Thursday, March 10, 2011

Peddlers of the Deep Dark

Businessmen will exploit any available market. The deep dark places beneath the surface are no exception. Here are charts to determine the composition of small peddler bands and minor caravans that may be found in the deepdark and megadungeons.

Composition
1 Lone Peddler. (guards 1-4 in 6)
2 Pair of Peddlers (mixed on 1-2, guards 1-3 in 6)
3 Peddler & 2 Assistants (mixed on 1-2, guards 1-2 in 6)
4-5 Master Peddler and Caravan (2-7 guards)
6 Gypsy Caravan (mixed on 1)

notes: guards 1-4 in 6 means : roll 1 d6 on a roll of 1 to 4 there are that many guards and no guards on a roll of 5 or 6)
Gypsies are nomads who live in their caravans.

Race of Peddlers
1 Gnome
2 Moleman
3 Dwarf
4 Goblin-Man
5 Human
6 Black-Halfling


Bearers (Haulers/Beasts)
1 Drugged Morlocks
2 Pack Apes
3 Dungeon Donkeys
4 Pack Snails
5 Albino Cave-Bronts
6 Dim-witted Half-Ogres
7 Grats (giant ground bats)
8 Human Slaves
9 Halfling Porters
10 Cave Sloths

Roll 1d4 Bearers per peddler and assistant
A Master Peddler will have 14-24 bearers (and 1 teamster per 4 beasts)

Gypsy Caravan (2-20 vehicles, identical on 5 in 6)
1 Cart (1-2 Gypsies per)
2 Rick-hut (1-3 Gypsies per)
3 Sedan-Cottage (2-4 Gypsies per, carried by bearers)
4 Howdah (2-5 Gypsies per, on bearers)
5-6 Wagon (2-7 Gypsies per)

Roll to determine what draws wagons and use appropriate number per vehicles plus 50%. All bearers will be the same 4 in 6 in a Gypsy Caravan.
There is a 20% chance that a gypsy caravan will have a cleric or magic-user of levels 2-5.


Goods Carried
2-5 Rolls per peddler or vehicle. A master peddler will have 14-24 rolls.
All goods indicate supply and base cost per unit

Type
1 Trinkets
2 Sundries
3 Consumables
4 Garb
5 Gear & Arms
6 Exotics

Trinkets
1 Tiny Bell (14-24, 5 s.p.)
2 Small Mirror (2-8, 12 g.p.)
3 Cloak Pins (2-12, 2 s.p.)
4 Ball & Cup game (2-5, 1 s.p.)
5 Dice (2-12 pair, 1 g.p. per pair)
6 Beads (1d12 x 100, 2 c.p. each)

Sundries
1 Candles (14-24. 5 s.p. each)
2 String (1d12 x 200 ft, 4 c.p. per 20')
3 Ribbon (1d8 x 50 ft. 2 c.p. per yard)
4 Buttons (1d12 x 20, 3 c.p. per button)
5 Large Sack (2-24, 3 s.p. each)
6 Sewing Kit (1-8, 4 g.p.)

Consumables
1 Water (20-50 gallons, 1 s.p. per gallon)
2 Wine (20 -50 gallons, 1 g.p. per pint)
3 Lamp Oil (3 -24 flasks, 1 g.p. per flask)
4 Charcoal (10-100 lbs, 5 c.p. per pound)
5 Dry Corn (10-100 lbs, 1 s.p. per pound)
6 Iron Rations (14-24 days, 1 g.p. per day)

Garb
1 Boots (2-12 pairs, 2 g.p.)
2 Cloak, cloth (2-12 cloaks, 5 g.p.)
3 Cap (2-8 caps, 5 s.p.)
4 Trousers (2-8 pair, 1 g.p.)
5 Tunics (2-12 shirts, 2 g.p.)
6 Stockings/Socks (2-12 pair, 8 s.p. pair)

Gear & Arms
1 Prybar (1-6, 4 g.p.)
2 10' Pole (1-4, 2 g.p.)
3 Rope (100-300 ft, 50' for 4 g.p.)
4 Iron Spikes (2-12, 4 s.p. each)
5 Lantern (2-7, 12 g.p. each)
6 Tinder Box/Fire-kit (1-12, 3 g.p.)
7 Saw (1-4, 15 g.p.)
8 Drill (1-3, 12 g.p.)
9 Arrows (1-100, 5 s.p. each)
10 Crossbow Bolts (1-100, 6 s.p. each)
11 Darts (1-20, 1 g.p. each)
12 Sling Bullets (1-100, 2 c.p. each)
13 Spear (1-10, 6 g.p.)
14 Hand Axe (1-10, 3 g.p.)
15 Short-sword (1-4, 10 g.p.)
16 Mace (1-4, 8 g.p.)
17 Crossbow,lt (1-3, 20 gp)
18 Shortbow(1-4, 30 gp)
19 Helmet (1-6, 12 gp)
20 Shield (1-4, 15 gp)

Exotics
1 Sedatives (2-20 doses, 5 g.p. per dose)
2 Insect Repellant (3-24 oz, 1 g.p. oz)
3 Miners-helm (1-3, 20 g.p.)
4 Glow Grub Flask (1-3, 20 g.p.)
5 Lava Lamp (100 gp)
6 Healing Salve (1-3, 50 g.p., restores 1-3 hp)
7 Salt (14-24 oz, 5 s.p. oz)
8 Garlic (2-20 buds, 4 s.p bud)
9 Wolvesbane (3-18 oz, 4 gp oz)
10 Thevvish Weed (1-8 oz, 2 g.p. oz)
11 Magical Candle (typically only 1, varies)
12 Magical Rope (typically only 1, varies)

Guards
1 Drugged Berserker
2 Hobgoblin
3 Common Man-at-arms
4 Eunuch Warrior Slave
5 Dwarf
6 Lizardman
7-8 same race as peddler

Most guards will have spears or polearms as appropriate. 50% will have ranged weapons.

Peddlers will usually have coin on hand in value to that of 10% of their goods, typically in silver.
A Peddler might buy goods from adventurers if they get along, the peddler will pay 1/6th the usual value in coin or 1/2 in trade.
Food and drink carried for the peddlers, guards and bearers will typically be enough to feed them for 7-12 days.

6 comments:

  1. Top stuff JD. The usefulness of this is HUEG!

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  2. Love it. I'm thinking somebody (maybe me) needs to organize a Book of Tables collecting all of this internet goodness into a free resource (a'la Petty Gods). There are so many wonderful things out there to inspire Refs and players.

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  3. Very nice. I will almost certainly make use of this. @Matt- do it!

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  4. I'm with Matt- really great material here- thanks JD!

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  5. Great stuff. Putting it with your Dungeoneering Cache tables!

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  6. OGL or CC it and I put it in a game, it's wonderful!

    ReplyDelete