Showing posts with label Archeon Slavemarket. Show all posts
Showing posts with label Archeon Slavemarket. Show all posts

Saturday, July 25, 2026

Building The Red Planet Empire - Mixing Warriors of the Red Planet (WotRP) with the Domain-level Architecture of ACKS II Rpg - A random royals and encounters for Mars table



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)

d100Royal NPC & TitleEncounter ContextCampaign 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)

d100Royal NPC & TitleEncounter ContextCampaign 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)

d100Royal NPC & TitleEncounter ContextCampaign 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)

d100Royal NPC & TitleEncounter ContextCampaign 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:

$$\text{Royal Reaction Roll} = 2d6 + \text{Charisma Mod} + \text{Status Bonuses} - \text{Domain Infamy}$$
  • 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.

 

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+).