Wednesday, August 26, 2026

OSR Adventure Fodder - A Deeper D100 Random Sword & Sorcery Lovecraftian Encounter Table for Castles & Crusades rpg

 Here is a D100 Encounter Table tailored for a Sword & Sorcery / Lovecraftian campaign using Castles & Crusades. This table picks right up from 

OSR Adventure Fodder - A D100 Random Sword & Sorcery Lovecraftian Encounter Table for Castles & Crusades rpg



In Castles & Crusades, tone down standard high-fantasy heroics for these encounters: emphasize sanity strain, resource degradation, and high-lethality threats where running or outsmarting horror is often wiser than direct combat.

D100 Lovecraftian Sword & Sorcery Encounter Table

d100Encounter / EventMechanical & Narrative Notes
01–05The Bleeding MonolithA carved obsidian obelisk oozes black, coppery-smelling oil. Characters within 30 ft must pass a Wisdom Challenge Check (CC) or suffer a -2 penalty to attack rolls from phantom whispers.
06–10Star-Spawn Cultist Procession2d6 hooded zealots chanting in Aklo. Carrying a bound, living sacrifices. They carry $1\text{d}6 \times 10$ gp in strange, non-euclidean coinage.
11–15Void-Touched Hyenas1d4 hyenas with extra, milky eyes and skeletal ribcages. Attacks inflict minor necrotic damage; blood glows faintly blue.
16–20The Whispering WellA stone well echoing with the voice of a long-dead PC or relative, offering secret knowledge in exchange for a drop of fresh blood.
21–25Ghoulish Scavengers1d3 Ghouls feasting on the remains of a desert caravan. They offer to trade stolen secrets for fresh, unburied corpses.
26–30Color Out of Space (Passing)A prismatic, impossible hue glimmers over a dried lake bed. Plants are turn to grey ash. Con CC or gain 1 level of exhaustion/constitution drain.
31–35The Wandering AstronomerA mad scholar with a brass telescope. He claims the stars are alignment-shifting and will pay handsomely for alien relics.
36–40Mithras-Cult Mutants2d4 degraded humanoids with fish-like scales and gills. They wield rusted bronze khopeshes and attack on sight.
41–45Geometric Hazard: Non-Euclidean RuinsThe path leads through ruined arches where distance warps. Int CC or the party wanders in circles for 1d4 hours, consuming extra rations.
46–50Deep One Hybrid MerchantA solitary trader with bulging eyes and a slurred voice, selling exotic poisons, weird lotus potions, and black pearls.
51–55The Idol of YigA snake-entwined idol along the trail. Disturbing it summons a swarm of venomous vipers with human-like faces.
56–60Curse of the Sunless VoidPitch black clouds roll in rapidly, snuffing out torchlight and non-magical fires for 1d6 turns. Spores drift down from above.
61–65The Living PitA sinkhole opens into a pulsing, fleshy maw lined with chitinous teeth. Treat as a trap (Dex CC to avoid falling in).
66–70Possessed WarlordA mercenary captain and 1d4 guards under the control of a Mi-Go brain cylinder. They demand unusual raw ores.
71–75The Black Lotus MeadowA field of midnight-purple flowers. Con CC or fall into a catatonic state filled with cosmic visions (grants $+1$ wisdom lore hint, but takes 1d4 damage upon waking).
76–80Chthonian TremorThe earth rumbles as a massive burrowing tentacle breaks the surface, crushes a nearby landmark, and retreats.
81–85Night-Gaunt Hunting Party1d2 faceless, bat-winged horrors drop from the clouds silently. They attempt to grapple (Str CC) and lift characters high into the sky.
86–90The Corpse-City IllusionA distant, magnificent metropolis appears on the horizon, but closer inspection reveals it to be cyclopean basalt ruins inhabited by Mi-Go.
91–95Formless SpawnA shapeless mass of black slime emerges from a crevice. Immune to non-magical weapon damage except fire/cold.
96–99Shoggoth SightingA towering mass of protoplasmic eyes and maws barrels down a canyon. Fighting is suicide; the party must run or hide immediately (Dex/Stealth CC).
100Awakening of the SleeperThe sky turns violet, sanity wavers across the region, and an avatar of a Great Old One briefly projects itself into the mortal plane.

Adapting Mechanics for Castles & Crusades

  • Siege Engine Checks: Use the standard Challenge Class (CC) framework. For sanity-rending encounters, rolled checks against Wisdom or Charisma fit well as "Sanity/Willpower" saves.

  • Prime Attributes: Characters with Wisdom or Intelligence as a Prime attribute will have a significantly easier time deciphering or resisting alien phenomena (base CL 12 vs CL 18).

  • Atmosphere: Emphasize decaying sorcery, bronze-age weaponry, ancient fallen civilizations, and cosmic indifference over high-fantasy magic items.

Tuesday, August 25, 2026

OSR Commentary - The Arduin Rpg character classes converted over to ACKS II rpg

Converting classic Dave Hargrave Arduin classes over to Adventurer Conqueror King System II (ACKS II) is an exercise in taking high-gonzo, wildly unbalanced B/X-era mechanics and structuring them within ACKS II's strict, mathematical Custom Class Creation System (Build Points / Value Categories).



Below is a direct breakdown of how to map Arduin's unique classes into ACKS II, including exact Build Point (BP) allocations to build them using ACKS II’s class creation framework.

Core Mapping Strategy

Arduin classes break conventional OSR balance by stacking special abilities, custom magic systems, or high combat stats. In ACKS II:

  • Use the Custom Class System (4 Build Points total distributed across HD, Fighting, Rogue, Arcane, and Divine).

  • Use ACKS II Class Proficiencies to simulate unique Arduin traits (e.g., Swashbuckling, Lethality, Eldritch Might).

  • Adjust XP thresholds to match power—if an Arduin class is inherently strong, it must scale at higher XP requirements (e.g., 2,500–3,000+ XP for Level 2).

Conversion Roster

1. Rune Weaver

  • Arduin Concept: A spellcaster who paints or engraves permanent or delayed magical runes onto gear, surfaces, or flesh rather than throwing instant spells.

  • ACKS II Build:

    • HD: 0 (d4)

    • Fighting: 0

    • Rogue: 1 (Skill investment for crafting/traps)

    • Arcane: 3 (Full Arcane caster)

  • Key Proficiencies: Artisan (Rune-carving), Inscribing, Magical Engineering.

  • Conversion Rule: Treat spellcasting as a Ward/Rune Repertoire. The Rune Weaver pre-casts spells onto physical objects during turn downtime using standard spell slots, which are triggered later by specific conditions (similar to Delay Spell or Glyph of Warding).

2. Saint

  • Arduin Concept: Pure holy men who do not wear armor or use heavy weapons, relying instead on divine grace, severe vows, and miraculous healing/protection.

  • ACKS II Build:

    • HD: 1 (d6)

    • Fighting: 0 (Unarmored, simple weapons)

    • Rogue: 0

    • Divine: 3 (Full Divine repertoire)

  • Key Proficiencies: Apostleship, Laying on Hands, Righteous Turning, Mysticism.

  • Conversion Rule: Gives up all armor and martial weapons (Fighting 0) to gain double the standard turning capability and access to a restricted divine spell list focused purely on protection, abjuration, and restoration.

3. Slaver

  • Arduin Concept: A ruthless martial/rogue hybrid specializing in non-lethal subduing, whips, nets, tracking humanoids, and psychological intimidation.

  • ACKS II Build:

    • HD: 1 (d6) or 2 (d8)

    • Fighting: 2 (Good base attack bonus, light/medium armor, martial weapons)

    • Rogue: 1 (Snare-setting, subduing, tracking)

    • Arcane/Divine: 0

  • Key Proficiencies: Brawling, Lash Mastery (allows trip/entangle mechanics with whips), Intimidation, Command.

  • Conversion Rule: Convert Arduin's "Subdual Points" into the standard ACKS II Subdual Damage system. Slavers ignore the usual attack penalties when dealing non-lethal damage with specific weapons (bullwhips, bolas, saps).

4. Courtesan

  • Arduin Concept: A social rogue using charisma, espionage, poisons, and hidden daggers to manipulate targets and run intelligence networks.

  • ACKS II Build:

    • HD: 0 (d4) or 1 (d6)

    • Fighting: 0 or 1

    • Rogue: 2 or 3 (Focus on social skills, disguise, stealth, and poison)

    • Arcane/Divine: 0

  • Key Proficiencies: Seductive Art, Bribery, Diplomacy, Poisoning, Disguise.

  • Conversion Rule: Uses the ACKS II Venturer/Hijinks framework. Instead of dungeon crawling income, Courtesans generate XP and revenue through social hijinks (Carousing, Spying, and Blackmail) with bonus modifiers.

5. Star-Powered / Techno-Mage (or Medicine Man / Psychic)

  • Arduin Concept: High-tech/sci-fi integrated classes using alien energy weapons, force fields, or psionic mental blasts.

  • ACKS II Build:

    • HD: 1 (d6)

    • Fighting: 1

    • Rogue: 1

    • Arcane: 1 (Reflavored as Tech/Psionics)

  • Key Proficiencies: Knowledge (Ancient Tech), Scavenging, Precognition or Mind Arts.

  • Conversion Rule: Rather than inventing a custom psionic system, use ACKS II Custom Arcane Spell Rules. Re-skin traditional spell slots as mental powers or tech charges:

    • Magic Missile $\rightarrow$ Mind Bolt or Laser Pistol blast.

    • Shield $\rightarrow$ Personal Deflector Screen.

    • ESP $\rightarrow$ Telepathic Probe.

Class Construction Quick-Reference Table

To build these directly in ACKS II, use the 4 Build Point distribution below:

Arduin ClassHDFightingRogueArcaneDivineBase XP to Level 2
Rune Weaver0 (d4)01302,500 XP
Saint1 (d6)00032,250 XP
Slaver2 (d8)21002,000 XP
Courtesan1 (d6)03001,750 XP
Techno-Mage / Psychic1 (d6)11102,125 XP

Handling "Arduin Gonzo" in ACKS II

  1. Critical Hits: Arduin is infamous for wild critical strike tables. Use the optional ACKS II Mortal Wounds & Critical Hit Tables to preserve this flavor without breaking system mechanics.

  2. Stat Scaling: Arduin classes often demand extreme ability scores. Treat these as Prime Requisites in ACKS II, requiring a score of 13+ or 16+ for the +5% / +10% XP bonus.

In Adventurer Conqueror King System II (ACKS II), converting exotic non-human races uses the Demi-Human Class Creation System. Every race-as-class is constructed using 4 Build Points (BP) distributed across standard categories (HD, Fighting, Rogue, Arcane, Divine), modified by a Race Category Penalty depending on how powerful their innate monster abilities are.

Dave Hargrave’s Phraints (insectoid hyper-leaping warriors) and Saurigs (savage reptilian brawlers) are both heavy martial races. Here is how to construct them directly within ACKS II mechanics.

Mechanics of ACKS II Race Creation

To convert high-gonzo Arduin races without breaking the ACKS II economy:

  1. Assign Base Categories (4 BP Max): Distribute points into HD, Fighting, Rogue, Arcane, or Divine.

  2. Apply Racial Traits: Convert innate traits (exoskeletons, leap attacks, natural bite/claw attacks) into Class Abilities or mandatory Class Proficiencies.

  3. Calculate XP Threshold: Race-as-class XP requirements increase exponentially based on combat strength and innate traits to keep human classes competitive.

1. The Phraint (Arduin Insectoid Warrior)

Arduin Lore: 7-foot tall, chitinous, emotionless insectoids capable of legendary 30-foot leaps into battle while wielding two-handed weapons.

ACKS II Class Construction:

  • Hit Dice: 2 Points $\rightarrow$ d8 Hit Die per level (Cap at 9d8, +2 HP/level after 9th).

  • Fighting: 2 Points $\rightarrow$ Fighter Attack Progression (+1 attack throw per level), unrestricted weapons, up to shield/medium armor.

  • Rogue: 0 Points.

  • Arcane/Divine: 0 Points.

  • Racial Category Penalty: +1 Build Point Equivalent (Innate Chitin Armor + Supernormal Leap).

Phraint Class Abilities:

  • Chitinous Exoskeleton: +2 bonus to natural Armor Class. (Cannot wear heavy plate due to carapace structure, but chitin stacks with leather/chain).

  • Great Leap (Signature Ability): Can jump up to 30 feet horizontally or 15 feet vertically as part of a movement action. If leaping into a melee charge, gain +2 to damage on a two-handed weapon attack, but suffer -2 to AC for the turn.

  • Insectoid Mind: +2 bonus to Saving Throws against Charm, Illusion, and Emotion-based magic.

  • Emotionless (-2 Penalty): Suffer a -2 penalty on all Reaction Rolls with non-insectoid humanoids.

  • Mandatory Class Proficiencies: Acrobatics, Weapon Focus (Two-Handed Sword).

  • Prime Requisite: STR 13+, DEX 13+.

  • Base XP to Level 2: 2,450 XP (Higher than a standard Human Fighter due to movement/AC traits).

2. The Saurig (Arduin Lizard-Man)

Arduin Lore: Muscular, predatory lizard-kin with natural bite/claw attacks, thick scaly hides, and amphibious capabilities.

ACKS II Class Construction:

  • Hit Dice: 3 Points $\rightarrow$ d10 Hit Die per level (Brutal durability; Cap at 9d10, +3 HP/level after 9th).

  • Fighting: 1 Point $\rightarrow$ Half-Fighter Progression (+1 attack throw every 2 levels).

  • Rogue: 0 Points.

  • Arcane/Divine: 0 Points.

  • Racial Category Penalty: +1 Build Point Equivalent (Natural Weapons + Aquatic + Thick Hide).

Saurig Class Abilities:

  • Reptilian Natural Weapons: When fighting unarmored or in light armor, a Saurig can make a multi-attack routine of Claw/Claw/Bite (1d4 / 1d4 / 1d6) instead of using a weapon.

  • Scaly Hide: Base AC is treated as Leather Armor (AC 2 / AC 12 in ACKS II) even when completely unarmored.

  • Amphibious: Can hold breath underwater for up to 30 minutes and swims at full base movement speed (120' / turn).

  • Cold-Blooded (Weakness): Suffer a -2 penalty to saving throws against Cold spells/effects, and take +1 damage per die from cold-based attacks.

  • Mandatory Class Proficiencies: Brawling, Swimming.

  • Prime Requisite: STR 13+, CON 13+.

  • Base XP to Level 2: 2,200 XP.

Quick Comparison Matrix

ClassHDFightingNatural ACKey MechanicsXP to Lvl 2
Phraintd8Full Fighter+2 Bonus30' Leap Charge, Emotionless Mind2,450 XP
Saurigd10Half FighterBase AC 2 (12)Claw/Claw/Bite routine, Swim Speed2,200 XP

Converting Arduin "Gonzo" Racial Features to ACKS II Systems

  1. Natural Weapon Scaling: Standard ACKS II limits natural attacks. If a Saurig levels up, their claws don't scale automatically—they must take the Martial Arts or Combat Superiority proficiencies to improve damage or attack throws.

  2. Armor Restrictions: Non-humanoid body types (like a Phraint's thorax or a Saurig's tail) increase armor cost by 150% for custom fitting, balancing out their natural AC bonuses.