Marrying the unhinged, high-octane "kitchen sink" gonzo energy of David A. Hargrave’s Arduin Grimoires with the hyper-precise, mathematically model-driven framework of ACKS II is a match made in gaming heaven. It allows you to run a setting where multiversal portals, techno-magic, and body-horror mutations exist, but everything—from the cost of maintaining a Phraint hive-domain to the exact economic impact of a Magik-Bomb explosion—is strictly accounted for. 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 - A Barrows & Borderlands style border town that features an ACKS II market economy and a sub-surface enclave of Arduin races.
Here is how you can systematically port the signature elements of Arduin into the mechanical engines of ACKS II.
1. Class Construction & The "Arduin Feel"
ACKS II features a robust, granular class-creation system based on a strict point-budget system (allocating build points to Fighting, Divine, Arcane, and Thieving). Arduin’s infamously bizarre classes fit perfectly into this framework by using custom class templates.
The Phraint (Insectoid Warrior): Build this as a demihuman class using a high Fighting value mixed with unique racial traits. Give them an innate AC bonus (chitinous exoskeleton), a high natural jump capacity, and the Berserker or Swashbuckling proficiency to mimic their lightning-fast, multi-weapon leaps.
The Techno-Mage: Allocate points to Arcane and Thieving/Skills. Instead of traditional spell slot progression, their "spells" are mechanically reskinned as scavenging, tuning, and jury-rigging ancient technology. Their magical research downtime activity is replaced by Artifact Reverse-Engineering.
The Witch / Medicine Man: ACKS II explicitly supports custom divine/arcane hybrids. Arduin's witches use a mix of hexes and potion-brewing. You can use the ACKS II Witch chassis or build a custom caster utilizing the Alchemy, Beguiling, and Lay on Hands (reskinned as tribal medicine) proficiencies.
2. Arduin Magik via ACKS II Sorcery
Arduin magic is notoriously dangerous, volatile, and prone to reality-warping side effects. ACKS II provides the perfect framework to simulate this through its Mishap and Malefice systems.
Mana / Power Points: If you want to use Arduin’s traditional point-based magic instead of Vancian slots, utilize the alternative spellcasting rules or translate spell slots into a raw pool where casting a spell costs points equal to its level.
The Dreaded "Magik Mishap" Table: When an Arduin caster pushes their limits, fails a throw, or tries to cast under stress, replace the standard ACKS II spell-interruption or mishap rules with a custom d100 Arduin table.
Reskinned Effects: Arduin spells are visual and violent. A standard Fireball becomes Hargrave's Incinerating Plasma; Cloudkill is reskinned as Choking Green Rad-Gas.
| ACKS II Spell Level | Arduin Equivalency | ACKS II Ritual Component Cost |
| Level 1 | Minor Magik / Tech-Grip | 100 gp |
| Level 3 | True Magik / Plasma Bolt | 500 gp |
| Level 5 | High Sorcery / Reality Rift | 2,500 gp |
3. High-Tech Artifacts & The ACKS II Economy
Arduin is famous for dropping laser pistols, power armor, and cybernetic replacements into traditional fantasy dungeons. ACKS II demands that every single item has an economic value and a production cost.
The "Tech-Level" Modifier
In corporate ACKS II style, treat high-tech artifacts as Rare Magic Items with custom upkeep costs. A blaster isn't just a permanent weapon; it requires specialized ammunition or recharging, which can be modeled using the Market Availability and Specialist rules.
Blasters/Lasers: Treat a standard laser pistol as a heavy crossbow that ignores mundane armor (or treats the target's AC as base 0 before Dexterity/Magical modifiers).
Cybernetics: Cybernetic limbs or eyes can be mapped directly to the ACKS II Mortal Wounds table. If a character suffers a debilitating injury (e.g., losing a hand or an eye), they can seek out a high-level Techno-Mage or an ancient automated vault to have it replaced with a mechanical surrogate, costing thousands of gold pieces and requiring monthly "upkeep" in specialized oils or power cells.
4. The Domain Game in a Gonzo Wasteland
When your players hit level 9+ and want to build a stronghold, the Arduin/ACKS II crossover shines. Instead of a standard medieval barony, they are securing a dangerous, multi-planar borderland.
Sub-Hex Environmental Hazards
When generating your regional map using the ACKS II wilderness guidelines, introduce "Weird" or "Gonzo" hex modifiers to simulate the fractured geography of Arduin:
Nexus Hex: Contains a permanent planar rift. Boosts the local market class by +1 for exotic goods, but increases the Wandering Monster chance by two steps and requires a garrison of high-level troops to prevent chaotic incursions.
Rad-Zone / Ruin Hex: A wasteland irradiated by ancient war. Population growth is frozen or negative unless intensive magical/technological terraforming is funded via domain investment. Crop yields are halved, but scavenging operations can yield ancient tech components instead of standard agricultural revenue.
Non-Human Populations
Use the ACKS II vassal and peasant metrics to calculate the tax revenue of a domain populated entirely by Phraints, Deodands, or Orcs. Phraint hives might offer lower direct gold taxes but provide highly disciplined, fearless heavy infantry units with maxed-out Morale scores for your Domains at War campaigns.
5. Combat, Criticals, and Carnage
You cannot run Arduin without its legendary, hyper-violent combat results. ACKS II already features an incredibly detailed Mortal Wounds table, which determines exactly what happens to a character when they hit 0 HP based on the severity of the blow and the speed of medical attention.
To blend the two, simply inject Arduin’s visceral descriptions directly into the ACKS II Mortal Wounds outcomes:
If a player rolls a severe failure on the ACKS II wound table from a slashing weapon, interpret it via the classic Arduin lens: "Left arm severed at the elbow, blood spraying 1d6 feet, lose 1 point of Constitution permanently due to massive trauma."
Cleave Rules: Maximize the use of the ACKS II Fighter's Cleave mechanic. In Arduin, combat is fast and lethal. A high-level Fighter wading through a horde of beastmen should feel like a human blender, cutting down multiple foes in a single combat round as the rules intended.
Sample Encounter Table: The Arduin Borderlands (ACKS II Style)
When your party is exploring the untamed wilderness, use this d6 table to represent a classic Arduin-style dynamic event that leverages ACKS II mechanics:
Techno-Scavengers: A pack of 2d6 Goblins armed with a single, unstable plasma rifle (1 in 6 chance to explode on use). They are searching for ancient scrap metal to sell to a nearby market.
Phraint Patrol: 1d4 Phraint warriors leaping across the canopy. They are indifferent to the party unless provoked, but will offer directions to the nearest trading post in exchange for salt or sweet fruit.
The Reality Bleed: The weather suddenly shifts as a minor planar rift opens. For the next 1d4 hours, all Arcane spell casting requires a throw on the Magik Mishap table.
Deodand Stalkers: 1d3 carnivorous, cat-like humanoids tracking the party from the shadows. They bypass normal surprise rolls unless the party has a scout with the Alertness proficiency.
Caravan of the Weird: A merchant caravan from a distant plane, guarded by heavily armored mercenaries. They carry exotic goods that act as Class I luxury items, capable of boosting a local settlement's investment score if escorted safely to town.
Automated Defense Unit: A rusted, semi-functional security drone pacing a perimeter. It attacks anything that doesn't possess an ancient security badge or passcode, treating its attacks as a continuous Lightning Bolt spell.
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