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  1. Notes

Deliver Goods (Traders' Guild Trader)

Work

Traders' Guild job: Trader

  1. Roll 1d20 * 25 to determine amount of livestock to be delivered.
  2. Roll 1d6 to determine type of livestock.
  3. Roll 1d4 to determine destination.
  4. Decide if you want to take another job at the same time, if so, go back to 1.
  5. Decide how you travel (Ship required).
  6. 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.
  7. 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)

1Chicken (2cp) (3kg)
2Goat (1gp) (20kg)
3Sheep (2gp) (50kg)
4Pig (3gp) (150kg)
5Cow (10gp) (700kg)
6Ox (15gp) (1,000kg)
  • Add livestock price to reward multiplied by how much livestock you delivered successfuly
d8Destination (distance water)Reward upon delivery completionRisk per trip (DC)
1Meadheavan (680km)

Damnor River's current is too strong, 
2Bjarnardarl (490km)


3Bhurol (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