At the end of every 10 days sent on a "Trade Mission", roll 1d20 to determine the result:
| 1d20 | Result |
|---|---|
| 20 | The crew made a small fortune and earned 10d10 pp and a random magical artifact |
| 19..18 | The crew made a very good deal and earned 8d10 pp |
| 17..14 | The crew made a good deal and earned 5d10 pp |
| 13..10 | The crew made an average deal and earned 5d6 pp |
| 9..8 | The crew could barely cover their own expenses + maintenance |
| 7..4 | The crew made a bad deal and lost 5d10 pp |
| 3..2 | The crew made a very bad deal and lost 8d10 pp |
| 1 | The crew got robbed by pirates and lost 50% (but at least 10 pp) of what was in the vault and 1d6 crew members died |
- Taking the ship will cancel the currently active trade mission
- The crew receives 25% of all earned money, the rest goes into the ship's vault
- Lost money will be covered by the money in the vault
- When the vault is empty, the crew will take less risky contracts to just cover their own expenses + ship maintenance until the players put money into the vault
- Lost crew members can be re-stocked for 5 pp (per each hired crew member)