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[Kickstarter] The Sinister Stone of Sakkara
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<blockquote data-quote="Koewn" data-source="post: 6590505" data-attributes="member: 13172"><p>Autarch, the creators of the Adventurer Conqueror King SYSTEM (ACKS) RPG has launched their first adventure module for the system, entitled 'The Sinister Stone of Sakkara'. </p><p></p><p><a href="https://www.kickstarter.com/projects/autarch/the-sinister-stone-of-sakkara" target="_blank">https://www.kickstarter.com/projects/autarch/the-sinister-stone-of-sakkara</a></p><p></p><p>From the KS page:</p><p>----</p><p>The Sinister Stone of Sakkara is a ready-to-play adventure scenario presented for use with the Adventurer Conqueror King System™ (ACKS™). It is readily compatible with other fantasy role-playing games built on the same core rules, but is specifically designed to highlight the features and mechanics of ACKS.</p><p></p><p>The adventure is intended for six to ten characters of 1st to 3rd level, with a combined total of 8-12 levels of experience in the party. In the tradition of classic TSR adventure scenarios such as The Keep on the Borderlands and The Village of Hommlet, The Sinister Stone of Sakkara features a detailed starting base and small wilderness sandbox in addition to a dungeon. </p><p>----</p><p></p><p>If you've never heard of ACKS - it's a fast-playing derivative of D&D via the OGL that hearkens back to the original versions of the game; this adventure would be easily ported to a d20 variant, Pathfinder, or 5E.</p><p></p><p>ACKS does provide several benefits not found in other versions of the game:</p><p></p><p>* A completely realized "domain game" - players are able to found strongholds and gain power and income via rulership. Fighters may build castles; clerics temples; thieves run criminal guilds; mages build towers and dungeons - each class is differentiated.</p><p></p><p>* Quick combat, realized in the mind's eye or via grid - fighters gain bonus damage by level and may cleave - plowing through multiple opponents each round (thieves and clerics cleave at a lesser rate).</p><p></p><p>* Character customization via Proficiencies - "feat like" choices that gain you bonuses in combat, or skills, or magical research, etc.</p><p></p><p>* Magical research - create new spells, crossbreeds, perform necromancies and transmogrifications</p><p></p><p>In addition, the ACKS Player's Companion provides an internally balanced class and spell creation system, as well as several more classes pre-built. Domains At War: Campaigns provides rules for entering the field of battle, creating, supplying, and moving armies. Domains At War: Battles provides a grid-based war game in which your armies can clash - both Domains At War products allow you to integrate any fantastic monster or player character directly into the battlefield.</p></blockquote><p></p>
[QUOTE="Koewn, post: 6590505, member: 13172"] Autarch, the creators of the Adventurer Conqueror King SYSTEM (ACKS) RPG has launched their first adventure module for the system, entitled 'The Sinister Stone of Sakkara'. [url]https://www.kickstarter.com/projects/autarch/the-sinister-stone-of-sakkara[/url] From the KS page: ---- The Sinister Stone of Sakkara is a ready-to-play adventure scenario presented for use with the Adventurer Conqueror King System™ (ACKS™). It is readily compatible with other fantasy role-playing games built on the same core rules, but is specifically designed to highlight the features and mechanics of ACKS. The adventure is intended for six to ten characters of 1st to 3rd level, with a combined total of 8-12 levels of experience in the party. In the tradition of classic TSR adventure scenarios such as The Keep on the Borderlands and The Village of Hommlet, The Sinister Stone of Sakkara features a detailed starting base and small wilderness sandbox in addition to a dungeon. ---- If you've never heard of ACKS - it's a fast-playing derivative of D&D via the OGL that hearkens back to the original versions of the game; this adventure would be easily ported to a d20 variant, Pathfinder, or 5E. ACKS does provide several benefits not found in other versions of the game: * A completely realized "domain game" - players are able to found strongholds and gain power and income via rulership. Fighters may build castles; clerics temples; thieves run criminal guilds; mages build towers and dungeons - each class is differentiated. * Quick combat, realized in the mind's eye or via grid - fighters gain bonus damage by level and may cleave - plowing through multiple opponents each round (thieves and clerics cleave at a lesser rate). * Character customization via Proficiencies - "feat like" choices that gain you bonuses in combat, or skills, or magical research, etc. * Magical research - create new spells, crossbreeds, perform necromancies and transmogrifications In addition, the ACKS Player's Companion provides an internally balanced class and spell creation system, as well as several more classes pre-built. Domains At War: Campaigns provides rules for entering the field of battle, creating, supplying, and moving armies. Domains At War: Battles provides a grid-based war game in which your armies can clash - both Domains At War products allow you to integrate any fantastic monster or player character directly into the battlefield. [/QUOTE]
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