Thursday, July 23, 2026

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires - Converting Arduin's Welcome to Skull Tower (1978) To ACKS II



 Converting Dave Hargrave’s The Arduin Grimoire Vol. II: Welcome to Skull Tower (1978) to Adventurer Conqueror King System II (ACKS II) involves bridging two very distinct Old-School Revival (OSR) philosophies.

  • Arduin was chaotic, gonzo, high-lethal, and rule-breaking (introducing hit location tables, high-damage criticals, multidimensional tech, and radical class variants).

  • ACKS II is a rigorously simulationist, economically balanced, and mathematically sound B/X-derived system.

Here is how to adapt the core concepts, mechanical quirks, and signature elements of Welcome to Skull Tower into ACKS II. 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 HargraveĆ¢€™s Arduin Grimoires - Arduin Caravan ACKS II rpg

1. Philosophical & System Translation Rules

Arduin ConceptACKS II Equivalent / TranslationNotes
Descending AC (AC 9 to AC -10)Ascending AC (AC 0 = Naked, AC 2 = Leather, AC 7 = Plate + Shield)Convert Arduin AC: $\text{ACKS AC} = 9 - \text{Arduin AC}$.
Attack Rolls (d20 vs Target AC)Attack Throw (Target AC + Base Attack Throw)Use standard ACKS II Attack Throw progressions (Fighter 11+, Mage 13+, etc.).
Saving ThrowsACKS II 5-Category Saving ThrowsMap Arduin saves directly to Blast/Breath, Lethal, Poison, Spells, or Devices.
Extreme Critical Hits / FumblesMortal Wounds & Severed LimbsMap Arduin’s gruesome critical tables to the ACKS II Mortal Wounds Table.
Gonzo / Multiversal LootHigh-Value Relics / Shaded ArtifactsAssign high-tier GP value, or treat cross-genre items as ancient First Age artifacts.

2. Converting Signature Arduin Classes to ACKS II

Welcome to Skull Tower introduced several memorable class concepts and variants. In ACKS II, you can implement these using the Custom Class Creation System from the ACKS II Judge's Journal.

The Rune Weaver (Arduin Arcane Class)

In Arduin, Rune Weavers carve runes into physical media to store and trigger spells.

  • ACKS II Implementation: Build as an Arcane Class with the Artifice / Inscription trade skill, or a specialized variant of the Mage.

  • Class Trade-offs: Reduce Hit Die to d4, grant standard Arcane spell casting, and grant the Rune Scribe custom proficiency (allowing the creation of spell scrolls, glyphs, and warding runes at half normal time and gold cost).

The Amazon Warrior

In Hargrave's rules, Amazons gained specific combat bonuses and martial prowess.

  • ACKS II Implementation: Build as a custom human class using the Fighter Archetype (d8 Hit Dice, standard combat progression).

  • Proficiencies: Grant Combat Reflexes, Running, and Weapon Focus (Bow or Spear).

3. Monster & Encounter Conversion

Arduin monsters are notoriously deadly, often featuring unusual special attacks or massive hit points.

Quick Conversion Matrix for Arduin Monsters

  1. Hit Dice (HD): Keep the same HD count. Recalculate hit points using ACKS II HD standards (d8 for normal monsters).

  2. Armor Class (AC): Convert using $\text{ACKS AC} = 9 - \text{Arduin AC}$.

  3. Movement: Convert Arduin inches/feet to ACKS II turn/encounter speeds:

    • $9''$ or $90' \rightarrow 120'/40'$

    • $12''$ or $120' \rightarrow 150'/50'$

  4. Morale: Map Arduin aggressiveness to the ACKS II d20 Morale scale (-4 to +4, where 0 is standard).

Example Monster Conversion: Skull Tower Phantasm

Arduin Stats (Vol. II): HD 6, AC 2, Damage 1d10 + Energy Drain, Speed 12'', Attacks: 2 Touches.

Plaintext
Phantasm (Undead Monster)
-----------------------------------------------------------------
Hit Dice:            6* (27 hp)
Armor Class:         7 (Ascending)
Attacks:             2 ghostly touches (+6 attack throw)
Damage:              1d8 + Energy Drain (1 level on failed save vs. 
Lethal)
Movement:            150' (50') flying
Saving Throws:       11+ (Blast 12+, Lethal 11+, Poison 11+, 
Spells 12+)
Morale:              +2
XP Value:            1,070 XP
Special Abilities:   Incorporeal (only hit by silver/magic weapons), 
                     Undead immunities (sleep, charm, hold, poison).

4. Adapting Arduin Mechanics & Flavor

1. Critical Hits & Lethality

Arduin is famous for its brutal critical hit tables (e.g., "Skull crushed, brain destroyed instantly").

  • ACKS II Integration: Use the native ACKS II Mortal Wounds and Tampering with Mortality mechanics.

  • Optional "Gonzo" Rule: If a character suffers a critical hit, apply a -4 penalty to their roll on the ACKS II Mortal Wounds table to simulate Hargrave’s sheer lethality.

2. Treasure & Multi-Genre Artifacts

Welcome to Skull Tower often intermingles classic medieval fantasy loot with high-tech or alien items (laser pistols, power cells, alien artifacts).

  • ACKS II Integration:

    • Classify high-tech items as First Age Artifacts or Chthonic Devices.

    • Assign a Gold Piece Value (GP) based on utility to ensure it integrates seamlessly into ACKS II’s campaign economy and XP progression.

    • Require a Proficiency Check (Engineering or Ancient History) to operate high-tech devices without causing a catastrophic malfunction.

3. Dungeon Delving in Skull Tower

  • Dungeon Mechanics: Map Arduin dungeon levels using the ACKS II Dungeon Exploration Engine (turns, wandering monster rolls every 2 turns on a d6, light management, and encumbrance by stones/weight).

  • Traps: Convert Arduin traps directly to ACKS II Save vs. Blast/Breath or Lethal, dealing damage scaled by dungeon level:

    • Level 1-2: 1d6–2d6 damage

    • Level 3-5: 3d6–6d6 damage

    • Level 6+: 8d6+ damage or save-or-die / save-or-maim

One of the most terrifyingly iconic creatures to come out of Dave Hargrave’s Arduin Grimoire trilogy (Welcome to Skull Tower) is the Hell Maiden.

Appearing as statuesque, metal-clad warrior women whose heads are bare, grinning animal-and-humanoid skulls, Hell Maidens are not undead—they are extraplanar, flesh-eating warrior demonesses that ride skeletal steeds (Hell Horses) into combat, collecting the slain to bring back to their dark realms.

Here is a complete ACKS II stat block and tactical encounter guide for translating a Hell Maiden into your campaign.

Hell Maiden (Monster Stat Block)

From the front, she appears as a knight in burnished obsidian plate armor, wielding a heavy lance. When her visor lifts, there is no face—only a polished, bone-white human skull emitting a low, vibrating screech.

Plaintext
Hell Maiden (Extraplanar / Demonic)
-----------------------------------------------------------------
Hit Dice:            7* (31 hp)
Armor Class:         8 (Plate Armor + Shield, Ascending)
Attacks:             1 Heavy Lance (+7 attack throw, 1d10+2 damage / 2d10+4 mounted charge) 
                     OR 1 Broadsword (+7 attack throw, 1d8+2 damage)
Movement:            120' (40') / Mounted: 240' (80')
Saving Throws:       10+ (Blast 11+, Lethal 10+, Poison 10+, Spells 11+)
Morale:              +2
Alignment:           Chaotic
XP Value:            1,250 XP
Number Appearing:    1d4 (Lair: 2d4)
Special Abilities:   Demon-Skin, War Screech, Death-Grasp, Planar Sight.

Special Abilities

  • Demon-Skin: Non-magical weapons bounce off a Hell Maiden without dealing damage. They can only be harmed by magical or silver weapons. Despite their skeletal appearance, they are not undead and cannot be Turned by Clerics.

  • War Screech: Once per encounter, a Hell Maiden can emit a terrifying, unnatural war cry. All enemies within 60 feet must make a Save vs. Spells or suffer a -2 penalty to Attack Throws and Morale checks for 1d6 rounds due to sheer dread.

  • Death-Grasp: If a Hell Maiden reduces a PC to 0 HP with a melee attack, the target immediately suffers a -2 penalty on their ACKS II Mortal Wounds Table roll. If the PC dies, the Hell Maiden will attempt to sling the corpse over her mount as a trophy/food source.

  • Immunity: Completely immune to level/energy drain, sleep, charm, hold, and fear effects.

The Mount: Hell Horse

Hell Maidens rarely travel on foot. They ride Hell Horses—skeletal equines with cat-like fangs, bone-hooves, and burning green flames inside their eye sockets.

Plaintext
Hell Horse (Undead Beast)
-----------------------------------------------------------------
Hit Dice:            5* (22 hp)
Armor Class:         5 (Ascending)
Attacks:             2 Hooves (+5 attack throw, 1d6 damage) and 1 Bite (+5 attack throw, 1d8 damage)
Movement:            240' (80')
Saving Throws:       12+
Morale:              +3 (+4 if rider is present)
Alignment:           Chaotic
XP Value:            425 XP
Special Abilities:   Undead Immunities, Silver/Magic to Hit, Anti-Dwarf Fury.
  • Anti-Dwarf Fury: Hell Horses harbor a deep, magical hatred for Dwarves. If a Dwarf is present in the party, the Hell Horse will always target them first in combat unless forced otherwise by its rider.

Encounter Guide: The Black Tollbridge

Scenario Setup

The PCs are traveling through a wilderness choke point (a narrow canyon pass, an ancient stone bridge over a chasm, or a ruined watchtower threshold). A solitary Hell Maiden mounted on a Hell Horse stands motionless, blocking the path. A heavy iron cage dangles from her saddle, holding the bloodied remnants of a previous adventuring group.

Tactics & Behavior

  1. The Charge (Round 1): If the PCs approach aggressively, the Hell Maiden uses her movement to initiate a Mounted Charge with her heavy lance (+7 to hit, dealing 2d10+4 damage).

  2. The Shockwave (Round 2): After the initial charge, she wheels her mount around and uses her War Screech to break party cohesion and force Morale checks on hirelings/henchmen.

  3. Flanking & Isolation (Round 3+): She uses the mobility of her Hell Horse to isolate squishy targets (Mages, Thieves) or direct her mount toward any Dwarves in the front line. She switches to her broadsword for close-quarters fighting.

  4. Retreat Condition: A Hell Maiden's goal is hunting, not suicide. If her mount is slain or she is reduced to under 25% HP, she will attempt to grab a fallen party member or corpse and escape into the Ethereal Plane / Outer Dimensions (taking 1 turn to channel).

Loot & Campaign Economy (ACKS II Integration)

Defeating a Hell Maiden yields high-tier loot, but requires handling cross-planar materials carefully:

  • Obsidian Plate Armor of the Void: Fits only Chaotic humanoids or extraplanar beings. Can be re-forged by an expert armorer (requiring 1,000 GP in labor) into standard +1 Plate Armor for a PC.

  • Demon-Steel Broadsword: Counts as a magical weapon (+0 to hit, but bypasses damage resistance requiring magic weapons). Worth 1,200 GP to collectors or sages.

  • Loot Bag / Saddlebags: Contains 2d6 $\times$ 100 GP in trade gems, 1d4 healing potions stolen from past victims, and potentially a First Age Artifact or strange planar device (e.g., an alien compass that points toward multidimensional rifts).

Wednesday, July 22, 2026

OSR Adventure Location - The Slave Market on the Tantus Nine Space Station for Wretched Space Rpg

 Deep in the lawless outer fringes, Tantus Nine is a decaying, hollowed-out mining station where Galactic Federation authority is a joke and credits talk loudest. At the station’s rusted lower hub lies The Flesh Bourse—commonly known as the Slave Market of Tantus Nine.


In the gritty, anti-heroic spirit of Wretched Space, this isn't a place for shining knights; it’s a meat market for corporate contractors, syndicate enforcers, rogue chirurgeons, and desperate crews looking for cheap labor or expendable muscle.

Sector Overview & Atmosphere

The Slave Market occupies the old sub-deck cargo bays of Tantus Nine, reeking of ozone, recycled sweat, antiseptic spray, and cheap synth-fuel.

  • The Vibe: Neon neon-strip lighting flickers over rusted catwalks. Iron bars, force-fields, and suppression collars hum continuously.

  • The Economy: Everything is for sale—captured pirates, indebted colonists, black-market clones, alien captives, and runaway Federation fugitives.

  • Security: Heavy security automated turrets (usually patched together from scraps) and ruthless mercenary guards enforce order to protect the station's cuts.

Wretched Space Rule of Thumb: In the Bourse, attempting a righteous "heroic rescue" without a tight plan usually ends with the crew wearing dampener collars on the block next Tuesday.

Key Locations in the Market

LocationDescriptionPrimary Activity
The Grand BlockA raised, armored amphitheater surrounded by bulletproof glass and bidding consoles.High-volume auctions for heavy laborers, gladiators, and skilled technicians.
The Cryo-StallsRows of frost-covered stasis pods lined along the outer bulkhead walls.Storage for high-value captives, sleeping combatants, or illegal alien specimens.
The Flesh MechanicsA dark, blood-stained clinic adjacent to the sales floor.Cybernetic installation, behavioral dampening chips, and branding.
The Pen-SinksDensely packed cage complexes in the low-gravity lower sub-level.Discount "cannon fodder" captives, broken debt-slaves, and raw labor.

Major Power Players & NPCs

1. Baroness Vexa Karr (The Market Controller)

A ruthless, immaculately groomed cyborg who runs the Bourse with an iron fist and a polite smile.

  • Role: Overseer of auctions and owner of the station's dampener-collar codes.

  • Attributes: Brains +2, Magnetism +3, Sex-appeal +1, Muscle -1.

  • Motivation: Profit, maintaining stability with local criminal syndicates, keeping the Federation Wretched Legion off her back with hefty bribes.

2. "Doc" Kray (The Flesh Mechanic)

A twitchy, unwashed ex-Federation medic missing three fingers and heavily addicted to stims.

  • Role: Installs loyalty chips, checks captive health, and sells back-alley cyberware harvested from "defective" merchandise.

  • Attributes: Brains +3, Wits +2, Toughness -1, Agility +0.

  • Motivation: Funding his stim habit; always open to a side-hustle or selling security override codes if the price is right.

3. Varg (Syndicate Enforcer)

A hulking, gene-forged brute who leads the guards surrounding the Grand Block.

  • Role: Violent crowd control and handling unruly "merchandise."

  • Attributes: Muscle +3, Toughness +3, Agility +1, Brains -2.

  • Gear: Heavy blast armor, stun-cattle prod, plasma shotgun.

Gameplay Mechanics & Morality Integrations

Running or visiting the Slave Market interacts directly with core Wretched Space mechanics:

  • Sins & Virtues: Indulging in the slave trade or betraying a contract triggers Sins (Greed, Cruelty), awarding 1 XP under The Wretched Commandments (Honour No One, Thou Shalt Steal).

  • Buying Assets:

    • Unskilled Laborer / Cannon Fodder: 200–500 Federation Credits.

    • Skilled Technician / Pilot: 1,500–3,000 Credits (usually includes a functional loyalty chip).

    • Gene-Augmented Gladiator / Bodyguard: 4,000+ Credits.

  • Loyalty Chips & Collars: Captives are fitted with neural collars. Hacking or removing a collar requires a hard Wits / Tech check. Failure triggers a shock (2d6 damage) or alerts station security.

Adventure Hooks

1. The Lost Legionnaire (Federation Contract)

The Wretched Legion high command has learned that an undercover agent (or an ex-crewmate holding sensitive codes) was captured by pirates and is scheduled for auction on the Grand Block tonight. The crew must buy them back, steal them, or stage a riot to extract them before a rival syndicate wins the bid.

2. The Cargo Heist

Doc Kray pulls the PCs aside with a proposition: a specialized cryo-pod containing a dormant alien weapon or high-tier bio-asset just arrived. He has the override key to the Cryo-Stalls, but needs the party to provide the distraction while he moves the pod off-station.

3. The Slave Revolt Trigger

An escaped gladiator captive offers the crew a massive stash of hidden credits buried on a nearby asteroid if they can disable the station's main collar-control transmitter located in Baroness Karr’s private office.