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 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.
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