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Table of Contents
BUYING, SELLING, RECRUITING
AVAILABILITY
The chance of finding and the number available depends on the size of the market and the price of the goods. Check the size of the market below (generally, most shopping will be in Kingston–Class III, or Jorvikburg–Class 4) and cross-reference the cost of the good.
EQUIPMENT AVAILABILITY BY MARKET CLASS
Price | Class I | Class II | Class III | Class IV | Class V | Class VI |
---|---|---|---|---|---|---|
1gp | 1700 | 585 | 260 | 65 | 30 | 10 |
2-10gp | 100 | 30 | 15 | 5 | 1 | 1 |
11-100gp | 15 | 5 | 2 | 1 | 25% | 10% |
101-1000gp | 7 | 2 | 1 | 25% | 10% | 5% |
1001-10,000gp | 2 | 1 | 25% | 10% | 5% | 1% |
10,001+ | 10% | 5% | 2% | NA | NA | NA |
Examples: Frank wants a Lute (25gp) in a Class III city, he'll find that there are 2 available for sale that month. If he wants riverboat (2000gp) he'll find that there is only a 25% chance of one being available for sale.
Class I: 100,000+: Constantinople
Class II: 25,000-100,000 Rome, Paris
Class III: 8,000-25,000: London, Kingston
Class IV: 3,000—8,000: Jorvikburg, Leifsby, Thorsburg
Class V: 1000-3000: Red Lion
Class VI: less than 1000
BUYING
Quick and Dirty Method: if players do not wish to spend game time shopping, they can declare “I spend I week shopping (paying their upkeep for themselves and their entourage for that week)” and then they can buy anything that meets the availability on the Market Class Availability chart above.
SELLING
Selling goods found in the gear book as loot or second-hand generally yields 1/3 of list price. Selling stolen goods, or goods suspected of being stolen, generally yields 1/10 of list price.
Quick and Dirty Selling Method: if you have a bunch of stuff you want to sell at without fuss, declare “I want to spend a week selling stuff” and spend the maintenance for that week. The DM adds full value of the gems, jewelry and the like, plus the 1/3 value of the ordinary goods or 1/10 value of stolen goods, for a grand total. Add the LOWER of the character's CHA or INT bonus to 1d8 if at Kingston, 1d6 if at a smaller town, and multiply the total by 10, this is the percentage of the total value the player will receive.