Professional Documents
Culture Documents
When entering a new town, the DM determines the economic status of the town, by fiat or at
random. Each 1,000 residents in the town gives a +1 on the roll:
d%
Roll
Economic
Prosperity
Goods Demanded
Goods Supplied
1-5
Broke
6-15
Beggared
16-35
Poor
36-65
Modest
66-80
Middle Class
1d4
1d4
81-90
Upper Class
2d4
2d4
91-95
Wealthy
3d4
3d4
96-98
Glamorous
3d8
3d8
99-100
Obscene
2d10
2d10
the town demands and which goods the town supplies on the following table. If a town is large enough, it
is likely that the town will supply and demand the same good. Thats OK! That just means there are
producers in one area of the city and suppliers in another.
d% Roll
Cost
Good
1-9
1 cp
1 lb. wheat
10-18
2 cp
1 lb. flour
19-23
2 cp
1 chicken
24-26
5 cp
1 lb. salt
27-30
1 sp
1 lb. iron
31-34
1 sp
35-38
5 sp
1 lb. copper
39-42
5 sp
43-46
1 gp
1 lb. ginger
47-50
1 gp
1 goat
51-53
2 gp
1 lb. cinnamon
54-56
2 gp
1 lb. pepper
57-60
2 gp
1 sheep
61-62
3 gp
1 lb. cloves
63-72
3 gp
1 pig
73-74
5 gp
1 lb. silver
75-77
5 gp
78-80
10 gp
81-90
10 gp
1 cow
91-92
15 gp
1 lb. saffron
93-96
15 gp
1 ox
97-98
50 gp
1 lb. gold
99-100
500 gp
1 lb. platinum
Table methodology: 60% chance for goods under 3 gp, 30% for goods 3-10 gp, 10% for goods above 15 gp, with specific
adjustments based on relative medieval rarity of each good. Prices and names from PHB Trade Goods p156
merchant will learn the name of the good, where to buy or sell it for the best price, and whether
the town supplies or demands it.
Skill Result
# of Goods Learned
5+
10+
1d4
15+
2d4
20+
2d8
25+
All
Trade
A merchant can buy or sell trade goods at the base price listed on the demand
table above with no check. If the good is demanded by the city, the base price is increased by
2d10%, and if the good is supplied by the city the base price is decreased by 2d10%.
Additionally, a merchant can negotiate for a higher or lower price with a successful Persuasion
or Intimidation check. Beware, because an Intimidation check may close doors in the future!
The base price is modified in the merchants favor (increase for selling, decrease for buying)
based on the following table to calculate the final price:
Skill Result
Price Modification
5+
-1d8%
10+
-1d4%
15+
+1d4%
20+
+1d8%
25+
+1d12%
Note that a lower skill check modifies the price AGAINST the merchant's favor: Decrease for selling, Increase for buying
Once all modifiers have been determined, simply total the percentages and apply them to the
base price on the demand table all at once. (EG, a +5% increase based on a town demanding a
good plus a 3% increase based on a Persuasion check of 16 is an 8% total increase on the total
sale). Merchants can negotiate to get a lower price than the base in a demanding town or a
higher price than the base in a supplying town, but that is unlikely!