Friday, September 5, 2025

Fantasy Fridays: Adventurer Conqueror King System

ACKS II Rulebook
 Getting back to the real purpose behind the Fantasy Friday posts, helping you to find that perfect Fantasy RPG and showing that there is more than just D&D out there. Though today's post doesn't stray very far from D&D.

Adventurer Conqueror King System

The Adventurer Conqueror King System, or more often ACKS, was released in 2012. It was one of the biggest OSR titles released and met with a lot of critical acclaim. I have already talked about it quite a lot here, so instead of treading over well-trodden ground, I'll link out those posts here. 

I like ACKs. The system is B/X with some add-ons to give me some of the things I miss from AD&D. Plus the Witch class from the Player's Companion is based on my OGC and material I shared with the authors/designers back in their early days. 

Adventurer Conqueror King - Imperial Imprint (ACKS II)

by Alexander Macris, Autarch 2025

The WotC/Hasbro OGL scandal caused a lot of folks, myself included, to re-think their reliance on the OGL. So Autarch opted to revise their core rules into three new books they are calling Adventurer Conqueror King - Imperial Imprint AKA ACKS II.

The books feel familiar:

I like how the new Revised Rulebook looks like the next scene of the original rulebook.

This system is largely the same, with some of the OGC removed and revised. We are still not deviating far from the D&D B/X standard of 14 levels and some "race as class" ideas, but all in all it is still a very playable system. Converts from OSE or D&D B/X will drop right in, maybe even using the same characters they already were. Converts from D&D 5 or Pathfinder might find themselves wonder where all their "kewl powerz" are.

Where ACKS II shines is in its scope and depth. Autarch has taken what was already a very crunchy, very ambitious game and doubled down. The Revised Rulebook is a beast of nearly 550 pages, the Judges Journal piles on another 350k words of domain rules, economic systems, alchemy, and advice. If ACKS I was about building dungeons and kingdoms, ACKS II is about running empires.

The proficiency system deserves a call-out. It’s the same idea as before, but cleaned up and standardized to cover a wide variety of “skills.” In my opinion, this is one of the better OSR takes on non-combat abilities, and something I’d happily import into other B/X-derived games.  The systems here feels like the feats of 5e (but not 3e if that makes sense) so there is a solid rhyme and reason to them all. Plus the need to spend money and time for training keeps it solidly in the old-school camp. 

The GM's book is filled with great advice. With the vast majority of if compatible with whatever OSR or old-school game you are currently playing. 

The monster book is well organized with one monster per page, art, and plenty of information on each monster. Again, compatible with most OSR games, but especially anything with B/X DNA. Even if you don't play ACKS or ACKS II, this book would be useful. Note, there are no demons or devils in this book so if you need demons, devils or creatures from the "lower planes," may I recommend my own The Left Hand Path - The Diabolic & Demonic Witchcraft Traditions.  Given ACKS compatibility, you could add this as another type of witch tradition.

The overall vibe? If Hyperborea is AD&D wearing a B/X mask, ACKS has always been B/X pretending to be AD&D. ACKS II leans further into that identity. It’s a game that lets you start with kobolds in a hole and end with fleets, armies, and dynasties, something most OSR titles only sketch at. 

A note about AI art. There is a lot of art in this book, and unlike the previous edition, it is all color art. The vast majority is human made, but some of it is AI art. This is according to Autarch themselves. I am not going to moralize on this at all. But you will need to figure out for yourself it this is a deal-breaker or not.

Larina Nix for ACKS II

So a D&D-like system with a native witch, based on my own witch materials? Of course, I am going to try out Larina. In ACKS Witches are a type of Divine Caster, so they use the same spells as doe Priets/Clerics.

Larina Nix Witch (Antiquarian), Level 14 Witch Queen
Larina Nix
Witch (Antiquarian), Level 14 Witch Queen
Human (Rorn) Female, Neutral (Lawful Neutral)

STR 9 +0
INT 18 +3
DEX 11 +0
WIL 18 +3
CON 11 +0
CHA 18 +3

Hit Points: 30
Initiative +0
AC: 1 (Bracers of Defense AC 1)

To Hit AC 0: 16

Paralysis 9
Death 9
Blast 11
Implements 7
Spells 8

Movement
Exploration 120 Feet/Turn
Combat 40 Feet/Round
Charge/Run 120 Feet/Round
Expedition 24 miles/day

Class Features
Traditional Medicine, Brew Potions, Minor Magical Research, Second Sight, Scribe Scrolls, Magic Mirror, Major Magical Research

Proficiencies
 Lore Mastery, Knowledge Occult (x2), Healing, Familiar, Arcane Dabbling, Alchemy, Mystic Aura, Adventuringt 

Spells (Divine)
First Level: Allure, Counterspell, Cure Light Injury, Kindle Flame, Sanctuary, Word of Command
Second Level: Augury, Dark Whisper, Halt Humanoids, Magic Lock, Righteous Wrath, Spiritual Weapon
Third Level: Bewitch Humanoid, Clairvoyance, Dispel Magic, Lightning Strike, Remove Cure, Winged Flight
Fourth Level: Divination, Inspire Awe, Lightless Vision, Skinchange, Smite Undead, Spirit of Healing
Fifth Level: Boil Blood, Communion, Fiery Pillar, Healing Circle, True Seeing
Sixth Level: Arrows of the Sun, Bewitch Monster, Home Ward, Phoenix Armor, Spellwarded Zone

Rituals Known: 7

All in all, not a bad version of Larina. Reminds me a bit of her AD&D 2nd Edition counterpart from my Complete Netbook of Witches & Warlocks. I would like to have pumped up her language skills a bit more. 

Who Should Play This Game?

ACKS is a fine game, it does some things rather well, but it only brings a few new things to the table already crowded with Hyperborea, Old-School Essentials, and original B/X D&D. Mind you, the things it does bring are really great. The organization is wonderful as is the presentation. The monster book is worth grabbing if you play any OSR game, just because it has a great presentation and some new monsters. The new classes are a great addition and I am certain someone out there is using the new classes here in their OSE game or even in B/X. I admit I would roll up a Bladedancer or Elven Nigthblade in a heartbeat. Come to think of it, Taryn, Larina's Half-elf daughter, would also make for a good Elven Nightblade.

Reading the rules will not help you decide if this game is for you over some other OSR game. You will need to play.

What makes ACKS II unique in the OSR landscape is that it doesn’t stop at the dungeon door. It’s not just about slaying dragons or clearing hexes, it’s about what happens next. You claim land, raise armies, chart trade routes, and maybe even crown yourself emperor. The rules don’t just hand-wave these things; they give you the numbers, the systems, and the tools to run them at the table.

I don't think ACKS or ACKS II will replace D&D 5e at someone's table, but who knows, I could be wrong. There is enough here to make it someone's perfect game.

The physical books, especially the limited edition black covers, look fantastic. I am content with my PDFs for now.

For me, it will be a game I reference a lot, but one I likely won't actually play. Though I think I would like to come up with the three Witch Queens (one for each tradition) of the Auran Empire on the continent of AurĂ«pos on the world of Cybele.

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