Traders' Guild job: Trader
- Roll 1d20 * 25 to determine amount of livestock to be delivered.
- Roll 1d6 to determine type of livestock.
- Roll 1d4 to determine destination.
- Decide if you want to take another job at the same time, if so, go back to 1.
- Decide how you travel (Ship required).
- At this point you may choose not to take the job, blocking you from taking another job for the next 10 days, and removing 5 renown from the Traders' Guild.
- Roll 1d20 to see if risk event happens or not, add proficiency bonus if you are proficient with the vehicle you are traveling with.
d6 | Type of goods (price per 1 livestock according to PHB P.156) (Cargo weight) |
---|---|
1 | Chicken (2cp) (3kg) |
2 | Goat (1gp) (20kg) |
3 | Sheep (2gp) (50kg) |
4 | Pig (3gp) (150kg) |
5 | Cow (10gp) (700kg) |
6 | Ox (15gp) (1,000kg) |
- Add livestock price to reward multiplied by how much livestock you delivered successfuly
d8 | Destination (distance water) | Reward upon delivery completion | Risk per trip (DC) |
---|---|---|---|
1 | Meadheavan (680km) | Damnor River's current is too strong, | |
2 | Bjarnardarl (490km) | ||
3 | Bhurol (350km) | ||
4 | Drawlsky (270km) |
- Each day of travel adds 1 Practice Point to vehicles proficiency, depending on the vehicle you're traveling with (land, water)
- Finishing a job successfully delivering all the goods grants 1 renown for the Traders' Guild
- Failing a job removes 1 renown from the Traders' Guild