Table of Contents
TRADERS AND MERCHANTS
Select rooms will entice merchants to visit or take up residence at your structure, bringing commerce to your doorstep. Whenever a room tells you to roll for a merchant, do so on the Merchants table below. If a room allows you to select a merchant, you can choose any merchant on that table that is not a legendary merchant. This mechanic is greatly expanded upon in the Traders and Merchants supplement, which includes itemized inventories for each type of merchant. If you wish, you can use that supplement in conjunction with this one to improve and add depth to your merchants.
d100+d10 | Merchants |
|---|---|
1-5 | Alcohol and refreshment |
6-9 | Animals |
10-13 | Books and maps (mundane) |
14-17 | Flowers and seeds |
18-22 | Food and animal products |
23-26 | Furniture and interior décor |
27-31 | High fashion |
32-35 | Jewelry and gems |
36-40 | Knick-knacks |
41-45 | Leatherworking |
46-49 | Mechanical contraptions |
50-54 | Medium and heavy armour |
55-58 | Potions, poisons, and herbs |
59-62 | Religions idols and blessings |
63-66 | Songs and instruments |
67-70 | Spell scrolls and tomes |
71-74 | Tattoos |
75-78 | Thieving supplies |
79-83 | Tools |
84-87 | Vehicles and transportation |
88-92 | Weapons |
93-96 | Witchcraft |
97-100 | Legendary merchant (roll once on the Legendary Merchants table) |
SUBJECT TO AVAILABILITY
Many different types of merchants are listed here, and not all merchants are appropriate to every setting. A magic items merchant might be illogical for a setting where magic items are too rare to be sold, or a mechanical contraptions merchant may be at odds with a setting that has yet to discover clockwork.
If a thematically inappropriate merchant is rolled (or chosen) on these tables, simply reroll (or choose again) until a more appropriate merchant is selected. In the case of legendary merchants, roll again on the legendary merchants table, unless none of the available legendary merchants would be thematically acceptable.
LEGENDARY MERCHANTS
If a Legendary Merchant is rolled on the Merchants table, roll once on the following table to determine which Legendary Merchant your players encounter:
d20 | Legendary Merchants |
|---|---|
1-2 | Astral traveller |
3-6 | Enchantments |
7 | Fey bargains |
8-11 | Magic items |
12-14 | Magical creatures |
15-18 | Necromancy |
19 | Needful things |
20 | Time-lost |
MERCHANT QUALITY
Whenever you roll or choose a merchant, roll on the Quality table, below, to determine the quality of their goods. Legendary merchants do not exist below medium quality, and their quality should be rerolled until it is medium or higher.
d20 | Quality | Currency On-Hand |
|---|---|---|
1-2 | Atrocious | 1d10 x 20 gp |
3-6 | Poor | 1d10 x 50 gp |
7-12 | Medium | 1d10 x 100 gp |
13-17 | Good | 1d10 x 250 gp |
18-20 | Excellent | 1d10 x 500 gp |
Based on the results of these tables, the DM will determine the contents of a merchant's inventory. Alternatively, your DM may choose to use Traders and Merchants to determine a merchant's inventory.
ITEMS AND QUALITY
Specific qualities of merchant have certain things in common, and carry certain types of items. Use the following as a general guideline for what each quality of merchant might have:
Atrocious Quality. Goods this merchant carries are often garbage, broken, or outright scams.
Poor Quality. This merchant has a few items that might be useful, though nothing especially expensive or special.
Medium Quality. There are a few gems buried in this merchant's inventory, but by and large they carry exactly what one would expect.
Good Quality. This merchant's wares are all of ideal make, with some truly exquisite or even magical pieces.
Excellent Quality. One of the best merchants of this type imaginable. Goods are all masterworks, and magical items are commonplace amongst their wares.