Combining an old-school Arduin module (such as Caliban, The Howling Tower, The Citadel of Thunder, or Death Heart) with the Adventurer Conqueror King System II (ACKS II) turns a high-lethality, gonzo fantasy playground into a tightly structured economic, military, and sandbox-driven campaign.
Because Arduin leans heavily into dark, science-fantasy, multi-planar weirdness, while ACKS II emphasizes rigorous economic mechanics, domain management, and tactical combat balance, bridging the two requires systematic adjustments.
1. Translating Magic & Mana
The Arduin Issue: Arduin is famous for massive spell lists, unique magical mechanics, and high-powered magical effects that can easily break standard OSR mathematical baselines.
The ACKS II Fix: Use ACKS II’s structured magic system as the base, but integrate Arduin’s flavor by treating unique Arduin spells as ancient or forbidden spells researchable via ACKS II's magical research rules. If you use Arduin's Mana point variants, map them onto ACKS II’s spell slot equivalents by converting spell levels into proportional arcane expenditure costs, ensuring players can't spam reality-bending effects without domain-level resource costs.
2. Handling Gonzo Monsters & Lairs
The Arduin Issue: Arduin modules feature bizarre, hybridized, or ultra-lethal monsters with unusual attacks, cybernetic or mutant traits, and devastating special abilities.
The ACKS II Fix: Utilize ACKS II’s custom monster creation guidelines alongside the Lairs & Encounters framework.
Map Arduin monster HD directly, but assign ACKS II saves and morale ratings.
In ACKS II, defeating monsters yields standard XP, but you should also tap into ACKS II’s subsystem where monster parts, hides, and organs hold concrete economic and alchemical value. A bizarre Arduin beast yields rare organ components used for specialized spell research or high-value trade goods.
3. Merging Lethality with ACKS II Domain Play
The Arduin Issue: Arduin is a notorious "meat-grinder" characterized by instant-death traps, high critical hits, and extreme player vulnerability.
The ACKS II Fix: ACKS II is built around the transition from low-level dungeon crawling to high-level empire building.
The Economic Loop: When players loot an Arduin dungeon, apply ACKS II’s strict gold-for-XP rules. The mind-boggling amounts of treasure typical in Arduin modules will rapidly fund stronghold construction, mercenary contracts, and domain capitalization.
The Strategic Toll: High lethality means high turnover. When player characters (or their hired mercenaries) perish to Arduin's brutal traps, it directly impacts the stability and military manpower of their neighboring domains, forcing heirs or newly recruited adventurers to step into ongoing regional conflicts.
4. Integrating Proficiencies & Skills
ACKS II features a robust proficiency system (e.g., Diplomacy, Bargaining, Mysticism, Engineering).
Map these directly to navigate Arduin's bizarre sociopolitical encounters. Characters with Elven Bloodlore or high Mysticism gain vital insight when dealing with Arduin's multi-planar factions, weird mutant ecosystems, and ancient techno-magical artifacts, turning what would normally be unfair surprise deaths into puzzles solvable through character build investment.
Converting a classic David A. Hargrave Arduin module (such as Caliban, The Howling Tower, or The Citadel of Thunder) into Adventurer Conqueror King System II (ACKS II) requires anchoring Arduin's chaotic, hyper-lethal science-fantasy within ACKS II's rigorous mathematical baselines and economic loop.
Practical Conversion Examples
Use these direct translations as templates when adapting specific Arduin stat blocks and hazards into ACKS II:
| Arduin Element | Original Arduin Behavior | ACKS II Mechanical Translation |
| Phraint (Insectoid Warrior) | 3+2 HD, AC 3, 2 claw/weapon attacks (1d8), leaps 30 ft, immune to mental control. | AC 6 (16 ascending), HD 3+2 (16 hp), Move 150' (50'), Attacks: 2 (7+ throw, 1d8 dmg), Special: Leap (charge attack deals double damage), Insect Mind (immune to charm/fear), Morale +2, Saves: F2. |
| Techno-Wraith | 6 HD, AC 1, hits only with magic/energy weapons, drains 2 levels on hit, shoots plasma bolt (3d6). | AC 8 (18 ascending), HD 6 (27 hp), Move 120' (40') Fly, Attacks: 1 touch (5+ throw, 1d8 + Energy Drain of 1 level, Save vs. Death negates) OR 1 Plasma Bolt (5+ throw, range 120', 3d6 fire/lightning dmg), Morale +4, Saves: F3. |
| The Crimson Mist Trap | Room fills with red gas; everyone rolls under CON on 1d20 or lungs dissolve instantly. | Trigger: Pressure plate (Thief Find Traps 14+). Effect: Room fills with caustic vapor in 1 round. All inside must Save vs. Poison & Death or take 4d6 acid damage and suffer a Mortal Wound (roll on the ACKS II Mortal Wounds table at -2). |
| Arduin Death-Ray Pistol | Fires beam; target rolls 1d20 under DEX or dies instantly; 12 shots. | Magic Weapon (Wand-equivalent): 1d8 + 4 charges. Attack Throw (+2 bonus), range 60'/120'/180'. Deals 3d6 necrotic damage; target must Save vs. Staffs & Wands or be reduced to 0 hp (triggering a standard ACKS II Mortal Wound roll rather than outright un-saveable death). |
Handling Critical Hits and Mortal Wounds
Arduin is famous for its brutal critical hit tables, while ACKS II uses the Mortal Wounds and Tampering with Mortality tables when characters drop to 0 hp or lower. Instead of importing Arduin's separate critical hit charts (which can bloat combat tracking), simply apply a -2 to -4 penalty to the ACKS II Mortal Wounds roll whenever a character drops to 0 hp from an Arduin boss, mutant toxin, or weird-tech weapon. This preserves Arduin's infamous amputations, scarring, and grim lethality using native ACKS II rules.

