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>
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