Campaign of the Month: June 2012
Buying and Selling Loot
Characters will gain loot as they adventure. They may sell their goods at whatever price the market will bear. Not all items may be sold in all markets for the below listed guidelines.
A settlement’s Purchase Limit is the most money a shop in the settlement can spend to purchase any single item from the PCs If the PCs’ wish to sell an item worth more than a settlement’s purchase limit, they’ll either need to settle for a lower price, travel to a larger city, or search for a specific buyer in the city with deeper pockets (and additional Diplomacy skill checks at higher DC’s).
- Trade goods, such as gems, jewelry, and objects of art, are sold at full value.
- Non-magical items can be sold to appropriate merchants for half normal value – this includes any masterwork equipment.
- Magical items garner half their market price. PC’s can usually find a buyer willing to take their item (for half its market price) within a d4 hours by asking around, or less if they are familiar with the town, depending on the size of the town and any other extenuating circumstances (Diplomacy Skill: Gather Information).
Most transactions in lawful communities are taxed and major transactions are reported. In certain circumstances, proof of ownership may be required in order to sell certain items. Often, very expensive masterwork or magical weapons and armor, for instance, can be tracked back to the family who commissioned their construction, and would be considered stolen goods. Such items might only be sold on the black market, if such exists in the community.
The DM will determine the PC Sale limit adjusted from the table below with the following modifications:
- Diplomacy (Gather Information) checks are required to sell items in any community smaller than a Large City, with the standard rules regarding selling items that exceed the community’s total amount of ready cash (Purchase Limit).
- If the seller must provide proof of ownership and proof can not be provided, the DC of the Diplomacy (Gather Information) check is increased by 10 to find a black market contact (unless the character already has such a contact in that community – see Contacts).
- Diplomacy (Gather Information) checks are required to buy items in any community smaller than a Large City, with the standard rules regarding buying items that exceed the community’s Base Value.
- Characters may only purchase potions and scrolls with the standard Base Value, based on the size of the community with successful Diplomacy (Gather Information) checks. The DC to locate curing potions and scrolls is reduced by 5 in any community smaller than a large city, and such items can always be found in large or larger cities.
- Most generic bonussed items (+1 longsword or +2 studded leather armor, for example) are commonly available depending upon the Base Value of the Town Size with successful Diplomacy (Gather Information) checks.
- Other magic items generally cannot be purchased. Certain items may become available through play, and it is possible to contract an NPC to craft such items. These opportunities will be resolved through role-play.
- It is possible to trade magic items for similarly valued magic items, remembering the Base Value below.
- Characters who take Craft Item feats may create magic items normally, taking the normal amount of time, cost and experience expenditure. Such items (except scrolls) must be created only after play begins. If you wish to craft scrolls before play begins, please consult with the DM.
|Town Size||PC Base Value||PC Purchase Limit|
|Thorp||50 gp||500 gp|
|Hamlet||200 gp||1,000 gp|
|Village||500 gp||2,500 gp|
|Small town||1,000 gp||5,000 gp|
|Large Town||2,000 gp||10,000 gp|
|Small City||4,000 gp||25,000 gp|
|Large City||8,000 gp||50,000 gp|
|Metropolis||16,000 gp||100,000 gp|
The majority of this info is from page 204 of the GMG, and also found HERE.
Random magic items per settlement size —> HERE