Merging the high-science fantasy sword-and-planet flavor of Warriors of the Red Planet (WotRP) with the rigorous domain economics, supply chains, and law enforcement mechanics of Adventurer Conqueror King System II (ACKS II) creates a compelling, highly volatile black market. This blog post picks right up from OSR Dangerous Adventure Location - Port Skagg: The Sunken Docks & Upper Moorings - Warriors of the Red Planet Combined With ACKS II
Below is a detailed framework for The Iron-Rust Exchange—an illegal bazaar operating within the canal-cities or subterranean ruins of Mars.
The Iron-Rust Exchange
Operating clandestinely beneath the crimson silt of the Dead Sea Basin.
1. Structural Mechanics & Domain Integration (ACKS II)
In ACKS II economic terms, the Exchange operates as a Class IV Outlaw Market embedded within a larger legal Settlement (Class I or II City).
Market Class & Dynamic Cap: Standard legal Class IV market cap is 15,000 gp/month. However, contraband transactions ignore local tariff laws and demand a +50% to +200% markup on forbidden retro-tech or illegal biomatter.
Law & Order / Smuggling Risk: Operating or buying in the Exchange increases the local domain’s Crime Level (+1 per month). Every purchase requires a Market Scrutiny Check ($1d20 + \text{Domain Security}$) against the party’s Hijinking / Criminal Proficiency.
Failure: Triggers a Red Martian City-Guard raid or assassin ambush.
2. Contraband Inventory & Exchange Goods
Goods combine pulp Sword-and-Planet science (WotRP) with gold-piece valuation (ACKS II).
| Item / Commodity | Classification | Price (gp) | Black Market Impact & Availability |
| Rad-Rifle Energy Cells | High-Tech Ammo | 150 gp / cell | Restricted by High-Martian Oligarchs. Restores 20 charges to ancient ray-weapons. |
| Life-Siphon Elixir | illegal Alchemy / Bio-tech | 500 gp / dose | Synthesized from harvested Silt-Beast glands. Restores $2d6$ HP instantly, but causes $1d4$ permanent System Strain / Taint. |
| Ancient Ray-Pistol (Defective) | Retro-Tech Weapon | 1,200 gp | Functions as a WotRP Blaster ($3d6$ damage), but rolls a $1$ on $1d20$ to explode ($2d6$ Fire damage in 10ft radius). |
| Thark Blood-Silks | Smuggled Luxury | 80 gp / bolt | Forbidden textiles dyed with four-armed apex-predator pigment. High demand among corrupt patricians (+2 to Reaction Rolls in elite courts). |
| Bred Warmount (Sceleris-Beast) | Illegal Mount | 2,500 gp | Genetically engineered, razor-clawed mount. Requires a Beast Taming / Riding proficiency check to control in battle. |
| Vril-Graft Cybernetics | Forbidden Surgery | 3,000+ gp | Biomodification (e.g., night-vision lenses, reinforced carapace). Grants +1 Armor Class or special senses, but costs -2 Charisma due to visible ghastly mutations. |
3. Key Factions & Market Brokers
The Crimson Syndicate (Outlaw Gang / Guild)
Leader: Vael-Khor, the Blind Scavenger (Level 7 WotRP Scientist / Rogue hybrid).
Role: Controls access to the Vaults. They take a 10% "protection tax" on all transactions conducted inside the Exchange.
ACKS II Domain Action: Uses criminal revenues to fund Smuggling Runs and Hijinking Operations against the ruling Red Martian Merchant Prince.
The Guild of Oxygen Thieves
Leader: Korr-Zal (Four-Armed Green Martian Warlord Exile).
Role: Specializes in illegal water rights, air-scrubber canisters, and slaving operations along the Martian canal zones.
Conflict: Deeply hostile to any adventurers attempting to disrupt the regional water monopolies.
4. Encounter & Complication Table ($1d6$)
When PCs shop, negotiate, or sell stolen tech in the Iron-Rust Exchange, roll $1d6$:
City Guard Shakedown: A corrupt High-Martian Sentinel officer demands a 200 gp bribe or threatens to report the PCs to the City Inquisition.
Ray-Pistol Misfire: A botched transaction results in an unstable energy cell overheating. $2d6$ seconds before detonation!
Black-Market Auction: An intact Ancient Martian Automaton is being auctioned off. Bidding starts at 5,000 gp.
Vril-Disease Outbreak: A buyer collapses; mutated retro-virus releases into the crowded bazaar (Requires a Save vs. Poison or take $1d6$ Con damage).
Infiltrator Spy: A PC notices a cloaked spy taking notes on everyone purchasing illegal energy cells.
Bounty Hunter Strike: $1d4+1$ Red Martian Mercenaries attempt to capture a syndicate broker mid-deal, causing a chaotic shootout.
5. Campaign Hooks
The Stolen Power Core: A local Merchant Lord hires the party to recover a stolen Vril Engine stolen from a canal lock. Tracking it leads directly to the subterranean vaults of the Exchange.
The Black Market Monopoly: To establish their own Domain (ACKS II high-level play), the PCs must clear out the Crimson Syndicate and seize control of the subterranean trade routes, balancing criminal revenue against public unrest.
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