Showing posts with label Adventurer Conqueror King System Imperial Imprint (ACKS II). Show all posts
Showing posts with label Adventurer Conqueror King System Imperial Imprint (ACKS II). Show all posts

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.

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 Hargrave’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).