Saturday, November 14, 2026

OSR Redo & Recon - Running Gary Gygax’s Dungeonland (EX1) with Adventurer Conqueror King System Imperial Imprint (ACKS II)

 Running Gary Gygax’s Dungeonland (EX1) with Adventurer Conqueror King System Imperial Imprint (ACKS II) works remarkably well because both systems share the same foundational DNA (1970s/1980s TSR-era D&D). However, EX1 was written for AD&D 1st Edition at high levels (9–12), whereas ACKS II uses ascending/descending B/X-derived math, specific mortal wound tables, and a tightly calibrated domain-level economy. This blog post picks right up from 

OSR Redo & Recon Converting EX2: The Land Beyond the Magic Mirror to Adventurer Conqueror King System II (ACKS II)



1. Party Level & Power Scaling

EX1 is designed for 4 to 8 characters of levels 9–12 in AD&D 1e. In ACKS II, character power scales slightly more conservatively at the upper tiers (the "Conqueror" and "King" tiers, levels 9–14), and monsters generally have fewer hit points than their AD&D counterparts.

  • Recommended ACKS II Party: 5 to 7 characters of levels 8–10, accompanied by henchmen or magic-user constructs/summons.

  • Save-or-Die Mitigation: AD&D 1e relies heavily on save-or-die effects. In ACKS II, characters have Heroic Fortune (spendable to reroll failed saves) and the Mortal Wounds table (characters reduced to 0 HP or killed by certain effects roll on the Mortal Wounds table rather than dying outright unless the damage/effect explicitly bypasses it). Remind players of their Heroic Fortune pool before entering the rabbit hole.

2. Mechanical Conversions

Most AD&D 1e stat blocks can be run nearly "on the fly," provided you apply a few systemic conversions:

ElementAD&D 1e (EX1)ACKS II Equivalent
Armor Class (AC)Descending (10 down to -10)Ascending: Subtract 1e AC from 19 (e.g., AC 2 in 1e = AC 17 in ACKS II; AC -2 = AC 21).
Attack ThrowsUse 1e Monster Hit DiceUse the ACKS II Attack Throw chart by Monster HD (a 10 HD monster needs an 11+ on 1d20 to hit AC 0 / Ascending AC 19).
Movement RatesInches (12", 9", etc.)Multiply inches by 10 for Encounter Speed (e.g., 12" = 120’ per round; Exploration speed is 120’ per 10-minute turn).
Magic ResistancePercentage (e.g., 50% MR)Convert to a flat Save Bonus or check against a d20 target (50% MR = monster saves on 11+ automatically against spells, or caster rolls 11+ on 1d20 + level difference to penetrate).
Saving Throws5 categories (Paralysis, Rod, Petrification, Breath, Spell)Map directly to ACKS II’s 5 categories: Paralysis, Death/Poison, Blast/Breath, Implements, and Spells.
Treasure & XPMassive 1e GP/XP inflationCritical Adjustment (see below).

3. Monster & NPC Conversions

EX1 features unique, whimsical, and lethal inhabitants. Use ACKS II monster creation/building rules (ACKS II Monstrous Manual) to standardize their special attacks:

  • The Executioner & Card Soldiers (Hearts, Clubs, Spades, Diamonds): Treat standard Card Guards as 2 HD to 4 HD infantry with polearms/halberds (AC 16–18). Make the Executioner an 8 HD champion with a two-handed axe, Cleave abilities, and a decapitation attack on a natural 20 (forcing a Save vs. Death or an immediate roll on the Mortal Wounds table with a severe penalty).

  • The Queen of Hearts: Stat her as a 10th-level Fighter/Nobility archetype with high Morale and a commanding aura that forces nearby Card Guards to make morale checks with a bonus—or face immediate execution if they flee.

  • The Jabberwock / Jubjub Bird / Bandersnatch:

    • Use the Jabberwock as a 12+ HD Dragon/Monstrosity with burbling sonic breath (Save vs. Blast or stunned/confused for 1d4 rounds) and vorpal vulnerability (any natural 20 with a vorpal or sharpness weapon severs its head).

    • Stat the Bandersnatch as an 8 HD fast-moving predator (180' encounter speed) with a grab-and-crush attack.

  • The Cheshire Cat: Treat as a 7 HD Fey/Phantasm with at-will Invisibility, Blink, and Dimension Door. It shouldn't be a straight fight; run it as an unkillable trickster unless trapped in an Antimagic Shell.

  • The Mad Hatter, March Hare, and Dormouse: Give them eccentric magic items rather than high HD. The Hatter's Hat of Holding/Wonder and the Hare's Watch of Temporal Stasis work cleanly using ACKS II arcane spell effects (Haste, Slow, Time Stop).

4. Treasure & Economic Calibration (Crucial)

In ACKS II, 1 GP = 1 XP, and GP directly fuels domain rulership, stronghold construction, and henchman recruitment. AD&D 1e modules—especially Gygaxian ones—often drop tens of thousands of gold pieces and stacks of high-end magic items that will break an ACKS II domain economy overnight.

  • Cut Raw Coin by 50%–75%: If EX1 lists 40,000 gp in a hoard, reduce it to 10,000–15,000 gp, or convert excess coin into bulky, hard-to-transport art objects (giant gemstone tarts, oversized golden croquet mallets) that require logistical planning to haul out of the demiplane.

  • Magic Item Valuation: ACKS II assigns strict GP values to magic items (which count toward XP only when sold, or provide utility if kept). Audit EX1’s magic items—especially artifacts or high-plus weapons—and ensure their GP values align with the ACKS II Judges Journal magic item tables.

5. Running the Demiplane & Tone in ACKS II

  • Integrating into the Auran Empire (or your setting): Dungeonland is canonically a pocket dimension/demiplane originally accessed through a hole in the Tower of Zagig (Castle Greyhawk). In an ACKS II campaign, place the entrance inside a sunken magical ruin, a Chaos-warped sinkhole, or a high-level Mage's Sanctum on the borderlands of your campaign map.

  • Size-Changing Mechanics: EX1 relies heavily on Drink Me potions and Eat Me cakes that shrink or grow PCs. Use ACKS II's standard size modifiers:

    • Shrunk (Tiny/Diminutive): -4 to melee damage rolls (minimum 1), +4 AC against larger creatures, can enter mouse-holes and teacup environments.

    • Enlarged (Giant-sized): +4 to melee damage rolls, -2 AC due to target size, capable of grappling giant creatures.

  • Pacing & Retainers: ACKS II assumes players bring henchmen and mercenaries. Dungeonland’s narrow passages, shifting sizes, and bizarre logic puzzles will quickly thin out unarmored 0-level torchbearers. Warn players that this is a specialist delve suited for their core PCs and trusted, high-level henchmen rather than a massive retinue.

These stat blocks adapt the three iconic threats of Dungeonland (EX1) to ACKS II conventions, following the monster and NPC design rules in the ACKS II Revised Rulebook and Monstrous Manual (using Ascending AC, ACKS II Saving Throws, Encounter/Exploration movement speeds, and clear XP/Treasure values).

1. The Queen of Hearts

Medium Lawful-Chaotic (Tyrannical) Humanoid (10th-Level Fighter / Ruler)

The Queen is a volatile, shriekingly tyrannical monarch whose sheer force of personality bends the absurd laws of Dungeonland to her whims. In combat, she fights with reckless fury using a royal scepter-mace while screaming for executions.

StatisticValue
Armor Class18 (Royal Plate & Crown of Wardings, +2 Dex)
Hit Dice10d8+20 (65 HP)
Attack Throw5+ (1 attack per round)
Damage1d6+7 (Royal Scepter +2, +3 Str, +2 Fighter Damage)
SaveF10 (Death 6+, Blast 9+, Paralysis 8+, Implements 10+, Spells 11+)
Morale+4 (12 on 2d6)
Speed90’ Encounter / 30’ Exploration
AlignmentChaotic (Tyrannical Whimsy)
XP Value1,650

Special Abilities & Proficiencies:

  • "Off With Their Heads!" (Aura): All Card Soldiers (Hearts, Spades, Clubs, Diamonds) within 60’ of the Queen gain a +2 bonus to Morale and a +1 bonus to Attack Throws. However, if any Card Soldier fails a morale check within her sight, the Executioner (if present) immediately makes a free attack against that soldier.

  • Shriek of Fury (1/Turn, Free Action): The Queen unleashes a deafening, reality-warping screech. All non-Card creatures within 30’ must make a Save vs. Spells or be Deafened and suffer a -2 penalty to Attack Throws and Saving Throws for 1d4 rounds.

  • Fighter Cleave: As a 10th-level Fighter, the Queen may make up to 5 cleave attacks per round whenever she drops an opponent to 0 HP or less.

  • Proficiencies: Command, Intimidation, Leadership, Martial Training (Maces/Bludgeons), Nobility.

  • Equipment & Treasure: Royal Scepter +2 (functions as a mace; worth 4,000 gp), Crown of Wardings (+2 AC, functions as a Ring of Protection +2; worth 6,000 gp), Royal Plate (AC 16 base), 3d6 x 100 gp in oversized ruby heart jewelry.

2. The Executioner

Large (7’ tall) Chaotic Humanoid (8th-Level Berserker/Champion)

Masked in black and carrying an absurdly oversized, razor-sharp headsman’s axe, the Executioner is the Queen’s personal instrument of terror. He speaks rarely and moves with terrifying speed for a man of his bulk.

StatisticValue
Armor Class16 (Studded Leather, Mask of Fear, +2 Dex)
Hit Dice8d8+16 (52 HP)
Attack Throw6+ (1 attack per round)
Damage2d6+6 (Great Headsman’s Axe +2, +4 Str)
SaveF8 (Death 8+, Blast 11+, Paralysis 10+, Implements 12+, Spells 13+)
Morale+3 (11 on 2d6)
Speed120’ Encounter / 40’ Exploration
AlignmentChaotic
XP Value1,100

Special Abilities:

  • Decapitating Strike: On a natural attack roll of 20 (or 19–20 against targets that are stunned, prone, or held), the Executioner’s axe strikes the neck. The target must make a Save vs. Death or be immediately decapitated (bypassing the Mortal Wounds table unless wearing magical neck protection or possessing multiple heads). On a successful save, the target still takes double weapon damage.

  • Terrifying Presence: Opponents engaging the Executioner in melee for the first time must make a Save vs. Paralysis or suffer a -1 penalty to Attack Throws for the remainder of the encounter due to his chilling demeanor.

  • Cleave: Up to 4 cleave attacks per round when reducing a foe to 0 HP or less.

  • Equipment & Treasure: Great Headsman’s Axe +2 (two-handed axe; deals 2d6 base damage; worth 5,500 gp), Executioner’s Hood (grants +2 to Intimidation throws; worth 500 gp), iron keyring with keys to the Dungeonland Croquet Dungeon, and 2d4 x 50 gp.

3. The Jabberwock

Huge Chaotic Monstrosity (13 HD)

A towering, serpentine-necked terror with jaws that bite, claws that catch, eyes of flame, and leathery wings. It comes whiffling through the Tulgey Wood, burbling madly as it hunts.

StatisticValue
Armor Class21 (Thick Chitinous Scales)
Hit Dice13d8 (59 HP)
Attack Throw4+ (3 attacks: 2 Claws, 1 Bite)
Damage1d8+4 (Claw) / 1d8+4 (Claw) / 3d6+4 (Bite)
SaveF13 (Death 4+, Blast 7+, Paralysis 6+, Implements 8+, Spells 9+)
Morale+2 (10 on 2d6)
Speed120’ Encounter / 40’ Exploration; 240’ Fly (80’ Exploration)
AlignmentChaotic
XP Value3,900

Special Abilities:

  • Burbling Sonic Gaze/Breath (Recharge 5–6 on 1d6): Instead of making physical attacks, the Jabberwock can unleash a disorienting, burbling shriek accompanied by flashes from its flaming eyes in a 60’ cone. All creatures in the area must make a Save vs. Blast or take 4d6 sonic/fire damage and become Confused (as the Confusion spell) for 1d4 rounds. A successful save halves the damage and negates the confusion.

  • Snatch & Swallow (Bite): If the Jabberwock hits a Medium or smaller target with its bite on an attack roll of 18 or higher, it grabs the target in its jaws. At the start of the Jabberwock's next turn, the grabbed target takes automatic bite damage (3d6+4) unless it escapes with a successful Strength/Adventuring proficiency throw (target 14+) or the Jabberwock takes 15+ damage in a single round.

  • Vorpal Vulnerability: The Jabberwock has no special resistance to vorpal or sharpness blades. Any natural 20 (or 19–20 with a Vorpal Sword) immediately severs its head, killing it instantly and causing it to go "galumphing back" into lifelessness.

  • Monster Traits: Darkvision 90’, Acute Hearing (cannot be surprised by sound), Immune to Fear and Confusion effects.

  • Treasure: In its lair within the Tulgey Wood: 4,500 gp, 12,000 sp, 6 gems worth 500 gp each, a Potion of Heroism, a Scroll of Protection from Chaos, and a Shield +2.

Quick Encounter Scaling Tips for ACKS II

  • Henchmen & Morale: Both the Queen and the Jabberwock carry heavy morale-breaking abilities. Remind your players to keep their henchmen near high-Charisma leaders so their Morale scores don't collapse on round 1.

  • The Vorpal Sword: In EX1, players can find a Vorpal Blade in the adventure (or bring one from a high-level campaign). If your party lacks one, consider placing a single-use Oil of Sharpness or a Sword +2, Dragon/Monster Slayer in the Mad Hatter's tea party hoard to give them a fighting chance against the Jabberwock's high AC.

These stat blocks adapt the remaining iconic entities of Dungeonland (EX1) to ACKS II rules, focusing on their bizarre abilities, tactical puzzles, and weird mechanics.

1. The Cheshire Cat

Small Chaotic Fey / Phantasm (7 HD)

The Cheshire Cat is an insubstantial, enigmatic trickster that treats lethal combat as a dull intellectual exercise. It cannot be easily destroyed by conventional violence, fading away piece by piece until only its lingering, mocking grin remains.

StatisticValue
Armor Class19 (Phase/Insubstantiality, +4 Dex)
Hit Dice7d8 (31 HP)
Attack Throw8+ (1 attack per round: Claw swipe or Riddle)
Damage1d4 (Claw) or Psychic Disruption
SaveM7 (Death 9+, Blast 12+, Paralysis 10+, Implements 11+, Spells 12+)
MoraleN/A (Immune to Morale; always fades when bored)
Speed150’ Encounter / 50’ Exploration; 180’ Fly/Float
AlignmentChaotic (True Neutral of alignment spectrum)
XP Value850

Special Abilities:

  • Fade (At-Will, Free Action): The Cat can shift between material existence and pure phantasm at will. While faded, physical weapons pass straight through it with 0 damage. It can only be harmed by magical attacks, silvered weapons, or while it is choosing to manifest a physical form to speak or mock the party.

  • Insubstantial Movement: The Cheshire Cat ignores all physical barriers, terrain penalties, and walls up to 5 feet thick, phasing right through solid stone.

  • Riddle of the Grin (1/Encounter): The Cat poses a maddening philosophical or semantic riddle to a target within 30’. The target must make a Save vs. Spells or become Confused and Paralyzed by thought for 1d4 rounds, unable to act while trying to solve the logic trap.

  • Lingering Grin: When reduced to 0 HP, the Cat does not die; its physical body vanishes entirely, leaving behind a floating, glowing grin that offers a final sarcastic remark before disappearing for 24 hours.

  • Treasure: None. It carries nothing tangible, though its lingering presence often leaves behind a useful clue or a fake map.

2. The Mad Hatter

Medium Chaotic Humanoid (6th-Level Illusionist / Eccentric Savant)

Host of the endless tea party, the Mad Hatter moves with frantic, twitchy energy. He is completely unhinged, armed with pocket watches that manipulate temporal flow and a tea set filled with unpredictable chemical/magical brews.

StatisticValue
Armor Class15 (Dapper Tailored Coat, +3 Dex)
Hit Dice6d4+6 (21 HP)
Attack Throw12+ (1 attack per round)
Damage1d4+1 (Teacup/Saucer or Walking Stick)
SaveI6 (Death 10+, Blast 13+, Paralysis 11+, Implements 8+, Spells 9+)
Morale+0 (7 on 2d6)
Speed120’ Encounter / 40’ Exploration
AlignmentChaotic
XP Value650

Special Abilities:

  • Mad Tea Party Brews (3/Day): The Hatter can hurl a steaming cup of tea at any target within 30’. Roll 1d6 on impact to determine the effect:

    • 1–2 (Shrinking Brew): Target must Save vs. Spells or be Shrunk (as a Tiny creature, -4 melee damage, +4 AC) for 1d4 turns.

    • 3–4 (Growing Brew): Target must Save vs. Spells or Enlarge (+4 melee damage, -2 AC, double size) for 1d4 turns.

    • 5–6 (Explosive Brew): Deals 4d6 fire/acid damage in a 10’ radius (Save vs. Blast for half).

  • Watch of Temporal Stasis (1/Day): The Hatter clicks his oversized pocket watch, casting a localized Slow or Haste effect (as the spells) in a 30’ radius centered on himself.

  • Spellcasting: Casts spells as a 6th-level Illusionist. Prepared spells typically include Phantasmal Force, Invisibility, Mirror Image, Confusion, and Hallucinatory Terrain.

  • Equipment & Treasure: Pocket Watch of Time (worth 3,000 gp if kept intact), Top Hat of Holding (functions as a Bag of Holding, currently stuffed with tea biscuits, live mice, and 1,200 gp in mixed silver/gold), and a silver teapot worth 500 gp.

3. The Bandersnatch

Large Chaotic Beast / Monstrosity (8 HD)

A ferocious, agile predator native to the deepest briars of the Tulgey Wood. Known for its blinding speed, whip-like tail, and terrifying habit of darting in and out of brush to hamstring its prey.

StatisticValue
Armor Class17 (Thick Hide & Agile Reflexes)
Hit Dice8d8+16 (52 HP)
Attack Throw6+ (3 attacks: 2 Claws, 1 Tail Whip)
Damage1d6+3 (Claw) / 1d6+3 (Claw) / 2d4+3 (Tail Whip)
SaveF8 (Death 8+, Blast 11+, Paralysis 10+, Implements 12+, Spells 13+)
Morale+2 (10 on 2d6)
Speed180’ Encounter / 60’ Exploration (Exceptional Charge)
AlignmentChaotic
XP Value1,100

Special Abilities:

  • Frantic Ambush (First Round of Combat): The Bandersnatch can charge up to 360’ in a single round from concealment. It gains a +4 bonus to its initiative roll and +2 to attack throws on its first strike.

  • Tail Whip & Trip: If the Bandersnatch hits a target with its tail whip, the target must make a Save vs. Paralysis or be knocked prone and dragged 10 feet closer to the beast.

  • Tulgey Wood Stalker: The Bandersnatch suffers no movement penalties or attack penalties in dense brush, briars, or magical darkness. It can hide in natural terrain with a 90% success rate.

  • Treasure: In its briar nest: 800 gp, 3 large garnets (worth 250 gp each), and the crushed remains of an adventurer carrying a Scroll of Protection from Magic.

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