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Traders and Merchants

With a filled keg over each arm, a male dwarf trudges away from the snowy peaks of his homeland, a similarly-laden mule following in his footsteps. Though the dwarf knows the closest town is weeks away, he has full confidence in the quality of his wares. Smelling profits on the wind, he ventures ever forward, seeking riches and glory for his clan   In the midst of a bustling market a mousy female halfing with round thick glasses scribbles away within a tome. Beside her lies a pile of her completed works, finely bound, proclaiming their titles in bold lettering. Concerned only with her writing, the halfling pays no heed to attracting customers, trusting that her books and reputation will be more than enough to entice passerbys.   Set against the edge of an alleyway, a male kobols clad only in a burlap sack waves his arms and chitters frantically, attempting to attract buyers. The kobold eventually gives up, sighing, glacing over towards his nearly identical burlap sacks, complete with arm and head holes. No buyers today - but tomorrow, who knows?   Adventurers are far from being the only individuals enterprising and fool-hardy enough to journey the wider world in search of fortune and glory. Merchants travel far and wide, often finding themselves at bustling hubs of business such as port towns, trade hubs, and the more mercantile strongholds that pepper the disparate reaches of the world. Included here are sample merchant inventories for the merchants that visit and take up residence at player-owned strongholds aswell as for merchants found throughout the wider world.  

Merchant Characteristics

Much like adventurers themselves, merchants often have hopes, dreams and fatal flaws of their own. If you wish to characterize a merchant for roleplaying purposes, roll on or choose from the following tables for examples.  
d8Personality Trait
1i greet absolutely everyone with a warm hug
2i have a much better head for numbers than people
3i'm often more willing to barter in favors than coin
4i don't trust adventurers, not even a little bit
5it's all business with me, no need to be personable
6Repeat customers are my best friends
7I'll haggle all day, until your ears fall off
8I'm convinced my natural showmanship is what earns me customers
 
d6Ideal
1Commerce. Free echange is the world's greatest equalizer (Lawful)
2Monopoly. Undercutting my rivals and price gouging are the only ways to get ahead (Evil)
3Salesmanship. I'll sell absolutely anything. My horse, my mother, everything has a price. (Chaotic)
4Charity. I try to give discounts or handouts to those that are truly in need (Good)
5Finality. No refunds. Ever. (Any)
6Enjoyment. Buying and selling wares is all a big game to me, one that I love playing. (Any)
 
d6Bond
1 I have a sick relative that my business supports.
2I owe a lot of money to organized crime, and they're threatening to collect. Violently.
3I'm counting down the days to a peaceful retirement with my spouse or loved ones
4I hope to earn enough money to pursue my true love, who is well above my station.
5I'm on the run from the law, and plan to leave town before they finally recognize me./td]
6A large portion of my money is spent atoning for my shameful past.
 
d6/th]Flaw
1Most of my money is spent every night in the tavern
2I have no real faith in the quality of my merchandise, wether or not it is actually good.
3If someone undercuts my prices, i'll cut their throat.
4I counterfeit currency on the side, and slip it in with the change i give customers.
5I never, ever, ever know when to quit, and refuse to lose a sale.
6It's hard for me to respect someon e who doesn't know everything about what I'm selling.
 

Merchant Inventories

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 on the Merchants table, do so with the information below. If a room allows you to select a merchant, you may choose any merchant on this table that isn't a legendary merchant.  
d100/th]Flaw
1-6 Alcohol and refreshments
7-10 Animals
11-15 Books and Maps
16-19 Flowers and seeds
20-25 Food and animal parts
26-29 Furniture and interior decor
30-34 High fashion
35-38 Jewelery and Gems
39-43 Knick-knacks
44-48 Leatherworking
49-52 Mechanical contraptions
53-57 Medium and heavy armor (and shields)
58-61 Potions, poisons, and herbs
62-66Religious idols and blessings
67-71 Songs and instruments
72-75 Spell tomes and scrolls
76-80 Thieving supplies
81-86 Tools
87-91 Vehicles and transportation
92-96 Weapons
97-100 Legendary Merchant (roll once on the Legendary Merchants table)
  If a legendary Merchant is rolled on the Merchants table, roll once on the following table to determine which Legendary Merchant your players encounter.  
d20Legendary Merchants
1-2Astral Traveler
3-6Enchantments
7Fey bargins
8-11Magical Items
12-14Magical Creatures
15-18Necromancy
19Needful Things
20Time-Lost
 

Item 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.  
d12QualityCurrency On-hand
1Astrocious1d10 x 20gp
2-4Poor1d10 x 50 gp
5-7Medium1d10 x 100 gp
8-10Good1d10 x 250 gp
11-12Excellent1d10 x 500 gp
  Based on the results of these tables, the DM will determine the contents of a merchant's inventory. Merchants may be willing to buy items the players are selling, usually those that are of a good make and similar enough to the items they already carry. Merchants often are willing to pay half the ordinary price for wares the players are selling, expecting magic items, which obey their own special rules (found on pages 129-130 of the Dungeon Master's Guide). Currency carried by merchants for such purposes is typically kept in a secure location, such as a trapped lockbox.   Some areas are exceptionally good (or poor) locations in which to find merchants. The intersection of two major trade routes can yield merchants of a much higher quality than a forgotten outpost deep in the borderlands. If an Area is exceptionally good for trade, your DM may choose to roll twice on the Quality table, and use the best result. If an area is ill-suited to commerce, however, the DM may likewise decide to roll twice and use the worst result, instead.  

Alcohol and Refreshment Merchant

QualityItemsPriceQuantity in StockPageNotes
AtrociousAle, inferior2cp / mug1d4 x 100 mugs ----Flavor will not leave mouth until next short rest
Ale, non-alcoholic2cp / mug1d4 x 100 mugs --------
Water1cp / cup1d4 x 100 mugs ----Clean and pure
PoorAle4sp / mug1d4 x 100 mugs PHB 158----
Flask or tankard2cp1d4x15 PHB 150made of either pewter or treated wood
Tea, green5cp / cup1d4 x 10 cups --------
MediumBrewer's supplies20gp1d4 PHB 154----
Cider8cp / mug1d4 x 100 mugs ----Either apple, pear, pineapple, peach or berry
Juice, fruit3cp / cup1d4 x 25 mugs ----Of any variety
Milk1sp / bottle1d4 x 2 bottles ----Goat, cow, or other
Moonshine3sp / bottle1d4 x 5 bottles ----Disadv on saves to avoid intoxication
Tea, black6cp / cup1d4 x 10 mugs --------
Yeast4cp / lb.1d4 x 2 lbs --------
GoodBrandy5gp / bottle1d4 x 2 bottles --------
Coffee1sp / cup1d4 x 10 cups ----Drink a cup: Immune to sleep for 2 hours
Hot Chocolate 1sp / cup1d4 x 10 cups --------
Mead1sp / mug1d4 x 100 mugs --------
Rum8gp / bottle1d4 x 2 bottles --------
Tequila8gp / bottle1d4 x 2 bottles --------
Vodka8gp / bottle1d4 x 3 bottles --------
Whiskey5sp / bottle1d4 x 4 bottles --------
Wine, common5sp / bottle1d4 x 5 bottles PHB 158----
Wine, fine10gp / bottle1d4 x 4 bottles PHB 158----
ExcellentAle, dwarven25gp / mug1d4 x 10 mugs ----Drink a mug: facial hair gows perceptibly
Coffee, dwarfen15gp / cup1d4 x 2 cups ----Drink a cup: Immune to sleep for 8 hours
Decanter of endless water650gp1 DMG161----
tea, portentous20gp / cup1d4 x 2 cups ----the leaves in the cup's bottom hint at the future
Wine, elven10gp / bottle1d4 x 4 bottles ----Drink a cup: Cures the poisoned condition
 

Animal Merchant

 
QualityItemsPriceQuantity in StockPageNotes
Atrociousparrot, dead1cp1 ----Deceased, as in its dead
PoorBat2cp1d4 - 1 MM 318----
Cat2sp1d4 - 1 MM 320----
Chicken2cp1d4 x 2 PHB 157 May instead be a rooster
Feed, animal5cp / day1d4 x 30 days PHB 157 ----
Frog1cp1d4 - 1 MM 322 May instead be a toad
Goat2gp1d4 x 2 MM 330----
Lizard1cp1d4 - 1 MM 332----
Pig3gp1d4 x 2 PHB 157----
Rat1cp1d4 MM 335----
MediumBadger5sp1d4 - 1 MM 318Untamed
Cow10gp1d4 x 2 PHB 157May be a bull, steer, or a cow variant
Draft horse50gp1d4 MM 321----
Mule8gp1d4 MM 333May instead be a donkey
Ox15gp1d4 PHB 157----
Pony30gp1d4 MM 335----
Raven10gp1d4 - 1 MM 335----
Weasel5sp1d4 - 1 MM 340----
GoodCamel5sp1d4 - 1 MM 320----
Eagle20gp1d4 - 2 MM 322----
Hawk15gp1d4 - 2 MM 330----
Lion200gp1d4 - 2 MM 331Untamed
Mastiff25gp1d4 MM 332Full-grown or pups
Monkey25gp1d4 - 2 --------
Owl20gp1d4 - 1 MM 333----
Riding Horse75gp1d4 MM 336----
Parrot, alive 20gp1d4 - 1 ----Alive, as in living
Tiger200gp1d4 - 2 MM 339Untamed
Panther150gp1d4 - 2 MM 333Untamed
Warhorse400gp1d4 MM 340----
Wolf50gp1d4 - 1 MM 341----
ExcellentBrown Bear300gp1d4 - 1 MM 319Untamed; full-grown or cubs
Elephant600gp1d4 - 2 MM 322----
Mammoth1,200gp1d4 - 2 MM 332----
Rhinoceros500gp1d4 - 2 MM 336Untamed
 

Books and Maps Merchant

QualityItemsPriceQuantity in StockPageNotes
AtrociousTreasure map, fake1 sp1 ----A DC 10 Investigation check discovers it is fake
PoorInk10gp / ounce1d4 x 10 ounces PHB 150----
Ink pen2cp1d4 x 2PHB 150----
Paper2sp / sheet1d4 x 20 sheets PHB 150----
Parchment1sp / sheet1d4 x 20 sheets PHB 150----
MediumBook, blank25gp1d4 x 2 PHB 150----
Book, tawdry25gp1d4 x 2 PHB 150Example title: "My Midnight Tiefling"
Case, map or scroll1gp1d4 x 5 PHB 150----
Guidebook, area50gp1d4 - 1 ----Pertains to a nearby specific city or location
Map, accurate25gp1d4 - 1 ----Portays an important area within 7 days travel
Newspaper2sp1d4 x 3 ----Printed with the weekly news from a nearby city
GoodAtlas, world500gp1d4 - 2 ----Vert accurate, but not overly detailed
Book, classic100gp1d4 ----Example title: "Adventures of Sherlock Gnomes"
Book, novel50gp1d4 ----Example title: "The Drow in the High Castle"
Calligrapher's supplies10gp1d4 PHB 154----
Cartographer's tools15gp1d4 PHB 154----
Guidebook, monster125gp1d4 - 1----Pertains to a specific monster type nearby
ExcellentBook, forgotten500gp1 ----Example title: "The Call of Y'chak"
Map, planar1000gp1 ----Accurately depicts a significant planar location
Treasure map, real1000gp1 ----Depicts an area within 7 days travel
 

Flowers and Seeds


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QualityItemsPriceQuantity in StockPageNotes
AtrociousMixed flowers, dead1cp / dozen1d4 x 2 dozen PHB 150Wilted and slightly browned
PoorMistletoe1gp / sprig1d4 x 5 dozen PHB 150Counts as druidic focus