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The farther away goods are sold from their port of origin, the more they are usually

worth because they are rare. Avoid ports that trade heavily in the same goods as those being carried. They will bring a low price or lose money. Listen for events that affect trade. Wars drive the price of goods up; famine makes cheap grain a costly import. Know the political climate before port is made. Some places charge prohibitive tariffs; others have customs agents who like to issue fines or turns away ships of a certain nationality. Know the local customs..

Regular upkeep on a ship costs 1 gp/ 1,000 miles travelled / Hull Pts. After 10,000 miles travelled or one year at sea, major maintenance and overhaul must be done, and costs 100gp. Artillery adds 5 percent to maintenance and repair costs.

Standard rations, which are perishable and unedible after one week, cost 1 gp/crew member /week. Iron rations, such as hardtack and salt or pickled meat last for months, cost 1 sp/crew member /day. Water is stocked in the amount of one barrel of water/week/5 crew member.

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.

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 Port Entrance: 10-20 gp. Dry Docks: 10-15 gp /day /10. Pilot: 10-60 gp. Towage: 1 gp / 10 Hull Pts. Dock Workers: 10 cp /hour/each.

Step 1. Determine ports 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. Find the cargos base price on table 3. Consult the Supply and Demand table 4, to find out whether there is unusually high or low demand for this commodity at the port in question. If the port is class A or B, there is an +1 modifier. If the port is class E or F, there is an -1 modifier. Roll 3D6, adding or subtracting modifiers for supply and demand and port class, and consult the Base Price Adjustment Table 5. Multiply the cargos base price by the adjusted percentage to arrive at the new price. 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.

TABLE 2
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

TABLE 3
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.

TABLE 4
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

TABLE 5
3D6 Percentage 3 30 percent 4 40 percent 5 50 percent 6 60 percent 7 70 percent 8 80 percent 9 90 percent

10 100 percent 11 110 percent 12 120 percent 13 130 percent 14 140 percent 15 150 percent 16 160 percent 17 180 percent 18 200 percent 19 300 percent 20+ 400 percent

Preparations for the Voyage

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 ships 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 ships 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.

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