Merchant
Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods
Old-School Essentials Classic Fantasy
| Armor Class | 5 [14] |
|---|---|
| Hit Dice | 1 (4hp) |
| Number Appearing | 0 (1d20) |
| Attacks | 1 × weapon (1d6 or by weapon) |
| THAC0 | 19 [0] |
| Movement | 90' (30') |
| Saving Throws | D12 W13 P14 B15 S16 (1) |
| Morale | Varies |
| Alignment | Neutral |
| XP | 10 |
| Treasure Type | A |
Special Abilities
Variants
For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, daggers.
| Armor Class | 4 [15] |
|---|---|
| Hit Dice | 1 |
For every 5 merchants, 2 lieutenants are present (2nd–3rd level fighters). AC 4 [15]. Equipped as guards.
| Armor Class | 4 [15] |
|---|---|
| Hit Dice | 2-3 |
Guards are led by a 5th level fighter. AC 4 [15]. Equipped as guards.
| Armor Class | 4 [15] |
|---|---|
| Hit Dice | 5 |
Other Sources
OSRIC
| Armor Class | Determined by armour worn |
|---|---|
| Hit Dice | 1d6 hp |
| Number Encountered | 50d6 |
| Attacks | See below |
| Damage | By weapon |
| Move | 120-ft |
| Alignment | Neutral |
| Intelligence | Mean (very to high) |
| XP | Variable |
| Size | Man-sized |
| Frequency | Common |
| Lair | Nil |
Merchant encounters are actually caravans of merchants, drovers, and guards. The caravan will also contain pack animals, carts, and horses. Of the number appearing rolled, only about 10% will actually be merchants. 10% will be drovers and the last 80% will be the guards.
The guards will always be led by higher level fighter of 6th to 11th level (1d6+5), his or her lieutenant (1 level lower than the captain), and 12 guards (2nd level fighters).
There is a 10% chance per 50 persons that a magic user of 6th to 8th level is present (1d3+5). There is a 5% chance per 50 persons that a cleric of 5th to 7th level (1d3+4) is present. There is also a 15% chance per 50 persons that a thief of 8th to 10th level will be present (along with 1d4 lower level thieves of 3rd to 7th level). All of the above leader or special character types are in addition to the number of merchants generated. At least 50% of the mercenary guards will be mounted on light or medium warhorses.
Special Abilities
Individual Merchants: 3d12 cp, 3d6 sp, 2d6 ep, 2d4 gp, 1d6 pp, 2d4 gp (40%), 1d6x10 pp (50%), 4d8 gems (55%), 1d12 pieces of jewellery (45%).
Individual Mercenaries: 3d6 sp. Individual Leaders: 2d4 gp.
Mercenary Pay Box (Hidden in caravan): 2,000-4,000 gold (1d3+1), 100-400 pp (1d4), and 4d4 gems).
Caravan Goods: The caravan will be carrying goods and merchandise worth 10,000 to 60,000 gp. This requires either 10 pack animals or 1 cart per 5,000 gp worth of goods.