In a planetary romance setting like Warriors of the Red Planet (WotRP) run under the ACKS II engine, meeting royalty isn't just a roleplay scene—it is a major campaign event. Martian monarchs (Jeddaks, Jeddaras, and their heirs) command massive armies, control vital atmospheric infrastructure, and hold the power to grant domain titles, issue bounties, or sentence adventurers to the gladiator pits. This blog post 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 - the Archeon Slave Market for Warriors of the Red Planet and ACKS II
Here is a comprehensive d100 Random Martian Royals & Noble Encounters Engine, complete with political archetypes, unique encounter contexts, and ACKS II campaign hooks.
1. Table Structure
When rolling an encounter, use the table below to determine Who the party meets, Where the encounter takes place, and What the royal's immediate motivation is.
[d100 ROLL] ──> [ROYAL ARCHETYPE & TITLE] ──> [ENCOUNTER CONTEXT] ──> [CAMPAIGN HOOK]
The d100 Table of Martian Royals & High Noble Encounters
01–25: Imperial Jeddaks & Sovereign Rulers (Absolute Power, High Stakes)
| d100 | Royal NPC & Title | Encounter Context | Campaign Hook / ACKS II Impact |
| 01–05 | Jeddak Thalon-Varn The Radium Tyrant (Level 8 Fighter) | Traveling in a massive, armored Imperial Sky-Dreadnought protected by 4 escort skiffs. | Demands an immediate board-and-search of the party's ship for "subversive tech-relics." Refusal triggers an immediate sky-ship battle. |
| 06–10 | Jeddata Sola-Tiris Ruler of the Canal Spire (Level 7 Scientist) | Personally inspecting a remote, failing Atmospheric Converter Node in the deep desert. | Offers a 15,000 gp land grant (a Class V Domain) if the Scientist in the party can repair the node's core before the air thins out. |
| 11–15 | Warlord Ka-Kull Great Jeddak of the Green Horde (8 HD Giant) | Surrounded by 200 four-armed warriors atop giant Thoats on the ochre moss plains. | Challenges the strongest fighter in the party to a Non-Lethal Duel of Honor. Victory earns the clan's respect and temporary safe passage through their territory. |
| 16–20 | Jeddak Om-Klarr The Ghost-King (Level 9 Mentalist) | Shimmering as a translucent projection inside an Ancient Holographic Chamber. | Seeking mercenaries to infiltrate a rival city-state and assassinate his corrupted clone before it usurps his throne during the Domain Phase. |
| 21–25 | Jeddata Kor-Vain The Obsidian Queen (Level 6 Scoundrel) | Holding a private, opulent banquet inside an Outlaw Market Penthouse. | Looking for fences to liquidate 50,000 gp worth of stolen Imperial Bullion. She offers a 40% cut if the party can move it without alerting her former city's guards. |
26–50: Princesses, Heirs & Royal Escapees (Intrigue, Kidnappings, Dynasties)
| d100 | Royal NPC & Title | Encounter Context | Campaign Hook / ACKS II Impact |
| 26–30 | Princess Tara-Vael The Rebel Heir (Level 4 Scoundrel) | Fleeing on a stolen Light Scout Flier, pursued by 2 imperial interceptors. | If rescued, she reveals her father was overthrown in a coup. She promises a seat on her council if the party helps her reclaim her city. |
| 31–35 | Prince Kor-Thull The Exile Warlord (Level 5 Fighter) | Living as a mercenary captain inside a Desert Raider Camp with 30 Panthans. | Can be hired as a High-Morale Henchman or army commander for 150 gp/month, but brings an active 5,000 gp imperial bounty on his head. |
| 36–40 | Princess Xara-Nol The Stasis Heir (Level 3 Mentalist) | Found asleep inside a Pre-Cataclysm Cryo-Pod deep within a subterranean dungeon. | Possesses ancient knowledge that acts as a flawless blueprint for constructing a Cloud-Leviathan sky-ship, making her a target for every faction. |
| 41–45 | Prince Vael-Varn The Spoiled General (Level 3 Fighter) | Stranded beside his crashed, gilded luxury air-skiff, surrounded by dead bodyguards. | Demands the party escort him back to his city. He is arrogant and ungrateful, but his family pays a 3,000 gp rescue reward. |
| 46–50 | Princess Maya-Tiris The Bio-Engineered Duplicate | Held captive in a High-Tech Slave Auction Pen inside the Archeon Market. | A fake clone planted by an rival syndicate. Purchasing her grants access to imperial courts, but she is programmed as a sleeper assassin. |
51–75: Royal Advisors, High Priests & Disgraced Nobles (Subterfuge, Tech, Coups)
| d100 | Royal NPC & Title | Encounter Context | Campaign Hook / ACKS II Impact |
| 51–55 | Grand Chancellor Jax-Om The Shadow Master (Level 7 Mentalist) | Meeting secretly in a dark alley within a Class II City-State Bazaar. | Hiring the party to plant Radium Explosives on a rival noble house’s sky-galleon to shift the vote in the upcoming Council of Jeddaks. |
| 56–60 | Arch-Scientist Zolar Keepers of the Air (Level 6 Scientist) | Transporting a glowing Overcharged Radium Core across the wastes under heavy guard. | Will trade rare Weird Science Gadget Blueprints or upgrade a player's ship weapons in exchange for escorting his cargo past a Green Horde blockade. |
| 61–65 | High Priestess Vala Oracle of the Crimson Sun (Level 5 Mentalist) | Leading a ritual procession of 50 chanting cultists inside a Glass Pyramid Ruin. | Claims the stars predict one of the player characters will either unite the planet or cause its final atmospheric collapse. |
| 66–70 | Baron Theron-Krag The Disgraced General (Level 6 Fighter) | Operating an underground Gladiator Fighting Pit in an Outlaw Market. | Offers heavy wagers. If a player character fights and survives 3 rounds against his champion (a White Ape), he reveals a secret passage into the Jeddak’s vault. |
| 71–75 | High Minister Ozan Master of Commerce (Level 4 Scoundrel) | Traveling with an elite Caravan of Silk and Spice protected by 20 Line Shock-Troops. | Functions as a mobile Class III Market. He buys exotic relics at 60% face value and sells high-tier radium ammunition in bulk. |
76–100: Renegade Royal Captives & Strange Entities (Cosmic & Planetary Crises)
| d100 | Royal NPC & Title | Encounter Context | Campaign Hook / ACKS II Impact |
| 76–80 | The Fallen Jeddak of Helium Undead Imperial Remnant (8 HD Undead) | Bound to an obsidian throne inside an Ancient Necropolis Vault. | Holds a functional Master Control Key. He will give it to the party if they defeat his ancient guardians in trial-by-combat. |
| 81–85 | Princess Sola-Mera The Cybernetic Captive (Level 5 Fighter) | Kept in a stasis-cage aboard a Grand Taskmaster Patrol Barge. | She has been augmented with cybernetic limbs. Rescuing her triggers an immediate high-speed air-chase across the dead sea beds. |
| 86–90 | Prince Xander The Earthborn Transplant (Level 6 Fighter) | Leading a band of 15 Savage Panthans across the Ochre Moss Plains. | A fellow displaced Earthling who has risen to noble status. He shares vital intelligence on regional hex layouts and offers a pact of mutual defense. |
| 91–95 | The Child-Jeddata Nora of the Red Spires (Level 1 Expert) | Protected by a loyal Cyber-Infiltrator Bodyguard (4th-Level) after her family was purged. | Escorting her to a loyalist stronghold across 5 wilderness hexes earns the party permanent Land Titles and a high-status Alliance Trait. |
| 96–100 | The Taskmaster Regent Cosmic Overlord (10 HD Alien Master) | Floating on an anti-gravity throne overlooking the Archeon Market. | Demands the players hand over 20% of their domain revenue as "Dimensional Tribute," or face a targeted assault by a fleet of Archon Drones. |
2. Mechanical Integration: Royal Court Reactions
When interacting with Martian Royals in ACKS II, standard Reaction Rolls ($2d6$) are modified by the party's Reputation, Social Class, and Military Strength:
Status Modifiers:
Party owns a functional Sky-Galleon: $+1$
Party controls a Class IV or better Domain: $+2$
Party brings a Royal Heir as an ally: $+3$
Party carries Unlicensed Radium/Forbidden Tech: $-2$
Party is accompanied by Green Martian Horde Mercenaries inside a Red Martian city: $-3$
Outcome Results:
2 or less (Lethal Hostility): The Royal orders their personal guard to arrest, execute, or throw the party into the gladiator pits.
3–5 (Suspicious / Demand Tribute): The Royal demands a heavy "transit tax" (1,000+ gp or a high-tier tech item) to allow the party to operate in their hex.
6–8 (Neutral / Business): The Royal treats the party as independent mercenaries. Willing to hire them for standard ACKS II contracts.
9–11 (Favorable Alliance): The Royal invites the party to court, offers safe harbor, and provides discounts on local market purchases.
12+ (Grand Favor / Fealty): The Royal offers a royal marriage, an official noble title, or grants an entire wilderness hex as a personal fiefdom.