1. Notes

Selling items

Minimum lifestyle: None

Players within a party may exchange or trade items with each other at will. However, getting good money for things is by no means an easy task. Con artists and thieves are always looking out for an easy score, and there’s no guarantee that a character will receive a good offer even if a legitimate buyer is found. You can sell any items, without spending any downtime, for 25% of their base value.


Resources

By spending at least one week of downtime, a character can attempt to find a buyer for one or more items. The lifestyle a character is living at the time will determine the maximum total value of items they can sell at once. Spending extra weeks will increase the chances of finding a more suitable buyer, but also adds to the chance of a complication.


Maximum Total Value of items for sale 

LifeStyle

Wretched

Squalid

Poor

Modest

Comfortable

Wealthy

Aristocratic

Max Value

100 gp

250 gp

500 gp

2,500 gp

10,000 gp

75,000 gp

200,000 gp


Resolution

A character who wants to sell item(s) must make a Charisma (Persuasion) check to determine what kind of offer comes in. Add +1 for each additional week spent, with a maximum of +5 to the check, including the lifestyle bonus.


NOTE: The character can always opt not to sell, instead forfeiting the week(s) of effort and trying again later. 


Purchase Offer

CHA Check

Offer

1-10

50% of base price

11-15

75% of base price

16-20

base price

21-25

110% of base price

26-30

125% of base price

31+

150% of base price


Complications (magic items only)

The main risk in selling a magic item lies in attracting thieves and anyone else who wants the item but doesn’t want to pay for it. Other folk might try to undermine a deal in order to bolster their own business or seek to discredit the character as a legitimate seller. Every week spent trying to sell a magic item brings a 10 percent chance of a complication.

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DM resolution

Resolution. Make CHA (Persuasion) check, with +1 for each additional week spent.


NOTE: The character can opt not to sell, forfeiting the week(s) of effort and trying again later. 

 

Purchase Offer - Use the common items price calculator in the Magic Item Prices Spreadsheet to determine the price.


Complications (magic items only). Complication check: + 10% for each week spent

Must beat the percent or suffer one complication. 


Magic Item Sale Complications

d10

Complication

1

Your enemy secretly arranges to buy the item to use it against you.

2

A thieves’ guild, alerted to the sale, attempts to steal your item.

3

A foe circulates rumors that your item is a fake.

4

A sorcerer claims your item as a birthright and demands you hand it over.

5

Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force.

6

The buyer is murdered before the sale is finalized.

7

The item cries out to you in your mind as it leaves your possession, filling you with doubt about the transaction.

8

Someone notices your transaction and becomes very interested in how you got that item, and whether you have other items like it...

9

The buyer takes a strong interest in you as a source of more magic items. They have you followed for the next six weeks.

10

After the sale, the buyer grips your item tightly and vows to use it for an evil act.