They are separate at the minute, let me see if I can change that
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- I’d go with the easy answer that single combatants are ineffective against warbands unless they are using an attach that would effect a majority of its members or the single combatant is a warband-level threat (a dragon, ogre, or giant for example), and auto-hit non-warband enemies. Realistically, if its just one warband v. the party, just run it as the party fighting bad guys, the warband rules really were only there to simulate warband v. warband combat.
- Yes! Aketon Advanced will be coming out early next year, the text was done, but now will include a few hundred more monster stat-blocks, hex, and solo rules. Here’s a page from the classes section:

Hey, I have some extra free time today. I can format the page in the Aketon style if you’d like? And include some quick rules for Hacking in the Aketon vein (I wrote them up for Esoterikon, I don’t know if I posted them yet)
I can get it all to fit on one-page, just the front, I think, maybe put a character sheet on the back
I’ll send you the Affinity file afterwards so you can edit it if you think one of the class or races is overpowered/underpowered, etc
Of course I remember! If you put anything together let me know and I’ll signal boost it.
I’d love to work with you and make a complete version of that dungeon adventure btw. My old hard drive melted, so I lost all the stuff on there, but we can start over, there wasn’t a lot anyway. Contact me on my Discord, the link is at the bottom of all of the dev logs
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You can’t put Conditions in encumbering slots, but you can move items to those slots
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Stunt of the weapon
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Yes
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They do not get the title. The table is there in case anyone wants to roll, but it’s assumed you would just pick the title the want, not roll it
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If you mean cones in reference to areas of effect, it’s assumed it’d be a 30-45 degree cone, caster’s discretion
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Rounded down
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d8 crit die, their to-hit bonus is whatever Armory is assigned to them, otherwise they have no ingerent to-hit bonuses
Thank you so much for commenting!
The print-on-demand link just went live, here’s the link: https://www.lulu.com/shop/reese-surles-and-inkedgas-and-gavin-smither/crowns-2nd-edition/hardcover/product-v8geryj.html?page=1&pageSize=4
The print-on-demand option just got added! Here’s the link: https://www.lulu.com/shop/reese-surles-and-inkedgas-and-gavin-smither/crowns-2nd-edition/hardcover/product-v8geryj.html?page=1&pageSize=4
Left out is the Region generator, Quest/Rumors generator, and Dungeon generator along with the extensive loot tables and the Keeps system. Those would be best if you want to a run totally solo campaign, where it’s quite literally an ever expanding hex-map with interconnected dungeons, settlements that grow/shrink/have events and reasons for you to travel between them, and for growing factions of monsters (Menaces) to start taking over the board as the in-game months drag on.
If you play Solo, I’d recommend making a party of at least three characters. I’m currently writing up rules for randomly generating dungeons from an explorer-side view instead of a GM-side view, it should be no more than a page or two.
There’s a lot of guys on the Discord that play Crowns 2e Solo who can tell you more.
There’s one on the way, here’s an write-up on it: https://ward-against-evil.itch.io/aketon/devlog/1006661/8102025-thief-update-sanctioned-sorceries-and-the-end-game
I’ll repost a reddit comment I made a little while ago on the subject, because that’s a really valid question:
“The first edition took a lot of influence from Mausritter and Into the Odd, the second edition was mostly influenced by the Crowns 1e (can’t forget where you came from) and B/X D&D.
Here’s what 2e has mechanically (content-wise there is much more as well) that is different from the first:
- Dedicated Peril/Fear system
- Improved monster utility and tactical combat
- Wounds (now there’s specific systems for breaking bones, getting limbs severed, being disembowled, etc)
- Weapons are more unique
- No more rolling for damage, there is only a to-hit roll which is transferred into damage
- Experience is now called “Renown” and is gained from more than just treasure
- A solid system for owning Keeps, expanding them, upgrading them, and ruling over holdings
- Ability scores only increase through spending time training during Downtime, level ups are exclusively for new Titles
If you notice, most of that has to do with combat and Resolve. Here’s what has remained mostly the same but has been updated:
- The dungeon delving is a lot more condensed and functional
- Spells are still roll-to-cast with power dice but it’s a more fluid system, kind of a mix of Mausritter, GLOG, and Dungeon Crawl Classics
- Monsters still have their sub-species tables but these are a lot more functional than they used to be, actually altering all monster’s stats
- The settlements/refuge system has been greatly improved
- Downtime is lot more useful and expanded on
- The Region and Dungeon generators are WAY better now
- The Feat system has been reworked into a Title system that is very very similar, but rebalanced and more succinct
- The Inventory System is much better, and no longer arts-and-craft inventory
- The Warbands system is greatly improved
Separate from mechanics, just content wise, here’s the new stuff:
- 80+ monsters, with new rules for Elite and Solo monsters that make them act differently in combat and create dynamic fights with very little prep
- Tables and tables of treasure with millions of permutations, almost all of it actually effecting the value of the item
- 20 spells, each with their own custom Spellcasting Table, Ritual Components, Anima (source), and Obscura (limiter)
- 36 potions, each with a unique taste and smell
- 10 classes of artifacts (each with unique abilities, random lore tables, and different forms they can take)
- 12 unique wonders (some with sub-tables)
- And more
The games are very different, similar to a jump between 2e and 3e in terms of compatibility. It can be done, but if you’re bringing characters over it may just be best to remake them using the Crowns 2e system, which shouldn’t be very hard at all.
I hope that helps!”
You can either do start at level 0, or just have them start at level 1 with their level 1 abilities, up to you (I started my most recent game out at level 1 because they were excited for their classes more than funneling)
At level 4 you get bonuses 2 and 4, another example, at level 12 you’d get bonuses 2, 3, and 4
You can go to 6-out-6
Fatigue goes away at the end of a fight
Don’t forget to check the Adventurers Options and Gamemaster Cyclopedia for some more content that might be relevant for the road ahead! Enjoy B4!

The table below casting. The first TN on the table is what you need to partially cast the spell, the second TN is what you need to fully cast the spell.
The columns of the table are effected by your level. All casters get better at casting spells as they level up because they move farther to the right on this table.
The rows of the table is how much will you invest into the spell. Casters can either invest themselves Minimally, Significantly, and Totally to the casting of the spell.
As you can see, the more Will you invest the better the odds of your spell being successful. However! If you look down at “backlash”, the more you invest the more you’re risking! A spell you’ve invested all your will into that FAILS causes a total disaster! Whereas a minimally invested spell has no effect, but is not likely to succeed.
Does this help?








































