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Adventurer, Conqueror, King
Enter a world where empires totter on the brink of war, and terrible monsters tear at the fragile borderlands of men; where decaying cities teem with chaos and corruption, nubile maidens are sacrificed to chthonic cults and nobles live in decadent pleasure on the toil of slaves; where heroes, wizards, and rogues risk everything in pursuit of glory, fortune, and power. This is a world where adventurers can become conquerors – and conquerors can become kings.
Will you survive the perils of war and dark magic to claim a throne? Or will you meet your fate in a forgotten ruin beyond the ken of men?
The Adventurer Conqueror King System™ (ACKS) is a new fantasy role-playing game that provides the framework for epic fantasy campaigns with a sweeping scope.
The Player’s Companion is the first expansion for the Adventurer Conqueror King System™ (ACKS) and an invaluable resource for players and Judges of the original fantasy role-playing game and its retro-clones. Expand your campaign with 19 new class choices. Customize characters with 248 available templates. Make your own character classes using a balanced point-based system 100% compatible with every class in the ACKS core rules and the Player’s Companion. Bring wonder to your game world with a dynamic spell system. Invent your own new spells during play with advanced magic research rules that allow your characters to experiment, make breakthroughs, and suffer side effects. Comprehensive guidelines let Judges determine what level a proposed spell will be and gauge its balance with all existing spells
The Player’s Companion allows you to customize your fantasy game to an unparalleled degree. Open up the hood of the Adventurer Conqueror King System™ and gain new insights into the foundations of the original fantasy RPG.
Domains At War
Tomorrow you will bring the battle to the foe. Tonight you walk among the troops you’ll lead. The mercenaries are veterans and sleep while they can, but the peasants levied from your lands seek courage in tales of your previous victories. In the cover of darkness, you can listen rather than lead. Remember when you were like them? Back when you first entered the dungeon, you wielded a sword to fight for gold, glory, and the favor of the gods. Winning these earned you a throne. Now you wield an army, and fight for the right to rule the domains at war.
Domains at War™ brings the full sweep of fantasy warfare to tabletop gaming and role-playing campaigns with two rulebooks: Battles and Campaigns.
Using Domains at War: Battles™, you can run massive battles between opposing armies using playing pieces on the tabletop. Designed specifically for battles where RPG characters are in command, D@W: Battles makes the deeds and decisions of those characters the focus of its gameplay, and works hard to integrate their actions into the flow of battle. Built from the same mathematics that power ACKS, it generates outcomes like what you'd get if you fought it out on the one-on-one roleplaying scale.
Using Domains at War: Campaigns™, your fantasy RPG characters can raise armies, campaign against enemy forces, and conquer domains. It includes a comprehensive campaign toolkit for use in ongoing games, fully compatible with ACKS's rules for mercenaries, strongholds, magic, and rulership. D@W: Campaigns also includes a streamlined system for resolving the outcome of pitched battles between army-sized forces, ideal for resolving battles between NPC commanders, where the adventurers are bystanders or front-line participants.
Domains at War is compatible with any fantasy RPG system that uses twenty-sided dice and shares concepts like hit points and armor class. If your players are ready to rule, then your campaign is ready for the Domains at War: Campaigns rules.
AX1: The Sinister Stone of Sakkara
Over a millennium ago, when the borderlands were in the dark grip of the Zaharan Empire, the empire’s sorcerer-priests erected a profane temple to house the terrible artifact known as the Stone of Sakkara. Using the Stone, the sorcerer-priests could birth monsters and abominations with frightening ease and magically command the loyalty of chaotic creatures. The Stone brought its evil masters great power throughout the fell empire.
In the centuries since the fall of Zahar, the Stone has lain dormant and forgotten. Now it has awakened, and warbands of beastmen have begun to gather sacrifices to power the Stone’s birthing pools again. Local farms and hamlets have been sacked and pillaged, and entire families have gone missing. The local legate has too few men to even patrol the border; he has none at all to hunt down the source of the evil. Adventurers are needed…
AX1: The Sinister Stone of Sakkara is a ready-to-play adventure presented for use with Adventurer Conqueror King System™ and other d20-based fantasy role-playing games. AX1 includes a two-level dungeon filled with chthonic horror along with a friendly stronghold from which your adventurers can explore the region. The Sinister Stone of Sakkara is the perfect introductory adventure for a campaign starting in ACKS’s official setting but easy to adapt to your campaign setting of choice. Begin your rise from adventurer to king today!
The gates of Dwimmermount have opened. After years of rumors, it is time to discover the secrets of this vast mountain fortress for yourself…
Dwimmermount™ is a classic megadungeon and old-school campaign setting presented as two versions: one for the Adventurer Conqueror King System™ and another for Labyrinth Lord™.
The 400-page Dwimmermount hardcover includes:
13 mapped, keyed, and stocked dungeon levels containing a total of 715 fully-described and detailed encounter areas for players and their characters to discover – with random tables to generate even more!
86 monsters and 70 magic items to confound, challenge, and reward your players.
6 pre-generated adventuring parties to serve as rivals for your player characters.
A gazetteer of the lands surrounding Dwimmermount. The ACKS version includes realms, domains, and settlements described using ACKS mechanics to support a campaign endgame.
An overview of Muntburg, a fortified town nestled in the shadows of Dwimmermount, intended to serve as a “home base” for the player characters between expeditions into the dungeon's depths.
A history of the dungeon from its earliest days to the present, with innovative mechanics that reward the characters for learning the secrets of the past.
Descriptions of numerous factions operating within and without the dungeon, whose activities add a further layer of complexity to Dwimmermount.
Discussions of ways to approach Dwimmermount, both as a player and as a referee, including insight into the dungeon's origins and design.
Over 40 different works by top artists including Jeff Dee, Mark Allen, Eric Quigely, Conor Nolan, John Larrey, Steve Zieser, Russ Nicholson, Kelvin Green, and the grand master of old-school fantasy, Erol Otus.
The Dwimmermount Illustration Book includes a complete set of illustrations of the Dwimmermount megadungeon’s most essential features and locations, designed to be shown to the players in the style of the classic adventures of old. The Dwimmermount Map Book presents each of Dwimmermount's wilderness, dungeon, and fortress maps as a two-page spread for reference and annotation in play. It’s an indispensable reference when running a dungeon that’s large enough to encompass an entire campaign! The Dwimmermount Map Book also includes a special two-page visual timeline of the construction of Dwimmermount, showing its origins in the early First Era to its final completion millennia later.
In the Golden Age of fantasy roleplaying, the dungeon was the linchpin of adventure design and the sandbox was the assumed role of a campaign setting. With Dwimmermount, the Golden Age has returned.
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