Wednesday, October 28, 2020

The Serpent's Tooth - Ghosts of Saltmarsh, Chapter 55

 


The Empty Net
That night, Aella took her companions - Captain Alot, Father Craig, Corvid, and Cai'luin - to the Empty Net, the seedy inn on pilings over the Kingfisher river. The Empty Net was a den of thieves, smugglers, and cutthroats. Aella was a member of the town council. She and her companions were responsible for the downfall of Gellan Primewater and his smuggling organization. She was also responsible for Anders Solmor becoming a baron and bringing the attention of the king's tax collectors to Saltmarsh. The last time she and her friends had come to the bar over a year ago, there was a brawl and several men died.

Needless to say, when Aella entered the inn without any hint of costume or discretion, all conversation stopped and every patron stared at her in contempt.

Aella cleared her throat. The bartender, a burly thug named Kreb Shenker, spat on the floor, "What do ye want?"

Aella approached the bar and said, "I'm here to see the Serpent's Tooth."

Kreb said, "You were supposed to come alone. They'll have to stay down here."

Aella looked at Cai'luin and the others and nodded. She turned back to Kreb, "Very well."

Kreb led her behind a curtain to a concealed door. The door led up a flight of narrow stairs to a small room with a bare table and two chairs. The walls were lined with heavy burgundy curtains. A hoarse voice said, "Greetings princess. Please have a seat."

She sat down. 

A hooded figure in thick red robes emerged from a curtain. It sat in the other chair. Red gloved hands pulled back the hood just enough to reveal that the figure wore a silver mask concealing his entire face. The mask was carved to resemble a snake's head with fangs. 

"Hello, your highness. I have information that can help you."


CHAPTER 55
"THE SERPENT'S TOOTH"

The Crew of the Sea Ghost:

  • Alot Aname - Neutral Good Warforged Fighter, ancient sentinel of a wizard's fortress, spent several decades deactivated underwater, Captain of the Sea Ghost.
  • Avastana "Aella" Kádár - Neutral, Half-Elf  Outlander and Storm Sorceress from Ket, daughter of the king of the sea elves, deck sorceress and first mate of the Sea Ghost.
  • Craig "Blunderbuss" Oxworth - Lawful Good Dwarven Priest of St. Ogden (Cleric), sailor and shipwright, bosun of the Sea Ghost.  
  • Cai'luin Manaan - Chaotic Good Sea-Elf Bard, member of the royal family of the tribe of Manaan. Cook of the Sea Ghost.
  • Corvid Ravenson - Neutral Good Fallen Aasimar Paladin of Vengeance and Divine Soul Sorcerer, sent to Oerth to avenge those who wronged his angelic "brother", Auric Ravenson. Second mate of the Sea Ghost.
DM Note-
Still filling in the 8th level gap between the end of the Final Enemy and the beginning of Tammeraut's Fate with small mini-adventures. I gave my players the option of which storyline they wanted to follow and they chose the story that led to the Corruption of Skyhorn Lighthouse. It seems to me that my players always have more fun with these smaller adventures. 

The Serpent's Tooth
"You  may call me the Serpent's Tooth. My identity is unimportant. For now it is sufficient to know that our goals overlap.

"I know that you bear the Trident of Manaan, the weapon of the founder of the Sea Elf Kingdom of Manaan. I know that you are its true heir and that you wish to unlock its power. Only the druids of the coral grove may do that. 

"The trident was lost centuries ago - stolen by the Sahuagin when they killed King Manaan. When the Sahuagin were defeated a year ago the soldiers from Seaton recovered it and gave it to you as a reward. This much is known. 

"You are the illegitimate eldest daughter of King Pelagius, current king of Manaan. Given the elven rules for such things, such as they are, upon the death of King Pelagius, you are entitled to rule Manaan as its queen. 

"Manaan is a small underwater settlement built of stone and coral and is home to roughly 300 sea elves. It lies at a depth of two hundred feet and is surrounded by a wide circular coral reef which acts like a wall. The entire settlement forms a cone-shaped coral castle that is the home of the royal family, their knights and servants, and the peasants who tend the kelp forests.  The sea floor surrounding the coral reef is also a dense forest of kelp. The region surrounding the kelp forest is patrolled by sea elf rangers with dolphins companions.

"There is a secret tunnel beneath the coral reefs, unknown to even the royal family of Manaan. It leads to the sacred coral grove of the druids of Manaan located underground beneath the royal castle. There you will find the druids who tend the coral polyps on which the entire city is built.

"The entrance to the secret tunnel is concealed within some submerged ruins - the remains of an ancient Suloise city long ago lost to the waves during the Rain of Colorless Fire. The city, in turn, was buried beneath the coral walls of Manaan. 

"I will tell you how to find this secret entrance but first you must promise me to do a small thing."

The man withdrew and displayed a scroll from his sleeve. He then produced a handful of lead fishing weights and put them in a clay bottle. Then he placed the rolled up scroll within the same bottle and sealed it with a cork stopper. He took a nearby candle and smothered the stopper with melted wax. He held up the sealed clay bottle like a prop.

"Deliver this message in this sealed bottle. The contents are very sensitive and important. It is for his eyes only. Do you understand? Will you do this?"

Aella asked, "By when must this be done?"

The man considered the answer, as if he hadn't thought of that, "There is no immediate urgency. Deliver it by the end of the season. Agreed?"

Aella agreed.






"Excellent. Here your payment - the secret entrance into Manaan. Go to the ruins of Suloise city. Find the temple with the statue of the god with a strange head, huge bracers, and a flaming sword. 

"Turn to your right and you will see a small piece of gnarled wood affixed to the wall. Turn it. It shall open a hidden entrance to the entrance to the tunnel. " 

Aella accepted the job. The Fanged Serpent nodded and stood. He knocked on the wall and the door behind Aella opened. Kreb the bartender led her back down the narrow staircase to the tavern below. 

Seaton
The Sea Ghost made preparations to set sail the following morning. The ship sailed to nearby Seaton. There they spent the rest of the day unloading the massive marble statue of Saint Cuthbert and delivered it to the temple there. In addition, Corvid returned the crate of books and gold statuettes to the temple. Finally, Corvid delivered the bones of the missionaries of Saint Cuthbert recovered from the ocean floor at the wreck of the Marshall. The priest assured Corvid that they would be given a proper burial in a place of honor among the heroes of Saint Cuthbert. 

The ghosts of the nuns who haunted Corvid looked on with stern approval, retaining their grim scowls but giving the most imperceptible nods of approval before fading into the great Beyond that is the Raven King's judgement.

In thanks for the gifts, the high priest of the temple of Saint Cuthbert bestowed upon the each of the officers of the Sea Ghost a blessing of heroism.



Argos the Triton
The Sea Ghost spent the night in Seaton and set sail once again the next day. Aella explained the mission to the other members of the crew. After a brief discussion the officers decided to first sail towards Skyhorn lighthouse to investigate the strange weather and seas that had been reported. 

Skyhorn lighthouse sits on a rocky uninhabited island in the Azure sea halfway between Splitrock and Jetsom Island. The Sea Ghost sailed around Angler Island and Redshore Island and sailed east towards the lighthouse. 



By noon they neared their destination. They could see the island and the lighthouse. A dark swirling inverted cone of a cloud spun slowly overhead. The winds increased and the sea became choppy. Small maelstroms spun out of the sea and dashed off towards the horizon. The turbulent seas were dark with a mysterious cloudy substance. 

Suddenly a humanoid figure leaped out of the water and grabbed the starboard rail of the ship. The humanoid was  man with dark blue skin wearing a bright scale armor. He carried a spear in one hand and clutched the rail with the other. His legs were bare and displayed fins growing from the back of his calves. He looked frightened and glanced over his shoulder at the sea as if to spot some pursuer.

Soon after two massive crustaceans that resembled crayfish the size of buffalo climbed out of the water in pursuit of the blue man. The blue man cried out to the crew, "Help me! I seek justice for an innocent man! These creatures are trying to stop me!"

Captain Alot gave the tiller to one of his crew and picked up his dragon hammer. He darted down the ship's ladder and joined Corvid at the starboard rail next to the blue man. 

Alot, Corvid, Aella, and Cai'luin, helped the newcomer fight and defeat the foul crustacean monstrosities. 




Afterwards, Alot gave the newcomer a wary welcome, "Who are you and why are on my ship?"

The man introduced himself as Argos, a triton. He explained that he was part of an expedition sent from the Water Dimension to investigate a possible breach and an incursion by Olhydra, an evil being from his dimension. His team learned that the lighthouse keeper, Lucien, had called upon the power of the breach in the past to save ships and the lives of sailors. They assumed he was responsible for the incursion of Olhydra and have imprisoned him. Now they seek the breach in order to close it. For his part, Lucien will be executed in two days.

Argos believed that Lucien the lighthouse keeper was innocent and sought to find the breach and obtain evidence that might exonerate him. He found a sunken ship at the base of the Skyhorn island form which the two creatures, known as chuuls, emerged. The creatures pursued him to the surface and he was thankful for the intervention of the Sea Ghost.

Captain Alot told Argos that they, too, had come to investigate the mysterious weather at the lighthouse.

Argos, relieved, appealed to Captain Alot for assistance in helping to exonerate an innocent man. Alot agreed. 

The Triton Guard
The ship sailed near the island where Argos the triton indicated the location of the sunken ship. Alot instructed the crew to sail around the island at a safe distance. Alot, Aella, Corvid, Cai'luin, Bess the giant crab, and Argos then leaped into the black oily waters.

The team descended into the murky depths. Visibility was very low, no more than ten to twenty feet. Cai'luin cast a bardic light spell to illuminate the gloom and provide a beacon should they become separated. 

As they descended into darkness, six tritons swam into view and intercepted them. 

DM Note-
Approaching the breach required a skill challenge. The tritons had a starting conflict score of 3. Each successful skill check would reduce the score by 1. Each failed check would increase the score by 1. The score had to be reduced to 0 for the party to be allowed to pass. If the score increased to 6, the tritons would lose patience and attack. 

The tritons warned the team of the dimensional breach and ordered them to evacuate. Argos spoke on their behalf, telling his companions that they wished to help him exonerate the lighthouse keeper. 

DM Note-
Automatic -1 thanks to the presence of Argos.

The triton guards were wary. They were not convinced that Lucien was innocent. They only wanted to locate and close the breach. Aella made the case to allow the party to help search. She spoke eloquently on behalf of the lighthouse keeper's case.

DM Note-
Aella's Persuasion skill check of 18 reduced the score by another -1.

Captain Alot also mentioned that, as capable warriors, they would also eliminate any additional chuuls they come across. 

DM Note-
Promising to kill chuuls reduced the score by another -1. The conflict score was now zero.

The tritons agreed and allowed the team to continue to descend - but Argos was ordered to stay behind. He was not to help nor interfere in any way. 

The Sunken Ship
The party continued to sink. They reached the sunken ship resting on the ocean floor at a depth of six hundred feet. A quick investigation of the ship revealed that name of the ship was the Argent Blade. Captain Alot recognized the ship - it belonged to a merchant captain named Haddad who had recently lost his wife at sea. The ship appeared to have been scuttled. Dark oily clouds emanated from the breaches in the hull, contaminating the surrounding water.

Corvid peered into one of the breaches into the cargo hold. He saw a large barrel shaped mechanical vehicle with six crab-like legs and two mechanical crab-like pincers. The machine lunged at him and burst through the deck.


Aella quickly summoned a sorcerous snowstorm that pummeled the mechanical vehicle. 

Captain Alot told them that they came in peace and appealed to them to stop fighting. The machine ignored Alot's entreaties and attacked Corvid with giant metal pincers.

Corvid counterattacked with his magic longsword. 

Cai'luin began playing a small set of drums and cast a bardic spell which caused the metal of the machine to begin heating. Alot, who had considered trying to find a way to open the hatch on the rear of the vehicle, backed away from the hot metal surface.




Aella summoned a sorcerous undersea tidal wave that pummeled the machine and followed it up with a sustained witch-bolt of lightning. 

Alot looked closely for a way to open the hatch and found the release. Corvid continued to damage the vehicle with several strikes from his magical longsword. 

Alot was eventually able to open the hatch, revealing two humanoid pilots within, each manning a series of levers that activated and controlled the legs and claws of the vehicle. The two beings were once human sailors but were now pallid shells with rubbery translucent skin and eyes clouded white. Their jaws hung slack. The one at the rear of the vehicle drew its cutlass and lashed out at Alot.

Alot and Corvid, aided by Aella's storm sorcery, soon dispatched the two pilots. 

The machine was heavily damaged and needed to be repaired but otherwise salvageable. 

The party continued searching the ship. It had been abandoned. Inside the captain's cabin they found a diary. The velum book had many pages removed. What remained was filled with strange symbols and arcane circles. 

Alot was able to read the following entries:

“..She calls to me from beyond! She’s trapped in
the Fiddler’s Green, but I’ll rescue her, bring her
back… I hear her voice even now, telling me to
look far beneath the lighthouse…”

“The strange genie permitted us to pass… better
that he does not interfere with Olhydra’s will!”

“…It won’t be long until Iona is finally in my
arms again. The sigils are working! The barrier
is almost weak enough for her to cross through.
The waters turn black and foul, as she said they
would…”

The Coral Caves
Beneath the wreck of the Argent Blade, Alot found the entrance into a cave. "Clever," he said, "they sunk the ship to conceal this cave." He led the way into the cave with the others not far behind.

The passage opened into a wide cavern that branched left and right. The cloudy water became clearer while the long tendrils of oily black tar snaked past in more cohesive strands. Blue and green bioluminescent polyps provided dim illumination within the cave. 

To the left, the cave was littered with debris and trash from the sunken ship - including the bloated and translucent bodies of two crewmembers. Small crabs roved over the corpses picking at their flesh. A large bed of kelp obscured the cave from floor to ceiling ahead and to the left. A wide passage branched to the right. 

Alot moved forward ahead of the others. He thought he heard a noise. He turned to his right to look down a side passage and saw a group of sailors, all with dead translucent flesh and milky white eyes, sorting salvaged cargo from the ship. The sailors spotted Alot and dropped whatever they held. The various objects drifted slowly to the floor in the underwater grotto. They picked up their cutlasses and moved to attack the armored sentinel.

To be Continued...

Friday, October 23, 2020

Overlords of Dimension-25


 My latest game, Overlords of Dimension-25, is now available for purchase at DriveThruRPG.com!

Finally! A retro-clone of the old XXVc game rules! 

Overlords of Dimension-25 is a role-playing game and setting inspired by the pulp science fiction roleplaying games of the late eighties and early nineties. Those games were, in turn, based upon the novels, comic strips, and movie serial adventures from the 1930s about a man frozen in time for five hundred years. This product is unaffiliated with the inspirational source material, the original game, its author, or its publisher.

Dimension-25 is a strange alternate universe in which our solar system more closely resembles the pulp science fiction of the 1930s and 40s.

In this game player characters are refugees from our Earth transported to this strange dimension via a freak accident. There they discover a world ravaged by five hundred years of interplanetary war, a world where fighters from the Earth Resistance struggle to overthrow the oppression of the Martian ARES Consortium. In this strange and alien world the player characters become adventurers and explorers seeking the ancient ruins of the Terran Empire in search of clues that might lead to a way home.

If you want a sneak preview of just the rules with no artwork and no setting, I have made Retro-Clone 25C available for free download!





Wednesday, October 21, 2020

Mercantile Trade in Dungeons and Dragons, Fifth Edition



When my players were leaving Niole Dra, Captain Alot's player asked me if anyone had any cargo they needed to take to Saltmarsh. Ghosts of Saltmarsh didn't have any good rules for this so I just said "Sure. You get a cargo of.. something. You are paid an appropriate amount."

But I wasn't happy with that deflection. I wanted some simple rules with some random cargo tables. Nothing super complex that required a spreadsheet, but just- something. So I did some research and found that the Gazetteer supplements for D&D's Mystara setting had what I was looking for. So I went about adapting those rules to 5E.

The following rules are adapted to 5E from GAZ11- The Republic of Darokin

Broker Points

Broker points are unlike other skills acquired by characters. A broker point is a die roll modifier used in the mercantile trade system described in the following pages. It is used to reflect the difference that experience makes in the success of merchant trading ventures.

Broker points are awarded by the DM to characters and to NPCs according to the criteria given below. Once received. points are never used up and can be applied any time a modifier IS needed Each point counts as a + 1 modifier to a mercantile trade dice roll.

No character can ever have more than five broker points, which are normally gained only after years of game time and much trading experience, as detailed below. PCs may also receive them as rewards for good roleplaying or spectacular trading achievements. All awarded broker points are cumulative.

PCs and NPCs alike receive broker points when they meet the following criteria:

level 4 - 8 Merchant:

+1

level 9 - 12 Merchant:

+1

Every 4 additional levels of Merchant experience:

+1

Character level 10 - 20:

+1

Character level 21+:

+1

More than 5 years trading experience:

+1

More than 16 years trading experience:

+1

Character is proficient in both Insight and Persuasion:

+1

Buying and Selling Cargo

This procedure is used whenever a character wishes to buy or sell cargo.

Step 1. Determine city’s classification.

Population

Class

500,000 +

A

100,000-499,999

B

50,000-99,999

C

10,000-49,999

D

1001-9,999

E

0-1000

F

 

Step 2. Find the number of merchants and cargo Ioads available.

Use the table below to find the number of merchants and cargo loads in town. Broker points can be applied to rolls on this table.

The number of merchants does not show the total that are in a city, hut rather how many are interested in doing business with the PCs. “Cargo loads” is a convenient measure for quantities of goods and are further defined in the Trade Goods Table (p. 26). If PCs are buying, the number of loads shows how much cargo they can purchase. If they are selling, the number of loads shows how much of their cargo a merchant is interested in buying.

City Class

Merchants

Size of Transaction

A, B

1d6+2

3d8 loads

C, D

1d6+1

2d8 loads

E

1d6

2d6 loads

F

1d6-1

2d4 loads

The DM is free to modify results that conflict with what he knows about a given city. If, for example, the addition of broker points results in ten merchants in a class F village and the DM feels that is too many merchants for such an out-of-the way place, he can reduce the result to a reasonable number.

One half of the merchants indicated on the table appear the first week a caravan is in town (round fractions up). Another one quarter of them appear during the second week, and the rest trickle in at the rate of one per week until all the merchants rolled up have arrived.

For example, if there are eight merchants who will do business with the adventurers in a given town, four appear the first week, two the next, and one each in the third and fourth week. If the PCs want to deal with all of them, they’ll have to wait around for four weeks. If, after all the merchants have been dealt with, the adventurers want to wait around for more business, roll again on the table above, with a -1 modifier for each week the caravan has stayed in town.

Step 3. Determine types of cargo.


The Trade Goods Table lists specific types of goods that can be purchased or sold in a port. DMs are welcome to change items if they wish. For example, a result of “smoked fish” might become “smoked sausage” in one port, or “pickled hogs feet” in another.

The DM can select cargo from this list or settle on goods with a random die roll. If a random result is desired, broker points can be applied to the roll. The players can decide if the available cargo is all one type of commodity or split between various commodities.

If player characters are in search of a specific type of cargo, there is a base 20 percent chance that it will be available in a particular port. This percentage is increased by 5 percent for each broker point applied to the roll. Chances can also be increased or decreased by the DM to reflect how rare or common a type of merchandise might be in that town. For example, the chances of finding livestock for sale in a city near a prairie, or cloth in a city famous for its textiles, are much higher than normal - probably 90%. But if the DM decides that a certain cargo is not available at all, not even broker points can help locate the goods.




Trade Goods Table

Roll

Merchandise

1 load

Encumbrance per Load (ton)

Base Price

01-04

Wood, common

1 cord1

4

50 gp

05-08

Oil

5 jars

1.5

100 gp

09-12

Textiles2

4 bags

1

100 gp

13-16

Salt

150 bricks

3.75

100 gp

17-20

Beer, Ale

I barrel

0.4

100 gp

21-26

Grain and Vegetables

20 bags

4

150 gp

27-30

Fish, preserved

10 barrels

4

110 gp

31-31

Hides, Furs

10 bundles

2

150 gp

36-39

Tea, coffee, tobacco

2 bags

0.5

150 gp

40-43

Animals

See Animal table

44-47

Ceramics

2 crates

0.5

200 gp

48-51

Wine, spirits

1 barrel

0.4

200 gp

52-54

Meat preserved

10 barrels

4

200 gp

55-60

Metals. common

200 ingots

5

200 gp

61-63

Dye and pigments

5 jars

1.25

250 gp

64-68

Cloth

20 rolls

4

200 gp

69-73

Weapons, tools

1 crate

0.5

varies4

74-75

Monsters

1 monster

varies5

varies5

76-80

Glassware

2 crates 3

0.5

400 gp

81-85

Semiprecious stones6

1 box

0.5

200 gp

86-00

Roll on Precious Merchandise table


The Precious Merchandise Table

Roll

Merchandise

1 Load

Encumbrance per Load (tons)

Base Price

01·10

Mounts7

See AnimaIs Table

 

 

11-21

Wood. precious

1 cord

4

500 gp

22-33

Porcelain, fine

2 Crates

0.5

1.000 gp

34-41

 Books. Rare

I box

0.15

1,000 gp

42-43

Armor3

1 crate

0.5

varies 4

44-61

lvory

1 tusk

0.5

800 gp

62·67

Spices

1 jar

0.30

800 gp

68-75

Silk

1 roll

1

1000 gp

76-85

Furs, rare

1 bundle

0.25

500 gp

86-94

Metals, precious

2 ingots

0.20

600 gp

95-00

Gems

1 box

0.05

3,000 gp

Animals Table:

Roll

Animal

1 Load

Encumbrance per Load (tons)

Fodder cost per Load

Base Price

1

Rabbit, hen

100

2.5

20 gp/wk.

25 gp

2

Goat, hound

20

5

20 gp/wk.

100 gp

3

Pig

10

5

20 gp/wk.

100 gp

4

Cow

5

5

20 gp/wk.

125 gp,

5

Horse

2

15

20 gp/wk.

200 gp

6

Bull

2

15

20 gp/wk.

200 gp

7

Warhorse

2

20

30 gp/wk.

1,000 gp

8

Elephant

1

50

20 gp/wk.

100 gp

 

Notes on the previous charts:

1 A cord contains either: 15 12’- diameter. 10’-long logs, or: 400 board-feet of 2” by 6” planks.

2 Textiles include rope, sacking, and any woven goods other than cloth.

3 The encumbrance of a crate is 0.1 tons. To find the quantity of goods contained within it, divide the remaining encumbrance (0.4 tons) by the weapon or armor weight given in the rules. Round the number down; any remaining fraction is part of the crate and packing weight.

4 Use prices given in the rules multiplied by the quantity in the crate. Quantity is calculated as explained in Note 3.

5 A monster’s weight is set by the DM. To determine the GP value of a monster, roll randomly on the Individual Treasure table in the Dungeon Master’s Guide appropriate to the monster’s Challenge Rating. Monsters worth 1,000 gp or more are considered precious merchandise. Fodder must also be carried to feed live monsters.

6 Semiprecious stones include amber, turquoise, alabaster, agate, geodes, and so on.

7 The mounts are either warhorses (80 percent chance) or DM’s choice of exotic mount (20 percent), such as an elephant, camel, mule, or even a domesticated monster. The larger animals, of course, are rarely carried overland. Instead, they are driven down the road in herds. Smaller animals and those prone to escape, such as chickens, rabbits, turkeys, and the like, are transported in cages




Step 4. Find the adjusted price of cargo.

Once the nature of a cargo load has been determined, use its base price to derive its adjusted price. The base price is an arbitrary relative value placed on an item before its value is adjusted for supply, demand, and random economic and political factors. These factors are modeled with a simple system of die rolls and situational modifiers that lead to the adjusted price - the "real" value of the goods at a specific place and time. The adjusted price must be determined before cargo negotiations can begin.

§  Find the cargo's base price on the Trade Goods Table (or the Precious Merchandise Table, if appropriate).

§  The DM must judge whether there is an unusually high or low demand for this commodity at the city in question. The DM may assign a modifier ranging from -4 for very low demand to +4 for very high demand.

§  If the city is class A or B, there is a + 1 modifier. If the town is class E or F, there is a -1 modifier.

§  Roll 3d6, adding or subtracting modifiers for supply and demand and city class, and consult the Base Price Adjustment Table. Players can also modify the roll with broker points. If characters are selling, adding Broker Points results in a higher sale price; if they are buying, subtracting broker Points results in a lower sale price.

§  Multiply the cargo's base price by the adjustment percentage to arrive at the adjusted price.

§  The adjusted price represents the true value of the goods in that particular market. When broker points are applied to result also reflects the benefits of canny business dealings.

The adjusted price is calculated when a cargo load is bought and again when it is sold in a different city. If several merchants buy or sell the same type of goods in the same place, the adjusted price is calculated only once.

Base Price Adjustment Table

Roll 3d6

Percentage

3

30 percent

4

40 percent

5

50 percent

6

60 percent

7

70 percent

8

80 percent

9

90 percent

10

100 percent (no change)

11

110 percent

12

120 percent

13

130 percent

14

140 percent

15

150 percent

16

160 percent

17

180 percent

18

200 percent

19

300 percent

20

400 percent

Step 5. Haggle (optional).

Sellers may attempt to make an opposed Persuasion or Deception check vs. the buyer’s Insight. Success increases the sale price by an additional 10-40 percent. Failure decreases the sale price by an additional 10-40 percent. Sellers and buyers may apply Broker Points to the skill check. Either buyer or seller may cancel the transaction at any time before the exchange of goods.

Step 6. Exchange goods.

Goods exchange hands after the final price is agreed upon and paid. The merchant selling the goods must set aside one-half percent of the final price for the Merchant's Guild, if he is a member. Caravan crews usually handle the loading and unloading of cargo as part of their regular duties.

Shipping Freight

If a ship’s captain does not wish to purchase the goods for sale, they can instead be hired by a merchant to transport a commodity to a market.

Securing a shipment of freight follows the same procedure as buying and selling cargo above. The difference lies in finding a cargo buying and selling the cargo.

Hauling freight requires the ship’s captain to be going where the freight needs to go. If the captain has no planned itinerary and is willing to go to a random city to deliver the freight to its destination, then the standard rules for finding a cargo apply.

However, if the captain has a planned itinerary, finding a cargo of freight that happens to be going to the captain’s next planned destination is much less common. As a result, divide the number of loads available in Step 3 above by six. A captain may have to wait several weeks before a merchant happens to have a cargo that needs to be shipped to the captain’s next planned destination.

Instead of buying the cargo and selling it at the destination for a profit, the captain is paid a flat fee of 5 copper pieces per mile traveled per ton of cargo, up to half the base price of the commodity.

The captain is typically paid half the agreed upon price up front before leaving port and the remaining half upon arrival. If the cost of transport exceeds the potential sale price of the commodity, the merchant cancels the transaction and the captain may have to wait several more weeks before another cargo is available. The merchant, or a designated agent, will accompany the cargo to its destination. The passage of the merchant or agent is free and is included in the price of the shipment. However, the merchant would have pay separately for each additional passenger.  

Passengers

At the player or DM’s discretion, one “load” of available freight can be substituted with a passenger. Passengers pay 5 silver pieces per day for a hammock in a shared cabin or 2 gold pieces per day for a private cabin. Note that passengers must also be included in the expenses

Expenses

The ship’s quartermaster is responsible for feeding, paying, and otherwise keeping a crew of sailors and passengers alive while at sea. These supplies must be purchased prior to setting sail and subtracted from the ship’s stores during the voyage.  

Slaves with wretched accommodations: free, daily crew morale check DC 30

Poorly treated sailors with squalid accommodations: 1 sp per day, daily crew morale check DC 25

Unskilled sailor with poor accommodations, passengers paying for a hammock: 2 sp per day, daily crew morale check DC 20

Experienced sailor with modest accommodations, passengers paying for a private cabin: 1 gp per day, daily crew morale check DC 15

Skilled sailors, officers, and craftsmen with comfortable accommodations: 2 gp per day, daily crew morale check DC 10

A ship might incur additional expenses while at port such as docking fees, tariffs, taxes, barnacle removal, repairs, etc. Individual expenses are beyond the scope these rules. The DMG suggests 20 gold pieces per hit point repaired.