ancient oceans.
13–14A local smuggler tries to pawn off a jar of gray dust claimed to be the pulverized remains of a forgotten Martian god (Dust of Gods).
15–16You cross paths with an Earthman mercenary clad in worn spacer’s leathers, nursing a severe burn on his shoulder and a deeper wound in his sanity.
17–18A petrified forest of crystal trees that chime in the Martian wind; touching one causes a brief, blinding flash of psychic agony.
19–20A mob of angry locals chases a hooded, slender figure down an alley. The figure looks human, but moves with unsettling, unnatural grace.

21–40: Venusian Jungles & The Minga Fortresses

d100Encounter
21–22A patrol of Venusian guards in scaled armor blocks the canal bridge, demanding a prohibitive transit tax.
23–24In a steamy, fog-choked Venusian jungle, a weeping woman calls for help from atop an impossibly ancient obsidian ruins.
25–26An emissary of the Minga—the mysterious cult that breeds dangerously flawless women—silently offers you a black pearl to turn back (Black Thirst).
27–28A dense swarm of glowing, carnivorous Venusian spores drifts across the path, seeking exposed flesh.
29–30A shadowy alleyway in the ruins of Vonng opens into a non-Euclidean passage that seems to defy gravity (Julhi).
31–32A vendor sells "Venusian dream-wine"; drinking it grants telepathic sensitivity for an hour, followed by a day of crippling paranoia.
33–34An automated alien defense pylon, centuries old, awakens in the mud and begins tracking movement with a crackling heat-beam.
35–36A dying patrolman gasps out a warning about "the woman with the glowing hair" before dissolving into a pool of fragrant, clear oil.
37–38You stumble upon a hidden courtyard containing a statue made of a metal unknown to Earth science; it is warm to the touch.
39–40A heavily veil-wrapped Venusian noble offers a fortune for an escort out of the city, pursued by unseen, silent assassins.

41–60: Spaceports, Dives & Lowlife Outposts

d100Encounter
41–42A brawl erupts in a low-G dive bar between Earth smugglers and Venusian canal-racers over a rigged game of dice.
43–44An alien merchant tries to sell an intricately woven tapestry or shawl whose patterns seem to shift when looked at indirectly (Scarlet Dream).
45–46A disgraced Earth Space Authority officer offers classified star-charts in exchange for passage off-world.
47–48A quiet, steel-eyed Earthman sitting in the corner of a saloon silently adjusts his heatgun holster as you walk past.
49–50An alleyway merchant sells alien artifacts dug up from the Martian drylands; one of them is pulsing with a soft, heartbeat-like rhythm.
51–52A wanted poster lists a massive bounty for an infamous smuggler known only as "Northwest," dead or alive.
53–54You are slipped a folded piece of parchment marked with an ancient symbol; a whispered voice says, "The mistress expects you at midnight."
55–56A heavily scarred cyborg/salvager tries to recruit crew members for an expedition into the asteroid belt to loot a pre-human ghost ship.
57–58Two shadowy figures are seen disposing of a body wrapped in heavy canvas into an atmospheric ventilation shaft.
59–60A sleek, unmarked, matte-black freighter lands without port clearance on a private pad, unloading locked, lead-lined crates under guard.

61–80: Outer Moons & Deep Space Anomalies

d100Encounter
61–62On a frozen moon of Jupiter, you hear a siren-like voice whispering directly into your mind, promising absolute fulfillment (Yvala).
63–64An ancient Lunar relic is uncovered—a vessel containing memories of Earth’s Moon when it was a paradise millions of years ago (Lost Paradise).
65–66A derelict Earth ship drifts in orbit; its interior is completely dry, free of air, and covered in intricate, non-human wall carvings.
67–68An asteroid base inhabited by an isolated, decadent cult worshipping an entity from outside known space.
69–70A spatial rift opens briefly near your vessel, revealing a glimpse of a sky filled with scarlet clouds and a dying, purple sun (Scarlet Dream).
71–72You land on a moon where the flora is semi-sentient and reacts aggressively to the sound of human speech.
73–74An ancient, artificial mini-world created by a long-dead Martian sorcerer-scientist lies hidden behind an illusion field (The Tree of Life).
75–76A cloud of cosmic dust passes over your ship, causing all crew members to experience the exact same waking nightmare simultaneously.
77–78An alien probe of unknown origin matches your ship's speed, broadcasting a looping audio signal that sounds like a woman laughing softly.
79–80A moonlet made entirely of a strange, translucent green stone that amplifies psychic abilities—and madness.

81–100: Eldritch Horrors & Ancient Entities

d100Encounter
81–82Shambleau Encounter: A breathtakingly beautiful woman with a mass of squirming, snake-like tendrils for hair seeking a "companion" (Shambleau).
83–84A cold, shadowy entity possessing the corpse of a noble attempt to drain the life force of everyone in the room (The Cold Gray God).
85–86A parasitic entity disguised as an ethereal, glowing songbird that feeds on the life-will of those who hear it sing.
87–88You awaken an ancient, slumbering cosmic entity housed within an underground temple; it views humans as mere microbes.
89–90A extradimensional doorway traps you in a surreal landscape where pain and pleasure are indistinguishable (Scarlet Dream).
91–92An ancient, vampiric entity made of pure, crackling crimson energy demands a sacrifice of blood to grant passage.
93–94An entity of pure psychic force attempts to overwrite your memories with those of a long-dead alien monarch.
95–96A forgotten temple where an altar bleeds black oil; drinking it grants dark visions of the universe's creation and eventual death.
97–98An ancient cosmic predator that feeds on the concept of identity itself—victims gradually forget who they are until they fade from physical reality.
99–100The Ultimate Dread: A primordial Elder God begins to stir from its slumber deep within the core of a dying moon; the reality around you starts to unweave.