Bastions
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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.