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Merchant

Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods

human trader neutral npc caravan

Old-School Essentials Classic Fantasy

OSE

Armor Class5 [14]
Hit Dice1 (4hp)
Number Appearing0 (1d20)
Attacks1 × weapon (1d6 or by weapon)
THAC019 [0]
Movement90' (30')
Saving ThrowsD12 W13 P14 B15 S16 (1)
MoraleVaries
AlignmentNeutral
XP10
Treasure TypeA
Organized traders who travel between settlements in well-armed caravans, buying and selling trade goods (e.g. gold, jewels, silk, spices, wine, etc.).

Special Abilities

Weapons: Sword and dagger.
Mounted: On horse, camel, or mule (by terrain).
Wagons: 2 per merchant. Pulled by horses, mules, or camels (by terrain).
Pack animals: 1d12 extra horses, mules, or camels.
Treasure: Should be reduced, if less than 10 merchants are in the group.

Variants

Caravan guards (4 per merchant)

For every merchant, 4 guards are present (1st level fighters). AC 4 [15], with crossbows, swords, daggers.

Armor Class4 [15]
Hit Dice1
Guard lieutenants (2 per 5 merchants)

For every 5 merchants, 2 lieutenants are present (2nd–3rd level fighters). AC 4 [15]. Equipped as guards.

Armor Class4 [15]
Hit Dice2-3
Guard captain (leads the guards)

Guards are led by a 5th level fighter. AC 4 [15]. Equipped as guards.

Armor Class4 [15]
Hit Dice5
Copyright 2017-2019 Gavin Norman. Open Game License v1.0a. License

Other Sources

OSRIC
Armor ClassDetermined by armour worn
Hit Dice1d6 hp
Number Encountered50d6
AttacksSee below
DamageBy weapon
Move120-ft
AlignmentNeutral
IntelligenceMean (very to high)
XPVariable
SizeMan-sized
FrequencyCommon
LairNil

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

Composition: Of the number appearing rolled, only about 10% will actually be merchants. 10% will be drovers and the last 80% will be the guards.
Leadership: 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).
Magic User: There is a 10% chance per 50 persons that a magic user of 6th to 8th level is present (1d3+5).
Cleric: There is a 5% chance per 50 persons that a cleric of 5th to 7th level (1d3+4) is present.
Thief: There is 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).
Mounted Guards: At least 50% of the mercenary guards will be mounted on light or medium warhorses.
Treasure:

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.