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 ]
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┌─────────────────────────┴─────────────────────────┐
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 ]
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┌────────────────────┼────────────────────┐
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
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.
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.
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)
| d100 | Encounter | Type | Description & Mechanical Impact |
| 01–04 | Escaped Bio-Thrall | Hazard | A 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). |
| 05–08 | The Flesh Weepers | Flavor | A 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. |
| 09–12 | Slaver Round-up | Event | A 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. |
| 13–16 | The Scraping Ghoul | NPC | A 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. |
| 17–20 | Splugorthian Bio-Beast Leak | Combat | A 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. |
| 21–25 | Press-Gang Target | Intrigue | An 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)
| d100 | Encounter | Type | Description & Mechanical Impact |
| 26–29 | Imperial Caravan Bidder | NPC | A 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. |
| 30–33 | The Grand Taskmaster’s Gaze | Hazard | One 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. |
| 34–37 | Bidding War Instigation | Event | The 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. |
| 38–41 | Poisoned Needle Strike | Combat | A 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. |
| 42–45 | The Defector's Plea | Intrigue | A 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. |
| 46–50 | Chrome Carapace Auction | Commerce | A 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)
| d100 | Encounter | Type | Description & Mechanical Impact |
| 51–54 | Unstable Isotope Merchant | Commerce | A 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. |
| 55–58 | The Memory Wipe Engine | Weird Science | An 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. |
| 59–62 | Faulty Shield Generator | Hazard | A 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. |
| 63–66 | Rogue Clockwork Seller | NPC | A 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. |
| 67–70 | Mentalist Dampener Field | Hazard | The 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. |
| 71–75 | The Counterfeit Coinage | Intrigue | A 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)
| d100 | Encounter | Type | Description & Mechanical Impact |
| 76–79 | Archon Drone Sweep | Combat | A 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). |
| 80–83 | Atmospheric Leak Vent | Hazard | A 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. |
| 84–87 | The Warlord’s Retribution | Event | A 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. |
| 88–91 | Cybernetic Malfunction | Hazard | A 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. |
| 92–95 | The Taskmaster Bounty | Intrigue | The 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. |
| 96–100 | Total System Lockdown | Crisis | Alarms 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+). |
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