Plunder

Instead of naming goods when cargo and loot is being taken, the GM may use the plunder system. Plunder represents miscellaneous goods, Dyes, Silks, Lumber, furs, misc arms and armors, Etc. Each point of plunder represents 1000 gold pieces worth of goods, and it takes up a large space in the cargo hold (10×10).

To Sell Plunder, a single player may spend one downtime day while in a city to sell a single unit of plunder. He may make an intimidate, diplomacy, bluff or other relevant skill (such as Profession:Merchant) check to sell the unit. Based on the DC and the size of the town determines if the PC is able to sell the plunder and for how much, as outlined on the chart below.

CommunitySize Base Sale %(GP For Plunder DC to Increase Sale Maximum Sale % (Max DC & GP for Plunder)
Thorp 10% (100 gp) 10 + 5 per 5% 20% (DC 20; 200 gp)
Hamlet 20% (200 gp) 10 + 5 per 5% 30% (DC 20; 300 gp)
Village 30% (300 gp) 10 + 5 per 5% 40% (DC 20; 400 gp)
Small town 40% (400 gp) 10 + 5 per 5% 60% (DC 30; 600 gp)
Large town 50% (500 gp) 10 + 5 per 5% 70% (DC 30; 700 gp)
Small city 60% (600 gp) 10 + 10 per 5% 80% (DC 30; 800 gp)
Large city 70% (700 gp) 10 + 10 per 10% 100% (DC 40; 1,000 gp)
Metropolis 80% (800 gp) 10 + 10 per 10% 110% (DC 50; 1,100 gp)

Plunder

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