Eberron High Seas Commerce Table (d20)

Eberron, Ship, High Seas, 5E, Loot, Plot Hooks

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)}