Tuesday, August 4, 2026

Integrating Adventurer Conqueror King System II (ACKS II) with the legendary, chaotic, and maximum-gonzo DNA of Dave Hargrave’s Arduin Grimoires- d100 treasures & relics table from the Arduin rpg

 In Dave Hargrave’s Arduin Grimoire series (Volumes I–III and The Arduin Adventure), random treasure generation subverts standard fantasy tropes. Hargrave mixed high fantasy with sci-fi, cosmic horror, and weird fiction. 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 - Converting Arduin's Welcome to Skull Tower (1978) To ACKS II



Below is an authentic d100 Random Artifacts, Tech-Relics, and Exotic Treasures Table synthesized directly from the classic Arduin Grimoire tables and items—formatted for d100 random rolls in any classic OSR, ACKS II, or campaign setting.



The Arduin d100 Relic & Exotic Treasure Table

Roll 1d100 whenever PCs search a high-level vault, defeat an extraplanar entity, or loot a "Gonzo/Weird" dungeon chamber.

d100Item Name & DescriptionEstimated Value / Rarity
01–02Laser Pistol (3d6 Charges left): Range 120', deals 3d6 thermal damage (bypasses non-magical armor). Explodes on a natural 1.Artifact / Sci-Fi
03–04Phraint Glass Dagger: Carved from chitin-glass. Deals 1d6+2 damage; critical hits shatter the blade, dealing 3d6 piercing damage inside the target.850 GP
05–06Elven Starlight Cloak: Grants +2 AC and allows the wearer to blend into shadows (85% chance to hide indoors/outdoors).2,500 GP
07–08Ring of the Hell Maiden: Allows the wearer to summon a Hell Horse mount once per week. Wearer’s alignment shifts 1 step toward Chaotic.4,000 GP
09–10Vial of Bubble Man Juice: Throwable vial; bursts into a 10' cloud of sticky foam that entangles targets for 2d6 rounds (Save vs. Blast negates).150 GP
11–12Vorpal Cutlass (+2): Decapitates humanoids on a natural 20 roll. Intelligence 11, Ego 12 (Demands blood once per day).8,000 GP
13–14Power Cell (Small Core): Glowing blue cylinder. Restores 50 charges to First Age technology or deals 6d6 electrical damage if breached.1,200 GP
15–16Amulet of Soul Stone: Can absorb the soul of 1 slain enemy (up to 8 HD). Stored soul can be burned to cast a random 3rd-level Arcane spell.3,500 GP
17–18Obsidian War Pick (+3): Deals +5 damage against extraplanar creatures and allows the wielder to cast ESP at will.6,500 GP
19–20Dwarven Thunder-Cannon: Portable handheld hand-cannon. Deals 4d8 bludgeoning damage to a single target, but knocks the user prone.1,500 GP
21–22Scroll of Gathering the Sheaves: Clerical scroll that reassembles and resurrects dismembered or vaporized bodies.5,000 GP
23–24Alien Vibro-Blade: Ignores non-magical shields and armor bonuses. Deals 2d8 slashing damage; uses 1 energy cell charge per 10 rounds.3,000 GP
25–26Robe of the Rune Weaver: Allows the wearer to scribe magical runes onto physical media in half the normal time and cost.2,800 GP
27–28Bottle of Black Wind Mist: Sealed jar containing a fragment of the Black Wind. Opening it unleashes a 15' cloud of mind-draining horror.Dangerous / Relic
29–30Helm of the Iron Golem: Grants AC 8 (Ascending), but reduces base movement speed by half. Grants immunity to poison and mind-reading.4,500 GP
31–32Phasing Boots: Allows the wearer to step through solid stone or wooden walls up to 5' thick, twice per day.3,200 GP
33–34Wand of Yorgan’s Falling Forever: 1d10 charges. Targets affected fall upward into the sky for 1d4 turns unless anchored.4,000 GP
35–36Star-Metal Shield (+2): Reflects ray-based spells and laser beams back at the attacker on a successful Save vs. Spells.3,800 GP
37–38Neural Shock Whip: Deals 1d4 damage + targets must Save vs. Lethal or be paralyzed by nerve shock for 1d4 rounds.2,000 GP
39–40Scroll of Masayuki’s Mist of Malevolent Misery: Spreads a corrosive cloud dealing 1d6 damage/round to all inside for 1 turn.1,200 GP
41–42Gargoyle Wings (Grafted/Wearable): Grants 150' flying speed, but forces a Save vs. Poison upon equipping to prevent petrification.5,000 GP
43–44Ring of Anti-Cleric Magic Shell: Creates an antimagic field that specifically negates divine/clerical magic within 10'.6,000 GP
45–46Chthonic Blaster Rifle (1d8 Charges): Long-range heavy energy weapon. Deals 5d6 plasma damage in a 5' radius.High Artifact
47–48Greaves of the Amazon Champion: Grants +1 attack bonus with bows/spears and increases land movement speed by +30'.2,200 GP
49–50Dagger of Venomous Disintegration: +1 Dagger. Targets struck must Save vs. Poison or immediately disintegrate into gray ash.9,000 GP
51–52Crown of Cosmic Horror: Allows communication with alien entities. Grants +2 Wisdom, but causes 1 point of permanent Ego loss per month.Rare Artifact
53–54Scroll of Sulthoe’s Blaze of Glory: Caster explodes in a 30' radius firestorm (10d6 damage), but immediately dies (no save).Priceless
55–56Tome of Multiversal History: Reading this over 1 week grants 10,000 XP, but forces a Save vs. Spells to prevent permanent insanity.10,000 GP
57–58Sonic Grenades (1d4): Deals 3d6 thunder damage in a 15' blast; targets must Save vs. Blast or be deafened/stunned for 2d4 rounds.400 GP each
59–60Cloak of the Doom Guard: Wearer gains Regeneration 1 HP/round and shadow-blend abilities, but turns undead upon death.7,500 GP
61–62Staff of the Elemental Conjurer: Allows summoning of Air, Earth, Fire, or Water elementals 1/day without risk of loss of control.8,500 GP
63–64Potion of Flesh-Tasting Bad: Drinking this causes flesh to taste so foul that monsters have a 75% chance to spit the character out.200 GP
65–66Saurig Combat Harness: Fits reptilian/saurian humanoids. Adds +2 to AC and holds 4 quick-draw weapon holsters.1,000 GP
67–68Ring of Energy Drain Immunity: Protects the wearer completely from level-drain attacks by undead or extraplanar beings.5,500 GP
69–70Wand of Rhoar-eee’s Transit: 1d8 charges. Teleports the target and up to 3 allies to a known location within 50 miles.4,500 GP
71–72Silver Net of Entanglement: Restrains extraplanar entities or incorporeal ghosts. Cannot be broken by non-magical force.2,400 GP
73–74Mechanical Cybernetic Eye: Replaces an eye. Grants Darkvision 120', Detect Magic at will, and immunity to visual illusions.6,000 GP
75–76Scroll of Morgorn’s Red Death: Summons a cloud of magical crimson plague dealing 2d6 CON damage over 3 rounds.2,000 GP
77–78Gauntlets of the Ogremage: Sets Strength to 18 (+3 mod) and allows casting Invisibility once per day.5,000 GP
79–80Anti-Gravity Belt: Allows the user to float, hover, or reduce falling damage to 0 at will. Operates on internal battery cells.4,000 GP
81–82Bracers of Missile Deflection (+3): Grants +3 AC against ranged weapons, arrows, and physical missile attacks.3,000 GP
83–84Skeletal Key of Unlocking: Automatically opens any mundane or magical lock, but breaks after 1d6 uses.1,500 GP
85–86Phraint Hive-Spear (+2): +2 spear that deals double damage on a mounted or running charge. Inflicts acid poison on a crit.3,500 GP
87–88Lantern of True Sight: Illuminates hidden doors, invisible creatures, and illusions within a 30' radius cone. Burns standard oil.3,200 GP
89–90Alien Med-Kit (3 uses): Instantly heals 4d8+4 HP and cures all non-magical poisons and diseases when applied to a wound.1,800 GP
91–92Ring of Demon Command: Allows control over Lesser Demons (Save vs. Spells applies). If the target saves, it attacks the wearer.7,000 GP
93–94Potion of Berserker Rage: Drinker gains +4 to Attack and Damage, +20 Hit Points, but cannot cast spells or retreat for 1 turn.500 GP
95–96Scroll of Korgen’s Cloud of Kindness: Pacifies all creatures within a 40' radius unless they save vs. Spells with a -2 penalty.1,800 GP
97–98Vorpal Greatsword (+3): Decapitates on a natural 19–20. Sentient (Int 14, Ego 16). Demands to lead the party into battle.Major Artifact
99The Pitchfork of the Under-Lord: Legendary +4 weapon. Fires 8d6 hellfire blasts (3/day) and grants complete fire/heat immunity.Relic
00Roll 3 Times: Roll three times on this table (ignoring any future rolls of 00) and take all three items!Special

Campaign Rules for Arduin Loot

  • Cross-Genre Identification: Characters with sci-fi technology (laser pistols, power cells, vibro-blades) who do not possess a relevant proficiency (e.g., Engineering, Ancient History, or Arcane Artifice) must make an Intelligence Check when first trying to operate the item. A failed check indicates a mechanical jam, while a roll of 1 indicates a catastrophic battery explosion.

  • XP for Sci-Fi Relics: In gold-for-XP systems (like ACKS II or classic B/X), high-tech loot can be sold to sages, mages, or collectors for the full GP value listed above, converting directly to character Experience Points.

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