Monday, November 9, 2026

Running classic 1st Edition Advanced Dungeons & Dragons modules—specifically the iconic G1-3 Giant Series (Steading of the Hill Giant Chieftain, Glacial Rift of the Frost Giant Jarl, and Hall of the Fire Giant King by Gary Gygax)—using Adventurer Conqueror King System II (ACKS II)

 Running classic 1st Edition Advanced Dungeons & Dragons modules—specifically the iconic G1-3 Giant Series (Steading of the Hill Giant Chieftain, Glacial Rift of the Frost Giant Jarl, and Hall of the Fire Giant King by Gary Gygax)—using Adventurer Conqueror King System II (ACKS II) is an exceptional match. Both systems share deep B/X D&D roots, but ACKS II brings tighter domain mechanics, refined tactical combat, and precise mass battle options. This blog post picks right up from OSR Module Campaign Commentary - D1-2: Descent into the Depths of the Earth using Adventurer Conqueror King System II (ACKS II) Combined With ACKS II rpg




  



Here is a comprehensive guide to adapting, running, and managing the G1-3 series in ACKS II.

1. Monster & Stat Conversions

Because ACKS II is built on the OSR/B/X foundation, converting 1E stats to ACKS II can largely be done on the fly, but a few key adjustments are needed to account for ACKS II's specific balance.

Giants & Big Monsters

  • Hit Dice & Attack Bonus: In AD&D 1E, Hill Giants have 8+1–2 HD, Frost Giants have 10+1–4 HD, and Fire Giants have 11+1–4 HD. In ACKS II, use their standard ACKS Monster Manual hit dice:

    • Hill Giant: HD 8*, AC 4 (15), Damage 2d8 or 3d6 (boulder)

    • Frost Giant: HD 10*, AC 5 (16), Damage 2d10 or 3d8 (boulder)

    • Fire Giant: HD 11, AC 6 (17), Damage 3d6 or 3d10 (boulder)

  • Cleave Mechanics: Remember that ACKS II combat uses Cleave. High-level giants facing level 1–3 retainers or hirelings will slice through multiple targets per turn. Warn your players: sending weak hirelings into melee against giants will result in a bloody cascade.

  • Saving Throws & Morale: Use ACKS II creature saves corresponding to their HD. Set Giant Morale to +1 or +2 initially; however, once leadership (Chieftain, Jarl, King) falls, drop Morale checks across the complex to -1 or -2.

Drow & Dark Elves (Module G3)

  • Translate 1E Drow directly to ACKS II Elven Spellswords or Elven Nightblades for NPC statlines.

  • Replace 1E magic resistance (% MR) with the ACKS II Saving Throw bonuses against Magic or apply the Spell Resistance monster quality.

2. Converting AD&D Treasure to ACKS II Economy

AD&D G1-3 is famously packed with astronomical amounts of gold, gems, and magic items designed for high-level 1E experience progression. ACKS II ties Gold to XP (1 GP = 1 XP) and directly anchors wealth to domain-building and army upkeep.

  1. Reduce Raw Coinage by ~30–50%: Left as-is, G1-3 will instantly catapult ACKS II characters straight into high-tier domain ownership overnight. Scale down hoard values slightly or convert excessive gold/gems into trade goods, raw materials, or domain assets.

  2. Value Magic Items via ACKS II Rules: AD&D magic items often lack strict gold valuations. Use the ACKS II Judge’s Journal item creation and market cost values to determine GP equivalencies for XP when magic items are recovered or sold.

3. Adapting the Campaign Structure to ACKS II Playstyles


G1-3 is traditionally run as an extended tactical dungeon crawl, but ACKS II opens up three distinct ways to handle the campaign:

                      ┌─────────────────────────┐
                      │    The Giant Incursion  │
                      └────────────┬────────────┘
                                   │
         ┌─────────────────────────┼─────────────────────────┐
         ▼                         ▼                         ▼
┌───────────────────┐    ┌───────────────────┐    ┌───────────────────┐
│ Tactical Commando │    │ Domain & Siege    │    │ Mercenary Company │
│ (Standard Crawl)  │    │ Warfare (War-Engine)│  │ Campaign (Company)│
└───────────────────┘    └───────────────────┘    └───────────────────┘

Option A: Tactical Commando (Standard Adventuring)

The party operates as a high-level strike team infiltrating enemy strongholds.

  • Morale & Alarm Cycles: Giants aren't static dungeon monsters. If the party strikes the Steading and retreats to rest, the Hill Giants will fortify entrances, set ambushes, coordinate with nearby camps, or counter-attack the party's basecamp.

  • Mortal & Injury Tables: Use ACKS II's Mortal Wounds and Tampering With Mortality tables. Taking a direct blow from a Fire Giant's greatsword rarely results in instant death—it results in broken ribs, severed limbs, or permanent scars, keeping the survival horror tone alive.

Option B: Domain & Siege Warfare (ACKS II War-Engine)

Rather than 6 adventurers raiding a fort, the local realm hires the PCs as Barons/Generals to lead a military campaign against the giant threat.

  • Mass Combat: Convert the Steading (G1) or Glacial Rift (G2) from a dungeon map into a fortified stronghold defended by giant garrisons.

  • Use the ACKS II War-Engine rules to resolve siege weapons, platoon-scale giant clashes, and vanguard assaults.

  • The PCs lead elite units (heavy cavalry, battle-mages) to breach the gates before transitioning into man-to-man skirmishing inside the interior halls.

Option C: Mercenary Company

The PCs operate an ACKS II Mercenary Company contracted by the High March or Grand Duchy.

  • The PCs manage logistics, supply lines, scout reports, and wage payouts for specialized vanguard troops (e.g., dwarven sappers, elven archers) while taking on the primary command goals inside G1–G3 themselves.

4. Key Rules Adjustments Summary

FeatureAD&D 1st EditionACKS II
Armor ClassDescending AC (THAC0 / Tables)Ascending AC (Base 0 + Armor/DEX)
Giant Boulder ThrowingDirect rock attack tablesRanged missile attacks using ACKS weapon ranges & cover
Surprise & StealthPercentile / D6 rollACKS II Proficiency system (e.g., Shadowing, Skulking)
Retainers / HirelingsBasic loyalty scoresDetailed Morale & Loyalty checks modified by CHA & domain rank
Movement & EncumbranceInches (") / Segment actionsStride-based tactical movement and stone-based encumbrance

5. Campaign Flow & Hooks

  1. G1 (Hill Giants): Set in the borderlands of a human realm. The local ruler offers land grants, fiefs, or noble titles in ACKS II terms as the reward for neutralizing Chieftain Nosnra.

  2. G2 (Frost Giants): High-altitude wilderness travel. Use ACKS II Wilderness Navigation & Encounters rules to make reaching the rift a brutal expedition testing supply lines and cold-weather gear.

  3. G3 (Fire Giants): Deep subterranean domain. Incorporate ACKS II Sinkhole & Underworld rules as the party descends into the volcanic fortress of King Snurre and uncovers the Drow conspiracy.

Sunday, November 8, 2026

OSR Review & Commentary 0n Expanded Goblinoids — A Shadowdark Supplement (by James Mishler and Jodi Moran-Mishler)

 Expanded Goblinoids — A Shadowdark Supplement (by James Mishler and Jodi Moran-Mishler) is a 60-page third-party tabletop expansion designed for Kelsey Dionne's Shadowdark RPG.



Where Shadowdark’s base rules focus on lightweight, streamlined dungeon crawls, this supplement intentionally dials up the mechanical depth and campaign options, shifting the system's feel from simple "Basic" style rules toward an "Advanced" OS/OSR framework.

 Key Mechanics & System Impact

1. Advanced Complexity Scale

The creators include a clear design notice: this book explicitly adds complexity. It expands procedural mechanics for wilderness survival, dungeon encounters, lair generation, and faction hierarchy while introducing distinct sub-types and variations to classic standard enemies.

2. Player Character Options

  • Goblin-Blood Ancestries & Backgrounds: Expands character creation options for players wanting to run goblinoid PCs or characters with goblinoid lineage, featuring unique backgrounds and mechanical quirks.

  • Fiend-Speaker Class: A full spellcasting class centered on pacts, dark rites, and fiendish patrons tailored for dark fantasy settings.

  • Goblinoid Weapons: Specialized weaponry crafted for and by various goblinoid tribes.

 Expanded Bestiary & Factions

The core of the book provides structured stat blocks, societal details, and mutation tables across six distinct goblinoid sub-types (including Kobolds, Goblins, and Orcs).

Enemy Hierarchy Archetypes

For each sub-type, the book provides scaling combat options:

  • Whelps & Commoners: Minion and baseline variants.

  • Bullies, Bosses, Clan Chiefs, & Tribal Kings: Tactical leaders and elite variants designed for high-stakes lair encounters.

  • Mutants & Fiend-Speakers: Three unique mutant variations and dark spellcasting commanders for each sub-type.

Additional Monsters & Hazards

  • Slimes & Oozes: Includes entries for Gloops, Green Slime, and Sanguine Slime.

  • Mounts & Beasts: Stat blocks and rules for Worgs and war beasts.

 Tables & DM Toolkit

  • Clan, Tribe, & Horde Generators: Procedural tables for building unique goblinoid factions, including a Non-Goblinoid Leader Table (e.g., ogres or evil magic-users ruling over a horde).

  • Lairs & Treasures: Specific hoard structures and loot tables customized to goblinoid cultures.

  • Names, Epithets, & Quirks: Quick-roll tables to instantly flavor NPCs during live play.

  • Wilderness & Dungeon Encounter Tables: Ready-to-use random tables formatted for Shadowdark's exploration mechanics.

 Compatibility

Although written specifically for Shadowdark RPG, the stat profiles and tables are built on classic OSR math. They can be easily adapted to AD&D 1e, Basic/BECMI, B/X, Castles & Crusades, or similar retroclones with minimal effort.

Ever since I was a snot nosed kid and I started playing original Dungeons & Dragons I've loved Goblins.  Expanded Goblinoids — A Shadowdark Supplement (by James Mishler and Jodi Moran-Mishler) takes the premise and really gives the DM a whole cloth well written tool kit for taking his or her player's PC's right down to Goblin town. 
This classic take on the goblin as monster and more really brings home some of the well known tropes of the goblins then makes them usable at the table top levels. This is an excellent supplement if a DM wants to allow the goblins some depth at their Castles & Crusades rpg. Why because we get an entire slice of goblinoid society to play with: 
  
Details on all six goblinoid sub-types, including Description, Society, and sub-type Mutations, plus stats for Whelps, Common Goblinoids, Bullies, Bosses, Clan Chiefs, Tribal Kings, three distinct Mutants, and Fiend-Speakers for each sub-type:

Kobolds
Goblins
Orcs
Hobgoblins
Gnolls
Bugbears
Worgs
With one swipe we get the whole cloth of breath of goblin kind and this adds an entire monster type to our Shadowdark or Castles & Crusades games. Can you do a Goblinslayer style campaign with Expanded Goblinoids?! Yes, do you want too?! The world is open to bring these monsters into your OSR games a whole cloth menace. 

Saturday, November 7, 2026

OSR Module Campaign Commentary - D1-2: Descent into the Depths of the Earth using Adventurer Conqueror King System II (ACKS II) Combined With ACKS II rpg

 Running Gary Gygax’s classic megadungeon modules D1-2: Descent into the Depths of the Earth using Adventurer Conqueror King System II (ACKS II) transforms a straightforward dungeon crawl into a campaign of logistics, domain warfare, subterranean colonization, and trade empire building. This blog post picks right up from OSR Module Campaign Commentary - Combining S4 The Lost Caverns of Tsojcanth and W4 The Forgotten Temple of Tharizdun With ACKS II rpg





While AD&D 1E treats the passage through the Underdark as a continuous linear skirmish against drow patrols, ACKS II mechanics fundamentally alter how this adventure plays out. The system provides strict rules for Supply & Load (Supply Track), Domain & Market Operations, Cleave Mechanics, and Warfare (via Domains & Monster Throngs).

Here is a breakdown of how to run and expand D1-2 for ACKS II.

1. System Mechanics & Mechanical Conversions

ACKS II relies on precise mathematical conversion from AD&D 1E:

Armor Class & Throws

  • Armor Class: Convert 1E AC to ACKS II using $\text{ACKS AC} = 9 - \text{1E AC}$.

    • Example: A Drow in chainmail + shield with AC 2 becomes ACKS AC 7.

  • Attack Throws: Drow and elite subterranean combatants use standard ACKS II combat progressions (Fighters/Crusaders). Drow hit die numbers stay the same, but gain Cleaves equal to their level or HD.

  • Saving Throws: Map AD&D saves directly to the 5 ACKS II categories: Blast/Breath, Lethal, Poison, Spells, or Devices.

Drow Poison & Magic Items

  • Drow Sleep Poison: Resolves as a Save vs. Poison. A failed save causes unconsciousness for $2\text{d}4$ hours.

  • Underdark Metal Decay: Drow $+1$ to $+3$ adamantite weapons and armor decay when exposed to direct sunlight (losing $+1$ bonus per day until becoming mundane iron). In ACKS II, these count as Artisan Quality or Minor Magic Items while underground, giving high trade value within the Underdark market economy.

2. Supply, Exploration & Logistics

In D1-2, the party travels through miles of lightless, damp primary and secondary passages. In standard 1E, encumbrance is often hand-waved; in ACKS II, supply management makes subterranean travel a survival puzzle.

┌────────────────────────────────────────────────────────────────────────┐
│                        PRIMARY UNDERDARK PASSAGES                      │
│                                                                        │
│  [ Surface Outpost ] ──(1 Hex / 6 Miles)──► [ Drow Checkpoint Hex D3 ]  │
│                                                     │                  │
│                                             (Mercantile Trail)         │
│                                                     ▼                  │
│  [ Vault of the Drow ] ◄──(Kuo-Toa Waters)── [ Shrine of the Kuo-Toa ] │
└────────────────────────────────────────────────────────────────────────┘
  1. Supply Rations & Water:

    • Fresh water is rare; much of the underground water is contaminated or brackish. Characters require standard ACKS II water/rations.

    • Carrying capacity mandates using pack lizards, porters, or subterranean beasts of burden.

  2. Marching & Navigation (Dungeon & Wilderness Merged):

    • High-tier passages count as Difficult Underground Terrain.

    • Exploration shifts between Turn-based Delving (inside cavern encounters like Hex D3 or the Kuo-Toa Shrine) and Hex Crawling (6-mile hexes through primary tunnels).

    • Navigating Throws: A party without a subterranean guide or specialized proficiency (Underdark Navigation, Spelunking) must make daily Navigation Throws to avoid getting lost in looping secondary tunnels.

3. The Underdark Economy & Mercantile Operations

ACKS II features robust market and trade rules. In D1-2, Drow merchant trains and slave convoys move between the surface and the Vault of the Drow.

Underdark Market Modifiers

Treat the Kuo-Toa Shrine (D2) and Drow Outposts as small-to-medium markets:

CommodityDemand ModifierRationale
Grain / Foodstuffs$+3$ (High Demand)No arable land; surface crops are luxury goods.
Common Wood / Lumber$+3$ (High Demand)Used for shaft supports, scaffolding, and shields.
Fungi, Spores & Lichen$-2$ (Low Demand)Abundant local production.
Slaves / Servants$-1$ (Moderate Supply)Active slave trade by Drow and Kuo-Toa.
Rare Metals / Adamantite$-2$ (Low Demand)Locally mined and forged.

Merchant Convoys & Caravans

When the party encounters a Drow Merchant Train, treat it as an active trade node:

  • Loot & Cargo: Convoys carry trade goods (surface surface lumber, silk, wine, or subterranean gems/ores).

  • Tactical Value: Capturing a Drow trade train grants high-value ACKS II trade units, but instantly alerts neighboring Drow garrisons, raising the Local Suspicion / Alert Level.

4. Expanding D1-2 into ACKS II Domain Play

The original module is designed for High-Level PC infiltrators. In ACKS II, level 9–14 PCs are Conquerors and Kings. They shouldn't just be 4–6 adventurers sneaking down a corridor—they will likely bring an army, establish strongholds, and claim territory.

                     ┌───────────────────────────────┐
                     │    Surface Realm / Domain     │
                     └───────────────┬───────────────┘
                                     │ (Forward Supply Lines)
                                     ▼
                     ┌───────────────────────────────┐
                     │  Underdark Garrison / Fort    │
                     │   (Hex D3 Checkpoint Base)    │
                     └───────────────┬───────────────┘
                                     │
             ┌───────────────────────┴───────────────────────┐
             ▼                                               ▼
┌───────────────────────────┐                   ┌───────────────────────────┐
│ Domain Action: Colonize   │                   │ Domain Action: War        │
│ Fortify secondary tunnels │                   │ Siege on Shrine of        │
│ & extract mineral veins   │                   │ Kuo-Toa (Module D2)       │
└───────────────────────────┘                   └───────────────────────────┘

Expanding Encounter Areas into Strongholds

  • Hex D3 Checkpoint: In the module, this is a Drow guard station. In ACKS II, turning Hex D3 into a Subterranean Forward Operating Base (FOB) allows PCs to secure a domain footprint underground.

    • Cost to fortify: Standard ACKS II construction costs ($10,000–$50,000\text{ gp}$ to stone-seal tunnels, install portcullises, and set ballistas).

    • Garrisoning: Requires mercenary light infantry, crossbowmen, and dwarven sappers.

  • The Kuo-Toa Shrine (D2): The shrine complex functions as an Underdark Urban Domain / Vassal State.

    • The Kuo-Toa hate the Drow but trade with them out of necessity. High-level PCs can use Diplomacy / Domain Intrigue to incite a Kuo-Toa rebellion against the Drow, turning the shrine into an allied trading domain rather than simply massacring the inhabitants.

Mass Combat & Domain Warfare

When Drow counter-attack forces or Kuo-Toa war bands mobilize, resolve the battle using ACKS II Campaign Warfare Rules:

  • Drow Platoons: High-morale, high-initiative light infantry equipped with hand-crossbows (ranged volley capabilities) and sleep-poisoned bolts.

  • Bugbear Shock Troops: Heavy infantry auxiliaries used by Drow commanders to breach PC phalanxes.

  • Kuo-Toa Levies: Mixed polearm/spear infantry backed by high priests (Crusader/Cleric equivalent) utilizing area-of-effect defensive magic.

5. Campaign Progression (The GDQ Arc in ACKS II)

Using ACKS II rules turns the G-D-Q mega-campaign into a grand strategic campaign:

  1. G1-3 (Giants): The PCs defeat the giant leaders on the surface and uncover the Drow conspiracy.

  2. D1-2 (Descent): PCs establish an underground campaign theatre. They clear tunnels, secure supply lines, build fortified subterranean outposts, negotiate trade treaties with Svirfneblin or Kuo-Toa, and choke off Drow supply routes to the surface.

  3. D3 (Vault of the Drow): PCs march armies or elite strike-teams into the Vault, engaging in noble house politics, factional domain warfare, and economic sabotage.

  4. Q1 (Queen of the Demonweb Pits): The planar finale, where realm-level magic and divine ascension mechanics take center stage.

Summary Advice for the Judge

  • Track Encumbrance & Light: Enforce torch/lantern consumption and supply slots. Darkness in the Underdark is a lethal tactical hazard.

  • Embrace Cleaves: PC Martial classes (Fighters, Dwarven Vaultguards) will chew through minor Drow/Bugbear skirmishers quickly due to ACKS II Cleave rules. Counter this by utilizing Drow ranged ambushes, darkness spells, choke points, and tactical retreats.

  • Reward Domain Thinking: If the players want to mine the rich iron and gem veins mentioned in the module text, let them bring down miners, set up domain infrastructure, and defend their claims against Underdark raiders.