Friday, July 3, 2026

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires - Converting Welcome to Skull Tower over to ACKS II

 Converting David A. Hargrave’s legendary 1978 supplement, The Arduin Grimoire Vol. II: Welcome to Skull Tower, into ACKS II (Adventurer Conqueror King System II) provides your campaign with a central hub for planar travel and dungeon-crawling. 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 - Random Fey & Fairy Encounters



In the original texts, Skull Tower isn't just a single mega-dungeon layout—it is the quintessential planar multi-level megastructure, a nexus point of the multiverse where high-tech space marines and ancient liches rub shoulders.



Converting it involves structuring its multi-dimensional economy, handling its lethal traps using ACKS II proficiencies, and managing it as a high-level domain.

1. Establishing Skull Tower as a Class I Market Nexus

In ACKS II, a Class I Market City represents a massive metropolis with access to almost every conceivable luxury, resource, and mercenary pool. Skull Tower functions as a vertical, highly militarized Class I Market City nestled in the wilderness.

  • Planar Infrastructure: Because its gates pull from infinite realities, ignore standard regional population density math when stocking its markets. Assume a virtual population of 100,000+ equivalent consumers moving through its gates.

  • The Market Modifier: Apply a permanent +2 bonus to all Market Availability rolls for Technic Salvage, Alien Slaves, Magic Items, and Rare Monster Parts. Conversely, standard agricultural goods (grain, livestock) face a 300% markup due to the barren nature of the surrounding terrain.

2. Converting the Dungeon Ecology & Levels

Skull Tower is notoriously high-lethality. When converting the legendary encounter tables and floor layouts into the strict mathematical framework of ACKS II, map them into precise Dungeon Tiers:

Tier Translation Matrix

Skull Tower LevelACKS II Dungeon Level EquivalentTypical Factions / DenizensWandering Monster Metric
Upper Spires (1–3)Level 4–6 (Challenging)Phraint Hives, Disgraced Mages, Rogue TechnosRoll 1d6 every 2 turns; 1 indicates an encounter.
The Nexus Plazas (4–6)Level 7–9 (Dangerous)Interstellar Pirates, Deodand Slavers, DemonsRoll 1d6 every turn; 1 indicates an encounter. Heavy traffic.
The Depths & Vaults (7+)Level 10+ (Legendary)Chronomancers, Cosmic Horrors, Dead GodsChecks include exposure to Poison/Radiation hazards.

The "Room of Respite" Conversion

Skull Tower famously features single, isolated safe-rooms on every floor where the laws of the dungeon are suspended.

  • ACKS II Integration: Treat these as localized Sanctuary Zones. Characters resting inside a Room of Respite heal at double the normal rate and are completely immune to random encounter checks. However, characters cannot remain in a single Room of Respite for more than 24 hours without triggering a structural reality-shift that teleports them randomly into the wilderness.

3. Trap and Hazard System Translation

Hargrave’s original modules are packed with instantaneous "save-or-die" style traps, radiation pools, and acid pits. ACKS II formalizes these into structured saving throws and proficiency checks.

  • The Technology Trap: If a trap features advanced wiring, lasers, or mechanical sensors, a standard Thief's Find/Remove Traps skill suffers a -4 penalty unless they possess the Ancient Lore (Technology) proficiency or are of the Techno class.

  • Radiation Pools: Replace Arduinian "Radiation Points" directly with the ACKS II Poison/Radiation Saving Throw.

    • Mild Exposure: Failure inflicts 1d6 temporary Constitution damage.

    • Severe/Nuclear Exposure: Failure causes instant systemic necrosis (treat as a Death result on the mortal wounds table if not treated within 1 turn via a Sub-Dermal Coagulation Matrix or high-level magic).

4. Late-Game Domain Play: Capturing or Governing the Tower

If your party reaches levels 9–14 (Conqueror to King phase) and successfully cleanses or claims a portion of Skull Tower, the domain-level mechanics of ACKS II shift into hyper-gear.

Domain Revenue: The World-Gate Tariff

Instead of calculating land income based on peasant farming families (which requires vast agricultural acreage), a domain centered on Skull Tower generates wealth via Planar Tariffs:

[Planar Merchants / Explorers] ---> [The Skull Gates] ---> [10% Flat Transit Tax]
                                                                  |
                                                       Yields: 5,000 - 30,000 gp/month
  • The ruler can levy a flat 10% transit tax on all planar merchants, mercenaries, and adventuring parties passing through the tower's gates.

  • The Garrison Upkeep Check: Because Skull Tower is a focal point for cross-dimensional factions, the domain requires a massive garrison. The monthly upkeep for defenders—including specialized anti-magic units, golems, and heavy-weapons cohorts—must equal at least 50% of the gross gate tariff revenue to prevent an immediate coup or planar invasion.

Garrisoning with Exotic Units

Skull Tower allows you to recruit forces completely unavailable in standard fantasy realms. When assembling an army using the Domains at War framework, the ruler can hire:

  • Phraint Phalanxes: Treated as heavy infantry with elite morale (+2) and natural armor piercing traits.

  • Techno Sapper Squads: Disarm castle fortifications and traps at triple the speed of traditional engineers using high-frequency plasma torches.


To run the World Gates of Skull Tower as a dynamic economic driver using the ACKS II domain and market mechanics, the gate is treated as a Class I Planar Market Venture. Instead of tracking individual merchant wagons, a ruler or Judge tracks the Monthly Shipping Manifests.

This system uses the ACKS II trade engine but introduces Planar Flux, allowing domain rulers to tax exotic imports or export terrestrial goods to alien dimensions.

1. The Gate Economy Framework

Every month during the Domain Turn, the ruler calculates the Gate Trade Value (GTV). The baseline GTV is determined by the size and stability of the market surrounding the tower:

  • Skull Tower Ruins (Unsecured / Wild): Base GTV = 2,500 gp

  • Fortified Borderland Outpost: Base GTV = 10,000 gp

  • Secured Planar Free-Port (Class II Market Equivalent): Base GTV = 40,000 gp

The Tariff and Unrest Mechanics

The ruler can levy a Planar Tariff on imports and exports moving through the gates:

  • Standard Tariff (5%): Normal operations. Generates standard revenue.

  • Aggressive Tariff (15%): Double revenue, but increases local Domain Unrest by +1 due to black-market smuggling rings springing up in the catacombs.

  • Prohibitive Tariff (30%): Triple revenue, but increases Domain Unrest by +3 and triggers a roll on the Planar Smuggler Strike event table.

2. Monthly Planar Flux Table (d100)

At the start of each month, roll 1d100 to determine which dimensional faction or empire currently holds the dominant trade manifest through the Skull Tower World Gates. This modifies the base GTV and dictates available goods.

d100Planar Trade ManifestGTV ModifierPrimary Import (Available to Buy)Primary Export (Demanded by Gate)
01–15The Techno-Foundries of Omega-Prime+50%Power Cells, Cyber-Parts, LasersRaw Iron Ore, Unrefined Mithril
16–30The Obsidian Slavelords of the Red Sun+20%Exotic Beasts, Gladiators, NarcoticsTerrestrial Grain, Fresh Water
31–45The Phraint Chitin-Hive Conglomerate+0%Hyper-Dense Alloys, Composite BowsAlchemical Acid, Honey / Sugar
46–60The Astral Merchant Cartel of the Void+100%Ancient Relics, Rare Spells, GemsFinished Luxury Goods, Artwork
61–75The Chrono-Dilation Free-Traders-25%Liquid Time, Preserved ArtifactsHistorical Texts, Living Livestock
76–90The Abyssal Flesh-Weavers+10%Bio-Constructs, Mutagenic Chem-StimsHumanoid Corpses, Souls / Essence
91–00The Cosmic Storm (Gate Malfunction)-100%None (Gate is physically unstable)None (Trade route collapsed)

3. Exotic Import/Export Goods Table

When a player characters or independent merchants want to actively buy or sell bulk merchandise through the gate, roll 1d20 on this table to see what specialized cargo containers have arrived on this month's manifests.

d20Cargo Manifest ItemLot SizeBase Purchase CostTerrestrial Market ValueRisk / Legality Factor
1Omega-Prime Power Cells1 Crate (50 cells)10,000 gp15,000 gpHighly volatile; explodes if exposed to magical fire.
2Refined Plasteel Sheeting10 Tons5,000 gp7,500 gpCan be used to reduce Stronghold building costs by 20%.
3Deodand Hunting HoundsPack of 1d63,000 gp4,500 gpRequire raw meat daily; 5% chance per month to turn on handlers.
4Phraint Chitin Armor Lots10 Suits4,000 gp6,000 gpExtremely light plate-equivalent armor; highly sought by mercenaries.
5Hyper-Space Narcotics (Lotus-Dust)1 Small Case2,000 gp8,000 gpIllegal. Triggers a city-wide guard inspection if moved out of hex.
6Stasis-Preserved Alien Seeds1 Vault Box6,000 gp9,000 gpCan be planted to permanently increase a domain's land yield by 5%.
7Cybernetic Limb Replacements1d4 Units8,000 gp12,000 gpRequires a Techno or Master Cyberneticist to safely implant.
8Liquid Promethium Jet-Fuel50 Barrels5,000 gp7,000 gpHighly explosive; counts as heavy ammunition for siege engines.
9Crashed Probe Salvage Scrap1 Bulk Lot3,000 gpVariesYields 1d4+1 rolls on the Techno Workshop Crafting Table.
10Mutagenic Growth Serums10 Vials4,000 gp6,000 gpUsed to speed up monster cross-breeding projects by 50% in ACKS II.
11Astral Silk Textiles20 Bolts3,500 gp5,500 gpHigh-end luxury trade good; doubles standard merchant caravan profit.
12Vibro-Blade Weapon Shipments20 Swords6,000 gp9,000 gpWeapons ignore leather/padded armor entirely; elite troop gear.
13Unstable Fusion Reactor Cores1 Core15,000 gp25,000 gpRequired to power Arduinian Heavy Power Armor or Foundry bases.
14Alien Slave Cohorts50 Laborers2,500 gp4,000 gpReduces domain garrison or construction labor costs by 10%.
15Holographic Grid Projectors2 Units7,000 gp10,000 gpCan be installed in strongholds to grant defense against sieges.
16Interstellar Spice Cargo5 Crates4,000 gp8,000 gpHighly sought after by terrestrial emperors and high nobility.
17Malfunctioning Labor Droids1d4 Droids5,000 gp7,500 gpCan replace 20 human laborers each if repaired by a Techno.
18Void-Hardened Steel Ingots5 Tons8,000 gp12,000 gpUsed to forge weapons with a permanent +1 non-magical hit bonus.
19Memory Disks (Ancient Data)1 Cache10,000 gpVariesGrants an automatic success on one future technological blueprint roll.
20Bio-Luminescent Light Spores100 Jars1,000 gp2,000 gpPermanent cold-light source; heavily demanded by subterranean miners.

4. Resolving a Trade Turn

To run a transaction through the Skull Tower World Gates during the monthly phase:

  1. Check Planar Flux: Roll 1d100 to find out who is trading through the gate this month and apply the GTV modifier.

  2. Calculate Tariff Income: The domain ruler automatically collects Tariff % × Modified GTV in gold pieces as pure tax revenue into the kingdom's treasury.

  3. Roll Available Cargo Lots: Roll 1d20 three times on the Exotic Import/Export table to see which specific bulk items are available for players or local merchant syndicates to purchase, speculate on, or ship to standard terrestrial markets downriver.

This d20 table is designed for Levels 4–6 of Skull Tower, targeting mid-level parties (Levels 4–7). In accordance with the ACKS II dungeon ecology framework, this table combines both concrete monster encounters (with quantities scaled to tactical threat parameters) and systemic environmental events that shift the dungeon's logistical state.

Skull Tower: Levels 4–6 Wandering Monster & Event Table

| d20 | Encounter / Event Type | Details & ACKS II Mechanical Scaling | | :---: | :| :| | 1 | Phraint Vanguard | 1d4 Phraints. AC 5, HD 3+3, Att 1 × weapon (greatsword or composite bow), Move 120ft, SV F4, ML +1, AL Neutral. Highly coordinated insectoid warriors. They leap up to 30ft into combat, gaining a +2 to hit on charge attacks. They are hostile only if the party interferes with their current hunting mission. | | 2 | Deodand Pack | 1d6 Deodands. AC 4, HD 4+2, Att 2 × claws (1d4), 1 × bite (1d6), Move 120ft, SV F4, ML +2, AL Chaos. Carnivorous, pitch-black humanoids that radiate unnatural malice. They surprise on a 1–4 on 1d6. If they hit with both claws, their bite attack deals double damage. | | 3 | Techno-Scavenger Squad | 1d4+1 Rival Human Technos (Level 3). AC 6 (Mesh Vest), HD 3, Att 1 × Laser Pistol (1d6+1) or vibro-blade (1d6), Move 120ft, SV T3, ML 0, AL Neutral. Armed with 1st-level Schematics. They are actively hunting for Technic Salvage and will try to extort, rob, or ambush the party if they think they have the upper hand. | | 4 | Thrak Marauders | 1d3 Thraks. AC 7 (Chitin), HD 6, Att 1 × massive pincer (2d6) or weapon, Move 90ft, SV F6, ML +1, AL Chaos. Brutal, reptilian-insectoid hybrids. They possess a high strength threshold; any target hit by a pincer must make a Save vs. Paralysis or be pinned (unable to move, taking automatic pincer damage each round until they break free). | | 5 | Dimensional Shambler | 1 Shambler. AC 5, HD 5, Att 2 × claws (1d8), Move 60ft, SV F5, ML +3, AL Chaos. A cosmic horror that steps through solid walls via phasing rifts. It is immune to non-magical or non-technic weapons. If it hits a target with both claws, it attempts to grapple and phase them into a hostile pocket dimension on the following round (Save vs. Spells to resist). | | 6 | Cybernetic Zombie Pack | 2d4 Cyber-Zombies. AC 3 (Steel Plating), HD 2, Att 1 × slam (1d6) or rusted bayonet (1d6), Move 60ft, SV F1, ML N/A (Fearless), AL Chaos. Reanimated corpses augmented with crude cybernetics. They do not check morale. They take half damage from piercing weapons but are highly vulnerable to electrical or EMP attacks, which instantly short-circuit them. | | 7 | Lathi Stalker | 1 Lathi. AC 6, HD 7, Att 2 × claws (1d6), 1 × energy lash (1d10), Move 150ft, SV F7, ML +2, AL Chaos. A shifting, predatory entity from the deep outer voids. It can turn completely invisible at will (Hide in Shadows 85%). Attacks out of invisibility grant it a +4 to hit. | | 8 | Kobbit Tunneling Party | 2d6 Kobbits. AC 2, HD 1-1, Att 1 × shortsword (1d6) or sling (1d4), Move 90ft, SV T1, ML -1, AL Neutral. Distant, hyper-cautious sub-terran relatives of halflings. They are mapping the level. They are entirely non-hostile unless cornered and will gladly trade accurate mapping data regarding nearby traps for standard rations or shiny junk. | | 9 | Malfunctioning Defense Drone | 1 Hover-Drone. AC 8 (Skittering Skiff), HD 4, Att 1 × Pulse Laser (1d8), Move 150ft (Fly), SV F4, ML N/A, AL Neutral. A floating security automated unit with a fried targeting matrix. It fires indiscriminately at any moving organic creature within 90ft. It can be looted for 1d3 intact Power Cells if disabled without being blown up. | | 10 | Star-Refugee Mercenaries | 1d3 Alien Humanoids. AC 4 (Deflector Fields), HD 5, Att 1 × Plasma Rifle (2d6), Move 120ft, SV F5, ML +1, AL Neutral. Out-of-work dimension travelers looking for a way home. They can be hired as elite retainers for the duration of the dungeon delve if the party pays them a premium upfront fee of 500gp per level in pure silver, gold, or functional tech components. | | 11 | Event: World Gate Backwash | The floor trembles as a distant nexus gate cycles open on an adjacent level. A wave of chronal distortion washes through the corridor. All active spell durations, light sources, and active Techno Schematics are instantly reduced by 1d4 turns as time briefly dilates. | | 12 | Event: Radiation Leak | The party steps into a zone contaminated by a ruptured power conduit from an ancient machine room. All characters must immediately make a Save vs. Poison/Radiation. Failure results in the immediate loss of 1d4 Constitution points due to cellular sickness (restorable only via high-level Cleanse magic or advanced medical stims). | | 13 | Event: Faction Skirmish | The party encounters a chaotic battlefield mid-corridor: 1d4+1 Phraints are actively locked in a lethal melee combat against 1d6 Deodands. The party can choose to intervene to gain favor with a faction, sneak past during the chaos, or ambush the survivors. | | 14 | Event: Gravity Inversion Zone | The artificial gravity grid in this 60-foot stretch of hallway fails completely. Gravity shifts upside down for 2d6 rounds. Anyone in the area takes 1d6 falling damage as they plummet to the ceiling. Movement is reduced to a crawl (one-fourth speed) unless characters have magnetic footwear or levitation. | | 15 | Event: Technic Scavenge Node | The party stumbles onto the structural wreckage of a destroyed extra-dimensional pod or machine interface. A Techno or character with Ancient Lore (Technology) can spend 1 turn to roll a scavenging check, yielding 2d6 × 100gp worth of Technic Salvage Value (SV). | | 16 | Event: Temporal Echo | The ghostly, translucent apparitions of a high-level adventuring party from 100 years in the future (or past) walk straight through the corridor, speaking in an unknown language. They ignore the PCs completely, but watching their path reveals the exact location of a hidden pit trap further down the hallway. | | 17 | Event: Power Grid Overload | Wall panels crackle with blue static electricity. All electronic gear, blasters, and active power suits spark violently. Every power cell currently carried by the party loses 1d3 active charges due to sudden magnetic drainage unless stored in lead-lined shielding bags. | | 18 | Event: Toxic Slime Inundation | A rusted overhead conduit bursts open, flooding the path ahead with a slow-moving wave of neon-green acidic slime. The corridor is impassable for the next 2d4 hours unless the party uses plasma torches or magical fire to scorch a path through the caustic sludge. | | 19 | Event: Market Scout Caravan | A strange merchant entourage from the Skull Tower Surface Citadel approaches. Led by a cloaked High-Elf trader and escorted by robotic guards, they are willing to buy dungeon treasures or sell basic adventuring gear and standard ammunition at a 50% markup. | | 20 | Event: Spatial Fold | The layout of the dungeon twists dynamically. The door or corridor the party just passed through now connects to a completely different room on the opposite side of the map level. Returning to safety requires navigating an entirely new path forward. |

Implementation Guidelines for the Judge

  1. Encounter Frequency: Roll a d20 once every 2 turns (20 minutes) of exploration time while the party is navigating the mid-levels of the tower. An encounter or event occurs on a roll of 1–3.

  2. Morale Modifications: Arduinian creatures are notoriously stubborn or unpredictable. If a monster roll indicates a Chaos alignment, they will rarely check morale until their group has been reduced to one-third of its original starting numbers.

  3. Tracking Salvage Value: Any defeated mechanical entity (such as the Hover-Drone or Cyber-Zombies) can be harvested for raw parts using the ACKS II component rules, providing structural wealth to fuel a Techno's workshop fabrication projects.