Running T1-4: The Temple of Elemental Evil (AD&D 1E) using Adventurer Conqueror King System II (ACKS II) creates an extraordinary sandbox campaign. ACKS II excels at domain building, mercenary armies, economic mechanics, and granular dungeon crawling—making it a perfect fit for Hommlet, Nulb, and the massive mega-dungeon beneath the Temple.
Module Overview & System Synergy
The module takes characters from level 1 to 8 across three core environments:
The Village of Hommlet: A deceptively peaceful frontier settlement featuring political factions, undercover cultists, and local power brokers.
Nulb & The Ruins: A lawless, swampy den of thieves and cult sympathizers serving as an outpost near the main dungeon.
The Temple Dungeon: A four-level mega-dungeon housing four elemental nodes (Air, Earth, Fire, Water) and factional warfare among the evil sub-cults.
Converting Mechanics to ACKS II
1. Level & XP Conversions
Target Levels: ACKS II levels align well with 1E AD&D. Target levels 1–8 require minimal adjustment for character power, though ACKS II characters generally have higher survival capabilities due to mortal mechanics and cleave rules.
Treasure-to-XP Ratio: ACKS II relies heavily on $1\text{ gp} = 1\text{ XP}$. The massive monetary treasure hoards in T1-4 match ACKS II progression well, but ensure gold value is mapped directly to XP to drive level progression.
2. Stat & Monster Conversions
Armor Class: Convert AD&D descending AC to ACKS II ascending AC ($\text{ACKS AC} = 20 - \text{AD\&D AC}$).
Hit Dice & Saves: Map Hit Dice directly. Use ACKS II monster saving throw categories based on creature type (e.g., Fighter equivalents for humanoids, Magic-User equivalents for constructs/demons).
Cult Faction Combat: Utilize ACKS II’s Cleave mechanics. Low-level bandits, cult guards, and bugbears will fall rapidly in groups, emphasizing the Temple's brutal numbers game over single-target slogs.
Exploiting ACKS II Specific Rulesets
Hommlet as a Settlement
In ACKS II terms, Hommlet functions as a Borderland Settlement (Class VI).
Domain Integration: Players can leverage Rufus and Burne’s castle construction project to engage in domain mechanics early on. ACKS II domain rules allow players to buy property, secure land grants, or invest in local businesses (like the Inn of the Welcome Wench) to generate passive revenue.
Hiring Mercenaries: Use the ACKS II market rules for recruiting henchmen, men-at-arms, and specialists in Hommlet and Verbobonc to build a expedition force for clearing dungeon levels.
Factional Warfare & Morale
The Temple is defined by internal strife between the Air, Earth, Fire, and Water factions.
Morale System: ACKS II relies heavily on structured Morale checks ($2\text{d}6$). Use this to model how cult factions fracture when their leaders fall or when ambient dungeon patrols suffer heavy casualties.
Dungeon Cleansing: Utilize ACKS II Campaign Movement & Supply rules for long-term sieges. A tactical party can block lower-level supply lines or wage an attrition war against the dungeon's logistical backbone.
Elemental Nodes & Mortal Wounds
The four Elemental Nodes act as planar pockets with high lethality.
Mortal Injuries: Rather than instant death from ambient traps or high-damage attacks, use the ACKS II Mortal Wounds Table. Permanent scars, lost limbs, or traumatic injuries gained within the Temple add a gritty, memorable layer to the campaign.
Chaos Magic: Render the corruption of Zuggtmoy and Iuz using ACKS II’s eldritch magic and sinkhole-of-evil rules, altering local spell success rates near the elemental altars.
In the Temple of Elemental Evil, the four elemental cults are locked in a vicious cold war for internal supremacy beneath the surface structure. Integrating this web of rivalry into Adventurer Conqueror King System II (ACKS II) transforms the mega-dungeon from a static kill-zone into a dynamic ecosystem where clever players can manipulate morale, play factions against each other, and turn the tide of battle without swinging a sword.
Cult Faction Dynamic Matrix
| Faction | Primary Leader | Core Agenda & Goals | Strategic Stance Towards Other Cults |
| Air Cult | Kelno (Level 2) | Gain air supremacy; corrupt the temple hierarchy via stealth, subversion, and illusion. | Earth: Hates (Rivals) Fire: Uneasy Alliance Water: Exploitative Neutral |
| Earth Cult | Romag (Level 1) | Expand physical territory; rebuild the main temple altar; crush all who oppose Earth. | Air: Extreme Hostility Fire: Open Conflict Water: Temporary Truce |
| Fire Cult | Alrem (Level 3) | Burn away rival factions; purge non-believers; seize direct control of Zuggtmoy’s power. | Air: Distrusted Allies Earth: Open Hostility Water: Bitter Nemesis |
| Water Cult | Belsornig (Level 3) | Control trade/supply routes; maintain covert control; wear down rivals through attrition. | Air: Manipulative Earth: Defensive Truce Fire: Active Warfare |
Cult Profiles & ACKS II Morale Conditions
1. The Air Cult (Kelno)
Base of Power: Dungeon Level 2 (Air Temple area).
Tactical Doctrine: Skirmishing, surprise ambushes, hit-and-run tactics, and heavy use of light armor, shortbows, and illusionists.
ACKS II Morale Modifier: Default Morale 0 (Standard).
Morale Triggers:
+2 Morale: Fighting in open rooms or elevated areas with ample maneuvering space.
-2 Morale: Cornered in tight corridors ($10\text{ ft}$ or narrower) where mobility is denied.
Break Condition: If Kelno is killed or isolated, Air Cultists must immediately check Morale at -2; if failed, they scatter into the dungeon to hide rather than fight to the death.
2. The Earth Cult (Romag)
Base of Power: Dungeon Level 1 (Earth Temple area).
Tactical Doctrine: Heavy infantry formations, brutal melee, siege tactics, and defensive grinding using plate armor, shields, and heavy hammers.
ACKS II Morale Modifier: Default Morale +1 (Disciplined/Stubborn).
Morale Triggers:
+1 Morale: Fighting alongside Earth Elementals, Gargoyles, or behind fortified barricades.
-2 Morale: Flanked or attacked by Fire Cult forces using area-of-effect fire magic.
Break Condition: When reduced to under $25\%$ numbers, Earth Cultists do not shatter; they execute an orderly fighting retreat toward Level 2 to regroup with Earth mercenaries.
3. The Fire Cult (Alrem)
Base of Power: Dungeon Level 3 (Fire Temple area).
Tactical Doctrine: Aggressive shock troops, fanatical zealotry, incendiary weapons, and frontal assaults intended to break enemy lines rapidly.
ACKS II Morale Modifier: Default Morale +2 (Fanatical).
Morale Triggers:
+1 Morale: Whenever a spellcaster successfully casts a offensive Fire spell or inflicts massive damage.
-3 Morale: Submerged in water, hit by large-scale Water/Ice spells, or facing heavy rain/flooding.
Break Condition: The Fire Cult rarely retreats. If a Morale check is failed, $50\%$ of remaining forces go into a frenzy (gaining $+1$ To Hit / $-2$ AC) for 2 rounds before breaking completely.
4. The Water Cult (Belsornig)
Base of Power: Dungeon Level 3 (Water Temple area).
Tactical Doctrine: Ambushes using aquatic monsters, poison, drowning traps, subversion, and strategic control of dungeon waterways and cisterns.
ACKS II Morale Modifier: Default Morale 0 (Calculated/Mercenary).
Morale Triggers:
+2 Morale: Fighting near water bodies, flooded rooms, or with aquatic beast support (e.g., Lacedons, Krayt).
-1 Morale: Fictional combat out in the open, away from water access or emergency escape routes.
Break Condition: Belsornig’s troops treat combat as a business calculation. At $50\%$ casualties, they perform a Morale check; if failed, they drop weapons, offer bribe money/secrets, or attempt to negotiate a surrender.
Exploiting Faction Morale in Play
Infiltration & False-Flag Operations: ACKS II Disguise and Covert Operation mechanics allow adventuring parties wearing rival cult robes to stage attacks. Attacking the Earth Cult while disguised as Fire Cultists triggers immediate retaliatory mobilizations.
Chain Morale Reaction: If a party defeats a leader (e.g., Romag) in view of rival scouts, the neighboring Air Cult morale instantly improves by $+1$ for $24$ hours due to boosted confidence, prompting them to launch an immediate assault on the weakened Earth sector.
Here are the complete ACKS II stat blocks and special mechanics for the four Temple sub-cult leaders in T1-4: The Temple of Elemental Evil.
In ACKS II, divine spellcasters associated with chaotic elemental spheres utilize distinct spell lists, turned/rebuked undead mechanics, and battle-command abilities.
1. Romag — High Priest of the Earth Cult
Romag relies on durability, heavy armor, and crushing defensive power. He seeks to grind adversaries down behind his heavy shield and war hammer.
Class / Level: Cleric (Earth) 7
Alignment: Chaotic
Armor Class: 7 (Plate armor + Shield)
Hit Dice: 7d6+14 (38 hp)
Movement: 60’ (20’)
Attacks: 1 × War Hammer (+5 to hit, 1d6+2 damage)
Saving Throws: D: 10, W: 11, P: 11, B: 13, S: 12
Morale: +2 (+1 base, +1 Earth Cultist discipline)
Proficiencies: Command, Engineering, Heavy Armor, Shielding
Special Abilities & Spells:
Melding with Stone: Can pass through stone walls or doors once per day as a movement action.
Reframe Morale: While Romag is conscious, all Earth Cultists within 60’ gain +1 to Morale checks.
Spells Prepared (ACKS II Divine List):
1st Level: Cure Light Wounds, Protection from Evil, Resist Cold
2nd Level: Bless, Hold Person, Silence 15’ Radius
3rd Level: Continuous Light, Striking (+1d6 damage to hammer)
4th Level: Cure Serious Wounds
2. Kelno — High Priest of the Air Cult
Kelno is a swift, evasive combatant who utilizes illusions, silence, and swift positioning rather than heavy armor.
Class / Level: Cleric (Air) 6 / Thief 2
Alignment: Chaotic
Armor Class: 4 (Leather armor, Ring of Protection +1, High Dexterity)
Hit Dice: 6d6+6 (27 hp)
Movement: 120’ (40’)
Attacks: 1 × Dagger of Venom (+4 to hit, 1d4+1 damage + Poison: Save vs. Poison or die in 1d4 turns) or Shortbow (+5 to hit, 1d6 damage)
Saving Throws: D: 11, W: 12, P: 12, B: 14, S: 13
Morale: 0
Proficiencies: Acrobatics, Ambush, Backstabbing, Stealth
Special Abilities & Spells:
Backstab: Deals ×2 damage when attacking from stealth or behind.
Gasp of the Zephyr: Once per combat, Kelno can cast Fog Cloud or Silence 15’ Radius as an instant defensive action when struck in melee.
Spells Prepared (ACKS II Divine/Air List):
1st Level: Darkness, Light, Remove Fear (Reversed: Cause Fear)
2nd Level: Invisibility, Silence 15’ Radius, Snake Charm
3rd Level: Haste, Invisibility 10’ Radius
3. Alrem — High Priest of the Fire Cult
Alrem is a high-strung, zealot pyromancer who channels destructive flame and commands his fanatical guards to die for the Cause.
Class / Level: Cleric (Fire) 8
Alignment: Chaotic
Armor Class: 5 (Chainmail + Ring of Protection +2)
Hit Dice: 8d6+8 (39 hp)
Movement: 90’ (30’)
Attacks: 1 × Flail (+6 to hit, 1d6+2 damage) or Produce Flame
Saving Throws: D: 9, W: 10, P: 10, B: 12, S: 11
Morale: +3 (Fanatical)
Proficiencies: Command, Fighting Style (Weapon & Shield), Leadership, Pyromancy
Special Abilities & Spells:
Fire Resistance: Immune to non-magical fire; takes -2 damage per die from magical fire.
Fanatic Leadership: When an ally within 30’ fails a Morale check, Alrem can execute one fleeing cultist to instantly reset the remaining cultists' Morale to +2.
Spells Prepared (ACKS II Divine/Fire List):
1st Level: Cause Light Wounds, Command, Resist Cold
2nd Level: Heat Metal, Hold Person, Produce Flame
3rd Level: Fireball (via special Fire Altar granting divine fire magic access), Striking
4th Level: Cure Serious Wounds, Flame Strike (5d6 fire damage)
4. Belsornig — High Priest of the Water Cult
Belsornig is a cold, calculating mastermind who uses water manipulation, poisons, and summoned sea beasts to drown or disable intruders.
Class / Level: Cleric (Water) 8
Alignment: Chaotic
Armor Class: 6 (Scale Mail +1, Shield)
Hit Dice: 8d6+16 (45 hp)
Movement: 90’ (30’), Swim 120’ (40’)
Attacks: 1 × Trident +1 (+7 to hit, 1d6+2 damage)
Saving Throws: D: 9, W: 10, P: 10, B: 12, S: 11
Morale: +1
Proficiencies: Aquatic Combat, Alchemy, Bargain, Command
Special Abilities & Spells:
Water Breathing: Can breathe underwater indefinitely and grants up to 4 allies water breathing while within 30’ of him.
Tactical Retreat: Belsornig can disengage from melee without incurring an attack of opportunity if moving toward a body of water.
Spells Prepared (ACKS II Divine/Water List):
1st Level: Cure Light Wounds, Obscuring Mist, Remove Fear
2nd Level: Blight, Hold Person, Resist Fire
3rd Level: Cure Blindness, Water Walk
4th Level: Control Water, Cure Serious Wounds