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Long-distance trade in Hackmaster

Related links
https://rpgcrank.blogspot.com/2018/03/hacktrade.html
https://rpgcrank.blogspot.com/2019/08/hackmaster-social-conflict.html

Here's my system as-is for a party running a long-distance caravan in Hackmaster 5 (Kalamar setting).

The foundation of this trade system is that a person can buy a good where it's cheap and haul it to where it's expensive and sell it. Complications such as preferential trade deals, swindling and slander, and harassment by governing factions are to be mixed in alongside this basic framework.

General Journey Structure

The player characters acquired a wagon full of commodities (random crap that they're keeping only to sell). If they want to profit a lot, here is the basic step-by-step structure. These events do not include sidetracking the party into some dungeon crawl, monster festival, or prolonged war. They can though if you feel like writing / adapting one and the party feels like abandoning their caravan and doing something else. This system is half for players who want to go trading and half so you know what NPC merchants are up to.


Difficulties (Land)
01 Spooked/ornery pack animal
02 Axle/load-bearing equipment break
03 Tailing thieves
04 Roadblock
05 Ruined road
06 Predator animals -> becomes Scamming Innkeeper in civilized areas
07 Rival traders' harassment - blockade, reverse tailgating, dropping big stones in the road
08 Tolls
09 Rain/snow (minor flood-level)
10 Region-specific storm (dust, tornado, hurricane, landslide, etc)
11 Disease check
12 Tainted food / pests
13 Poisonous animals (spiders / snakes / wasps)
14 Bandits
15 Delay by domestic soldiers
16 Delay by foreign soldiers
17 Wrecked caravan blocking path
18 Village of needlessly, mysteriously, hostile nuisance peasants.
19 Runaway wagon
20 Contaminated water table (arsenic, heavy metals)

Normal Stuff (Land)
01 Miners panning sandy soil
02 Fishers
03 Runaway herd animals (sheep, goat, cow, pig)
04 Road shrine
05 Tavern
06 Foundations from a razed town
07 Fog
08 Remote village
09 Other traders (neutral)
10 Grave
11 Guardhouse
12 Deer/antelope/moose/goat tracks
13 Lumber mill -> shepherds where no trees
14 Rubble
15 Guarded carriage
16 Monastery
17 Obscure small farm (root vegetables, chickens, etc)
18 Drover
19 d30 untouched dead bodies
20 Well

Difficulties (Sea)
01 Pirates
02 Whirlpools
03 Enormous misleading currents
04 Lack of wind
05 Floating multiple shipwreck
06 Hatch cover damage
07 Lost anchor
08 Torn sail
09 Cold snap / heatwave (whichever will be worse)
10 Opposing wind
11 Hull hole
12 Extreme-yaw waves
13 Split ships wheel
14 Orthogonal broach
15 Rigging snap
16 Killer whale
17 Elephant seal
18 Wave 3d30 feet high
19 Earthquake
20 Cracked boom

Normal Stuff (Sea)
01 Neutral traders
02 Floating fishing rod
03 Jetsam (random cargo)
04 Floating litter (glass, ceramic, wood trash)
05 Surface ooze
06 Empty raft
07 Derelict ship
08 Stretch of red water
09 Fog
10 Floating sheet metal - 2d8' x 2d8'
11 Floating chest
12 Uprooted floating tree
13 Seagulls
14 Rats
15 Upside-down canoe
16 Raft with person on it
17 Seals/walruses/manatees
18 Runaway lobster trap
19 Dead fishes
20 Hollow cask

*Rivers and coast-adjacent routes could use both land or sea tables.

Influencing prices

Negotiating

If players aren't happy with the price of a commodity they're buying or selling: once per session, one player at the table can attempt to use one of their character's skills to raise or lower the per-unit price of one good in one town for one season. The skill doesn't need to be a social or mercantile skill, and can represent a character's "domain knowledge". This is done with a contested skill check, and changes the price by an amount of tc equal to the difference. If resisted by the same skill, the price can be changed opposite of the character's intention. If resisted by Resist Persuasion, the price just stays the same.

Items made from the commodity see an immediate similar difference in price.

Negotiating example

The GM lays declares the following table for sample commodities in Daresido.

Daresido Commodities
Local Rate Commodity Fair unit price (tc) Abbreviated unit price
Cheap 10lb Iron Ingot 50 5 copper
Cheap Square yard Linen 5 5 tc
Cheap Human's-Day of Smoked Fish 100 1 silver
Expensive 10lb Bronze Ingot 50 5 copper
Expensive Square yard Burlap 10 1 copper
Expensive Tun of Rum 8000 8 gold

The PCs' waggon train has dragged 2000 iron ingots to Daresido at the end of summer (each is 10 pounds). The party can sell all of them to a skipper who can float them to Korem. The skipper's offer totals 30 tc per ingot (60 gold); the skipper wants to pay with 20 gold Korak coins and 5 tuns (~10,000 lbs) of rum.

To get a higher offer from the skipper, the party nominates their fighter Muk the Mariner to use her boating skill to raise the price of iron. Muk's boating is 32, and she rolls a 76: 108. Muk points out that the skipper's ship can hold 100 tons of cargo, thus 10 tons of iron is a "drop in the bucket", especially because it becomes free money in Korem.

The skipper contends with his own boating skill which is 78. He rolls a 40 for a sum of 118. He counters that his crew is always at risk of dying all the time and he has problems besides cargo load. The skipper is then allowed to lower the price of iron ingots in Daresido by 1 copper coin each for a season (118-108 trade coins), but he chooses not to, and his offer stays firm.

This negotiation system may need to be simplified and "eyeballed" a bit in actual play. Prices can be influenced by the oneupmanship talent, the style sense proficiency, and more.


Workshops

In trade towns, merchants have access to warehouses and workshops. These can be used to maintain caravan equipment, or turn commodities into other goods which might sell for more.

Mage spells

Wizard spells can be used in different ways for different things. Applications will vary with each wizard's particular personality and circumstance.

Investments/Developments

Rich characters with extra time can invest money, materials, labor, and expertise to make a new trade good available at a town, wherever it kind of makes sense.

Development Scenario Example

The town of Kabakosido uses bronze for most metalwork, because iron wears out quickly in the tropical climate. They purchase tin from nearby Pagalido, but copper is not available in the region, so it is bought from distant traders who frequently abandon their journeys, endure huge delays, or sell all their stock before reaching the region.

The very powerful "Eve the Elf" uses her geology skill to discover native brass 3 days away near the town of Balelido. Her business partner Dan the Dwarf knows how to separate brass into copper and zinc.

Eve wants to start a mine in Balelido, just so the option of buying copper low in Balelido to sell high in Kabakosido will exist for everyone. She doesn't want to oversee the mine even though this could get her free metal. She has motives in life besides processing copper, so it sounds tedious and dangerous. She finds a capable local to take her money and guidance, and they hire miners to start digging.

The startup cost for the mine totals 100 gold, which Eve gives away. It turns out, by running her caravan north and south buying and selling copper, she profits 1 copper piece from every ingot. If she sells 100 bars / year, the mine will pay for itself in a century.

Resistance and counter-investments

Some NPC will always try to exploit the PC's new investment, sometimes at the PC's expense.

Violence

NPC's can use the development to create the tools to destroy it. The counter-counter measure is in the hands of the players.

Ex: Hauk the Hobgoblin buys bronze and timber in Kabakosido (both are cheap now, thanks to Eve). He wagons both cargoes to Gimbatagh. In Gimbatagh, some of the bronze is made into woodworking tools. The rest of the material he has slaves make into morningstars and shortbows. He sets off with 100 hobgoblin grunts to conquer Eve's mine. Maybe he kills a bunch of people or maybe they surrender peacefully I dunno.

Competetition

NPC's can incorporate the development into their own competing operations.

Ex: Gnorm the Gnome starts a cassiterite mine & panning operation north of Balelido. Gnorm builds a grand mule plankway, leading from Eve's brass mine to Gnorm's tin mine in the middle of nowhere. Gnorm stamps bronze ingots at his new mine and waggons them to Salireta. The Saliretans use Gnorm's bronze to make ships and helve hammers.

Gnorm steals most of the business of Kalamarans from Eve. [Eve isn't getting a cut of sold copper ingots]. If a group of merchants was purposefully colluding against Eve, they could turn her investment into junk.

Gnorm's development has other effects -- ships and metal goods become more accessible and affordable in Salireta.

Mutual Benefit

NPC's can try to use the investment in a scheme to make a lot of people's lives easier.

Ex: An unrelated travelling merchant named Hal the Half-elf buys Wendy the Leatherworker a house that is close to both a horse ranch and Eve's brass mine. Wendy gets dibs on dead horses that she can make into glue, horsehair, and leather. She uses the horse parts and the convenient brass to make halters. All traders in Balelido can buy Wendy's halters at a cheap price for their caravans, and can buy up more to sell elsewhere.

Claims

Most landowning people, (barons, dukes, guilds, rich people, certain priests, etc), will proclaim that they own whatever production facilities the character develops. If a character wants a rightful claim to the place they built, the party has to have people with Law, Persuasion, Oration, etc skills. If the party is extremely strong and wants a prolonged conflict, one available ridiculous option is to fight a noble's faction physically and also take them to court.

Trading on the road

Nomads

A caravan doesn't have to go to a fixed stop to trade with people. The party could cross paths with nomads who follow natural animal trails, barbarians who have money, pilgrims, or travelling hagglers. Their supply & demand depends on the nomads' seasonal activities, survival methods, and travel habits. Nomads currently moving probably won't want an extra 2000 pounds of any cargo.

Other traders

A caravan could meet another caravan and sell wagon-to-wagon (or ship-to-ship). They could also have fun gambling or wrestling together. Caravans can exchange warnings, stories, or juicy tidbits of information.

Pricing guidelines

Special Cases

Slaves

The price for one slave is their build points in silver pieces, minus the BP cost of their quirks and flaws. It's basically 7 gold plus 15 silver/level.

Food, Seeds, Livestock

Randomly selling tons of food in a foreign town should be particularly difficult. There is no way to reliably consisently sell food that no one asked for out of a stand or something. It's best eaten by your own crew. Otherwise it should be doable if you have pre-arranged agreements for herd drives or victuals.

Seeds are a similar situation. A bit can be sold to gardeners but selling all of them requires a preferential arrangement with a stable farm. Queen bees and other specialized hardware should be a special deal outside of this system.

Ex: Cali the Dwarf has a wagon full of a million raisins and some change: 3,000 lbs of raisins. This is enough raisins for 1 human to live on for 1000 days. He stops at a town with a population of 10,000. If 10% of the townspeople want to eat only raisins for a whole day, he could sell all of them. Maybe he can do it but it's tougher in lower-population areas.

Livestock can be bought to be eaten immediately, or cared for for hundreds of days to be eaten later. Livestock can also be bought just to be resold. Possible markets are keeps and outposts, butchers, and farmers with extra land and money. Drovers and shepherds could also take livestock off your hands, depending on what it is.

Generally, people can buy a critter if they have the land for it and know how to control it. Chickens are pretty easy to sell, bulls (or even pigs) not so much. A GM has to basically create and give the party a livestock buyer, possibly as an adventure reward. Any small sleight or coincidence could easily turn a livestock deal more sour or more pleasant.

Pets and Work Animals

Instead of coming up with rules for selling work animals, I have a table of reasons why people would want a donkey. It can be adapted for other helpful beasts of the field.

Donkey Reasons
01 Riding.
02 My previous donkey died.
03 To train farriers.
04 For plant food.
05 To pull a cart.
06 To help transport sheep.
07 As a pet.
08 For meat and leather.
09 To crank a well.
10 To guard my chickens.
11 To make more donkeys.
12 To pull a plow.
13 To turn a millstone.
14 For milk.
15 To open doors for me.
16 To make mules.
17 To use for medicine.
18 Mountaineering.
19 To carry my bags.
20 To eat underbrush.

Tax

Caravans entering cities will likely be taxed (unless granted special exemption). The guidelines from the sourcebooks are something like 1 tc/animal and 1 cp/person. Cities in Kalamar are liable to charge triple. If the GM feels like it, he or she can also inflate the fair unit price for every commodity in tax-thirsty cities.

Sample commodity charts

Environment (More Expensive) (Cheaper)
Mountain/mine Textiles, metal-flux, mules Stone, salt, metals, furs
Desert Plant products, plant derivatives Salt, plaster
Harbor/water/port Oars, anchors, nets Fish, shell, pearl
Trees Salt, plaster Plant-derivatives, lumber, honey, booze
Surplus (More Expensive) (Cheaper)
Soldiers Prosthetics (peg legs, crutches), drugs
Taverns Musical instruments, booze, spices, milled food, knives, pots, textiles Cannabis
A university Acid, mercury, paper, drugs, booze, spices
Hunters Cordage, birdlime, finished sleds, shovels, salt, ranged weapons Preserved meat, furs, honey
Cows Horn, leather, meat, glue, animal fat & derivatives (soap)
Theft Dogs, locks, safes, ladders, lockpicks, woodworking tools, mining tools, rope Horses