Tuesday, November 10, 2026

OSR Redo & Recon Converting and expanding Dave J. Browne and Don Turnbull’s classic module U1: The Sinister Secret of Saltmarsh into Adventurer Conqueror King System II (ACKS II)

 Converting and expanding Dave J. Browne and Don Turnbull’s classic module U1: The Sinister Secret of Saltmarsh into Adventurer Conqueror King System II (ACKS II) transforms a straightforward low-level mystery into a rich domain-level, sandbox-ready campaign starter.



In ACKS II, economics, morale, domain revenue, smuggling syndicates, and henchmen management take center stage. Below is a comprehensive guide to running, statting, and expanding The Sinister Secret of Saltmarsh using ACKS II rules.



Part 1: Campaign Setup & ACKS II Domain Integration

In standard ACKS II, 1st-level Adventurers operate at the Heroic Tier (Levels 1–4). Saltmarsh serves as an ideal springboard into the Realm Tier (Levels 5–8) and Domain Tier (Levels 9–14).

1. Saltmarsh Domain Profile

  • Settlement Type: Class VI Market Town / Coastal Borderland Settlement

  • Dominant Domain Authority: Town Council / Local Magistrate (e.g., Mayor Eda Oweland or Eliander Fireborn).

  • Garrison: 1 Leader (Lvl 3 Fighter/Captain), 10 Heavy Infantry (Town Watch), 20 Light Infantry (Militia), 1 Patrol Boat (20 Sailors / Marine Archers).

  • Monthly Revenue / Land Value: Saltmarsh generates tax revenue via fishing, salt pans, and coastal shipping. However, a thriving Smuggling Syndicate funnels high-value trade goods off the ledger, leeching potential domain revenue.

2. Economic Context: The Smuggling Enterprise

Smuggling in ACKS II is directly tied to the Trade & Commerce System (Mercantile Trade, Tariffs, and Black Markets):

  • Contraband: Brandy, silks, fine tapestries, weapons, and stolen military-grade equipment (weapons meant for Lizardfolk tribes).

  • Syndicate Target Revenue: Sanbalet’s operation processes ~2,000 gp worth of contraband monthly, taking a 20% margin (~400 gp profit/month) while avoiding the 10% crown tax on luxury imports.

Part 2: Stat Block Conversions (ACKS II Rules)

In ACKS II, Hit Dice (HD) determine attack bonuses and saving throw target numbers. Moral Checks (2d6) are crucial, especially for bandits, mercenaries, and pirates when their leaders fall or half their force is taken down.

1. Sanbalet (Smuggler Leader)

  • Class: Mage Level 3 (or Illusionist / Arcane Specialist)

  • Armor Class (AC): 11 (No armor)

  • Hit Dice (HD): 3d4 (HP: 11)

  • Attacks: Dagger +1 (1d4+1) or Spells

  • Save Target Numbers: Fortitude 14+, Reflex 13+, Will 12+

  • Morale: 0 (Retreats or surrenders if Sanbalet's guards fall below 50%)

  • Spells Prepared: Sleep, Phantasmal Force, Read Magic, Invisibility

  • Special: Sanbalet uses illusions to mimic ghosts, creaking floorboards, and flickering spectral lights (the "haunting" of the mansion).

2. Smuggler Goons (Guards / Bandits)

  • Class: 1st Level Fighters / Thieves (Normal Human or HD 1-1)

  • Armor Class (AC): 13 (Leather + Shield) or 12 (Leather)

  • Hit Dice (HD): 1d8 (HP: 5 each)

  • Attacks: Shortsword (1d6) or Light Crossbow (1d6, Range 60/120)

  • Save: F1 (Fort 13+, Ref 14+, Will 15+)

  • Morale: -1 (Check when 50% fall or Sanbalet dies)

3. Ned Noodlehead (Infiltrator / Spy)

  • Class: Rogue / Assassin Level 2

  • AC: 12 (Unarmored/Leather hidden)

  • HD: 2d6 (HP: 8)

  • Attacks: Hidden Dagger +2 Backstab (1d4 + Backstab Multiplier)

  • Morale: -2 (Will surrender if unmasked and isolated)

  • Role: Placed inside the mansion to act as a tied-up victim. His job is to sow discord, ruin party surprise rounds, and betray them during a fight.

4. Coastal Monsters & Hazards

  • Giant Weasels / Rot Grubs (Sub-Cellar Hazards):

    • Rot Grubs: 1 HD swarm hazard. Requires a Saving Throw vs. Poison/Disease upon hit; on failure, 1d6 damage per round until burned out with fire or cured with magic.

  • Giant Poisionous Snakes (Well): 2 HD (HP: 10), AC 13. Attack: Bite (1d4 + Poison Save vs. Death/Paralysis).

  • Skeleton / Zombie Decoys: HD 1 or 2, AC 13, Immunity to Sleep/Charm/Hold. Undead created by an old, long-dead Alchemist whose home Sanbalet co-opted.

Part 3: The Heist & The Ship (The Sea Ghost)

The second half of U1 involves boarding and seizing the smuggling ship, The Sea Ghost. ACKS II features detailed Naval Combat and Ship Rules:

1. The Sea Ghost Ship Stats

  • Ship Type: Galley / Coastal Merchantman (Sailing Ship, Small)

  • Hull Points (HP): 30–40 HP

  • Speed: 90 ft./round (Sailing)

  • Crew Capacity: 20 Sailors / Marines

  • Armament: 1 Light Catapult / Ballista on the forecastle.

2. Captain Sigurd "Snake-Eyes" & Crew

  • Captain Sigurd: Level 4 Fighter (HD 4d8+4, HP 24, AC 15 Chainmail, Longsword 1d8+2). Morale +1.

  • Bosun & Mate: Level 2 Fighters (HD 2d8, HP 12, AC 14 Leather/Shield).

  • Smuggler Sailors (12): HD 1 (HP 5), AC 12, Cutlasses (1d6), Shortbows (1d6). Morale -1.

  • Lizardfolk Passengers (3): HD 2+1 (HP 11), AC 15 (Natural Armor + Shield), Spears (1d6+1), Javelins (1d6). Role: They are buying weapons, not fighting for the smugglers. They will maintain neutrality unless directly attacked.

Part 4: Expanding Saltmarsh for ACKS II (Sandbox & Campaign Hooks)

To maximize ACKS II’s sandbox strength, expand the local node from a single dungeon crawl into a faction war involving domain growth, black markets, and naval conflict.

1. Faction Dynamics & Political Mechanics

In Saltmarsh, three factions struggle for control of the region's market and militia:

  1. The Traditionalists (Fishermen & Local Smugglers):

    • Leader: Eda Oweland.

    • Goal: Keep Saltmarsh independent, taxes low, and crown intervention minimal. They tolerate small-scale contraband (brandy/silk) as traditional trade.

  2. The Royalists / Loyalist Faction:

    • Leader: Eliander Fireborn (Veteran Captain).

    • Goal: Turn Saltmarsh into a fortified naval base to project military power along the coast and eliminate smuggling.

  3. The Marine Syndicate (Sanbalet & Foreign Contacts):

    • Leader: Sanbalet (and behind him, a distant Crime Guild or Pirate Fleet).

    • Goal: Scale up from luxury goods to illegal arms dealing with non-human tribes (Lizardfolk, Sahuagin).

2. Expanding the Loot & Treasure Economy

Standard 1e loot can sometimes overflow early-level campaigns if not adjusted. In ACKS II, Gold equals Experience Points (XP) through investment, domain spending, or carousing:

  • Contraband Hoard: Instead of just flat gold, supply trade goods (e.g., 50 Crates of Fine Wine @ 20 gp each, 15 Bolts of Silk @ 50 gp each, 100 Iron Spears @ 3 gp each).

  • Cargo Liquidation Rules: Players cannot simply "vendor" 1,000 gp of illegal weapons to the town guard. They must either:

    • Turn it in to the Royalists for Reputation & Service XP (50% value in gold reward from the magistrate).

    • Fence it through the Traditionalists/Black Market using Merchant Class / Vigor/Carousing checks at a risk of local law enforcement intervention.

3. Scaling into U2 (Danger at Dunwater) & U3 (The Final Enemy)

  • Lizardfolk Negotiations (U2): The discovery of weapons shipped to the Lizardfolk reveals they are building an alliance against a greater threat: The Sahuagin.

  • Naval Warfare & Plunder: If the players seize The Sea Ghost intact, ACKS II allows them to register it as a Privateer Vessel or merchant ship:

    • Monthly Ship Maintenance: ~100 gp/month for crew wages, repairs, and provisions.

    • Trade Routes / Coastal Patrols: Adventurers can run trade routes between Saltmarsh and regional capitals or hunt pirates for bounties paid by the magistrate.

  • Domain Expansion (Level 9+): Clearing the surrounding marshlands (Hool Marshes) allows players to build a coastal fort, establish a Class VI market, and tax the salt pans, directly securing the coastline against the Sahuagin invasion force.

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.