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MARKET GENERATOR
1–2 Unique
3–5 Irregular
6–9 Periodic
10–20 Permanent
Unique: An improvised sale
that just happens to be going on here and now. Come back tomorrow and it will
be gone, never to return.
Irregular: Think “swap
meet”. The market is open when a number of vendors in the area agree to sell or
trade to one another and to any friendly locals. It’s a whenever-we-feel-like-it
affair, maybe even a chance meeting of two or three vendors.
Periodic: Think “flea
market”. The market is open once every so many days, or seasonally. Periodic
markets are often tied to important social events or to seasonal availability
of the goods being sold.
Permanent: Think “shopping
mall”. The market is always occupied. Permanent markets usually have sturdier,
more durable structures, with doors and windows that can be secured when the
market is closed.
Number of vendors:
1–2 1 vendor
3–10 1d4+1 vendors
11–19 1d6+5 vendors
20 1d8+11 vendors
Density
1– 6 Sparse
7–14 Below Capacity
15–18 At Capacity
19–20 Above Capacity
Sparse: A nearly deserted
market, with perhaps 2 or 3 empty spaces for every vendor present.
Below Capacity: The market
has 1 empty space for every 2 or 3 vendors present.
At Capacity: The market is
full or nearly so.
Above Capacity: Excess
vendors are squeezed into odd corners or sharing spaces intended for a single
shop.
Business
1–4 Dead
5–8 Slow
9–17 Busy
18–19 Booming
20 Panicked
Dead: No customers in
sight. Vendors may fight over you.
Slow: Number of vendors is
roughly equal to number of customers in the market.
Busy: Customers
comfortably outnumber vendors. You’re always in sight of at least another
customer or two.
Booming: Far more
customers than vendors. Aisles/public ways are fully occupied but passable.
Mobbed: Customers are
thronging the market to the point where it’s nearly impossible to move. It’s
pickpocket heaven.
Arrangement
1–7 Haphazard
8–14 Staked
15–20 Dedicated
Haphazard: Vendors are set
up everywhere, with few or no marked public ways and no formal division of
vendor spaces.
Staked: Vendor space is
marked with stakes, painted lines, rugs, ropes, or other impermanent
boundaries, with some effort to provide public ways for customers.
Reapportioning the market space would take minimal effort.
Dedicated: Vendor spaces
are permanently defined by stalls, stone railings, niches, or other structures
that would need to be demolished n order to reapportion vendor space.
Vendor Rights:
1–8 Free
9–12 Licensed
13–14 Market Association
15–18 Leased
19–20 Monopoly
Free: Anyone can set up
shop for free. Spots might be first-come, first-served, or there might be an
understanding that longstanding vendors have first dibs. Arguments over space
might be common if the market is above capacity. Security varies by shop.
Licensed: A vendor needs a
license from a local authority to operate in the market. It might be a simple
matter of presenting yourself to the license giver, or providing some sample
wares to attest to their quality, or there might be a license fee or bribe required.
Market Association: Anyone
can set up shop providing they pay a fee to a non-profit market association
that provides security, cleanup, and maintenance for all vendors.
Leased: The market
property is owned by a for-profit venture that makes money leasing market space
to vendors, in exchange for keeping the place more or less safe and tidy.
Monopoly: Regardless of
the number of vendors, they are all employees of the same entity and any
profits or expenses ultimately come in or go out of the same purse. The owner
of the monopoly is responsible for cleaning and protecting the marketplace.
Vendors
You can generate
individual vendors using these tables, regardless of what the vendor is
actually selling.
Type of Goods
1 Melee
Weapons
2 Ranged
Weapons
3 Armor
4 Potions
5 Scrolls
6 Gems
7 Standard
Magic Items
8 Adventure
Gear (rope, lanterns, lamp oil, etc.)
9 Cooked
food
10 Raw
foodstuffs
11 Intoxicants
12 Personal
services (grooming, medical, massage, etc.)
13 Banking,
moneylending, moneychanging, appraisals, or pawn shop
14 Instruments,
gizmos, and toys
15 Clothing
16 Containers,
vessels
17 Ironmongery
(nails, chain, locks, keys, hooks, utensils, etc.)
18–20 Unusual
(see the Unusual Goods appendix at the end of this document)
Stock Level
1–4 Sparse
5–8 Gaps
9–18 Full
19–20 Overstocked
Sparse: The vendor’s space
is nearly empty of goods. The cause could be any combination of high demand and
low supply. Chances that the vendor has what you’re looking for in her category
of goods is 1/10.
Gaps: Noticeable gaps in
the merchandise. You can find what you’re looking for about ½ the time.
Full: Shelves are full of goods.
Odds of you finding what you’re looking for are 9/10.
Overstocked: The vendor
has more items in stock than can be displayed at once. If it’s not on the
shelf, she’s got one “in back.”
Quality of Goods
1–4 Shoddy
5–12 Serviceable
13–16 Quality
18–19 Masterwork
20 Luxury
Shoddy: The goods here are
likely to give you a penalty to skill attempts when used. They might even
break. This may also include used goods that have seen a lifetime of wear.
Serviceable: Reasonably
well-made goods that will serve as needed but aren’t made with any particular care.
Quality: Goods that are
well-crafted, with attention to detail, and provide a small bonus when used by
someone skilled in their use.
Masterwork: The goods for
sale here are exemplary, showing the highest degree of skill in their
manufacture. For skilled users of these goods, they provide a significant bonus
to skill or performance.
Luxury: As masterwork, but
they look ornate, with exquisite embellishment and detail. The very best.
Prices
1–4 Low
5–16 Fair
17–20 High
Low: Knock a little off
the standard price for this vendor’s goods. Maybe they want to get rid of
inventory, out-compete another vendor, or they just don’t know what their goods
should be valued at.
Fair: Prices are by the
book.
High: Prices are higher
than listed, either due to high demand or because the vendor thinks you’re all suckers.
Sales Approach (add +1 for quality, +2 for masterwork, and +3 for
luxury quality goods)
1–4 Hawker
5–8 Hard Sell
9–12 Soft Sell
13–18 Neutral
19+ Cool
Hawker: The vendor tries
to persuade you to buy something, anything. She might pull you off the street
or put goods in your hand.
Hard Sell: The vendor will
steer you towards the most expensive item whether it’s right for you or not.
Soft Sell: The vendor makes
suggestions and admits when something isn’t right for you. The pressure to buy
is there, but subtle.
Neutral: The vendor is
there to take your money, keep the goods in order, and make sure no one steals
anything. She won’t talk to you unless you talk first.
Cool: You’re not good
enough to shop here. The vendor might consider you unworthy of her attention,
and you will find yourself buying something just to get on her good side.
Appendix: Unusual Goods List
1 Ghosts
of cats, dogs, and other pets
2 Venoms
milked from live animals and vermin while you wait
3 Animated
skeleton warriors
4 Bonsai
treants and ropers
5 Prosthetic
clockwork limbs
6 Luminescent
slime lanterns that are powered by table scraps
7 Altimeters
and compasses
8 Magic
candy (bubble gum of levitation, peppermints of protection from fire, atomic
fire balls of dragon breath, spider climb taffy, pixy stix of revealing)
9 Pocket-sized
dairy animals
10 Looseleaf
potion teas and tisanes
11 Scrolls
of puffery that write exaggerated accounts of the owner’s exploits
12 Animated
disposable arrow-fodder mannekins
13 Liar’s
gear (Return-teleport gold coins, crooked dice, you-dictate forged passes,
self-aware card decks)
14 Mystery
eggs from unknown animals
15 Remaindered
love potions that make the imbiber love worms, drum solos, Brussels sprouts,
the color blue, or knock-knock jokes
16 Odd
socks
17 Bottled
sounds (some pleasant, some cacophonous)
18 Copies
of today’s newspapers from various outer planes
19 Spectacles
that allow you to see a fixed time interval into the past (5 minutes, 1 hour, 1
year, 1 century)
20 Fill-in-the-blank
curse scrolls that require you to choose adjectives, verbs, numbers, and nouns
before opening the scroll and directing the curse on someone. (“May you
continually ooze (sticky substance)
from (body orifice) that attracts
(annoying insects), and may you be compelled to shout the word (flavor of ice cream) anytime someone
says “Cool.”)
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