Monday, September 5, 2016

DCC Shiz: If Nautical Nonsense Be Somethin' Ya Wish

The home game party has recently acquired a sea worthy vessel, and have shown interest in trading goods en masse with other villages/towns.
I didn't anticipate the characters (who are now a mix of 2nd to 4th level) to revert to "peasant" jobs.
At any rate, I've created, and am buffing up, a nautical encounter list for the open oceans and a trade system.

+Paul Wolfe suggested that I do some research, since some other nerds have probably already developed a system. So, I did and found a few other editions of D&D along with some people's home-brewed stuff had rules for trading, but they seemed pretty bulky and had way to many options. I looked at a list that had 5 different kinds of boots.

I'm not going to get that granular with it. Besides, I'm about 90% sure the players only interested in the money they might gain, not the exact goods being traded.

I pulled the stats for their ship (a small sailing vessel) from the Rules Cyclopedia.

The Shoalcutter, a single masted Dhow. Former pirate ship, converted into the PCs home on the sea

The area they're currently adventuring in doesn't have very many established settlements to begin with, and due to current events in the kingdom there aren't many coins circulating. So it will be trading goods for goods.
The only place they can get raw gold coins from is Punjar, but they've had to distribute their treasures to a network of contacts to fence the goods as to not draw attention to themselves, or more specifically their purses (which isn't free or cheap).
I made custom supply/demand lists for the established settlements. But in case they come across new places, I''ll be using the below to determine the goods available at each settlement.

You would roll the appropriate die to determine how many goods your settlement would supply, and how many they would demand (2 separate rolls). This is based off the size of your settlement.

Supply/Demand Table

Village: Supply 1d3, Demand 1d3
Towns: Supply 1d6, Demand 1d6
Cities: Supply 1d12, Demand 1d12

Once you've determined how many goods the settlement has, you'd then roll to determine which goods they have. Again this is a separate roll for supply and demand.
If you roll the same result for both, that's alright. It just means the folks you're trading with either don't like their supplier, and are looking to cut a new deal or expand their operation. Or in the case of large cities, their supplier could simply be on the other side of town (merchants can sometimes be lazy).

Trade Goods
  1. Food, Fish
  2. Food, Fruit
  3. Food, Vegetables
  4. Food, Meat
  5. Livestock
  6. Alcohol
  7. Weapons
  8. Armors
  9. Ore/Metals 
  10. Gemstones/Jewelry
  11. Spices
  12. Tobacco
  13. Linen/Cloth
  14. Oil 
  15. Wood 
  16. Tools
Most trade goods are shipped in crates, barrels, or sacks
  • Livestock are not shipped in either.
  • Weapons and Armors are typically shipped on racks to maintain quality. These racks can have crates built around them. 
The last part would be determining in what containers these goods are being shipped. 
This really only affects how much of a certain good you are moving, and is mostly aesthetics. 

Container list (max weight held)
  • Small Crate (50lbs)
  • Medium Crate (100lbs)
  • Large Crate (200 lbs)
  • Small Barrel (25 Gal/200lbs)
  • Medium Barrel (50 Gal/200lbs)
  • Large Barrel (75 Gallon/600lbs) 
  • Small Sack (20lbs)
  • Large Sack (50lbs)

GP values will change depending on location (meaning I haven't finished writing this part yet), and a surplus, or shortage of goods will also affect the prices as well.


  1. Does the ship you pulled tell what kind of capacity it can safely haul?

  2. Yeah, man. Small sailing ships can carry 10,000lbs before capsizing.
    This is in addition to the minimal crew (10 sailors). Since none of the party members have a background in sailing, they aren't part of the crew, so they take up cargo space.

  3. This is about the level of complexity in original Elite. I like.