Tuesday, July 21, 2026

The Zutarian Dominion Faction For Stars Without Number Rpg & it's Expanding Conquest

 



Zutarians, also called Imps, were an alien race native to the planet Zutarn. They possessed technology a thousand years advanced of Earth such as monocars, rocket-powered air transports, as well as long-range ray guns, and powerful knockout gas guns. The Zutarians also had an organized military but were not an aggressive race until the human known as Tyrno conquered them. 
Since the warlord Tyro took over the Zutarn empire the Imps have become a highly dangerous and organized military force in the spaceways. 

Overview & Lore

The Zutarian Dominion (commonly known as The Zutarians) are a highly organized, heavily disciplined faction born from a post-Silence authoritarian lineage. Originally a planetary mandate's elite naval task force that survived the Scream intact, the Zutarians evolved into an insular, stratocratic society built on strict hierarchy, genetic perfectionism, and aggressive territorial expansion.

To outsiders, the Zutarians present themselves as a civilized bastion of order in a chaotic galaxy, offering protection, trade stability, and advanced tech in exchange for complete political submission. Beneath this pristine veneer lies a ruthless police state powered by eugenics programs, state-controlled psionics, and covert infiltration.

  • Ideology: Absolute Order, Genetic/Cultural Supremacy, Expansionism.

  • Government: The Hegemonic Assembly — led by High Arbiter Vaelen Zutara and a council of Sector Admirals.

  • Diplomatic Stance: Coldly opportunistic. They treat non-Zutarian polities as either "Future Subjects" or "Awaiting Reclamation."

System Statistics

  • Force: 5 (Heavy military footprint and disciplined corps)

  • Cunning: 4 (Infiltration networks, state surveillance, subversion)

  • Wealth: 3 (Resource-focused, but throttled by heavy military spending)

  • Hit Points: 32 / 32

  • FacCred Income: 6 / turn

  • Homeworld / Primary Base: High Command Station Aegis-Prime (Tech Level 4+)

Faction Tags

1. Imperialists

  • Effect: The faction gains +1 FacCred income whenever it controls a planetary base on a world that wasn't originally its homeworld.

  • Rationale: The Zutarians view non-aligned human systems as their rightful heritage and actively plant garrisons to exact tribute and raw materials.

2. Eugenics Cult / Gene-Crafted Elite

  • Effect: Access to specialized bio-enhanced assets and genetically tailored infiltration units.

  • Rationale: Generations of selective breeding and TL4 bio-engineering have created a distinct Zutarian cast system (Commanders, Enforcers, and Labor-Breeds).

Current Assets

Asset NameStat TypeLevelLocationHPNotes / Function
Fleet BaseForce4Aegis-Prime System20Main operational star base and shipyard.
Strike FleetForce5Orbital Patrol (Primary System)12Capital ships capable of planetary blockade.
Extended TheaterForce1Outpost Alpha (Border Sector)4Allows force projection across adjacent stars.
InfiltratorsCunning3Target Local Capital4Subversive agents destabilizing neighbor governments.
Covert ShippingWealth2Sector-wide Trade Routes6Smuggles gene-agents and arms under merchant guises.

Faction Goal & Agenda

Primary Goal: Expand Control

  • Target: Annex the adjacent mineral-rich system of Oakhaven without triggering an open sector-wide coalition against them.

  • Current Action: Utilizing Infiltrators to fund anti-government insurgencies on Oakhaven while posturing the Strike Fleet at the border under the guise of "peacekeeping exercises."

PC Intersections & Adventure Hooks

  1. The Defector's Cargo:

    A high-ranking Zutarian bio-engineer escapes aboard a stolen shuttle with a prototype genetic strain designed to sterilize non-Zutarian populations. She hires the party to extract her to a neutral station before a Zutarian retrieval squad catches up.

  2. The Subversive Double-Agent:

    The party is hired by local planetary security to investigate a rash of sabotage. The trail leads to a local merchant councilor who is secretly a gene-crafted Zutarian Infiltrator manipulating local politics to invite a "peacekeeping garrison."

  3. Blockade Runners:

    The Zutarians have placed a strict orbital blockade around a minor colony world, cutting off vital medicine. The PCs are offered a lucrative contract to bypass the Strike Fleet and deliver supplies to the planetary resistance.

  4. Mercenary Procurement:

    Recognizing the party's elite skills, a Zutarian Legate attempts to hire them for an off-the-books strike against an alien relic site, preferring off-world contractors so the Dominion retains plausible deniability.

Monday, July 20, 2026

OSR Commentary - Overview and Look At Interbellum Red Rpg published by The Red Room

 Interbellum is a tabletop roleplaying game published by The Red Room, heavily rooted in the OSR (Old School Renaissance) style of play. It was originally launched as Wretched Interbellum in late 2023 and later updated and re-released simply as Interbellum in June 2026.

Here is a detailed breakdown of the game's setting, themes, and mechanics:

1. The Setting and Atmosphere

The game is set during the turbulent interwar period between 1914 and 1939, bridging the gap between the end of the Great War and the dawn of World War II.

  • Historical Realism Meets Pulp Adventure: Characters travel through real-world locations like the canals of Venice, the streets of Shanghai, the deserts of North Africa, and the remote islands of the Pacific. The backdrop is defined by fragile peace, crumbling empires, colonial expansion, and economic instability.

  • Cosmic Horror and the Occult: Beneath the historical veneer lies a dark, supernatural underworld. The bloodshed of the trenches has stirred ancient, forgotten gods and cosmic forces. Secret societies, occult cabals, and corrupt entities pull strings from behind university lecture halls and government ministries.

2. Character Archetypes and Tone

True to the broader "Wretchedverse" designed by The Red Room, Interbellum eschews traditional squeaky-clean heroes for gritty, morally complex protagonists. Players can portray a variety of era-appropriate figures:

  • Explorers, archaeologists, and scholars hunting for lost artifacts.

  • Aviators, mercenaries, spies, and hard-boiled journalists.

  • Occultists, criminals, and revolutionaries caught up in ideological wars.

The tone is heavily inspired by the cynical realism of Ernest Hemingway and Dashiell Hammett, the comic book adventures of Corto Maltese (by Hugo Pratt), and the classic weird fiction/cosmic horror of H.P. Lovecraft. Characters are defined by their personal codes of honor rather than standard alignments, making survival and navigating shifting political factions central to the experience.

3. Rules and Mechanics

Interbellum runs on The Wretched RPG system.

  • d20 / OSR Compatibility: The mechanics are heavily d20-based and directly compatible with classic Old School Renaissance systems. This means rules are relatively light, fast-paced, and focus on high-stakes, lethal combat.

  • The "Sin" Engine: A signature mechanic of the Wretched system requires characters to embody or personify particular flaws or vices—such as greed, pride, or lust—which directly tie into how they gain mechanical advantages or trigger personal complications during play.

  • Sandbox & Random Tables: The book relies heavily on modular sandbox play, offering an extensive collection of historical backgrounds, plot hooks, and randomized tables to generate quick espionage operations, archaeological expeditions, or supernatural encounters on the fly.

4. Availability and Editions

  • Wretched Interbellum (2023): The initial 396-page release featured heavy cross-compatibility with the Wretched system.

  • Interbellum (2026): A streamlined standalone edition released in mid-2026. It features new cover and interior art (replacing earlier AI-generated assets with human illustrations), rule clarifications, and slightly shifted content to support both traditional pulp-adventure heroes and its legacy of morally ambiguous anti-heroes.

It is currently distributed digitally through storefronts like itch.io and via Print-on-Demand (PoD) platforms like Lulu and Amazon.

Using Interbellum to build adventures means leaning heavily into its specific blend of grit, geopolitics, and cosmic dread. Because it runs on an OSR framework, your preparation should focus on creating a modular sandbox rather than a rigid story script.

Here is how to effectively use the game's tools and themes to construct an adventure:

1. Establish the Historical Catalyst (The Hook)

Every Interbellum adventure should start with a real-world, historical flashpoint between 1918 and 1939. This provides immediate grounding and stakes.

  • The Political Friction: Use the rise of extremist factions, colonial uprisings, or corporate greed. A strike at a British-owned rubber plantation in Malaya, a secret meeting of the Weimar Republic’s industrialists, or an illegal shipment of arms through the port of Marseille.

  • The Occult Catalyst: Tie the historical event to something supernatural. The bloodshed of the Great War cracked the walls of reality; now, someone is exploiting it. That rubber plantation is built over a sunken temple to a forgotten entity. The German industrialists are funding an expedition to find a prehistoric artifact in the Antarctic.

2. Map Out the Factions (The Sandbox)

Instead of a linear sequence of events, design three or four competing groups who all want the same thing. Let the players drop into the middle of this web. For an Interbellum campaign, a classic faction setup looks like this:

  • The Institutional Power: A government agency, military unit, or corporate entity (e.g., the British Secret Intelligence Service, or a French colonial governor). They want control, stability, and resources.

  • The Ideologues: Fascists, communists, or anti-colonial revolutionaries. They want to disrupt the status quo, often willing to use forbidden means to achieve victory.

  • The Esoteric Cabal: A cult, a secret society of scholars, or a rogue occultist. They understand the supernatural threat and either want to harness it or destroy it at all costs.

3. Leverage the Sandbox and Random Tables

The core rulebook is packed with d100 and d20 tables specifically designed to take the weight off your prep. When building the adventure’s spine, roll on or select from:

  • The Espionage & Travel Tables: To quickly generate safehouses, border checkpoints, forged document requirements, and complications during long-distance transit (like a sabotaged train engine on the Orient Express).

  • The Rumor Mill: Give the players 2–3 competing rumors when they arrive at a location (e.g., a smoky cabaret in Berlin or an archaeological dig in Egypt). Make one entirely true, one a dangerous half-truth, and one a trap set by a hostile faction.

4. Structure Around High Lethality and "Sin"

Because the system is OSR-adjacent, combat is incredibly dangerous. Design encounters where a straight-up gunfight is usually a terrible idea.

  • Leverage Character Flaws: Look at your players' chosen "Sins" (the core Wretched engine mechanic). If a character has Greed or Pride, deliberately place an item or a social situation in the adventure that baits that flaw. Use their vices to complicate the mission.

  • Incorporate Clues over Clean Combat: If the players are hunting a cosmic horror in the ruins of a Mesoamerican temple, do not just place it at the end of a dungeon to be fought. Provide journals, dead expeditions, and local folklore that teach the players its specific weakness or how to banish it.

A Sample Adventure Framework: The Weimar Horizon

If you need a quick framework to start running immediately, you can adapt this structure:

Adventure PhaseComponentDetails
The HookThe AssignmentA wealthy degenerate art collector in Munich hires the party to recover a lost manuscript written by a mad medieval monk, recently uncovered during an excavation in the Black Forest.
The ComplicationThe RivalsA paramilitary occult group (The Thule Society) wants the manuscript to locate a "thin place" in the forest. Meanwhile, a local communist cell believes the excavation is hiding a secret government weapons cache.
The InvestigationThe Urban CrawlThe players must navigate back-alley deals, avoid local police, and infiltrate a heavily guarded manor house where the manuscript is temporarily held.
The ClimaxThe Cosmic BreakThe ritual is already underway in the deep woods. The sky bleeds an unnatural color, and the players must decide whether to steal the book for their paycheck, join a faction, or use dynamite to blow the ritual site to kingdom come.

Sunday, July 19, 2026

'Grroovvy' Bad Ash from Army of Darkness & The Evil Dead Films For Sword of Cepheus 2nd Edition With New Sword of Cepheus Adventure!

 Here is a complete, ready-to-use stat block and profile for Evil Ash from Army of Darkness, built specifically for the Sword of Cepheus (2nd Edition) ruleset. This blog post picks right up from 

'I'll Swallow Your Soul '- The Necronomicon Ex-Mortis (also referred to as "Naturom Demonto" and "Book of The Dead") for Sword of Cepheus 2nd edition & Adventure Encounter



In Sword of Cepheus, Evil Ash fits perfectly as an Undead Lord or a powerful Undead Rival with high physical resilience, command over hordes, and a terrifying psychological impact.

Evil Ash (Undead Rival / Lord)

Characteristics

STRDEXENDINTEDUSOC
11 (+1)10 (+1)12 (+2)9 (+0)7 (+0)2 (-2)
  • Stamina: 23

  • Life Blood: 12

Skills

  • Combat (Melee/Blade): 2

  • Combat (Unarmed): 1

  • Leadership: 2

  • Deception: 1

  • Athletics: 1

Traits & Special Abilities

  • Undead Resilience: Immune to poison, disease, suffocating, and psychological effects (Fear, Morale checks). Evil Ash does not suffer DM penalties from minor injuries.

  • Terrifying Presence: When Evil Ash first enters combat or reveals his true nature, all living opponents must make a MDR (Mind-Damage Resistance) check or a Willpower (INT) check against a Difficulty of 8. Failure results in a -1 DM to all actions for 1d6 rounds due to sheer terror.

  • Unnatural Reassembly: If reduced to 0 Stamina, Evil Ash does not fall unconscious. He continues fighting using his Life Blood. If killed (Life Blood reduced to 0) by non-magical or non-fire means, he will reassemble into a skeletal or mutated form within 1d6 hours unless his body is thoroughly burned or hacked to pieces and scattered.

  • Necromantic Command: As a minor action, Evil Ash can issue commands to any lesser undead (skeletons, ghouls, Deadites) within 30 meters. They receive a +1 DM to their next attack roll.

Equipment & Combat Profile

  • Armor: Weathered Plate & Chain (Armor Protection: 6, weighs down Agility-based checks slightly if using optional encumbrance, but ignored for his undead nature).

  • Weapon (Broadsword): 2d6+2 slashing damage (includes STR bonus).

  • Weapon (Claws/Fists): 1d6+1 bludgeoning/piercing damage.

Tactics and Roleplaying Notes

Evil Ash is arrogant, cruel, and highly vocal. Unlike typical mindless undead in Sword of Cepheus, he retains Ash Williams’s quick-witted, cynical personality—twisted into pure malice.

  • In Combat: He uses his lesser skeleton forces to tie down the party's frontline while he targets the leader or anyone holding a relic (like the Necronomicon). He mocks his opponents constantly, attempting to break their morale.

  • Using Him in a Campaign: He makes an excellent mid-to-high-tier campaign villain. If the players "kill" him early on, don't hesitate to have him return later in the adventure, sporting horrific battle scars, a detached jaw, or fully decaying features, seeking personal revenge.

Here is a short, action-packed adventure module for Sword of Cepheus 2nd Edition featuring Evil Ash. It is designed to be played in one or two sessions.



The Book and the Bad

  • Setting: A rugged, mist-shrouded valley housing a ruined fortress and a desperate border abbey.

  • The Hook: The adventurers are hired by a local religious order to retrieve a forbidden tome before a heretical warlord can unearth it.

  • The Twist: The warlord is already dead, replaced and reanimated by his own twisted reflection—Evil Ash.

Part 1: The Request at Brother’s Keep

The party arrives at St. Jude’s Priory, a fortified monastery guarding a mountain pass. Abbot Gregory is frantic. He reveals that a local warlord, Lord Ashwood, went mad, dug up an ancient, flesh-bound book from a cursed crypt, and was subsequently overthrown and killed by his own men.

However, scouts report that Ashwood’s ruined castle is buzzing with unnatural activity. Shadows are walking, and the dead are digging. Gregory fears the book—the Liber Damnatum—is being used to raise an army. He offers the party 1,500 silver pieces and a Potion of Healing each to infiltrate the ruins, destroy the book, and ensure Ashwood stays buried.

Part 2: The Ashwood Wilderness

To reach the ruins, the party must traverse the blighted valley.

  • The Encounter (The Scouting Party): The party is ambushed by 3 Deadite Skeletons (Use standard Skeleton stats from Sword of Cepheus, but give them a twisted sense of humor; they cackle and mock the players).

  • The Clue: One of the skeletons is wearing Lord Ashwood’s personal heraldry, but its skull has been crudely smashed and stitched back together with rusty wire—a hint at Evil Ash's Unnatural Reassembly trait.

Part 3: The Ruined Courtyard

The fortress is heavily damaged, its walls breached. The courtyard is a grim assembly line. Dozens of skeletons are digging up old graves, sharpening rusted swords, and assembling siege equipment.

  • The Challenge: Stealth is highly recommended here (Difficulty 8 Dexterity/Stealth check). If they fail or choose to fight openly, they must face waves of 4–6 skeletons.

  • The Sub-Boss: Leading the courtyard work is a bloated, reanimated lieutenant who tries to alert the castle. If interrogated, he simply laughs and says, "The King is back, baby. And he’s got a brand new bag."

Part 4: The Throne Room (The Final Showdown)

The party confronts Evil Ash in the ruined grand hall. He sits on a throne of bone and splintered wood, casually tossing a dagger into a table. The Liber Damnatum sits open on a stone altar nearby, pulsing with sickly green light.

The Scene: When the party enters, Evil Ash stands up, draws his broadsword, and delivers a classic, arrogant taunt: "You social misfits think you can stop me? I'm the King around here. Now, who wants some?"

The Encounter Dynamics:

  • Evil Ash: Use the stat block provided previously.

  • The Minions: 4 Skeletal Guards stand between the party and the throne.

  • The Environment: The Liber Damnatum on the altar provides a +1 DM to Evil Ash's Necromantic Command ability while it remains open.

  • The Ticking Clock: Every 3 rounds, the book pulses, animating 1 fresh skeleton from the debris piles around the room.

Tactics:

  • Round 1: Evil Ash activates his Terrifying Presence trait immediately upon drawing his sword. He orders his 4 guards to engage the party's heaviest hitters.

  • Round 2 and beyond: Evil Ash fights dirty. He will kick over tables to create difficult terrain, throw debris, and target whoever looks the weakest or smartest (like spellcasters or scholars). He uses his Necromantic Command as a minor action every round to buff his skeletons' attacks.

Resolving the Adventure

  • Defeating Evil Ash: If reduced to 0 Stamina, Evil Ash laughs off the pain and keeps fighting using his Life Blood. Once his Life Blood hits 0, he collapses into a pile of ash and bones.

  • Destroying the Book: To stop the skeletons from rising and permanently prevent Evil Ash from reassembling, a character must spend an action to slam the Liber Damnatum shut and either burn it, cast a holy ward on it, or hack it to pieces (Requires a Hard (10+) Strength or Education/Magic check depending on the method).

  • The Aftermath: If the book is destroyed and Evil Ash is defeated, the remaining skeletons collapse into lifeless dust. Returning to Abbot Gregory secures the reward. However, if the players didn't thoroughly burn Evil Ash's remains, rumors will reach them in a few weeks of a one-handed, scarred warlord terrorizing the next town over...

Saturday, July 18, 2026

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - the Archeon Slave Market for Warriors of the Red Planet and ACKS II

 




The Archeon Market is a massive, multi-tiered commercial meat-grinder hidden deep within a jagged obsidian chasm on the dying planet. Heavily inspired by the cosmic horrors of Rifts Atlantis, this market is not run by mere desert outlaws; it is a trans-dimensional and hyper-technological bazaar controlled by an ancient, multi-eyed alien cabal known as the Grand Taskmasters. This picks right up from Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - Using Space Noble PC Within The ACKII rpg



Here, ancient tech-relics, bioware experiments, cybernetic thralls, and captive alien beasts are bartered under the hum of atmospheric containment shields. For ACKS II and Warriors of the Red Planet (WotRP), it serves as a terrifying, high-tier trade hub that defies the limits of normal planetary commerce.

1. Market Classification & Structural Statistics

The Archeon Market operates entirely outside the jurisdiction of the Red Martian Jeddaks. It is a permanent Class II High-Tech Market, backed by cosmic wealth and black-market dimensional trade.

  • Monthly Cash Cap: 50,000 gp (Standard transactions); effectively unlimited for exotic bartering (e.g., trading ancient technology for whole slave cohorts).

  • The Atmospheric Shield: The entire chasm is sealed by an ancient energy dome that maintains a thick, oxygen-rich, humid environment. If the master control generators in the central spire are ever disabled, the vacuum of the surrounding flats will rush in, causing an atmospheric collapse.

  • The Market Tax: The Grand Taskmasters demand a 10% transaction fee on all sales, paid in pure radium cells or gold bullion. Evading the tax results in the offender being stripped of their gear and put on the auction block by morning.

2. The Slave Stock: Exotic Underworld Assets

In ACKS II, purchasing labor or military units usually requires months of recruitment rolls. In the Archeon Market, specialized, high-tier labor is bought ready-made—for a brutal price.

When characters browse the glass-walled holding pens, they can purchase the following specialized assets:

Bio-Engineered Shock Thralls

  • Cost: 1,500 gp per unit.

  • Chassis: 3 HD Brutes (WotRP) / 3rd-Level Fighters (ACKS II).

  • Traits: Mind-wiped and chemically augmented. They wear heavy chrome carapace plating (AC 6) and wield integrated Radium Wrist-Blasters. They have Max Morale (+4) because their neural dampeners prevent them from feeling fear or pain, but they cannot perform complex tasks outside of direct tactical combat commands.

Cyber-Infiltrators

  • Cost: 4,000 gp per unit.

  • Chassis: 4th-Level Scoundrel (WotRP) / Assassin (ACKS II).

  • Traits: Red Martians whose bodies have been heavily altered with pre-cataclysm cybernetics. They possess the Hide in Shadows and Move Silently proficiencies at an expert level, and their eyes have been replaced with thermal targeting lenses, granting them darkvision out to 90 feet.

Pit-Bred Bio-Beasts (The Barsoomian Splugorth Horrors)

  • Cost: 8,000 gp.

  • Chassis: 8 HD Monstrosity.

  • Traits: A terrifying, artificial crossbreed of a ten-legged Banth and a blind subterranean worm. It has 4 attacks per round (Bite/Claw/Claw/Tentacle) and radiates a passive Fear aura that forces all opposing low-level mercenaries or levies to make a Morale Check upon entering melee combat with it.

3. The Auction Engine: Custom Subjugation Rules

If the players are trying to buy a specific, named NPC (such as a captured companion or an imperial defector) or sell an exotic capture of their own, use the Archeon Auction Engine instead of standard mercantile rolls.

The seller or buyer makes a Proficiency Throw vs. Bribery or Streetwise (10+), modified by the following conditions:

[ AUCTION MODIFIERS ]
  ├── Offering raw ancient technology/artifacts:    +2 to the throw
  ├── Threatening or intimidating the auctioneer:  -4 to the throw (and activates the guard drones)
  ├── Outbidding a rival merchant cartel:         Requires an extra 1d6 x 500 gp investment
  • Success (10+): The transaction goes through perfectly. The asset is secured, or the players walk away with maximum gp value, clean of imperial tracking.

  • Critical Failure (Natural 1): The Grand Taskmasters take a sudden interest in the players' own unique biology or high-tech gear. The auction house enters lockdown, and the party must immediately fight their way past a squad of Shock Thralls or face enslavement themselves.

4. Market Security: The Enforcement Matrix

Peace is brutally maintained within the Archeon Market to ensure commerce never stops. The Taskmasters do not rely on fragile mortal guards.

                      [ ARCHEON SECURITY MATRIX ]
                                   |
         ┌─────────────────────────┴─────────────────────────┐
         V                                                   V
[ THE SUPPRESSOR BEAM ]                             [ THE ARCHON DRONES ]
 - Passive Null-Field                                - 12x Heavy Hover Platforms
 - Telepathy and Mentalism Banned                   - Equipped with Paralysis Ray Cannons
 - Radium blasters locked down unless registered     - Lethal response authorized by Spire

If a riot breaks out, the market's master control activates the Null-Field. All characters utilizing psychic or mentalist abilities must succeed on a Saving Throw vs. Spells every round or suffer intense neural backlash, dealing $1d6$ points of subdual damage and canceling the effect.

The Archeon Market’s bustling multi-tiered obsidian chasm requires a specialized table to capture its mix of dimensional horrors, hyper-tech slave trades, and planetary romance intrigue.

The Archeon Market is a massive vertical slice of cosmic horror cutting into the ancient Martian bedrock.

                 [ THE ARCHEON CHASM ]
                           |
      ┌────────────────────┼────────────────────┐
      V                    V                    V
[ THE LOWER PITS ]   [ THE SECTIONS ]    [ THE UPPER SPIRE ]
 - Feral Bio-Beasts   - Grand Auctions    - Taskmaster Hub
 - Escaped Assets     - Relic Fences      - Shield Array

Key Operational Zones

  1. The Lower Pits (Squalor and Chaos): Here, deep inside the obsidian rift, containment tubes hold raw, un-augmented thralls and feral Splugorthian Bio-Beasts. It smells of ozone and copper, and the air is thick with the psychic static of hundreds of captives singing a low, telepathic dirge.

  2. The Middle Terraces (High-Stakes Commerce): Under the glow of flickering holographic displays, wealthy Red Martian Envoys and inter-dimensional syndicate bosses bid on pristine Pre-Cataclysm AI Cores and Cyber-Infiltrators. Heavy weapon platforms drift overhead, ready to vaporize anyone who tries to bypass the Taskmasters' 10% transaction tax.

  3. The High Spire Margins (The Control Core): Hovering at the apex of the chasm is the atmospheric projector spire. It pumps a humid, oxygen-rich environment into the canyon, keeping the alien merchandise alive. If the shield generators up here fail, the freezing, thin Martian vacuum rushes in instantly.


This d100 encounter engine is divided into operational zones, reflecting where the players wander within the sealed atmospheric rift.

The d100 Table of Archeon Market Encounters

01–25: The Low Pens & Holding Pits (Squalor, Escaped Assets, Desperation)

d100EncounterTypeDescription & Mechanical Impact
01–04Escaped Bio-ThrallHazardA half-altered Red Martian slave bursts from a side corridor, their neural governor throwing sparks. They collapse at the party’s feet, coughing black blood, clutching a Serrated Radium Dirk (+1 damage).
05–08The Flesh WeepersFlavorA collection of iron cages hangs over the chasm floor, holding dying Green Martian runaways. Their low, telepathic dirge forces all characters with mentalist capabilities to make a Saving Throw vs. Spells or take a -1 penalty to initiative from the psychic static.
09–12Slaver Round-upEventA squad of 4 Shock Thralls blocks the hallway, sweeping the crowd with scanning lasers. They mistake a player character or hired retainer for an escaped gladiator asset. A Reaction Roll of 6 or less triggers immediate combat.
13–16The Scraping GhoulNPCA heavily augmented scavenger whispers from a drainage pipe. For 50 gp, they offer a stolen security map that grants a +2 bonus to all Navigation or Find Traps checks within the Lower Tier for the next 24 hours.
17–20Splugorthian Bio-Beast LeakCombatA glass containment tube fractures. A blind Subterranean Pit-Bred Bio-Beast (8 HD) spills into the thoroughfare, lashing out with barbed tentacles. The crowd stampedes; characters must make a Saving Throw vs. Paralysis or be trampled for $1d6$ damage.
21–25Press-Gang TargetIntrigueAn unscrupulous merchant inspector tries to stealthily clip an active Neural Tracking Disc onto the back of a character's collar. If they succeed (Move Silently vs. party's Surprise), the market security drones will flag that character as property if they try to leave the zone.

26–50: The High-Tier Auction Blocks (Heavy Currency, Aristocrats, Betrayals)

d100EncounterTypeDescription & Mechanical Impact
26–29Imperial Caravan BidderNPCA wealthy, silk-cloaked Red Martian Jeddak’s Envoy arrives with a heavy guard detail of 6 Line Shock-Troops. They are bidding on a captured high-ranking political officer who holds the launch codes to a border fortress.
30–33The Grand Taskmaster’s GazeHazardOne of the ancient, multi-eyed alien rulers floating on an anti-gravity platform passes directly overhead. Their passive telepathic scan forces the highest-level party member to make a Saving Throw vs. Mentals or inadvertently broadcast their truest current mission goal.
34–37Bidding War InstigationEventThe players are mistaken for a rival syndicate's representatives during a live bidding war for a pristine Pre-Cataclysm AI Core. An NPC noble assumes the party's glance is a formal challenge bid and raises the price by 2,000 gp, drawing lethal glares from the auction room.
38–41Poisoned Needle StrikeCombatA Yellow Martian Assassin utilizing active optical camouflage attempts to pierce a nearby noble with a neurotoxin dart. The target falls dead instantly; the assassin drops their cloaking unit and flees through the players' immediate hex line.
42–45The Defector's PleaIntrigueA beautifully attired slave courtesan, secretly a high-level Cyber-Infiltrator, slips a micro-data drive into a player's hand while passing by. The drive contains blueprints to the Taskmaster's Central Control Spire, but holding it is an act of high treason.
46–50Chrome Carapace AuctionCommerceA batch of 10 un-programmed Bio-Engineered Shock Thralls hits the block. If the players have the capital, they can purchase the entire unit for a bulk discount price of 12,000 gp, bypassing standard recruitment timelines.

51–75: The Tech-Relic Bazaars (Contraband, Weird Science, Black Markets)

d100EncounterTypeDescription & Mechanical Impact
51–54Unstable Isotope MerchantCommerceA twitchy merchant offers a cracked Radium Propulsion Matrix for a meager 1,000 gp (normally 4,000 gp). The item is highly volatile; every hour it remains in the inventory, roll $1d6$. On a 1, it leaks static energy, dealing $1d8$ radiation damage to its carrier.
55–58The Memory Wipe EngineWeird ScienceAn ancient, humming chrome chair sits in a merchant stall. For 500 gp, the operator offers to wipe a character's memory of a specific event—mechanically allowing a character to swap one chosen Proficiency or Class Trait for another available option, though it inflicts a permanent -1 penalty to Wisdom.
59–62Faulty Shield GeneratorHazardA vendor demonstrating an Atmospheric Containment Unit suffers an engine blowback. A 30-foot radius burst of concussive force erupts; all characters in range must make a Saving Throw vs. Blast or be knocked prone and blinded for $1d4$ rounds.
63–66Rogue Clockwork SellerNPCA scrap merchant is selling a deactivated Pre-Cataclysm Security Automaton. A successful Mechanics proficiency check at -2 reveals the drone's primary core is sound; spending 500 gp in spare parts can revive it as a loyal 4 HD mechanical companion.
67–70Mentalist Dampener FieldHazardThe party steps into a black-market alleyway protected by a illegal Null-Field Projector. All active telepathic links, psychic senses, or mentalist powers are immediately severed. Mentalist characters take $1d4$ subdual damage from the sudden neural feedback.
71–75The Counterfeit CoinageIntrigueA slick tech-fence pays the characters for a transaction using what looks like pristine ancient bullion. A close inspection (Ancient Lore or Valuation check) reveals the bars are gold-plated lead junk, worth less than 10% of the agreed sum.

76–100: The High Spire Margins (Security Patrols, Environmental Crises, Grand Escapes)

d100EncounterTypeDescription & Mechanical Impact
76–79Archon Drone SweepCombatA heavy Archon Hover Platform descends from the upper roof, its searchlights locking onto the party. Someone matching their description has been flagged for smuggling. The drone fires its Paralysis Ray Cannon (Target must make a Saving Throw vs. Paralysis or be incapacitated for 1 turn).
80–83Atmospheric Leak VentHazardA main pressure gasket on the chasm wall blows out. The local air pressure drops rapidly into near-vacuum. Characters without personal breathing apparatuses take $1d6$ suffocation damage per round until they move 3 hexes away from the venting area.
84–87The Warlord’s RetributionEventA rival sky-pirate faction launches a targeted raid against a warehouse right next to the players' position. The street erupts into a chaotic firefight between 10 Line Shock-Troops and 15 Savage Panthans. The players are caught directly in the crossfire.
88–91Cybernetic MalfunctionHazardA massive, crane-mounted cargo loader crane suffers a terminal computer glitch. It begins swinging a multi-ton metal shipping crate wildly through the pedestrian walk. A successful Group Initiative Throw is needed to dive out of the way, or take $3d6$ crushing damage.
92–95The Taskmaster BountyIntrigueThe security arrays project a massive, holographic bounty notice throughout the chasm. The face displayed belongs to one of the player characters or an allied NPC retainer, offering a 20,000 gp reward dead or alive. Every underworld eye in the sector turns toward the party.
96–100Total System LockdownCrisisAlarms blare across the entire chasm as a slave uprising or high-tier jailbreak occurs in an adjacent tier. Massive blast doors seal shut at every exit point. The players are trapped in their current zone for $1d6$ hours unless they can hack the terminal bypass via a Scientist / Mechanics check (14+).