· Artillery
adds 5 percent to maintenance and repair costs.
Class Port Capacity in Hull Pts. Dock Size
A:Trade Power 10,000 (+) 180 HP +
B:Major Port 5,000 - 9,999 180 HP
C:Large Port 2,000 - 4,999 160 HP
D:Port 1,000 - 1,999 140 HP
E:Minor Port 500-999 120 HP
F:Anchorage 499 (-) 80 HP
A cargo cannot be unloaded until inspected and passed by customs..
They levy docking and other service fees. See Service Fee Table 1.
Port Dry Docks Pilot Towage
A + 50% /week + 30% + 30% /tow
B-C ------ ---- -----
D-E - 30% /week - 10% -10% /tow
F ------ - 20% - 20% /tow
Step 1. Determine port´s classification.
See table 2.
Step 2. Find the number of merchants and cargo loads available.
Use table 2.
Step 3. Determine types of cargo.
Use table 3.
Step 4. Find the adjusted price of cargo.
Once the nature of a cargo load has been determined, use its base price to derive its adjusted price. The base price is an arbitrary, relative value placed on an item before its value is adjusted for supply, demand, and random economic and political factors. These factors are modelled with a simple system of die rolls and situation modifiers that lead to the adjusted price-the real value of the goods at a specific place and time. The adjusted price must be determined before cargo negotiations can begin.
Step 5. Determine the final price.
Characters next conduct any Appraisal or Bargaining
that they are entitled to do. The final price is the sale or
purchase price agreed on after these skills have been used.
Step 6. Exchange goods.
Goods exchange hands after the final price is agreed
upon and paid.
Port Class Merchants Size of Transaction
A, B 1D6 +2 3D8 Loads
C, D 1D6 +1 2D8 Loads
E 1D6 2D6 Loads
F 1D6 -1 2D4 Loads
Type 1 Load Enc./Load Base Price
Wood, common 1 cord (1) 8,000 50 gp
Wood, precious 1 cord (1) 8,000 500 gp
Porcelain, fine 2 crates 1,000 1,000 gp
Books, rare 1 box 300 1,000 gp
Armor (3) 1 crate 1,000 varies (4)
Ivory 1 tusk 1,000 800 gp
Spices 1 jar 600 800 gp
Silk 5 rolls 2,000 1,000 gp
Oil 5 jars 3,000 100 gp
Textiles (2) 4 bags 2,000 100 gp
Salt 150 bricks 7,500 100 gp
Beer, ale 1 barrel 800 100 gp
Grain & Vegetables 20 bags 8,000 150 gp
Fish, preserved 10 barrels 8,000 150 gp
Hides, furs 10 bundles 4,000 150 gp
Furs, rare 1 bundle 500 500 gp
Tea or Coffee 2 bags 1,000 150 gp
Artwork 1 crate/box 1,000 1,000 gp
Pottery 2 crates (3) 1,000 200 gp
Wine, spirits 1 barrel 800 200 gp
Meat, preserved 10 barrels 8,000 200 gp
Metals, common 200 ingots 10,000 200 gp
Metals, precious 2 ingots 400 600 gp
Dye & Pigments 5 jars 2,500 250 gp
Cloth 20 rolls 8,000 200 gp
Weapons, tools 1 crate (3) 1,000 varies (4)
Monsters 1 monster varies (5) varies (5)
Glassware 2 crates (3) 1,000 400 gp
Semiprecious stones 1 box 100 200 gp
Gems 1 box 50 3,000 gp
Fodder, animal 1,000
Animals Animals/Load Enc./Animal Fodder cost/Load Base Price
Rabbit, hen 100 50 cn 20gp/week 25 gp
Goat, hound 20 500 cn 20gp/week 100 gp
Pig, large 10 1,000 cn 20gp/week 100 gp
Cow 5 10,000 cn 20gp/week 125 gp
Horse, bull 2 15,000 cn 20gp/week 200 gp
Warhorse 2 20,000 cn 30gp/week 1,000 gp
Elephant 1 100,000 cn 20gp/week 1,500 gp
Type 1 Load Food cost Base Price
Passenger 1 3 gp/ week 20gp/500 miles
Chartered ship 1gp/500 cn/500 miles
(1) = A cord contains either: 15 12-foot-diameter, 10-foot-long logs, or
400 board-feet of 2-inch by 6-inch planks.
(2) = Textiles include rope, sacking, and any woven goods other than cloth.
(3) = The encumbrance of a crate is 200 cns. To find the quantity of goods contained within it, divide the remaining enc. (800) by the weapon or armor weight.
(4) = Use prices given in the rules multiplied by the quantity as in (3).
(5) = Monster enc. are set by the DM.
Port Class Modifiers
to Percentage Roll
Airspur C Weapons +3, Armor +3, Beer +2, Spices -2, Wine -2
Almraiven D Grain/Vegetables +3, Fish +2, Meat +2, Common magic items -3
Athkatla A Grain/Vegetables -2, Gems -2, Wood common -2, Silk +2, Porcelain +2
Bezantur B Slaves +3, Metals precious -3, Artwork -3, Wood precious +2
Caer Corwell D Silks +2, Horses +2, Spices +2, Wood common -2, Furs -2, Metals Common -2
Calimport A Monsters -2, Silk -2, Spices -2, Grain/Vegetables +2,
Beers, Ale, Wine +2
Cimbar B Slaves -2, Wine -2, Metals Precious -2, Grain/Vegetables +2,
Glassware +2
Hultail D Magic books & scrolls +3, Art work -1
Marsember B Spices +3, Silk +2, Ivory +3, Cloth -3, Fish -2, Grain -2
Memnon C Horses -2, Gems -2, silk -2, Grain/Vegetables +2, Cloth +2, Beers +2
Mordulkin C Slaves -2, Artwork -2, Wine -2, Weapons +2, Armor +2, Porcelain +2
Mourktar C Slaves -2, Artwork -2, Metals precious -2, Grain/Vegetables +2
Meat +2, Cloth +2
Murann B Herbs -2, Textiles -2, Gems -2, Porclain +2, Dye/Pigments +2, Glassware +2
Reth C Metals common -2, Metals precious -2, Oil -2, Wood precious +2, Animals +2, Salt +2
Skuld B Slaves -2, Metals precious -2, Precious stones -2, Wood precious +2, Spices +2, Metals common +2
Soorenar C Wine -2, Books rare -2, Artwork -2, Animals +2, Ivory +2, Glassware +2
Suldophor D Tea/Coffee -2, Speciality magic items -2, Scrolls -3, Grain/Vegetables +2
Glassware +2, Animals +2
Suzail B Textiles -2, Animals -2, Wood common -2, Ivory +2, Spices +2
Metals precious +2
Tantras C Grain/Vegetables -2, Pottery -2, Cloth -2, Wine +2, Metals common +2
Wood precious +2
Teflamm B Metals precious -3, Artwork -2, Monsters -2, Slaves +2
Metals common +2, Oil +2
Unthalass D Slaves -2, Metals common -2, Metals precious -1, Grain/Vegetables +2,
Wood common +2, Salt +2
Veifintalar E Wood common -2, Fish -2, Wine -2, Cloth +2, Grain/Vegetables +2
Weapons/Tools +2
Waterdeep A Grain/Vegetables -2, Metals common -2, Fish -2, Spices +2, Wine +2
Silk +2
Westgate B Fish -2, Grain/Vegetables -2, Meat -2, Metals common +2
Tea/Coffee +2, Furs rare +2
Zazesspur B Artwork -2, Gems -2, Textiles -2, Salt
+2, Meat +2, Glassware +2
3D6 Percentage
Before embarking for a distant port, the captain determines the distance his vessel will travel along his planned route of travel. This should account for any intermediate stops that will be made in the total distance for the voyage. Keep accurate track of this figure, since it is refered to many times to resolve the progress of the voyage.
The total distance of a voyage is divided by the ship´s movement rate to give the expected travel time. This is an average figure under fair weather conditions. Captains usually add at least 20 percent to the estimated travel time to allow for contrary winds, stormy weather, and other delays. This revised estimate is the basis for decisions about how much food to buy for the journey and how often the ship will have to be resupplied.
Charts are usually available in a seaport for destinations
and waterways along established sea lanes and coastal areas. When
a vessel uses charts as a navigation aid, it is less likely to
become lost on the ocean. Ships which do not carry the appropriate
charts are at risk when they navigate, especially if the vessel
travel out of sight of land for any distance and must calculate
its position without visible landmarks.
Chart Available Table
Port Chance to Locate Cost of
Class Proper Chart(s) * Chart **
A 98 Percent 2D20 gp
B 90 Percent 3D10 gp
C 75 Percent 2D12 gp
D 60 Percent 2D10 gp
E 45 Percent 3D6 gp
F 30 Percent 2D8 gp
* These chances of finding a chart are reduced by
10 percent for every 500 miles of distance between the port of
purchase and the area depicted on the chart.
** The base price of a chart is increased by 5 percent
for every 500 miles of distance between the port of purchase and
the area depicted on the chart.
Even if nothing goes wrong on a voyage and unexpected repairs and related expenses do not become necessary, a ship´s cargo will almost certainly be taxed by customs before it can be sold at its destination. For this and other contingencies, a captain normally puts aside one or several strongboxes with enough cash to cover foreseeable expenses. Although it is tempting to spend the last bit of ready cash to procure a cargo, experienced traders always leave themselves a reserve of ready money.
A ship is normally completely stocked with food stores before a voyage begins, As a cost- cutting measure, a captain sometimes buys less than a full quota of food for the voyage. This is a risky practice, especially on long voyages where weather and other hazards might delay a ship and cause food supplies to run short.