Adventurer Conqueror King System
Imperial Imprint Revised RulebookBest For
Groups who want a B/X-rooted OSR game that seamlessly scales from dungeon crawling to ruling kingdoms, with deeply integrated economics, domain management, and mass combat.
Core Mechanic
Roll d20 + modifiers vs. a target value for attack throws, saving throws, and proficiency throws. 18 classes across core (Fighter, Explorer, Thief, Mage, Crusader, Venturer), campaign (Assassin, Barbarian, Bard, Bladedancer, Paladin, Priestess, Shaman, Warlock, Witch), and demi-human archetypes. 110 proficiencies and 378 spells. Characters progress from adventurers to domain rulers with integrated systems for strongholds, realms, mercantile ventures, criminal syndicates, armies, pitched battles, and sieges.
The d20 core unifies attack, saving, and proficiency throws under one roll. Early play is familiar class-and-dungeon fare across eighteen classes. The distinctive depth is the endgame, where treasure and XP feed strongholds, domains, and a working economy. Those economic rules are what reward study.
- Free to tryNothing freeNo free rules or starter
- Get it nowSold newIn print or as a legal PDF
- ✓IndexFind any rule by page number
- ✓GM guidanceA chapter on how to run the game
- ✓Examples of playRules shown in action at the table
- ✓Quick referenceCheat sheet or summary tables
- –Cross-referencesRules rarely point to each other by page
4 of 5 book tools found in the core book
Highlights
Detailed domain and kingdom management rules, economics and mercantile systems are integrated throughout, mass combat scales from skirmishes to wars, 18 classes with quick-start templates, builds on B/X foundations
Considerations
540+ page rulebook is intimidating, tightly coupled subsystems, fantasy-only with narrow genre support, very high GM prep for domain-level play
Rules license All Rights Reserved
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