Goods And Gear. The Ultimate Adventurer's Guide.pdf

(4490 KB) Pobierz
9903893 UNPDF
K ENZER AND C OMPANY PRESENTS A P LAYER S A DVANTAGE
GUIDE :
GOODS AND GEAR:
THE U LTIMATE A DVENTURER ' S G UIDE
by Mark Plemmons and Brian Jelke
C REDITS
HackMaster Conversions: Steve Johansson,
Don Morgan, D. M. Zwerg
Additional Contributors: Jeff Abar, Jolly Blackburn,
Lloyd Brown III, Eric Engelhard, Ed Greenwood,
Richard Jensen, Steve Johansson, David Kenzer,
Noah Kolman, Jamie LaFountain, James Mishler,
Don Morgan, Travis Stout, John Terra,
Phil Thompson, Paul Wade-Williams, D.M. Zwerg
Editors: Eric Engelhard, Brian Jelke, Steve Johansson,
David Kenzer, Don Morgan, Mark Plemmons
Project Manager: Brian Jelke
Production Manager: Steve Johansson
Art Coordinator: Mark Plemmons
Behind the Scenes: Jennifer Kenzer
Cover Illustrations: Keith DeCesare, Lars Grant-West
Interior Illustrations: Caleb Cleveland, Storn Cook,
Keith DeCesare, Thomas Denmark, Marcio Fiorito,
Mitch Foust, Brendon and Brian Fraim,
Ferdinand Gertes, Lars Grant-West,
David Esbri Molinas, CD Regan, Kevin Wasden.
Playtesters: Mark Billanie, Jim Bruni, Anne Canava,
Doug Click, Gigi Epps, D. Andrew Ferguson,
Sarah Ferguson, Charles Finnell, Donovan Grimwood,
Daniel Haslam, Mark Howe, Patrick Hulley,
Steven Lambert, Mark Lane, Jeff McAuley, Alan Moore,
Mark Prater, Anthony Roberson, Daniel Scothorne,
David Sink Jr., Mark Sizer, Joe Wallace, John Williams
and John Wright.
¨ Copyright 2004 Kenzer and Company. All Rights Reserved.
Printed in China
Questions, Comments, Product Orders?
Phone: (847) 540-0029
Fax: (847) 540-8065
email: questions@kenzerco.com
Visit our website:
www.kenzerco.com
Kenzer & Company
511 W. Greenwood
Waukegan, IL 60087
This book is protected under international treaties and copyright laws of the
United States of America. No part of this book may be reproduced, without
the express written consent of Kenzer and Company. Permission is granted
to the purchaser of this product to reproduce sections of this book for
personal use only. Sale or trade of such reproductions is strictly prohibited.
PUBLISHERÓS NOTE:
This is a work of fiction. Names, characters, places and
incidents either are the product of the authorsÓ imaginations or
are used fictitiously, and any resemblance to actual persons,
living or dead, events or locales is entirely coincidental.
GameMasterÓs Workshop, Goods and Gear, the Official Kingdoms of Kalamar Compatible logo, the Official HackMaster
Compatible logo and the Kenzer and Company logo are trademarks of Kenzer and Company. Kingdoms of Kalamar, the
Kingdoms of Kalamar logo and HackMaster are registered trademarks of Kenzer and Company.
1
GOODS AND GEAR:
9903893.003.png 9903893.004.png
T ABLE OF C ONTENTS
2
I NTRODUCTION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .3
C HAPTER 1: I NTHE M ARKETPLACE . . . . . . . . . . . . . . . . . . . .5
B ARTERING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
C OINAGE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .5
D EGREES OF C RAFTSMANSHIP . . . . . . . . . . . . . . . . . . . . . . . . . .10
I NFLATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .11
T AXATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
T RADE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .12
M ARKETPLACE F RAUDS , S CAMS AND S WINDLES . . . . . . . . . . . . . .13
M ERCHANT G UILDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .14
C HAPTER 2: W EAPONRY . . . . . . . . . . . . . . . . . . . . . . . . . .15
H AFTED W EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .15
A XES AND P ICKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .18
B OWS AND B LOWGUNS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .22
A MMUNITION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .27
C LUBS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .29
D AGGERS AND K NIVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .32
F LAILS AND W HIPS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .38
H AMMERS AND M ACES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .40
M ISCELLANEOUS W EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . .42
P OLEARMS AND P OLEAXES . . . . . . . . . . . . . . . . . . . . . . . . . . . .49
S IEGE W EAPONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .54
S PEARS AND L ANCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .56
S WORDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .62
S PECIAL M ATE R I A LS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
C RAFTING V ARIANT H ILTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
W EAPON A CCESSORIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .72
HM L ARGE W EAPONS AND T ABLES . . . . . . . . . . . . . . . . . . . . . .75
C HAPTER 3: A RMOR , S HIELDS AND B ARDING . . . . . . . . . . . .87
A RMORS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .88
A RMOR A CCESSORIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .92
H ELMETS AND H EAD A CCESSORIES . . . . . . . . . . . . . . . . . . . . . .93
G ETTING I NTO A ND O UT O F A RMOR . . . . . . . . . . . . . . . . . . . . .95
S HIELDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .95
S PECIAL A RMOR M ATE R I A LS . . . . . . . . . . . . . . . . . . . . . . . . . .96
B ARDING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .99
A RMOR M AINTENANCE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .102
C HAPTER 4: C LOTHING . . . . . . . . . . . . . . . . . . . . . . . . .113
C LOTHING L ISTS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .114
H EADGEAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .116
O THER C LOTHING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .117
D ESIGNS AND M ATE R IALS . . . . . . . . . . . . . . . . . . . . . . . . . . .120
C LERICAL R AIMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .121
S YNODAL R AIMENT OF THE D EITIES OF T ELLENE . . . . . . . . . . . . .122
C HAPTER 5: G AMES AND E NTERTAINMENT . . . . . . . . . . . . .127
G AMBLING S IMULATIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . .132
C HAPTER 6: M USICAL I NSTRUMENTS . . . . . . . . . . . . . . . .133
C HAPTER 7: T OOLS , G EAR AND E QUIPMENT . . . . . . . . . . . .145
A CADEMICAND C OMMERCE - RELATED E QUIPMENT . . . . . . . . . . .145
C ONTAINERS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .147
H EALING . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .148
I LLUMINATION . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .150
M ISCELLANEOUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .151
P RECIOUS M ETALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .156
R ELIGIOUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .157
R EPAIR K ITS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .158
S EAFARING E QUIPMENT . . . . . . . . . . . . . . . . . . . . . . . . . . . . .159
T OOLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .160
T ALISMANS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .163
T HIEVES ’ T OOLS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .164
V ARIANT C LASS T OOLS , G EAR AND E QUIPMENT . . . . . . . . . . . . . .171
C HAPTER 8: F OOD AND D RINK . . . . . . . . . . . . . . . . . . . .173
B RANDOBIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .173
T HE C ENTRAL P LAINS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .174
T HE D ELNONDRIAN I SLANDS . . . . . . . . . . . . . . . . . . . . . . . . . .174
T HE E LOS D ESERT . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175
K ALAMAR . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .175
T HE K HYDOBAN D ESERT . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
T HE O BAKASEK J UNGLE . . . . . . . . . . . . . . . . . . . . . . . . . . . . .176
R EANAARIA B AY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177
S VIMOHZIA . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .177
T HE W ILD L ANDS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178
T HE Y OUNG K INGDOMS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .178
F OODSTUFFS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179
B READS & C EREALS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .179
D AIRY . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180
D RINKS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .180
F RUITS AND P OTHERBS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .184
F ISH AND O THER M EATS . . . . . . . . . . . . . . . . . . . . . . . . . . . .185
H ERBS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .187
M ISCELLANEOUS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .188
O THER F OODSTUFFS AND M EALS . . . . . . . . . . . . . . . . . . . . . .188
S AUCES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .192
S PICES AND S EASONINGS . . . . . . . . . . . . . . . . . . . . . . . . . . .192
C HAPTER 9: C ONCOCTIONS . . . . . . . . . . . . . . . . . . . . . .193
A LCHEMICAL M IXTURES . . . . . . . . . . . . . . . . . . . . . . . . . . . . .193
H ERBAL C ONCOCTIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .197
H ERBAL R EMEDIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .199
P OISONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .200
D RUGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .202
C HAPTER 10: P ERSONAL G OODS AND S ERVICES . . . . . . . . .204
C OSMETICS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .204
G ROOMING AND H AIR S TYLES . . . . . . . . . . . . . . . . . . . . . . . .204
P ERFUME . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
S ERVICES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .205
H IRELING P ROFESSIONS . . . . . . . . . . . . . . . . . . . . . . . . . . . . .208
NPC S TAT I ST I C S . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .213
M ERCENARIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .218
B ROTHELS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .225
S LAVES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .226
C HAPTER 11: A NIMALS . . . . . . . . . . . . . . . . . . . . . . . . .227
A NIMAL A CCESSORIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .244
C HAPTER 12: L ODGING . . . . . . . . . . . . . . . . . . . . . . . .245
S LEEPING A RRANGEMENTS . . . . . . . . . . . . . . . . . . . . . . . . . . .245
R ENTED A CCOMMODATI O NS . . . . . . . . . . . . . . . . . . . . . . . . . .246
F URNITURE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .247
C OOKING AND E ATI N G U TENSILS . . . . . . . . . . . . . . . . . . . . . . .247
B UILDINGS . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .249
C HAPTER 13: T RAVEL AND T RANSPORTATION . . . . . . . . . . .251
D ANGERS OF T RAVEL . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .251
T RAVELING BY L AND . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .251
T RAVELING BY W ATE R . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .252
S HIP A CCESSORIES . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .258
H IRED T RANSPORTATION . . . . . . . . . . . . . . . . . . . . . . . . . . . .258
I NDEX . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259
9903893.005.png
Introduction
I NTRODUCTION
A BOUT T HIS B OOK
Goods and Gear: the Ultimate Adventurer's Catalog describes a
variety of medieval-fantasy arms, equipment and services that can be
used with multiple games and campaign settings.
For the sake of consistency, item descriptions and flavor text refer
to one particular campaign setting: the K INGDOMS OF K ALAMAR . In
this realistic, dynamic world of Tellene, complex political alliances
mix with marauding bands of humanoids, and medieval technology
and culture come face to face with magic and the fantastic.
Whatever type of adventure you seek, you can find it here.
Of course, while many items have a racial name specific to this
setting, you may notice that other items or weapons (such as the
flamberge sword) have the same name as they do here on Earth.
These non-Tellenian names or words, such as "flamberge" or
"flask," are considered the Merchant’s Tongue name for this item.
(Merchant’s Tongue is the international language of trade, often
considered equivalent to the Common tongue in other settings.) If
you are not using this setting, you can either disregard setting-
specific information or adapt it to fit into your own world.
Readers who are already familiar with similar equipment from
other sources may notice that some details and game mechanics
differ. This is due partly to the flavor of the different campaign
settings, and to the differing creators and writers. Use what you
want and adapt the ideas to the specifics of your game. Remember,
though this book is very comprehensive, there are always other items
available, limited only by your imagination (and that of your
Dungeon Master). For in a universe of magic and multiple planes
of existence, anything is possible!
Chapter 1: In the Marketplace introduces you to the topics of
bartering, coinage, craftsmanship, taxes, trade and more.
Both player and Dungeon Master will certainly find many
ideas to incorporate into their own shopping sprees.
Chapter 4: Clothing presents clothing for all types of characters,
as well as introducing an optional "style point" system that
takes into account how the character's clothing affects those
he or she interacts with.
Chapter 5: Games and Entertainment provides a detailed list of
items commonly used by with an acting profession, as well as
basic entertainment and gambling simulations.
Chapter 6: Musical Instruments includes dozens of such items
usable by bards and other characters with a flair for music.
Chapter 7: Tools, Gear and Equipment details various equip-
ment used by many professions, including: academic, arcane,
commercial, clerical, engineering, seafaring and thieving.
Chapter 8: Food and Drink details many differing meals and
dining customs, as well as lists of foodstuffs (breads, desserts,
alcoholic and non-alcoholic drinks, fruits, fish and meats,
herbs, and more).
Chapter 9: Concoctions covers many alchemical, herbal and
poisonous mixtures, as well as alchemical items. Also
included are information on drugs and their effects.
Chapter 10: Personal Goods and Services goes into detail on
cosmetics, grooming and hair styles, as well as dozens of Non-
Player Characters (NPCs) and the services that they provide.
Chapter 11: Animals includes a listing of commonly encoun-
tered animals that the player characters are likely to encounter,
either in battle or as allies. Also included are price lists and
details on related accessories.
Chapter 12: Lodging provides information on buildings,
sleeping arrangements, and other related items found in
homes and inns through the land.
Chapter 2: Weaponry provides the reader with information
hundreds of different weapons, plus information on their
basic parts and types. You see, while the basic weapons
provided by most roleplaying books are enough for many
campaigns, they fail to provide any racial or regional flavor.
For example, how does a bow crafted by elves, hobgoblins and
humans of different regions vary? Is it length, material, game
statistics, or a combination of the above? This chapter answers
those questions.
Chapter 13: Travel and Transportation lists the dangers and
costs of travel by land and by sea, as well as detailing the many
methods of available transport.
H OW TO U SE T HIS B OOK
As noted above, this supplement can be used with multiple game
systems and campaign settings. Details on this follow below.
WITH THE K INGDOMS OF K ALAMAR CAMPAIGN SETTING
For players and Dungeon Masters who already use this setting,
most of the information in this book is applicable. Each description
divulges where the item is found on Tellene, and who is most likely
to use it. This supplement also assumes that you are using the
Chapter 3: Armor, Shields and Barding gives information on
these items, as well as details on various accessories, mainte-
nance and materials.
3
9903893.006.png
Introduction
current (version 3.5) edition of the Dungeons & Dragons rules. As
a player, you need the D&D Player’s Handbook . DMs should have
access to the D&D Dungeon Master’s Guide and the D&D Monster
Manual . Other recommended (but not required) references include
the K INGDOMS OF K ALAMAR Player’s Guide , Villain Design Handbook ,
and Dangerous Denizens: the Monsters of Tellene . One of our many
other fine supplements or adventures would also be useful when
running your campaign.
Game statistics are presented in tables, either with the
HackMaster statistics or in a separate table (indicated by "D" for
Dungeons & Dragons, or "H" for HackMaster). Most of the items
that appear herein do not have wide circulation, meaning that DMs
should feel free to introduce only those items that they choose.
Many items can be found only in certain areas of Tellene, and can
only be constructed or repaired by trained smiths or crafters. On
the other hand, DMs should also feel free to increase the availability
of items they like. Finally, the prices listed with the items are merely
suggestions. Each vendor on Tellene is likely to have differently
priced items. Unfamiliar or rare items are likely to be more expen-
sive when found.
you may keep the flavor text as is. Otherwise, you may alter it to fit
your own campaign setting.
For the rules, however, HackMaster players will need a copy of
the HackMaster Player’s Handbook, and would benefit from one or
more of the four class books (either the Spellslinger’s Guide,
Combatant’s Guide, Zealot’s Guide, or Griftmaster’s Guide).
GameMasters (GMs) will also need a copy of the HackMaster
GameMaster’s Guide.
In this supplement, HackMaster-specific statistics are either
included in the d20 tables or have their own tables (indicated by an
"H" in the table name). When no HackMaster-specific statistic
appears, the listed value applies. In addition, any non-campaign
specific information in the item descriptions still applies to the
HackMaster version of the item. Finally, most HackMaster-specific
rules are called out in italics for ease of reference.
WITH OTHER D 20 CAMPAIGN SETTINGS
Even if you do not use the K INGDOMS OF K ALAMAR campaign
setting, this book is an excellent resource for your game. Most of
the items and weapons in this book have counterparts in reality,
meaning that they have a logical basis in most campaigns. In
addition, many of Tellene's human cultures have general character-
istics that could appear in any campaign.
Brandobians: are vibrant and proud, with a love of exploration.
Dejy: are diverse, nomadic and tribal, but are also skilled
craftsmen.
Fhokki: are tall, bearded and clannish, with bodies adapted to
the cold north.
Kalamarans: are proud and militaristic, with a love of grandeur.
Reanaarians: are artistic, open-minded, and often sailors or
merchants.
Svimohz: are dark-skinned, wise and strong, with an ancient,
rich culture.
Items from most nonhuman cultures, such as dwarves and elves,
can easily be substituted into another campaign setting with little
difficulty. Hobgoblin gear might go to orcs, humans or other
hobgoblins, depending on the campaign setting.
As a d20 player, you will need access to the D&D Player’s
Handbook . DMs should have the D&D Dungeon Master’s Guide
and the D&D Monster Manual . In this supplement, d20-specific
statistics are either included with the HackMaster items (see below),
or have their own tables (indicated by an "D" in the table name).
Note that the DM may want to adjust the listed prices so that they
fit within his or her campaign.
Throughout this book, you may notice references to unfamiliar
character classes such as Basiran Dancer (Dan), Brigand (Brg),
Gladiator (Gld), Infiltrator (Inf ), Shaman (Sha) and Spellsinger
(Spl). These are simply variant classes, defined in the K INGDOMS OF
K ALAMAR Player’s Guide .
4
WITH H ACK M ASTEROREARLIER EDITIONS OF D&D
As the K INGDOMS OF K ALAMAR setting can be used with multiple
game systems, you may already be using it for your HackMaster
game, or an earlier edition of D&D (pre-version 3.0). In this case,
9903893.001.png
Chapter 1: In the Marketplace
C HAPTER 1:
I N THE M ARKETPLACE
This chapter deals with bartering, coinage, the economy of
Tellene, and touches upon other topics detailed further in this book.
A player or Dungeon Master who wishes to understand the inner
workings of buying, selling and trading goods on Tellene should
certainly read this chapter before embarking upon any shopping
sprees.
about how much his sword is worth, and raising its price back to the
original 315 gp.
Both characters choose to continue bartering for a final round,
and roll. Kelghaz has a total roll of 4 (3+1), and the weaponsmith
has a total of 10 (8+2). The weaponsmith wins, using his persuasive
salesmanship to convince Kelghaz that this sword is worth even
more. Kelghaz trades the weaponsmith an amount of goods equal
at least to 347 gp (315 + 10% = 346.5 before rounding up), and
walks away with the sword, scratching his head. If the characters
agree to a price and the Player Character (PC) refuses to pay, the
Non-Player Character (NPC) will act according to his nature. If
using the D&D rules, the DM may use a Diplomacy check to deter-
mine the NPC’s reaction. Since the PC in this case begins from a
negative starting point, impose a –2 to –4 circumstance penalty to
the PC’s check.
HackMaster: HackMaster rules for bartering can be found on page
322 of the HackMaster Player’s Handbook (GameMasters should
also consult page 169 of the HackMaster GameMaster’s Guide).
When two characters skilled at bartering negotiate against each
other, the one who succeeds by more can move the value 10% in
the direction he wishes. Most characters will bargain for three
rounds, but after that there is a 5% cumulative chance per round
that a character will simply walk away in frustration (with some
personalities and situations, this may happen anyway!).
B ARTERING
Bartering, the oldest form of exchange on Tellene, occurs when
individuals trade goods for other goods without coins changing
hands. Among humans, bartering is most common in the lands of
Drhokker, and in settlements of only a few hundred (or less) inhab-
itants. Elven, halfling and gnome communities also barter goods as
a primary method of exchange. The goods may be of equivalent
worth, where the gold piece value of the exchanging goods are
identical, or they may be of favorable worth. In favorable bartering,
the characters exchange goods that are not necessarily of equal gold
piece values. A starving fighter may trade his prized sword for a
bowl of stew, or a rogue may trade a set of masterwork artisan’s tools
(55 gp) for a set of ordinary thieves’ tools (30 gp).
Favorable bartering must always be role-played out, because the
perceived value of each item depends upon the item, character and
situation. In standard bartering, however, players may choose to
either role-play or use dice to set the price. Using dice to settle
bartering takes a maximum of three rounds, as detailed below.
In each round, both characters roll 1d20, adding his or her
Charisma bonus to the result. Characters with the Bazaar Veteran
feat (see the K INGDOMS OF K ALAMAR Player’s Guide ) add +2 to this
roll. The winner of the roll forces the opponent to raise or lower the
price of the opponent’s barter item by 10%. Either character can
choose to stop here, or continue for a second or third round. Once
either character chooses to halt, the favorable bartering is ended and
the deal is set. Note that attempting to intimidate a prominent
merchant usually ends in the merchant calling for help and the
character being hauled away by the city guards.
For example, let us say that Mark’s character, a sil-karg fighter
named Kelghaz Hazar (Charisma 12, bonus of +1), chooses to enter
into bartering with a Svimohz weaponsmith (Charisma 14, bonus of
+2) for a masterwork longsword (cost 315 gp). In the first round,
Kelghaz has a total roll of 16 (15+1), while the weaponsmith has a
total roll of 12 (10+2). Kelghaz wins, forcing the weaponsmith to
drop the value of the sword to 284 gp (315 – 10% = 283.5 before
rounding up).
Both characters choose to continue bartering, so they roll again.
Kelghaz has a total roll of 13 (12+1) while the weaponsmith has a
total roll of 15 (13+2). The weaponsmith wins, changing his mind
C OINAGE
The other method to obtain goods, rather than bartering, is by
paying with coins. Coinage makes transactions easier and smoother,
and was developed independently by many different civilizations.
Among the adventurers of Tellene and Garweeze Wurld, the gold
piece is the most prevalent coin. Merchants and the upper class also
use the gold piece as their standard coin, though exotic goods,
promissory notes and even gold bars are used when dealing with
large quantities of goods or services. After all, who wants to try to
transport 50,000 gold coins? Promissory notes are the most
common of the three, for they are easiest to safely carry. These notes
are written documents marked with both the debtor’s and creditor’s
seals, sigils or marks, and witnessed by a (usually Castle) official.
Falsifying, stealing or not holding up your end of the bargain stated
in the promissory note is strictly prohibited. Violators are punished
by heavy fines, time in the pillory and/or public flogging. For very
serious offenses, punishment includes the above, plus confiscation
of property and either exile for life, or death.
Among beggars and the poorest commoners, the copper is most
prevalent, while among the general populace it is the silver piece.
On the other end of the scale, the wealthiest men and women
(usually royalty) often deal in platinum pieces. Of course, as
5
9903893.002.png
Zgłoś jeśli naruszono regulamin