Mystara of the Five Spheres D&D Downtime Items - Selling Non-Magical
USES ONE OF THE DOWNTIME ACTIVITIES FOR THE DURATION
Downtime activity for making money from selling magical items in a
settlement. The characters must spend at least a week in the settlement
tracking down someone who is willing to buy items beyond the base
settlement prices. Scrounging the settlement for a buyer has no guarantee
that what you are looking to see is of interest. The expenses for the week
include a wealthy lifestyle for the character, and you are dealing with the
wealthy members of the settlement.
The expenses for the week include a wealthy lifestyle for the character,
and you are dealing with the wealthy members of the settlement. A item
formula costs the next level up, and non-magical items have a multiplier
based on 1/10 of the gp price.
No single item can exceed the single cost limit and the seasonal amount
the character can expect to be able to sell items at is the settlement
total purchase limit. This limit can be reached by either single item sales,
or offloading grouped items. If a sale of an item would exceed the seasonal
limit, then that sale either falls through or all that can be offered is up
to the remaining limit of the settlement.
A character can always sell items for 50% of the cost of the item for
single items up to the single item limit, or multiple items up to the total
purchase limit (if each item is up to the single item limit).
Check -
To make the check to find an item, the character must spend at least 10 gp
and a week looking for magical items. A character can spend an additional
week, at the weekly cost to increase their chances of finding an item they
are looking for by +1 for every extra week up to a +5.
At the end of the period you make a skill check usuall Charisma
(Persuasion) with the extra week bonus and the settlement modifier that
determines the sell price of the item. A natural 1 means no sale and a
complication. A natural 20 provides an instant sale.
You can choose to upgrade to the next level on the chart if you also
take a complication. The sale does through in 1d12 weeks plus any due to
the complication upgrade.
For the check you can choose any of the skills you can convince the GM
is appropiate for the check.
Event breakdown
- Requirements (What you need to make the check in session)
- Note - Can't be done while travelling
- Base Check DC = 10 + +1 per settlement size increase beyond none, +2
per item rarity.
- Note - Item must fall inside the cost limits for the settlement,
this makes high level magical items hard to sell at a decent
price.
- Time (What you need to make the check in session)
- 1 week (additional weeks adds +1 to the roll)
- Cost per Week (What you need to make the check in session)
- 35 gp multiplied by the size of the settlement over none.
- Check (What you need to make the check in session, between
sessions the d20 in the check is replaced by 10)
- Skill Check = d20 + skill bonus
+ Settlment Modifier + Lifestyle Modifier + Renown
FINDING A MAGICAL ITEM TABLE - Check / Result
(Note - If the item exceed the settlements money limit, then you gain
knowledge of where you can obtain such an item)
less than DC by 10 or more – Complication and Item does not sell.
less than DC by 5 or more – Item does not sell, or there is a
Complication and item sells for 75%.
less than DC – Item Sells for 75% or there is a Complication and
item sells for 100%.
Equal to DC – Item Sells for 100%
Equal to DC +5 – Item Sells for 150%
Equal to DC +10 – Item Sells for 200%
Complications -
Something interesting has happened and you get to roll on the complications
table below. For every point you increase the check by, you add the cost of
an extra week. Each week added in this way is how extra long the item takes to sell
in weeks.
SELLING A NON-MAGICAL ITEM COMPLICATIONS TABLE
d6 / Complications (* Might involve a rival)
- Your enemy secretly arranges to buy the item to use it against you*
- A foe circulates rumours that your item is fake *
- Your item’s previous owner, or surviving allies of the owner, vow to retake
the time by force
- A thieves’ guild, alerted to the sale, attempts to steal your item *
- A sorcerer claims your item as a birthright and demands you hand it over
- The buyer is murdered before the sale is finalised *
GM Notes on Rules
OLD VERSION
The character must succeed on a renown check to begin this downtime
activity.
Check - By spending a week and 25 gp you can advertise your intent
to sell an item over the settlement single item limit, or a group of items
over the purchase limit. At the end of the week you can make a Charisma
(Persuasion) check with the settlement modifier to determine what price the
buyer is willing to pay. The character does not have to sell the item. You
can choose to accept a complication to increase the offer. A natural 1 means
you cannot sell the item. A natural 20 increases the check category by 1.
You can choose to upgrade to the next level on the chart if you also take a
complication.
Check Result
- Critical Failure –
Loose double the weekly costs for the check for no result or take
a complication with no result.
- Success – Check the result of the roll against the Sell a
Non-Magical Item Table
- Critical Success – Gain the next level on the check table
SELL A NON-MAGICAL ITEM TABLE - Check / Result
less than DC – No buyer
Equal to DC – Offer for 25% the value of the items
Equal to DC +5 – Offer for 50% the value of the items
Equal to DC +10 – Offer for 75% the value of the items
Equal to DC +15 – Offer for 100% the value of the items
Equal to DC +20 – Offer for 125% the value of the items
Equal to DC +25 – Offer for 150% the value of the items