Rules for Roleplaying in a World of Swords, Sorcery, and Strongholds
This project is the system reference document for the Adventurer Conqueror King System in markdown format.
You can browse the document starting here.
- About the Game
- How to Use This Book
- The Basics of The Game
- Winning and Losing the Game
- Dice
- Rolling and Throwing the Dice
- Common Abbreviations
- Creating a Character
- Character Abilities
- Hit Points
- Character Classes
- Core Classes
- Campaign Classes
- Demi-Human Classes
- Alignment
- Adventuring Parties
- The Basics of Equipment
- Coins and Money
- Purchasing Equipment
- Weapons and Equipment
- Equipment Descriptions
- Encumbrance
- Hirelings, Henchmen, Mercenaries, and Specialists
- The Basics of Proficiencies
- Starting Proficiencies
- Gaining Proficiencies
- Proficiency Lists
- Proficiency Descriptions
- Proficiencies of Normal Humans and Demi-Humans
- Spells and Spellcasters
- Casting Spells
- Spell Repertoire
- Reversible Spells
- Spell Signatures
- Arcane Spell List
- Divine Spell List (Cleric)
- Divine Spell List (Bladedancer)
- Spell Index
- Dungeons, Wilderness, and Sea
- Wilderness Adventures
- Sea Adventures
- Encounters
- Monsters Encountered
- Surprise
- Reactions
- Evasion and Pursuit
- Initiative
- Movement
- How to Attack
- Damage
- Mortal Wounds
- Tampering with Mortality
- Cleaving
- Saving Throws
- Special Maneuvers
- Morale Rolls
- Mounted Combat
- Sea Combat
- Earning Experience from Adventures
- Magic Research
- Ritual Spells
- Constructs
- Crossbreeds
- Necromancy
- Divine Power
- Strongholds and Domains
- Securing the Domain
- Establishing the Stronghold
- Attracting Peasants and Followers
- Follower Type and Equipment by Class
- Growing the Domain
- Collecting Revenue
- Paying Expenses
- Realms and Vassals
- Titles of Nobility
- Keeping the Peace
- Villages, Towns, and Cities
- Establishing Strongholds Before 9th Level
- Chaotic Domains
- Dwarven Vaults
- Elven Fastnesses
- Hideouts and Hijinks
- Hijinks
- Getting Caught
- Creating a Criminal Guild
- Managing a Criminal Guild
- Sanctums and Dungeons
- Mercantile Ventures
- Earning Experience from Campaigns
- Monster Characteristics
- Monster Types
- Abbreviations
- Monster Listings
- Ankheg
- Ant, Giant
- Ape, White
- Baboon, Rock
- Basilisk
- Bat
- Bear
- Bee, Giant Killer
- Beetle, Giant
- Black Pudding
- Blink Dog
- Boar
- Bugbear
- Caecilian
- Camel
- Carcass Scavenger
- Cat, Large
- Centaur
- Centipede, Giant
- Chimera
- Cockatrice
- Crab, Giant
- Crocodile
- Cyclops
- Demon Boar
- Djinni
- Dog
- Doppelganger
- Dragon
- Sea Dragons
- Dragon Turtle
- Dwarf
- Efreeti
- Elemental
- Elephant
- Elf
- Ettin
- Faerie
- Fish, Giant
- Fly, Giant Carnivorous
- Gargoyle
- Gelatinous Cube
- Ghoul
- Giant
- Gnoll
- Gnome
- Goblin
- Golem
- Gorgon
- Gray Ooze
- Green Slime
- Griffon
- Halfling
- Harpy
- Hawk
- Hell Hound
- Herd Animals
- Hippogriff
- Hobgoblin
- Horse
- Hydra
- Invisible Stalker
- Kobold
- Lamia
- Lammasu
- Leech, Giant
- Lizard, Giant
- Lizardman
- Locust, Cavern
- Lycanthrope
- Manticore
- Mastodon
- Medusa
- Men
- Mermen
- Minotaur
- Morlock
- Mule
- Mummy
- Neanderthal
- Nymph
- Ochre Jelly
- Octopus, Giant
- Ogre
- Orc
- Owl Bear
- Pegasus
- Phase Tiger
- Pterodactyl
- Purple Worm
- Remorhaz
- Rhagodessa, Giant
- Rhinoceros
- Roc
- Rot Grub
- Rust Monster
- Salamander
- Scorpion, Giant
- Sea Serpent
- Shadow
- Shark
- Shrieker
- Skeleton
- Skittering Maw
- Snake
- Spectre
- Spider, Giant
- Squid, Giant
- Statue, Animated
- Stegosaurus
- Stirge
- Swarm
- Throghrin
- Titanothere
- Toad, Giant
- Treant
- Triceratops
- Troglodyte
- Troll
- Tyrannosaurus Rex
- Unicorn
- Vampire
- Varmint, Giant
- Whale
- Wight
- Wolf
- Wraith
- Wyvern
- Yellow Mold
- Zombie
- Random Treasure Generation
- Planned Treasure Generation
- Identifying and Using Magic Items
- Magic Item Tables
- Magic Item Descriptions
- Buying and Selling Magic Items
- Constructing the Campaign Setting
- Constructing the Region
- Constructing the Starting City
- Constructing the Dungeons
- Wandering Monsters
- Additional Rules for Judges
- Playing with Advanced Characters
- Recommended Reading for Judges