TEXT:  
  Monster Attack  
  Throws (p.102) 
   
  Attacking 
  Attack Throw 
  Monster HD 
  Value 
  1 or less 
  10+ 
  1+ and 2 
  9+ 
  2+ and 3 
  8+ 
  3+ and 4 
  7+ 
  4+ and 5 
  6+ 
  5+ and 6 
  5+ 
  6+ and 7 
  4+ 
  7+ to 9 
  3+ 
  9+ to 11 
  2+ 
  11+ to 13 
  1+ 
  13+ to 15 
  0+ 
  15+ to 17 
  -1+ 
  17+ to 19 
  -2+ 
  19+ to 21 
  -3+ 
  21+ or more 
  -4+ 
  Character Attack Throws (p.102) 
  Attacking Character Level 
   
  Attack Throw Value 
  Fighters 
  Clerics/Thieves 
  Mages 
  0* 
  0 
  0 
  11+ 
  1 
  1-2 
  1-3 
  10+ 
  2-3 
  3-4 
  4-6 
  9+ 
  4 
  5-6 
  7-9 
  8+ 
  5-6 
  7-8 
  10-12 
  7+ 
  7 
  9-10 
  13-14 
  6+ 
  8-9 
  11-12 
  – 
  5+ 
  10 
  13-14 
  – 
  4+ 
  11-12 
  – 
  – 
  3+ 
  13 
  – 
  – 
  2+ 
  14 
  – 
  – 
  1+ 
  *Includes all 0th level humans 
  Missile Weapon Ranges (p.103) 
   
  Short 
  Medium 
  Long 
  Weapon 
  Range 
  Range 
  Range 
   
  0 
  -2 
  -5 
  Arbalest 
  90’ 
  180’ 
  360’ 
  Axe (thrown) 
  10’ 
  20’ 
  30’ 
  Bow, Composite 
  70’ 
  140’ 
  210’ 
  Bow, Long 
  70’ 
  140’ 
  210’ 
  Bow, Short 
  50’ 
  100’ 
  150’ 
  Crossbow 
  80’ 
  160’ 
  240’ 
  Dagger (thrown) 
  10’ 
  20’ 
  30’ 
  Dart 
  15’ 
  30’ 
  45’ 
  Holy Water 
  10’ 
  30’ 
  50’ 
  Javelin 
  20’ 
  40’ 
  60’ 
  Oil 
  10’ 
  30’ 
  50’ 
  Sling 
  45’ 
  90’ 
  180’ 
  Spear 
  20’ 
  40’ 
  60’ 
  Fighter Saving Throws (p.105,108) 
   
  Petrifaction/ Poison/ 
  Blast/ 
  Staffs/ 
  Level 
  Paralysis 
  Death 
  Breath 
  Wands 
  Spells 
  0* 
  16+ 
  15+ 
  17+ 
  17+ 
  18+ 
  1 
  15+ 
  14+ 
  16+ 
  16+ 
  17+ 
  2-3 
  14+ 
  13+ 
  15+ 
  15+ 
  16+ 
  4 
  13+ 
  12+ 
  14+ 
  14+ 
  15+ 
  5-6 
  12+ 
  11+ 
  13+ 
  13+ 
  14+ 
  7 
  11+ 
  10+ 
  12+ 
  12+ 
  13+ 
  8-9 
  10+ 
  9+ 
  11+ 
  11+ 
  12+ 
  10 
  9+ 
  8+ 
  10+ 
  10+ 
  11+ 
  11-12 
  8+ 
  7+ 
  9+ 
  9+ 
  10+ 
  13 
  7+ 
  6+ 
  8+ 
  8+ 
  9+ 
  14 
  6+ 
  5+ 
  7+ 
  7+ 
  8+ 
  *Includes all 0th level humans 
  Cleric Saving Throws (p.105,108) 
   
  Petrifaction/ Poison/ 
  Blast/ 
  Staffs/ 
  Level 
  Paralysis 
  Death 
  Breath 
  Wands 
  Spells 
  1-2 
  13+ 
  10+ 
  16+ 
  13+ 
  15+ 
  3-4 
  12+ 
  9+ 
  15+ 
  12+ 
  14+ 
  5-6 
  11+ 
  8+ 
  14+ 
  11+ 
  13+ 
  7-8 
  10+ 
  7+ 
  13+ 
  10+ 
  12+ 
  9-10 
  9+ 
  6+ 
  12+ 
  9+ 
  11+ 
  11-12 
  8+ 
  5+ 
  11+ 
  8+ 
  10+ 
  13-14 
  7+ 
  4+ 
  10+ 
  7+ 
  9+ 
  Thief Saving Throws (p.105,108) 
   
  Petrifaction/ Poison/ 
  Blast/ 
  Staffs/ 
  Level 
  Paralysis 
  Death 
  Breath 
  Wands 
  Spells 
  1-2 
  13+ 
  13+ 
  16+ 
  14+ 
  15+ 
  3-4 
  12+ 
  12+ 
  15+ 
  13+ 
  14+ 
  5-6 
  11+ 
  11+ 
  14+ 
  12+ 
  13+ 
  7-8 
  10+ 
  10+ 
  13+ 
  11+ 
  12+ 
  9-10 
  9+ 
  9+ 
  12+ 
  10+ 
  11+ 
  11-12 
  8+ 
  8+ 
  11+ 
  9+ 
  10+ 
  13-14 
  7+ 
  7+ 
  10+ 
  8+ 
  9+ 
  Mage Saving Throws (p.105,108) 
   
  Petrifaction/ Poison/ 
  Blast/ 
  Staffs/ 
  Level 
  Paralysis 
  Death 
  Breath 
  Wands 
  Spells 
  1-3 
  13+ 
  13+ 
  15+ 
  11+ 
  12+ 
  4-6 
  12+ 
  12+ 
  14+ 
  10+ 
  11+ 
  7-9 
  11+ 
  11+ 
  13+ 
  9+ 
  10+ 
  10-12 
  10+ 
  10+ 
  12+ 
  8+ 
  9+ 
  13-14 
  9+ 
  9+ 
  11+ 
  7+ 
  8+ 
   
  Monster Morale (2d6) (p.110) 
  Monster morale is checked when... 
  – One group has 1st member incapacitated*. 
  – Half the group on either side is incapacitated*. 
  – A solo monster has lost half its hp. 
   
  Adjusted Die Roll 
  Result 
  2- 
  Retreat** 
  3-5 
  Fighting Withdrawal** 
  6-8 
  Fight on 
  9-11 
  Advance and Pursue 
  12+ 
  Victory or Death 
  *If these occur in the same round, the roll is made at a -2 penalty. 
  **Monsters usually will try to surrender if they have no way to 
  escape the encounter. 
  
   
  Dungeon Exploration (p.92) 
  Task 
  Throw 
  Forcing Open a door 
  18+ (+/-4 per point of STR mod.) 
  Detect a Secret Door 
  18+ (Elves 14+) 
  Listening at a Door 
  18+ (Demi-humans 14+) 
  Spotting a Trap 
  18+ (Dwarves 14+) 
  Encounter Distance (p.96) 
  Terrain 
  Encounter Distance (yards) 
  Dungeon 
  2d6x10 (feet) 
   
  Badlands 
  2d6x10 
  Desert 
  4d6x10 
  Fields, Fallow 
  4d6x10 
  Fields, Ripe 
  5d10 
  Fields, Wild 
  3d6x5 
  Forest, Heavy or Jungle 
  5d4 
  Forest, Light 
  5d8 
  Marsh 
  8d10 
  Mountains 
  4d6x10 
  Plains 
  5d20x10 
  Sea* 
  5d20x10 
  * For sea monsters, modify distance by size. In clear weather, ships can be 
  seen up to 6 miles and land up to 24 miles. 
  Wilderness Movement (p.93) 
   
  Exploration Movement 
  Wilderness Movement 
   
  (Feet per Turn) 
  (Miles per Day*) 
   
  30’ 
  6 
   
  60’ 
  12 
   
  90’ 
  18 
   
  120’ 
  24 
   
  150’ 
  30 
   
  180’ 
  36 
   
  210’ 
  42 
   
  240’ 
  48 
   
  270’ 
  54 
   
  300’ 
  60 
   
  330’ 
  66 
   
  360’ 
  72 
   
  Terrain Adjustments (p.94) 
  Terrain 
  Movement Multiplier 
  Desert, hills, wooded areas 
  x2/3 
  Thick jungle, swamps, mountains 
  x1/2 
  Road travel, clear wide trails 
  x3/2 
  Air travel 
  x2 
  *Characters must rest 1 day per 6 days of travel, or suffer 
  -1 to attack and damage. 
   
  Forced March: travel for 12 hrs (instead of 8) to increase 
  distance traveled by 50%, but must rest 24 hours 
  afterward. 
  Rations and Foraging (p.94) 
   
  Task 
  Throw 
  Result 
  Foraging for food 
  18+ 
  yields food for 1d6 
  Hunting for food 
  14+ 
  yields food for 2d6 
  Lack of... 
  Effect 
  Food 
  After 2 days, lose 1hp/day* 
  Water 
  After 1 day, lose 1d4hp/day* 
  *PC also loses the ability to heal naturally, until a full day’s 
  worth of food is eaten. 
   
  Foraging: May be done during normal travel 
  Hunting: No travel + wandering monster check 
   
  Getting Lost (p.94) 
  Terrain 
  Navigation 
  Plains 
  4+ 
  Mountains, hills 
  7+ 
  Forest, coast 
  7+ 
  Open sea 
  11+ 
  Jungle, swamp, desert 
  11+ 
   
  Wandering Monsters (1d6) (p.242 & p.244) 
   
   
  Encounter 
  Terrain 
  Frequency 
  Throw** 
  Dungeon 
  every 2 turns 
  6+ 
  City, Grasslands, Scrub, Settled 
  1/day* 
  6+ 
  Aerial, Hills, Ocean, Woods, River 
  1/day* 
  5+ 
  Barren, Desert, Jungle, Mountains, Swamp 
  1/day* 
  4+ 
  *If stationary. Otherwise, make a check each time PCs enter a new 6-mile 
  hex. 
  **Modify the die based on circumstances (PCs exceptionally loud/stealthy, 
  traversing highly inhabited/desolate area, etc.) 
  Surprise (1d6) (p.97) 
   Adjusted Die Roll 
  Result 
   
  2- 
  Surprised 
   
  3+ 
  Ready 
   
  Surprised creatures may not act in 
  the 1st round, are attacked at +2 to 
  hit, do not benefit from a shield, 
  and may be backstabbed. 
  Monster Reaction (2d6) (p.99) 
   
  Adjusted 
  Die Roll 
  Result 
  2- 
  Hostile, attacks 
  3-5 
  Unfriendly, may attack 
  6-8 
  Neutral, uncertain 
  9-11 
  Indifferent, uninterested 
  12+ 
  Friendly, helpful 
   
  Thief Skills (p.23) 
  Level 
  OL 
  F/RT 
  PP 
  MS 
  CW 
  HS 
  HN 
  1 
  18+ 
  18+ 
  17+ 
  17+ 
  6+ 
  19+ 
  14+ 
  2 
  17+ 
  17+ 
  16+ 
  16+ 
  5+ 
  18+ 
  13+ 
  3 
  16+ 
  16+ 
  15+ 
  15+ 
  5+ 
  17+ 
  12+ 
  4 
  15+ 
  15+ 
  14+ 
  14+ 
  4+ 
  16+ 
  11+ 
  5 
  14+ 
  14+ 
  13+ 
  13+ 
  4+ 
  15+ 
  10+ 
  6 
  12+ 
  13+ 
  12+ 
  12+ 
  4+ 
  14+ 
  9+ 
  7 
  10+ 
  11+ 
  10+ 
  10+ 
  3+ 
  12+ 
  8+ 
  8 
  8+ 
  9+ 
  8+ 
  8+ 
  3+ 
  10+ 
  7+ 
  9 
  6+ 
  7+ 
  6+ 
  6+ 
  3+ 
  8+ 
  6+ 
  10 
  4+ 
  5+ 
  4+ 
  4+ 
  3+ 
  6+ 
  5+ 
  11 
  3+ 
  3+ 
  2+ 
  2+ 
  2+ 
  4+ 
  4+ 
  12 
  2+ 
  2+ 
  -1+ 
  2+ 
  2+ 
  3+ 
  3+ 
  13 
  1+ 
  2+ 
  -3+ 
  1+ 
  1+ 
  2+ 
  2+ 
  14 
  1+ 
  1+ 
  -5+ 
  1+ 
  1+ 
  1+ 
  1+ 
   
  
   
  Cleric Turning Undead (p.22) 
  Cleric Level 
  Undead 
  1 
  2 
  3 
  4 
  5 
  6 
  7 
  8 
  9 
  10 
  11 
  12 
  13 
  14 
  Skeleton 
  10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  Zombie 
  13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  Ghoul 
  16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  D 
  Wight 
  19+ 16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  D 
  Wraith 
  – 
  19+ 16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  D 
  D 
  Mummy 
  – 
  – 
  19+ 16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  D 
  Spectre 
  – 
  – 
  – 
  19+ 16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  D 
  Vampire 
  – 
  – 
  – 
  – 
  19+ 16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  D 
  Infernal* 
  – 
  – 
  – 
  – 
  – 
  19+ 16+ 13+ 10+ 
  7+ 
  4+ 
  T 
  T 
  D 
  *Includes very powerful undead, or unholy beings such as demons and devils 
  Dungeon Chases (p.100) 
   
  1. A party can always successfully flee if combat has 
  not begun and they are faster. Otherwise, handle 
  the chase as a normal combat. 
  2. When a creature passes through a doorway, 
  makes a hard turn, etc., the Judge may require a 
  save vs. Paralysis (add DEX mod). Failure: the 
  creature falls and moves no further; it may stand up 
  and make a full move on its Initiative in the next 
  round. 
  3. If at any point a pursuer is within 5' (melee range) 
  of a fleeing creature at the start of a round, they are 
  engaged. 
  4. Monsters will stop pursuit if PCs manage to get out 
  of their range of vision. Monsters interested in food 
  or treasure will stop pursuit on a 4+ on 1d6 if PCs 
  drop such items. 
   
  Wilderness Evasion (p.100) 
   
  Pursuing Group Size Modifier* 
  Evading 
  Evasion 
  Up to 
  Party Size 
  Throw 
  25% 
  26-75% 
  76%+ 
  Up to 4 
  11+ 
  0 
  +4 
  +8 
  5 – 12 
  14+ 
  0 
  +3 
  +5 
  13 – 24 
  16+ 
  0 
  +3 
  +5 
  25+ 
  19+ 
  0 
  +3 
  +5 
  *Relative to the evading party’s size 
  Evasion & Pursuit (p.99) 
  To determine if monsters pursue fleeing PCs in 
  combat, make a monster reaction roll. On a result of 2-
  8, they pursue. 
  Special Maneuvers* (p.109) 
   
  Maneuver 
  Attack Throw Modifier 
  Save vs. Paralysis 
  Successful Attack and/or Failed Save 
  Brawling 
  punch +0 / kick -2 
  no 
  1d3 / 1d4 nonlethal 
  Disarm 
  -4 
  yes 
  Item knocked 5’ away 
  Force Back 
  -4 
  yes1 
  Pushed back equal to weapon damage in feet. If pushed into an  
   
   
   
  obstacle, defender takes 1d6 damage per 10’ traveled. 
  Incapacitate 
  -4 
  no 
  Normal weapon damage (nonlethal) 
  Knock Down 
  -4 
  yes 
  Fall prone 
  Overrun 
  -4 
  yes1 
  Continue moving. If the defender succeeds, he may block the attacker,  
   
   
   
  but the attacker may then deal damage against the defender automatically. 
  Sunder2 
  -4 or -63 
  yes4 
  Target weapon or shield broken 
  Wrestling 
  -4 
  yes1 
  Grabbed in a wrestling hold5 
  1 -4 penalty if the attacker is significantly larger. 
  2 Magic weapons & shields may only be sundered by weapons with a magic bonus equal to or greater than their own. 
  3 -4 vs. staffs, spears & polearms; -6 vs. other weapons or shields. 
  4 Subtract magical bonus of sundering weapon & add bonus of target weapon or shield. Daggers, swords, & shields gain a +4 bonus to the 
  save and staffs, spears, and polearms suffer a -4 penalty. 
  5 The attacker may perform a brawl, force back, disarm, or knock down each round without requiring an attack roll, so long as the hold 
  continues (the defender still gets a save). A knock down or force back ends the hold unless the attacker moves with the defender. The 
  defender may make another save each round to escape the hold. 
  *The Judge should consider the implications of using maneuvers on opponents of vastly different size or unusual shape. 
  Prone / Held Combatants (p.109) 
  A prone combatant... 
  • Is +2 to be hit. 
  • Is vulnerable to backstab. 
  • May get up instead of moving, or 
  crawl at 5’ per round. 
  • Attacks at -4. 
  A held combatant... 
  • Is +4 to be hit. 
  • Is vulnerable to backstab. 
   
  Wilderness Chases (p.100) 
   
  1. If one party is surprised, the other party can automatically flee successfully. 
  2. Otherwise, in order for one party to escape from another, it must make a 
  successful throw on the Wilderness Evasion table. The fleeing side always 
  has at least a 5% chance of escape (20 on 1d20). 
  2. The Judge may modify the probabilities based on conditions and 
  environment. 
  3. If a fleeing party does not successfully escape, then the other group catches 
  up close with a throw of 11+ on 1d20 if they are faster. If this roll fails, then 
  the fleeing side may again attempt to escape. This cycle is repeated daily 
  until either one side escapes or the other manages to catch up. 
   
  
   
  Equipment Availability by Market Class (per month) (p.40) 
   
   
  Class 
  Class 
  Class 
  Class 
  Class 
  Class 
   
  Price 
  I 
  II 
  III 
  IV 
  V 
  VI 
   
  1gp or less 
  1,700 
  585 
  260 
  65 
  30 
  10 
   
  2-10gp 
  100 
  30 
  15 
  5 
  1 
  1 
   
  11-100gp 
  15 
  5 
  2 
  1 
  25% 
  10% 
   
  101-1,000gp 
  7 
  2 
  1 
  25% 
  10% 
  5% 
   1,001-10,000gp 
  2 
  1 
  25% 
  10% 
  5% 
  1% 
   
  10,001gp+ 
  10% 
  5% 
  2% 
  NA 
  NA 
  NA 
  Commissioning Equipment* 
  Equipment Type 
  Time 
  Buildings/Vehicles 
  1 day per 500gp value 
  Animals 
  1 day per 1gp value 
  Other equipment 
  1 day per 5gp value 
  *Commissioned Equipment Availability: treat the equipment as if it were 1 price 
  category less expensive to calculate volume available. 
   
  Character Movement and Encumbrance (p.48) 
   
  Exploration 
  Combat 
  Running 
  Encumbrance 
  Movement 
  Movement 
  Movement 
  Up to 5 stone 
  120’ per turn 
  40’ per round 
  120’ per round 
  Up to 7 stone 
  90’ per turn 
  30’ per round 
  90’ per round 
  Up to 10 stone 
  60’ per turn 
  20’ per round 
  60’ per round 
  Up to max capacity 30’ per turn 
  10’ per round 
  30’ per round 
  Animal / Vehicle Movement and Encumbrance (p.49) 
   
  Exploration 
  Normal 
  Maximum 
  Animal/ 
  Movement 
  Load 
  Load 
  Vehicle 
  (feet) 
  (stone) 
  (stone) 
  Camel 
  150 / 75 
  30 
  60 
  Donkey 
  120 / 60 
  8 
  16 
  Elephant 
  120 / 60 
  120 
  240 
  Horse, Heavy 
  120 / 60 
  40 
  80 
  Horse, Light 
  240 / 120 
  20 
  40 
  Horse, Medium 
  180 / 90 
  30 
  60 
  Mule 
  120 / 60 
  20 
  40 
  Ox 
  60 / 30 
  45 
  90 
  Cart, Small, 1 Mule 
  60 / 30 
  35 
  70 
  Cart, Small, 2 Mules 
  60 / 30 
  80 
  160 
  Cart, Large, 1 Horse 
  60 / 30 
  80 
  160 
  Cart, Large, 2 Horses 
  60 / 30 
  120 
  240 
  Wagon, 2 Horses 
  60 / 30 
  160 
  320 
  Wagon, 4 Horses 
  60 / 30 
  320 
  640 
  Item Encumbrance (p.48) 
  Item 
  Encumbrance in Stone 
  Worn Clothing 
  0 stone 
  Armor & Shield 
  1 stone / point of AC* 
  Items 
  1 stone / 6 items 
  Heavy Item 
  1 stone / heavy item (8-14lbs) 
  Treasure 
  1 stone / 1,000 coins or gems 
  *Magic armor and shields reduce their enc. by 1 stone 
  per point of magical bonus. 
  Henchmen Loyalty / Morale (2d6) (p.51) 
  A morale roll is made each time the henchman suffers 
  a calamity and whenever he or she gains a new level. 
   
  Adjusted Die Roll 
  Result 
  2- 
  Hostility 
  3-5 
  Resignation 
  6-8 
  Grudging Loyalty 
  9-11 
  Loyalty 
  12+ 
  Fanatic Loyalty 
   
  Spell Availability by Market (p.54) 
  Spell 
  Spell 
  Type 
  Level 
  Cost 
  Class I 
  Class II 
  Class III 
  Class IV 
  Class V 
  Class VI 
  Divine 
  1st 
  10gp 
  2d3x100 
  4d4x10 
  5d10 
  4d6 
  2d6 
  1d6 
   
  2nd 
  40gp 
  8d10 
  4d6 
  2d6 
  2d3 
  1d3 
  1d2 
   
  3rd 
  150gp 
  2d6 
  2d3 
  2d3 
  1d2 
  1d2-1 
  – 
   
  4th 
  325gp 
  2d6 
  2d3 
  2d3 
  1d2 
  1d2-1 
  – 
   
  5th 
  500gp 
  1d6 
  1d4 
  1d4 
  1d2-1 
  – 
  – 
  Arcane 
  1st 
  5gp 
  2d4x100 
  2d10x10 
  2d4x10 
  3d10 
  2d6 
  1d4 
   
  2nd 
  20gp 
  2d6x10 
  6d6 
  2d6 
  2d4 
  1d4 
  1d2 
   
  3rd 
  75gp 
  4d6 
  2d6 
  2d3 
  1d4 
  1d2 
  – 
   
  4th 
  325gp 
  2d4 
  2d3 
  1d4 
  1d2 
  1d2-1 
  – 
   
  5th 
  1,250gp 
  1d4 
  1d4 
  1d2 
  – 
  – 
  – 
   
  6th 
  4,500gp 
  1d3 
  1d3 
  1d2-1 
  – 
  – 
  – 
  Surprise and Sneaking (p.97) 
  Use when PCs attempt to sneak up on or past monsters. 
   
  Monsters’ 
  Monsters 
  Successful 
  Watchfulness 
  Make a... 
  Result 
  Actively Watching 
  NA 
  Automatic Detection 
   
  Passively Watching Surprise Roll* 
  Detection 
   
  Distracted 
  Proficiency Throw 
  Monsters make a 
   
  to Hear Noise* for 
  surprise roll*; if  
   
  each monster 
  successful, PCs 
   
  (normally 18+) 
  detected 
  *If monsters fail a surprise roll or proficiency throw to hear noise, 
  sneaking PCs can move for 1 round without being detected. 
   
  Characters w/ Hide in Shadows & Move Silently 
  Hide in Shadows 
  Success means monsters treated as 
  distracted, regardless of watchfulness. 
  Move Silently 
  Success means monsters automatically fail 
  proficiency throws to hear noise. 
  
SOURCE: textdata/thevault/Adventurer Conqueror King/ACKS Supplemental/ACKS Judge Screen.pdf