Basic Auction System -
Finding the Auction:
Any auction has 1d4 + (size of city) participants. Before the bidding players may use a Gather Information or Knowledge (Local) check to find out about potential buyers. The DC for finding out about auction attendants is DC: 15 + 1 per city size +1 for each city category. Think of it in the sense of bowling pins.
15
15 + 1
15 + 1 + 2
15 + 1 + 2 + 3
etc.
Auctions that are Public are easier to learn of (up to -5 on the check) to extremely exclusive (+10 or even requiring a quest to gain entrance). The average offerings at Auction come to between 1/2 - 5x the city's gold piece limit. While this usually means livestock and estates are auctioned in small cities, metropolises may have reclaimed castles, eldritch tomes, and even exotic creatures available for sale.
The Auction House
Auction Houses may be find in most major cities, and some traveling auctions do occur in the hinterlands. An auction house may be a lord's palatial estate, a dungeon in the Mage's Guild, or even a back alley where fences ply their wares. Most Auction Houses charge a fee for entry, the ability to auction goods, or the ability to sell. Sellers pay an Auctioneer commission that usually is in the 5-20% range of the auctioned item's final bid. These commissions depend on the legality of the item, location, and general danger or other factors in handling the item.
Some auctioneers charge no money to come, while many charge a 'paddle fee' to be allowed to bid on items over a certain cost. This encourages only serious bidders, and prevents the seller from being hoodwinked by unscrupulous bidders. The costs are paid before the auction, though a penalty may be paid to the auctioneer to enter into bidding later in the auction.
The Bidding Challenge:
Once an item has come up for grabs it is up to the characters to bid on the item. This bidding is handled through a blind bid process. Each character seeking to make a bid produces their best bid and rolls initiative. The Gamemaster then offers the chance to characters to seek out "Open" starting with the first individual.
Each individual may seek to Open a bid by making an opposing roll against the player. Available skills include Intimidate, Sense Motive, or Profession (Merchant). If the opposed has neither of these skills, they oppose using their Will save. If the initiator wins the Opened bid is seen only by him. If they lose by 10 or more points the opponent Opens their bid. If either party rolls a 1 their bid is open to the entire group. A player may choose instead to Seal his bid with his turn, but anyone who has seen his Open bid keeps that knowledge.
Each character may now choose to Raise, Double, or Back Out. The raise ties and raises the next-highest bid in initiative order, a Double provides an immediate doubling of costs, and a Back Out allows the player to not chance spending more than they had hoped for.
In the first round half of all bidders are removed (the lowest half) and during each round after one more bidder is removed (barring Back Outs). If at any time the Auctioneer receives a bid of 100% or more of the auctioned items cost he is given the chance to Close the bidding, or continue. Bidding otherwise continues until the last man standing. An auction item fails if an established Reserve is not met or (if the consignment is risked with No Reserve) until the last bidder places his last bid.
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This is a very rough format that allows for a sort of blind man's poker game, and after practicing the game for a few faux auctions with three players tonight it seems to really provide an interesting diversion from standard fare.
Slainte,
-Loonook.