d20 | Result |
---|---|
1 |
Disaster - Roll on "Disaster Table" |
2-3 |
Loss of Roll 3d6 Gold |
4-5 |
Break Even |
6-10 |
Low Return - Gain Roll 3d6 Gold |
11-15 |
Moderate Return - Gain Roll (3d6)*5 Gold |
16-17 |
High Return - Gain Roll (3d6)*10 Gold - Resolve: {1-3?No Complication|4? Roll on "Complications Table" } |
18-19 |
Very High Return - Gain Roll (2d6)*50 Gold- Resolve: {1-3?No Complication|4? Roll on "Complications Table" } |
20 |
Unique Items - Roll on "Unique Items Table" |
Subcharts
Disaster Table (d20)
d20 | Result |
---|---|
1 |
Shipwrecked! You are stranded on an unknown island until the ship is repaired (Roll 2d4 weeks). |
2-3 |
The cargo is cursed! All future results will have a complication until the curse is lifted. |
4-5 |
A storm does serious damage to the rigging and/or oars. Travel time to this port is doubled and supplies run low. |
6-7 |
Something about the cargo gains the ship a temporarily bad reputation. The next 2 results cannot be better than a Moderate Return. |
8-9 |
The port refuses access due to some serious event. The ship must travel to a new port while low on supplies. |
10-12 |
Most of the cargo is confiscated, lost, or stolen without payment at port. Next 2 paying results are halved. |
13-15 |
An officer of the ship has racked up serious gambling debts to dangerous people. The profits from this shipment and the next shipment go towards paying it off. |
16-17 |
Cargo turns out to be volatile and does damage to the ship. Ship must stay extra Roll 1d3 week(s) in port to repair the damage. |
18-19 |
Your ship is falsely accused of treasonous acts against a local power and cannot sell at that port until proven innocent. May also have bounty placed on them. |
20 |
A major crew member goes missing without a trace. They may turn up later, but will bring complications with them. |
Complications Table (d20)
d20 | Result |
---|---|
1 |
Cargo turns out to be stolen from someone with the means to try and retrieve it. |
2 |
Cargo hides hostile stowaways trying to take over the ship. |
3 |
Pirates target the ship over the cargo. |
4 |
Several members of the crew get in serious trouble with a local organization and are held until the problem is resolved. |
5 |
Rumors spread that your ship is carrying something dangerous. |
6 |
Your ship gains a mysterious passenger of dubious origin. |
7 |
An officer is kidnapped for ransom or some other dastardly plan. |
8 |
The crew takes ill with a mysterious illness. |
9 |
A warship patrol intercepts you and demands to board and inspect the ship. |
10 |
Your ship gains a rival over how the cargo was acquired. |
11 |
A buyer turns out to intend to use your cargo to incite rebellion. |
12 |
A powerful merchant is offended while trying to sell your cargo and must be assuaged to sell at that port again. |
13 |
One of the buyers turns out to be a wanted criminal. |
14 |
A major buyer turns out to be in league with powerful enemies. |
15 |
The ship encounters a dangerous manifest zone. |
16 |
A buyer claims to have been seriously shorted on delivery of goods. |
17 |
The ship is being followed by a mysterious elemental airship or elemental galleon. |
18 |
The cargo you bring a buyer turns out to be the last ingredients needed for an evil ritual. |
19 |
A member of the crew betrays the ship and takes something important with them. |
20 |
You uncover a serious plot against a powerful person in the area that is in the middle of being enacted. |
Unique Items Table (d100)
d100 | Result |
---|---|
1-15 |
Roll 1d4 x 250 G Art Objects of historical or archeological importance. - Resolve: {1?No Complication|2? Roll on "Complications Table" } |
16-35 |
Document (map, journal, or cipher) that leads to a potential treasure. - Resolve: {1?No Complication|2? Roll on "Complications Table" } |
36-55 |
Roll Roll 1d6 times on the Magic Item Table A - Resolve: {1?No Complication|2? Roll on "Complications Table" } |
56-70 |
Roll Roll 1d4 times on the Magic Item Table B - Resolve: {1?No Complication|2? Roll on "Complications Table" } |
71-80 |
Roll Roll 1d3 times on the Magic Item Table C - Resolve: {1?No Complication|2? Roll on "Complications Table" } |
81-90 |
Roll Twice on the Magic Item Table F - Resolve: {1?Roll on "Complications Table" |2?Roll on "Complications Table" 2 times (unique results only)} |
91-95 |
Roll Twice on the Magic Item Table D - Resolve: {1?No Complication|2? Roll on "Complications Table" } |
96-98 |
Roll Once on the Magic Item Table G - Resolve: {1?Roll on "Complications Table" 2 times (unique results only) |2?Roll on "Complications Table" 3 times (unique results only)} |
99-100 |
Custom Very Rare Magic Item (or a roll on Magic Item Table H) - Ship Gains a Rival - Resolve: {1?Roll on "Complications Table" 2 times (unique results only) |2?Roll on "Complications Table" 3 times (unique results only)} |