BRAINSTORM: Merchant Adventurepath - Adventures in Trade

Tonguez

A suffusion of yellow
Hi all

I'm brainstorming ideas for a campaign/adventurepath centered around a Merchant Company (Guild) based in a mid-sized trading port (access to mines, forests, crops) at the base of a large sheltered gulf in which the PCs are merchants. There are perhaps five other coastal cities in the vicinity and a number of more distant ports as well as a number of inland areas accessible by road or river.

Anyway how would you run a fun adventure path for these merchants moving them from small time traders to eventually become a merchant power (like the RL historic Hansa League)
 

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A lot of the products by Expeditious Retreat Press in the Magical Society line, especially A Magical Society: Silk Road might be helpful here. Dynasties and Demagogues (AEG or Atlas Games, can’t recall which) might be a useful resource for developing political interactions and different social structures.

The biggest question I have is what kind of a merchant campaign do you want to run? Do you want it to focus on the action of exploring the frontier and taking on threats violently? Getting into the intricacies of trade disputes? Playing up political and social intrigue? Some combination?

As for overall advice, I've never ran a merchant/trade campaign. So most of what I speculate on how I would run such a game is just that, speculation. But here's some ideas.

Now, a lot of the usual D&D tropes applicable to other D&D campaigns you could easily apply to a merchant campaign. Bandits and other marauders are a typical trope; have them come up by threatening your trade routes and caravans. Thieves' guilds may want to get cuts of any trade transactions, or might enact protection rackets. Storms and disasters (both natural and unnatural) can give reason to explore the unknown for new trade routes. And crypts, ruins, dungeons, and caves may hold potentially valuable information, natural resources or artifacts to sell.

As far as any trade campaign goes, I'd think there are two big elements here: social interaction and exploration. Trade is a social endeavor, so having some party interaction and perhaps intrigue is almost a given. Who wants want, and who has the power to fulfill those wants? Who has interests rival to the player group? Who wants what the players can give? Bards and rogues might have a good chance to shine here.

As for exploration, of course physical barriers and climate will affect how your trade routes are shaped. Wilderness adventures are a staple of D&D, but here you would really depend on it. Players could explore the frontiers mapping new routes and finding new societies to trade with. Rangers and druids might be useful here. Of course, things like flight, teleportation, and gates can circumvent a lot of natural barriers.

Now, trade relies a lot on natural resources. This is true even in D&D, which relies a lot on gems and other expensive components for spells (prior to 4e) or ritual components (in 4e). Can you imagine how these spellcaster requirements might influence trade? You could make an adventure out of feuding societies trying to commandeer access to such precious resources. What if, for example, somebody took control of the dwarven gem mines that put out all those expensive diamonds used for resurrection spells?

So I guess the big point here is that there are already a lot of D&D/fantasy tropes you could extend to a merchant campaign. I’ve heard of people structuring event based campaigns like dungeons. Making certain choices is like opening up a door leading to a new possible event. Like, if you pursue A action and B action, then C or D results may happen (depending on the roll of the dice and other variables). If you pursue E or F actions, then G or H results occur. I’d imagine such a construction might be like a social web of possibilities.

No reason why you couldn’t extend that way of structuring your campaign to a merchant adventure path. For example, say that there is a brutal barbarian tribe that’s threatening your trade route. Do you take them on yourself? In which case, you probably got a bloody war on your hands and may lose many of your own men. Do you call in some foreign mercenary band to fend them off? In that case, you now have a new ally, but you have to make regular payments to them. Do you brave the unknown and possibly dangerous frontier to find a way around them? Do you walk a tightrope trying to make peaces with the barbarians?

Basically, I'd imagine an optimum merchant campaign like web of potential PC choices and the results of their interactions with the world. Where they go and who/what they deal with to make trade provides the adventure hooks.
 

A couple of things spring to mind.

1. The campaign might be centered around the activities the merchant caravan your PC's own and operate. The PC's go from town to town buying and selling goods. In a points-of light setting, that travel will probably generate enough adventure for them.

At heroic levels, they're moving from town to town in merchant wagons.
At paragon levels, they're moving from country to country in trading ships.
At epic levels, they're moving from plane to plane in ...something. Planar spaceships?

Challenges include:
Finding goods-where can we find twenty swords for Sir NewlyKnight's guard? A dozen 10K gp diamonds for the resurrection demands of the Church of Holyland? A cord of veneer-grade duskwood from the Shadowfell?

Finding customers: who wants forty sheep? Three unholy maces? A dimensionally stable castle overlooking the Elemental Chaos?
(And how do you deliver the things? And how do you make sure you get paid?)

Bandits: halfling highwaymen, sahuagin pirates, githyanki raiders.

Rival companies: race for the goods or for the customers

Law enforcement: city guards, Royal Road Wardens, erinyes troopers. Maybe you're smuggling, maybe they think you are, maybe they just want to arrest you for smuggling, whether you are or aren't.

Road troubles: taking shelter in caves from the snow (the dire bear objects), shipwrecked on a haunted island, the spell went wrong and stranded you on the corpse of a dead god.

This has some real advantages: as the caravan moves around, you can add or remove PC's very easily: some people decide to settle down, others decide to join up. Adding new magic items or classes can just be done in the next town.
This also has a disadvantage -- it becomes very much about exploring and seeing new things. If your campaign stops moving, it dies.

2. Horatio Alger. The PC's start as low-level clerks and stevedores, but must overcome street criminals and business rivals to ascend to the upper ranks of the company.
In the paragon tier, PC's get to establish branch offices, hire adventuring parties to protect their caravans, and recruit adventurers to explore for new customers, trade routes, and products. Characters are working to overcome opposed or rival groups now: another trading combine, the isolationist faction of the AngryTribe people, the halfling criminal guilds, the cult of Zehir. These things are too big to be solved with your own swords and spells...you'll have to hire or recruit help.
In the epic tier, the party is...heck, I don't know. That's where this starts to break down for me.
 

Merchant campaigns are among my favorites to plan for, because there are so many different things to do with them.

Some thoughts:

1. The Merchant family as the main focus: this type of campaign is good because you can have a central family plus cousins, etc., that will provide endless pcs and npcs, and not all of them friendly. There can be internal strife as members compete to become the head of the family. You can also set up a counter family operation that is the main rival for your characters and will be a fixture of future conflict.

2. The grizzled veteran Silk Road caravan guard makes good: I love this trope because it allows me to have a fighter accompany many caravans the length and breadth of the Silk Road, learning dozens of languages, getting into adventures at each stop in the Road, and picking up a detailed knowledge of trade so that he eventually goes into business himself as head of a trade group.

3. Political campaigns: I loooove political campaigns. If you're going to have a character with high charisma so that his bluff, diplomacy, and intimidation skills are good, why not have him battling for a spot on the city council? Backstabbing rival merchants and politicos will always be looking for ways to sabotage your operation; higher taxes levied specifically against your particular type of goods, confiscated goods, scaring stevedores and caravan workers from working for you. You have to be able to speak in front of the council to sway votes in your favor or bribe city officials to look the other way.

4. Base of operations: I like to plan the actual home base for my merchant, which is usually a compound by the wharf with warehouses, offices, stables, reception areas, and living quarters for the whole extended family. Make it big enough that there are plenty of hiding spaces or out of the way rooms for secret meetings and such. Give your pcs an apartment to themselves for when they're home where they can hang their hat and be safe. Also, the family's safe area can be storage for valuables. The compound usually takes up a city block and on the first floor facing the street has plenty of businesses (which may be family operated or leased out to non-family) that will cover most of your characters' adventuring needs; leather goods, equipment, weapons, armor, gear. As you expand your family's influence you can buy up more of the city buildings near you and increase your reach and power.

5. Running secret operations for the crown: the King has been impressed with your family and has used your caravan trips as an excuse to ship secret documents and other things across borders. One of your characters often conducts back door negotiations in foreign lands. Your company has secret contacts in the major seaports you visit and every trip consists of you collecting the accumulated reports from your contacts in these cities in the months that you've been gone. Sometimes, because of the information you've been given from your government, you realize that a night time raid or mission must be made in the foreign land. Get in, get the mission done, and sail out in the morning with the goods you've contracted to pick up.

6. Gypsies: I love gypsies (or Romani), and I like to work in a caravan/entertainment troupe that moves from town to town in my campaign. They make the perfect independent spies/intelligence contractors, and if your company has made friends among the Romani, they can work together on missions. If your characters ever get in a situation that they can't handle, the Romani make the perfect save-the-day device to get your guys out of trouble by sneaking them out or healing them or backup muscle to storm the big bad Liche Lord's lair.

7. I heartily second the earlier suggestion of buying Expeditious Retreat's Silk Road. It is an amazing resource for merchant campaigns.
 

@OP: Back when these boards were very new, but after the release of 3E, some ingenious poster posted his "d20 trade" system. Maybe one of the other long-time members still has a copy or can remember the name of it so that it can be Googled.

I remember it was a great system for determining surpluses and shortages of commodities so it gave some sort of logical base to trade flows and adventure hooks relating to same.

It's worth digging up, anyway.
 

You guys are truely awesome!

The home town is a small city on a Peninsula taking its inspiration largely from real world Cornwall.
The PCs will be part of a Trading Company with wagons for overland trade and loan of a ship (more if they choose to have them built). They have access to Company financing and underwriters.

The resources of the area include fish, seals, wheat, apples, cider, kelp whiskey, lumber and deposits of tin, copper, silver, gypsum (plaster), saltpetre and limestone. There are three nearby ports (north, south and on an island east) and other more distant ports.
The north port is known for its wines and art goods, the southern port is a naval base and the neighbouring island is volcanic. A mountain range lies a days journey north and may have iron deposits (I may put Duviks pass here:))
Overland trade destinations are at least two days travel across open land and bandit riddle forests

Piracy is known in the waters outside the bay and wreckers and smugglers operate along the rugged coast between the home port and the island.

and ajanders thank you for introducing me to Horatio Alger - those stories I can read online are great idea fodder:)
 

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