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IA Merchant
IA Merchant
In Dungeon World, it pays to be pragmatic. And hey, you just happen to
be an expert on both - getting paid and being pragmatic, that is. Now, it
might not seem like you’re best suited for the dirty, lethal work that so
much of adventuring seems to be. That work needs doing, sure, and
you’re grateful to all of your companions. But, no, to the entrepreneurial
mind, adventuring is so much more! Finding rare and valuable treasures
and resources is only the immediate reward - think of the untapped
markets, crying out for goods and services! Think of the unexplored
trade routes! Think of the proprietary rights!
So let those murderers, fighters, and thieves sneer and laugh.
They won’t be laughing once the coin starts pouring in. After you take
your share, of course.
Alignment Assign to your stats: 16 (+2), 15 (+1), 13 (+1), 12 (+0), 9 (+0), 8 (-1)
STR ⬤ INT ⬤
❏ Good
Help a person in need with your wealth or wares.
❏ Lawful Strength: Weak ❏ -1 Intelligence: Stunned ❏ -1
Keep your word in a deal or bargain.
❏ Evil
Gain wealth at someone else’s expense.
DEX ⬤
WIS ⬤
❏ Dexterity: Shaky ❏ -1 Wisdom: Confused ❏ -1
CON ⬤ CHA ⬤
____________________________________________________
____________________________________________________
It’s A Free Market (CHA)
When you set up your cart in a safe location to sell your wares,
roll+CHA. On a 10+ choose 2 of the effects below. On a 7-9, choose 1. HP Max: HP:
Max HP = 6 + Constitution
On a miss, gain 2d4 coin in addition to whatever the GM says.
● You bustle and bargain with reckless abandon and your goods fly
off the shelves; gain 4d4 coin.
● You encounter another wealthy figure who offers you an
Damage: D6 + Armor:
interesting trade.
Tags:
● The community is happy with your presence; gain 1d4 coin.
That’s My Specialty! Background
Choose a type of item from the list below. In addition to general
wares such as food, clothing, and gear, you sell a selection of the type ❏ Human
of item listed. You’re familiar with a wide range of people and places. You speak
❏ Armor an additional language of your choice.
❏ Weapons ❏ Dwarf
❏ Books and Scrolls You’re a hardy traveler used to carrying a heavy burden. You
❏ Ingredients and Poultices have +2 to your load.
Template by Jason Shea, (CC-BY) Creative Commons Attribution 4.0 International License
Gear Coin: ___ Load: ___ / ___
You start with: (100 coin = 1 weight) (Your Load is 6+STR)
A Wooden Cart, hand-pulled, with load equal to your Strength.
________________________________ ________________________________
30 coin
Shield (+1 armor, held, 1 weight) ________________________________ ________________________________
Dungeon Rations (5 uses, ration, 1 weight), Uses left: ❏ ❏ ❏ ❏ ❏ ________________________________ ________________________________
Choose one: ________________________________ ________________________________
❏ Hammer (close, 1 weight)
❏ Staff (reach, 1 weight) ________________________________ ________________________________
Choose one wondrous item you’ve received in your travels: ________________________________ ________________________________
❏ Monsieur Montgomery’s Healing Elixir (0 weight, 3 uses, heal 15 HP) ________________________________ ________________________________
❏ A Silver Cravat that can turn water into wine. (1 weight)
❏ Portable Feast (1 charge, ration, 1 weight, rechargeable) ________________________________ ________________________________
❏ A pair of crystal spectacles that can read any language. (0 weight)
_______: ❏ ❏ ❏ ❏ ❏ ❏ ❏ ❏ _______: ❏ ❏ ❏ ❏ ❏ ❏ ❏ ❏
Advanced Moves (Level 2+)
❏ Silver-Tongued ❏ Quarter-Master Chef
When someone accuses you of lying, you may take -1 forward against You gain the specialty “Expensive Food and Drink.” Additionally, when you
them and assuage their immediate concerns until your actions prove serve as quartermaster for a perilous journey, there is always enough
the matter. food for everyone even on a miss (this does not mean you can’t lose
rations).
❏ Gold-Fingered
When you gain coin through sales or moxie, gain extra coin equal to ❏ Mr. Or Mrs. Smith
your level plus your CHA. When you have enough time, enough coin, and access to a forge, you can
make weapons and armor. When you do, you can add or remove one tag
❏ One Fell Blow from the item. The GM will tell you how much it costs.
When you attempt to sunder your opponent’s arms or armor,
roll+STR. On a hit you find the item’s breaking point: the victim deals ❏ Spell-Trained Eye
-1d6 damage or takes -1 armor. On a 7-9, choose one: Add the question “Is there anything magical about this object, and if so
● You become injured in the process what?” to your list of questions for careful appraiser.
● The item you broke it with also breaks
● It’s only partly broken - it can be fixed without a lot of effort. ❏ Trade Network
When you put out word to the merchant caravans about something
❏ It’s Not A Syndicate you want or need, roll+CHA. On a 10+, someone has it, just for you. On a
When you Recruit hirelings to your business, you take +1 if you make 7-9, you’ll have to settle for something close or it comes with strings
your business practices known, and you can always pay your hirelings’ attached, your call.
cost in coin.
❏ Store Security
❏ Everything Is A Negotiation When you defend your wares or an item valuable to you, you always
When you offer a violent creature something it desperately wants, get +1 hold, even on a 6-. Additionally, you can spend hold to prevent
roll+CHA. On a hit, they’ll stop fighting. On a 7-9 they demand more than passing harm from damaging the item.
you originally offered.