Downtime Activity- Find the Right Buyer
Dungeons are packed with treasure. After all, isn't that why adventurers decide to plumb their depths? While treasure finds of items that spend easily like coins of precious metals, gems, and jewelry often make up the winnings of successful adventuring expeditions; they are not the only items of value a party will haul back to the surface world. Eager to make the most out of a group's expeditions, they often grab anything that looks like one could turn over for a quick coin or two. To turn such items into gold, though, adventurers have to locate an interested party to sell these art objects, non-magical tomes, trade goods, and other valuable dungeon oddities.
Below is a new downtime system for locating buyers for dungeon treasures not inherently valuable like coins or gems or easily pawned off due to being made of inherently high-value items (like jewelry, items made of precious metals, etc.). The activity is based on some of the other downtime systems designed by Ben L. we are using in the Twilight Age. I will also use a couple of examples from recent sessions to illustrate what the system looks like in action. This downtime is used to abstractly represent the process of selling of items in a relatively swift manner through a systematic rather than roleplaying way. As a result, the character taking the downtime will accept sales made in it without further negotiation. I am open to exceptions where another player wants to have one of their characters step in with a counter offer.
Coins earned through sales of items acquired by a party are divided by one share of the sale per player character and the share value of each hireling or retainer (typically 1/2 a share).
How to Find the Right Buyer
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When a player character moves to spend a downtime segment to 'Find the Right Buyer", they should roll 2d6 modified by their reaction bonus. The results of the roll break down as follows:
Complication
If the “Find the Right Buyer” check is a 6 or less resulting in a Complication, the item(s) are often (but not always) still sold but the seller meets with some headache. A d8 should be rolled and the following table consulted to see what occurred:
Example:
A party collects four particular but similar items from a quartet of strange, gray beings: soft beds filled with air that can be inflated or deflated with the touch of a button. A retainer of the member of the party Scamandros, the Neophyte Kiddo, is tasked with trying to locate a buyer for the beds. Scamandros' player Cullen rolled 2d6 for Kiddo's downtime pursuit (the magic-user's retainer has no Reaction Roll modifier) for a “6” leading to a Complication with the sale of these exotic beds. With another throw, this time a d8 resulting in a 6, Kiddo finds that the beds will only be “Purchased by a Rival”. In this case, the NPC adventuring party called the Midnight Marauders purchase the four beds for the market value of 100gp per bed earning Kiddo's party 400gp. The Midnight Marauders as the beds to their inventory of tools they use to compete with player character adventurers in the quest of looting the meagdungeon known as ‘The Complex’.
The 400gp is divided by Scamandros, Kiddo's employer, and her three other party members equal with an additional 1/2 share each going to Kiddo and the party's hireling Yeoman Klang resulting in 80gp going to each player character while Kiddo and Klang each earn 40gp.
Success
If a 7 to 9 is rolled, the item is successfully sold. The seller earned market value coin for the item(s) but nothing additional results from the downtime action.
Noteworthy Success
If a 10 or more is rolled, then the seller has achieved a Noteworthy Success. Generally, this means that either the item(s) was(were) sold for more than market value or along with the item(s) sale, the seller has started to Cultivate a Relationship with a party interested in purchase future items called a Patron. A d8 should be rolled when a Noteworthy Success is thrown and the following table consulted for the result:
Example:
The thief known as Dogmouth was part of a dungeon delve where a party of adventurers found several valuable but hard to sell items including:
Alchemical Ingredients worth 1000gp
A silk gown colored the darkest of blues with gold embroidery worth 300gp
A gown made of a black and silver, silk-like material that provides protection like leather armor (and useable by magic-users) worth 1000gp
A painting of an old-looking maculine-presenting person with eyes like night wearing plate armor covered in elaborate etching worth 2500gp
A 30lbs. stack of books including such titles as Hasran Run- The Plane of Dust, 7 Tips for Cleaning Entropic Energies, Manticora Buricos, Contracted: The Influence of Covenants of Sandestine Indenture on Modern Imperial Employment Law, several volumes in the Savi Syldoon series, and a handful of other titles all worth 1000gp
Dogmouth’s player, Sam, decides to spend Dogmouth’s downtime segment after the adventure to ‘Find the Right Buyer’ for these unusual treasures. With a 2d6 roll on the ‘Find the Right Buyer Check’ table, Dogmouth’s result is a ‘10’ or ‘Noteworthy Success’ after reaction modifiers are applied. Next, Sam throws a d8 on the ‘Noteworthy Success’ table to see what was so special about this sale. Sam got a ‘10’ again which results in Dogmouth’s ‘Finding a Patron’. In this case, the Patron is the Lady Valoris, the youngest ward of the ruler of the Impossible Fortress known as the Rani. Based on the items sold and Dogmouth having established the first clock in Cultivating a Relationship with the Lady Valoris as a Patron, she will purchase from Dogmouth any fashion-related, alchemical, or literary unusual treasures he finds at market value. In the future, Dogmouth will not have to spend a downtime to sell such items to Valoris as their preexisting relationship eliminates the need to spend time tracking down an interested party.
Now that Dogmouth has a relationship clock started with Lady Valoris, he can spend downtimes further cultivating her relationship to him as a Patron resulting in things like increases in what she will pay Dogmouth for items, limited access to her resources as a favor, having her back potential expeditions aligned to her interests, and other benefits.
The 5,800gp earned from the sale of treasures to Lady Valoris is divided equally among Dogmouth and his three fellow party members with their hireling and retainer each earning a 1/2 share. Each party member earns 1,160gp while their hireling and retainer each earn 580gp.
Look for future posts delving into the special Cultative Relationship clocks of the Adventuring Patron.
Your link to "downtime systems designed by Ben L" is to an edit link so I can't actually view it.
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ReplyDeleteThis is a great idea! It did always seem to place a burden on the DM when treasures in modules required "the right buyer" without providing any advice or procedure to handle it. But I think I might also penalize selling in a town/village vs. city (on the 2d6 roll and/or the price %).
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