MEN : MERCHANT

FREQUENCY: Common

FREQUENCY: Common ([Cold Civilized Hills], [Cold Civilized Plains])
FREQUENCY: Common ([Cold Freshwater Surface])
FREQUENCY: Common ([Cold Saltwater Surface])

FREQUENCY: Uncommon ([Cold Civilized Forest])

FREQUENCY: Rare ([Cold Civilized Mountains], [Cold Civilized Swamp], [Cold Civilized Desert])

FREQUENCY: Common ([Temperate Civilized Hills], [Temperate Civilized Plains], [Temperate Civilized Desert])
FREQUENCY: Uncommon ([Temperate Civilized Forest])
FREQUENCY: Rare ([Temperate Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Common ([Temperate Freshwater Surface])
FREQUENCY: Common ([Temperate Saltwater Surface])


 

FREQUENCY: Common ([Tropical Civilized Hills], [Tropical Civilized Desert])
FREQUENCY: Uncommon ([Tropical Civilized Forest], [Tropical Civilized Plains])
FREQUENCY: Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY: Common ([Tropical Freshwater Surface])
FREQUENCY: Common ([Tropical Saltwater Surface])

NO. APPEARING: 50-300
ARMOR CLASS: See below
MOVE: See below
HIT DICE: 1-6 HP
% IN LAIR: 0% (1 Merchant: large city, levels: any, REF4.9)
TREASURE TYPE: See below
NO. OF ATTACKS: See below ~ {0 = natural 20 | 1 = 20 | 2 = 19 | 3 = 18 | 4 = 17 | 5 = 16 | 6 = 15 | 7 = 14 | 8 = 13 | 9 = 12 | 10 = 11}
DAMAGE/ATTACK: By weapon type
SPECIAL ATTACKS: See below
SPECIAL DEFENSES: See below
INTELLIGENCE: Mean: very to high
ALIGNMENT: Neutral
SIZE: M
PSlONlC ABILITY: See below
    Attack/Defense Modes: See below
LEVEL/X.P. VALUE: I | 5 + 1 (7 + 1 if armed with missile weapon)

Merchants are, as the name<Ren> implies, traders in goods and like merchandise.
These traders travel in caravans -- pack animals and/or
wagons -- from city to city in order to do business,
so they are found nearly everywhere.

Only 10% of any band of merchants will actually be tradesmen.
10% will be drovers.
The balance (80%) of the party will be mercenary guards.

The guards will be led by a fighter of 6th-11th level, <6, 7, 8, 9, 10, 11>
with a lieutenant 1 level lower (5th-10th). <5, 6, 7, 8, 9, 10>
These leaders will have 12 guards of 2nd level.

For every 50 persons in the merchant caravan there is a 10% chance for a magic-user of 6th-8th level.
There is a 5% chance per 50 for a cleric of 5th-7th level.
There is a 15% chance per 50 that there will be a thief of 8th-10th level with 1-4 lesser thieves (roll for the level of each, 3rd-7th).

All the leaders, guards, and special characters will be in addition to the
numbers indicated by the dice.

The mercenaries guarding a caravan will be mounted, armored, and
armed as follows:
 
01-10 heavy warhorse, plate armor & shield, lance, sword * 10%
21-30 medium warhorse, chainmail & shield, lance, sword 20%
31-40 medium warhorse, chainmail & shield, flail, mace 10%
41-50 light warhorse, scale mail, light crossbow, sword 10%
51-60 chainmail, pole arm, mace 10%
61-70 chainmail, heavy crossbow, mace 10%
71-00 ringmail & shield, spear, morning star 30%

    * All 1st level fighters

All higher level fighters and clerics will have plate armor and shield.

Treasure: A caravan of merchants will have various sorts of treasure.
Merchants will individually have [J], [K], [L], [M], [N], and Q treasures with them.
The mercenaries will individually have type K, leaders type M.
Somewhere in the caravan will be hidden the pay chest containing (100% certain) 2,000-4,000 gold
pieces, 100-400 pp, and 4-16 base 100 gold piece gems. The
merchandise will be worth from 10, 000 to 60,000 gold pieces, being
carried on the pack animals, and/or wagons. It requires 10 pack beasts or 1
wagon for each 5,000 gold pieces worth of goods.

The merchants will always be mounted on very swift, light horses.

<Note: Info should be provided about waterborne encounters with merchants>

CARAVANS


 

The four caravans listed here are typical of those commonly encountered.
Several of the headings are unique to this section.

Total Size: This includes all members, also leaders && followers. All caravans are human, but this does not
    necessarily mean that a caravan cannot have demi-humans or be made up of only demi-humans. It
    will be up to the DM to decide. For simplicity we are giving human caravans only.

Master Merchant: This is the organizer or appointed spokesman of the merchants.

# of Merchants: These are the merchants under the Master Merchant. They may be associates, underlings, etc.
    Their alignment will follow the guidelines for Master Merchant. They will have 1-6 HP.

# of Drovers: Drovers will have from 2-7 HP.

# of Wagons/Mules: This is dependent on the campaign and the terrain. Other possibilities include camels,
    elephants, etc.

Mercenary Leaders: Level and class are indicated, followed by any magic items possessed (the capital letters).

Mercenary Guards: There are 7 different types of units, composed as follows:
    Unit 1 -- heavy warhorse, plate mail and shield, lance, sword (all first level fighters)
    Unit 2 -- medium warhorse, chain mail & shield, lance, sword
    Unit 3 -- medium warhorse, chain mail & shield, flail, mace
    Unit 4 -- light horse, scale mail, light crossbow, sword
    Unit 5 -- chain mail, pole arm, mace
    Unit 6 -- chain mail, heavy crossbow, mace
    Unit 7 -- ring mail & shield, spear, morning star

Adventurer Followers: These are non-merchants travelling with the caravan. Those characters below the highest
    level of the same class will serve as his or her followers. Magic items are indicated in the
    same manner as with leaders.

All caravans will have a pay chest containing 2,000-4,000 g.p., 100-400 p.p., and 4-16 base 100
g.p. gems.

Merchants will usu. have types J, K, L, M, N, and Q treasures.

Mercenaries will have type K treasure. Leaders will have type M treasure.


Caravan #1            Total Size: 230


Gost

Master Merchant (0):
 
S I W D C CH HP AC AG AP SA GT MI
13 12 7 10 7 12 7 5 9 2 5 9 R

# of Merchants: 21

# of Drovers: 21

# of Wagons/Mules: 6 wagons

Mercenary Leaders:
    Myrmidon (F6), P
    Swashbuckler (F5)
    Warriors (F2) (x 12)

Mercenary Guards:
Unit 1 -- 17 Unit 4 -- 17 Unit 6 -- 17
Unit 2 -- 34 Unit 5 -- 17 Unit 7 -- 51
Unit 3 -- 17 - -

Adventurer Followers:
    5th level cleric
    9th level thief, OW, P
    7th level thief


Caravan #2            Total Size: 245


Hothemer

Master Merchant (0):
 
S I W D C CH HP AC AG AP SA GT MI
13 12 12 7 10 14 5 8 8 5 6 6 -

# of Merchants: 23

# of Drovers: 23

# of Wagons/Mules: 10 wagons

Mercenary Leaders:
    Superhero (F8), SH, P
    Champion (F7), P
    12 Warriors (F2s)

Mercenary Guards:
Unit 1 -- 18 Unit 4 -- 18 Unit 6 -- 18
Unit 2 -- 36 Unit 5 -- 18 Unit 7 -- 54
Unit 3 -- 18 - -

Adventurer Followers:
    MU8
    T9, S, OW, P
    T5
    T5


Caravan #3            Total Size: 140


Irlingstar

Master Merchant (0):
 
S I W D C CH HP AC AG AP SA GT MI
9 12 6 10 10 13 2 7 4 3 1 14 M

# of Merchants: 12

# of Drovers: 12

# of Wagons/Mules: 8 wagons

Mercenary Leaders:
    F11, A, S
    F10, S, OW
    12 Warriors (F2s)

Mercenary Guards:
Unit 1 -- 15 Unit 4 -- 15 Unit 6 -- 15
Unit 2 -- 30 Unit 5 -- 15 Unit 7 -- 45
Unit 3 -- 15 - -

Adventurer Followers:
    T10, R, M
    T3, OW, M
    T3


Caravan #4            Total Size: 192


Jhanszcil

Master Merchant (F2):
 
S I W D C CH HP AC AG AP SA GT MI
12 12 12 7 13 15 16 6 6 3 5 19 SC

# of Merchants: 17

# of Drovers: 17

# of Wagons/Mules: 30 mules

Mercenary Leaders:
    F10, A
    F9, S
    F2s (x12)

Mercenary Guards:
Unit 1 -- 15 Unit 4 -- 15 Unit 6 -- 15
Unit 2 -- 30 Unit 5 -- 15 Unit 7 -- 45
Unit 3 -- 15 - -

Adventurer Followers:
    T10, R, M
    T3, OW, M
    T3


Caravan #1           Total Size:

Master Merchant (0):
 
S I W D C CH HP AC AG AP SA GT MI

# of Merchants:

# of Drovers:

# of Wagons/Mules:

Mercenary Leaders:

Mercenary Guards:
Unit 1 -- Unit 4 -- Unit 6 --
Unit 2 -- Unit 5 -- Unit 7 --
Unit 3 -- - -

Adventurer Followers:


Tarm


Thorp