Adeleague Coach Guide Adelaide Open Season 4 & Black Flag Season 1

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1 Adeleague Coach Guide Adelaide Open Season 4 & Black Flag Season 1 NOTE: text in red shows updated passages between Seasons 3 and 4. Team Creation Sanctioned Teams All 26 NAF-approved teams are available for use in the Adeleague. o Amazon o Bretonnian (as per NAF sanctioned version available on OBBLM) o Chaos o Chaos Dwarf o Chaos Pact (orc player available as per NAF sanctioned version) o Dark Elf o Dwarf o Goblin (doom diver and ooligan available as per NAF sanctioned version) o Halfling (treemen have the Timberrr! skill) o High Elf o Human (human catcher costs 60,000gp) o Khemri o Khorne Daemon (as per NAF sanctioned version available on OBBLM) o Lizardman o Necromantic o Norse o Nurgle o Ogre o Orc o Pro Elf (Elven Union) o Skaven (weeping blades skill is not used) o Slaan (Kislev Circus) o Undead o Underworld o Vampire o Wood Elf New Teams Before creating a new team, a coach must be registered on the OBBLM. The Adeleague OBBLM page can be found here ( You can register independently, in which case you ll need to supply the Commissioner with your username, or the Commissioner can register you. Contact southernstrikeeditor@gmail.com to get involved. Starting teams that have not played in the Adeleague previously are created as per the normal team creation rules (1,000,000gp). Team creation is done via the OBBLM after registration by using the Create a New Team function under the User Menu. A team may be added to an active Adelaide Open competition and will appear in the league ladder after the team plays its first game. Note that a new team can only be added to a Black Flag competition during the registration period. Once games have started this competition is closed to new entries. New coaches should be aware that, after a team has played its first game, rerolls cost double their initial amount and fan factor cannot be purchased.

2 League Year Structure A league year runs from 1 December to 31 November. During a league year are two league seasons. Within each season there may be multiple competitions. The league is currently midway through it s second year, starting it s fourth season. Only the Adelaide Open (competition) has run thus far. Returning Teams Teams that have played in a previous Adeleague season are welcome to enter any Adeleague competition. Returning teams that did not play in Season 3 must undertake the between-season process as detailed in the Death Zone (BB16) Season 1 supplement (and below). This will require assistance from the Commissioner in order to manage the OBBLM side of things. Teams that have played in a different competition (ie: non-adeleague) may petition for entry into the Adeleague. As with returning Adeleague teams, the team will need to undertake the between-season process before taking part. Entry is at the discretion of the Commissioner but is only likely to be denied if the competition the team has come from uses rules that vary widely from those of the Adeleague, or where record keeping from the prior competition is sketchy. The between-season process is undertaken by teams ONLY at the end of each league year. Therefore, any team that played in Season 3 does NOT need to undertake the between-season process until the end of Season 4. The between-season process is explained below (you may need a copy of Death Zone Season 1 for more in-depth information): 1. Season s End: Teams may play games for league points up until the final date of the playoffs. Those teams that qualify for the finals must then play their allotted finals matches until a champion is crowned. Once a team is eliminated from the official competition they may play friendly matches until the end of the finals period. Once the finals period is finished, the registration period begins and no more matches can be played. This counts as the team s last game. 2. Voluntary Delisting: For each player on your roster that has played at least two seasons, roll 1d6. If you score less than the number of seasons the player has played, the player has chosen to become voluntarily delisted. This does NOT wrap across into the following year, so there is no need to record a player that wants to be delisted. 3. Injury Management: Remove any MNG results. For every Niggling Injury roll 1d6. On a 4+ the injury is removed. If you have an apothecary, add 1 to each dice result. 4. Fickle Fans: roll 2d6. If the score is lower than your current Fan Factor, your FF is reduced by 1d3. 5. Assessing the Treasury: Add together the following: a. 1,000,000gp (Commission Assistance and Sponsorship Hoard, or CASH, payment) b. Any funds remaining in the Treasury from the previous season c. 10,000gp per match played during the previous year d. 5,000gp per touchdown scored during the last year e. 5,000gp per casualty scored during the last year f. Round DOWN to the nearest 10,000gp. 6. Re-Drafting: The amount assessed in the Treasury is the funding you have available to re-draft your team as shown below: a. Start with a blank roster. b. The team s Fan Factor carries across from the previous team (you do not need to buy this, although the cost will still be added to the Team Value at the end of the re-drafting process). c. You may hire any player from the previous team list by paying their current cost. Copy across the entire roster entry, including Niggling or other injuries, SPPs, and seasons played. If this player wants to be delisted, they will require an extra incentive to stay. For each full season they have already played, you must pay an additional 20,000gp. This is a once-off payment and does not add to their permanent cost. d. You may hire new players from the team s roster as per usual.

3 e. You may interrogate the Adeleague Draft List for appropriate players to hire and purchase them for your team. Players on the Adeleague Draft have been delisted from previous teams in the competition. You may only hire a player that is listed as being able to fill a position that would normally be able to be filled in your team. Draftees are not star players and will accumulate SPPs from the point they are hired. When a player from the Draft is hired for a new team, the number of seasons they count as having played is immediately reduced to 2. You may only ever hire one Adeleague Draftee before a new season (but if you hired one the previous season you may hire a new one without firing the old one). f. You may purchase team support staff and rerolls as per usual as if the team was being created originally (ie: rerolls do not cost double). g. Star Players of any type may NOT be hired permanently for teams. h. If any of the players on your team wanted to be delisted and you did not purchase them, they must be submitted to the Commissioner for consideration for the Adeleague Draft. If a player is accepted into the Draft, the league will pay a compensation fee of 10,000gp to the team. If not, the team may add an Assistant Coach to the team roster for free if they like. (NOTE: this is slightly different from the rules in Death Zone). i. Team sponsors do NOT continue from season to season. Each team loses any sponsors it had in the previous season. j. Once the new team roster is complete it must be submitted to the Commissioner who will update it in OBBLM ready for the new season. League Rules OBBLM The Adeleague is administered primarily through the OBBLM ( This means that teams must be created and maintained through the website interface. ALL players on a team should be given an appropriate name. Coaches can choose whether or not they add biographical information and photographs, but this is definitely encouraged. Prior to a match being played the coaches (or the Commissioner if requested) must schedule a match ( User Menu, Schedule Match ). This will allow a PDF match form to be printed that can be used to record details of the match. At the conclusion of a match the match form must be filled in and saved in order to manage SPP, winnings, fan factor change, etc. This can be completed by one coach based on the match form, or can be done independently, but coaches need to check each other s entries. It is important that records are kept. The OBBLM version of a team roster is always considered the official version. Elements of a team that cannot be easily accommodated in the OBBLM (such as stadiums and sponsors) should be recorded in the team s About page. The OBBLM allows certain functions that add to a league. Teams may levy bounties against specific players in other teams ( League History, Wanted, new entry ) and can add gallery pictures. You are encouraged to use the OBBLM functions to enhance the league. Competitions There will be two competitions available for entry in season 4: The Adelaide Open: Season 4. This is an open format, progression style league. Teams are free to schedule games at any point during the playoffs, which will run from 1 June 2018 to 30 November Games may be played at any location and against any opponent so long as a team does not play the same team twice in a row. Note that, unlike Season 3, coaches may NOT play more than one team in a single competition. Teams

4 score 3 points for a win, 1 point for a draw and zero points for a loss. Finals will occur during October and November If more than 10 coaches play in the competition, the finals will be made up of three rounds (8 teams: quarter, semi and grand). If 10 or less coaches play in the competition, the finals will be made up of only two rounds (4 teams: semi and grand). The champion will gain the Red Banner from the Starwood Hunt (Season 2 champions). This gives a 10,000gp discount on any one inducement taken before a match to the team that holds it. Season 4 will also be split into two divisions if more than 16 coaches register. The Augustus Division will cater mainly to southern coaches, while the Truffles Division will cater mainly to northern coaches, but coaches may choose which division they would rather play in. The names for the divisions are taken from the Bronze Pigs in Rundle Mall (with Horatio and Oliver reserved for later divisions if needed). The Black Flag: Season 1. This is a scheduled, progression league. Registrations for the Black Flag will be open from 1 May If four or more teams register before 1 June 2018, the Black Flag will go ahead, but if not it will not run. A coach may only enter one team in the Black Flag, and that team may not compete in the Adelaide Open. Dependent on the number of teams, a schedule will be developed. Coaches must organise their scheduled game within a fortnightly period. If it can be demonstrated that one coach has attempted to organise and the other has not, a forfeit win will be awarded to the coach who attempted to get the game played. If neither coach organises, the game will be called a 0-0 draw. Teams score 3 points for a win, 1 for a draw and zero for a loss. They will play all other teams at least once, maybe twice. The finals format will be determined dependent on the number of teams taking part, but will most likely be one grand final game between the top-placed teams. The champion will gain the Black Flag, which confers a magical ward that raises to AV of one player, but lowers the AV of another in each game played by the holder (players can change). Rule Disambiguation and Optional Rules Used Treasury Management The Adelaide Open S4 and Black Flag S1 will use the Expensive Mistakes rules (page 25 of Death Zone Season 1) as written. This is in contrast to Season 3 where there was a larger cap. MVPs The MVP process from BB16 will be used (coaches nominate three of their own players and then randomly decide which receives the MVP). Inducements BB16 Inducements will be used, with the following changes: BB16 Special Play cards are illegal in the Adeleague. You may not use them. CRP Special Play Cards may be purchased using the rules in the CRP. Bloodweiser Kegs, Bribes, Mercenaries, and Wandering Apothecaries are legal. The Halfling Master Chef may be hired using the rules in the CRP. An Igor may be hired using the rules in the CRP. A Wizard may be hired using the rules in the CRP. [In]famous Coaching Staff, as detailed in Death Zone Season 2, are illegal in the Adeleague. You may not use them. Star players may be hired from three specific sources: o CRP: all CRP star players are available for hire using the rules in the CRP. o BB16: all star players detailed in the BB16 rules, or either Death Zone supplement, may be used. Star players released independently (for example Grak and Crumbleberry) may NOT be used.

5 o SSB MVPs: any of the current Southern Shrike Bowl MVP players may be hired in the same way as CRP star players. The teams they may play for are listed below: The Shrike: any team Da Fetcha: orc, goblin Seamus O Reilly: human, halfling, dwarf, Norse Caliban: Nurgle, skaven, underworld Cirwin: wood elf, Bretonnian, pro elf, high elf Vladamir tha Bull: chaos pact, chaos, chaos dwarf Mallus: dark elf, Khorne daemon Mutton McGee: ogre Ntwadumela: Amazon, slaan, lizardmen Meister Oz: vampire, necromantic, undead, Khemri Sponsorship Deals In Adelaide Open Season 3 and Black Flag Season 1, teams may Record Fortune and Fame and attempt to gain sponsorship deals if they wish (see pages of Death Zone Season 2). These rules will be applied as written except for the actual names of the sponsors: McMurty s Burger Emporium will instead be known as Balefire s Bakery, Zombway or Khemri Fried Chicken (coach may choose). Farblast & Sons Ordnance Solutions will instead be known as Block & Dodger, Mortar 10 or DedEx (coach may choose). Star Insurance Guild will instead be known as Corpses Brewery, Screaming & Groans Credit Union or Commonstealth Bank (coach may choose). Steelhelm s Sporting Emporium will be known as Orcidas, Spike, Skavenger or Treebok (coach may choose). If a team gains an ongoing sponsor it MUST be recorded on the team s About page on OBBLM. See Appendix 1 for more details. Stadiums In Adelaide Open Season 3 and Black Flag Season 1, teams may play at and attempt to organise residency at stadiums if they wish (see pages of Death Zone Season 2). If neither coach has a home stadium, then BOTH coaches must agree to use a variant stadium before the game begins. If either coach refuses, the stadium rules cannot be used. If one or both coaches already have a home stadium, then the rules are applied as written. If a team gains a stadium it MUST be given a name and recorded on the team s About page on OBBLM. See Appendix 2 for more details. Skills All skills from the CRP and BB16 are valid except for the following clarifications: Weeping Blades is NOT legal in the Adeleague. This skill is ignored. Piling On does NOT require the use of a team reroll and will be used in the same manner as the CRP skill description. Timberrr!, Fan Favourite and Swoop are legal skills as per the BB16 rules. Referees

6 Famous Referees cannot be used in Adeleague matches. However, the BB16 rules for arguing a call are used and supersede the CRP referee rules. Adeleague Draft List Players in the list below are currently free agents that can be hired by a team in noted in their description during May ONLY. To hire a player in the Draft List a coach must advise the Commissioner of their intention. The Commissioner will ensure the correct funds are paid and the player is added to the team s list. These players can gain SPPs as per normal and count as being in their first season for the team. These players count as a player of the type listed and take up one of the slots allocated to them in the team. Maims Slitter: Orc Blitzer (originally from Simork s Smokers) 7SPP (1 CAS, 1 MVP) Cost: 100,000gp Block, Strip ball May be hired by Orc teams (counts as an orc blitzer). Lotov Tequillin: Orc Blitzer (originally from Simork s Smokers) 10SPP (2 TD, 2 CAS) Cost: 110,000gp Block, Jump up May be hired by Orc teams (counts as an orc blitzer). Kaaleeh Roezthorn: Elf Lineman (originally from Starwood Hunt) 10SPP (1 TD, 1 CAS, 1 MVP) Cost: 90,000gp Dodge (1 Niggling Injury) May be hired by Wood Elf (counts as wood elf lineman), Pro Elf (counts as pro elf lineman) or High Elf (counts as high elf lineman) teams. Kline McFree: Human Lineman (originally from Clean Shaven Skum) 9SPP (2 CAS, 1 MVP) Cost: 80,000gp Guard May be hired by Human teams (counts as human lineman). Michaelangelo s Kevin: Flesh Golem (originally from Renaissance Rejects) 9SPP (2 CAS, 1 MVP) Cost: 130,000gp Regeneration, Stand Firm, Thick Skull, Block May be hired by Necromantic teams (counts as flesh golem). Denny Daffodil: Halfling (originally from White Acre Weed Pullers) 8SPP (1 TD, 1 MVP) Cost: 50,000gp Stunty, Dodge, Right Stuff, Sprint May be hired by Halfling teams (counts as a halfling).

7 Appendix 1: Sponsorship If you would like to attempt to attract a sponsor, record Fame and Fortune in the Post-match sequence (Phase 3) as shown below: Roll 1d6 + Fan Factor +2 if the team owns a stadium +2 if the team won the game +1 if the team scored at least two more touchdowns than their opponent +2 if the opposing team suffered at least three casualties or +3 if they suffered at least five casualties (doesn t matter how they were inflicted) +3 if the game was a Play Offs game (in our league this is any match) +5 if the game was a Finals game (any level) If the result is 20 or more, the coach may accept either a One-Time Sponsorship or an Ongoing Sponsorship. If the result is 25 or more they may accept a Major Sponsorship. One-Time Sponsorship The team receives 1d6 x 10,000gp. Then roll another 1d6. On a roll of a 1, a random player on the team (not a star player) must miss the match. Ongoing Sponsorship Note the ongoing sponsorship on the team s About page on OBBLM. You MUST give each ongoing sponsor a name. Be creative, or choose any of the many different sponsor names that have been thrown around the community (however, please don t choose one of the Major Sponsor names). In the Post-match sequence of every game, when calculating the team s winnings, a team with an ongoing sponsor gains an additional 1d3 x 10,000gp. Then roll another 1d6. On a roll of a 1, choose one random player on the team. The player must miss the next match (MNG). If they are already missing the match due to injury there is no effect. A team may have any number of ongoing sponsors. You may drop an ongoing sponsor immediately following this process if you wish. Major Sponsor A major sponsorship is an ongoing sponsorship and must be recorded on the OBBLM in the same way, but it does not follow the same rules. Balefire s Bakery, Zombway or Khemri Fried Chicken At the start of each half roll 1d6. On a 5 or 6 the team gains a reroll. However, players cannot improve their MA or AG characteristics while sponsored by these organisations. Block & Dodger, Mortar 10 or DedEx

8 The team can outfit one player with a satchel of detonating spheres. This must be a 0-16 or 0-12 player. The player gains the Bombadier, Loner and Secret Weapons skills while the sponsorship lasts. However, winnings from each match are reduced by 20,000gp. Dark elf, pro elf (elven union), high elf and wood elf teams cannot gain this sponsorship. Corpses Brewery, Screaming & Groans Credit Union or Commonstealth Bank When a player on the team dies the team receives a payout of half the player s current value (rounding up to the nearest 10,000gp). Once all dead players have been removed and paid out in the Post-match sequence (Phase 4), roll 1d6. If the result is equal to or lower than the number of players that died, the team must pay 2d6 x 10,000gp. If they can t afford to do this their Treasury is emptied and their sponsorship ends. 1d3 random players also must miss next game (MNG). This team can never be sponsored by this sponsor again (and the other two in this category will blacklist them as well). Orcidas, Skavenger, Spike or Treebok When rolling on the improvement table for a player on this team, you can choose to roll 3 dice instead of 2 and choose the two dice you want to use. However, if you do this and two of any of the dice roll the same number, the player must miss the next game (MNG). If two or more of the dice roll a 1, the player gains a NI as well. A coach may choose to end an ongoing sponsorship immediately following this process if they wish.

9 Appendix 2: Stadiums If you are using the stadium rules (see above), at the start of the Pre-match sequence roll 2d6 on the Random Stadium Table: 2-3 Roll on the Unusual Playing Surface table. 4-5 Roll on the Rough & Ready Stadium table. 6-8 Standard stadium with no attribute Roll on the Luxury Stadium table Roll on the Local Crowd table. Unusual Playing Surface Table 1 Ankle Deep Water: if a player is knocked down while going for it or dodging, subtract 1 from the armour roll. In addition, when recovering from being stunned roll 1d6. On a 1 they remain stunned. 2 Sloping Pitch: at the start of first drive roll 1d6. On 1-3 the pitch slopes to the receiving team (4-6 kicking team). When the ball bounces use the throw in template instead of the scatter template, oriented towards the slope. Players heading down the slop may attempt to GFI an additional time. Swap ends at half time. 3 Ice: when the ball bounces it moves an additional square in the scatter direction. Whenever a played is knocked down they will slide one square in a random direction (use scatter template and d8). If they would slide into an occupied square, they don t move. If they slide off the pitch they are beaten up by the crowd as normal. If they slide into a square with the ball, it bounces. 4 Astrogranite: +1 to all armour rolls. If a player fails a GFI, roll 1d6. On a 4+ they remain standing but cannot attempt another GFI this turn. 5 Uneven Footing: -1 MA to all players, to a minimum of 3MA. However, players can attempt an extra GFI. 6 Solid Stone: if a ball bounces into an unoccupied square it will bounce again one more time. =1 to all Injury rolls. Rough & Ready Stadium Table 1 Apathetic Officials: each team gets a bonus bribe in each half of the game. 2 Appalling Stands: at the end of each drive each coach roll 1d6. On a 1, reduce the team s FAME by 1 (this can go negative). At the end of the match the team cannot have less than 0 winnings. 3 Uncovered Trapdoors: if a player moves into a trapdoor square (you ll need to find a pic of the new pitch for this) they are counted as having been pushed into the crowd. If the ball ends in that square it will scatter d6 squares in a random direction. 4 Unclear Markings: the kicking team may choose to shift the LoS one square back or forward at the start of each drive. The side zone limit does not apply. 5 Desperate for Exposure: Each coach rolls an extra 1d6 x 10,000gp winnings.

10 6 Poorly Built Dungeons: between drives roll 1d6 for any player that has been sent off. On 5+ the player may return to the pitch or Reserves box. Luxury Stadium Table 1 Integrated Merchandise Stalls: Each coach rolls an extra 1d3 x 10,000gp winnings. 2 Reputation for Spectacle: each coach gets 2d6 x 10,000gp in petty cash for Inducements (same amount each). 3 Broadcast Studio: stars can be gired for 50k less than normal to a minimum of 10,000gp. +3 to the roll for determine whether Fan Factor changes. 4 On-site Apothecaries: each team gets an additional apothecary. If they couldn t normally use one they get an extra reroll instead. 5 Enclosed Pitch: players cannot be pushed out of bounds. If a player would be pushed out they are knocked down in the square they were in and an armour roll is made. The ball cannot scatter out and bounces back as normal except it only bounces 1d3 squares (not 2d6). 6 Deluxe Seating: at the start of each drive after the first each coach rolls 1d3 and adds FAME. If the result it higher than the current number of rerolls, the team gains an additional reroll. Local Crowd Table 1 Ale-fuelled Maniacs: before rolling on the Kick Off Table roll 1d6. If you roll a 1 during the first half, or a 1 or 2 during the second half or overtime, roll another 2d6 instead of the Kick Off Table. 1 = Get the Ref, 2-3 = Riot, 4-5 = Throw a Rock, 6 = Pitch Invasion. 2 Boisterous Rabble: +1 FAME for each coach to a maximum of to Injury rolls made by the crowd. 3 Know-it-all Hecklers: if a player is ejected for a Foul but isn t actually sent off (bribe or argue), roll 1d6. On 1-3 the ref sends them off anyway. 4 Bunch of Pacifists: if a player would be stunned, knocked out or injured by a Kick-Off Table result, roll 1d6. On a 4+ the result is ignored. If a player is pushed into the crowd roll 1d6. On a 4+ they are put straight into the Reserves box. 5 Fair Weather Fans: at the start of each drive roll 1d6. On a 1 or 2 reduce each team s FAME by 1 (this can go negative but winnings never go below zero). If the ball scatters out roll 1d6 and subtract 1 for each time fans have walked out (the above roll). On 4+ the ball is thrown back in as normal. Otherwise it isn t thrown back on until the end of the next turn. 6 Solemn and Silent: during the game the teams FAME counts as zero (although it is used as normal for winnings). Cheerleaders have no effect on Kick Off Table results. If a player is pushed into the crowd, they can return to play after the attacker has decided whether they will follow up. They come back into play on a sideline square as close as possible to the square they left. If they were knocked down they are placed prone and an armour roll made as normal. Becoming Residents

11 A team can attempt to strike a residency deal with a stadium they have just played in as long as it has a special attribute and isn t home to another team. Happens at the start of the Post-match Record Fortune and Fame sequence. Roll 1d6 and apply the following modifiers: +1 if the team won the match -1 if the team lost the match +2 if the team has a major sponsorship +2 if the team s Fan Factor is 8 or more +4 if the team s Fan Factor is 13 or more 5 or less Rejected: no deal 6-8 It ll Cost You: if you accept a residency deal, all winnings from this match are forfeited. 9 or more Unconditional Offer: you may accept a residency deal without conditions. If you are offered residency you must name the stadium and note it in the team s About page on OBBLM (make sure you record the attribute). You can only ever have one home stadium, although you can cancel the contract at any time by spending 50,000gp. If both teams want to arrange residency at the same stadium, the higher rolling team succeeds. If both roll the same, no offers are made. Playing at Home If one or both teams have a home stadium at the start of a match, roll 1d6, rerolling ties. The winning coach rolls on the Random Stadium table. If the coach rolls 6-8 the game takes place at a normal stadium, but on any other result the coach can choose to play at their Home stadium instead of rolling on the resulting stadium table. In the Adeleague, a team may only play each other team once at its own home stadium during the Play Offs. If they play another team twice, they count as if they don t have a home stadium. When a team plays at Home they roll an addition 1d3 for the Gate. If a player from the home team is pushed into the crowd roll 1d6. On a 5 or 6 they are placed straight into the Reserves box without injury. When a team plays at another team s home stadium they receive an addition 50,000gp in petty cash for inducements. Losing Residency If a team loses a match at Home they might lose residency. Roll 1d8 at the start of the Post-match Hire and Fire phase. If the result is higher than the team s Fan Factor, or is an 8, the team loses their residency. After rolling the team can pay 30,000gp to deduct 1 from the dice roll, but a natural 8 cannot be modified. Taking Ownership In the Post-match Hire and Fire phase, a team can buy a stadium they have a residency deal at for 250,000gp. If they own it, they can t lose residency, but cannot take up residency at another stadium until they sell up (see below).

12 When playing at an owned stadium, the owning team gains (1d3 + FAME) x 10,000gp if they win. If they lose, however, they lose (1d3 + FAME) x 10,000gp from their winnings (minimum zero). Partial Payments At the end of any match a team may bank funds towards purchasing a stadium. These funds cannot be accessed, ever, except to purchase a stadium. To bank funds you need to invest one or more multiples of 70,000gp. Of this, 20,000gp is lost and the other 50,000gp goes into the bank account. You MUST record this on your team s About page in OBBLM. Selling Up At the start of the Post-match Hire and Fire sequence you can choose to sell a stadium. You stay as the resident team if you want (even if you lost the last match), but lose ownership. Roll 1d6 to see how successful the sale was: 1 Swindled: you get 2d6 x 10,000gp 2-5 Sold at a Loss: you get 100,000gp + 2d6 x 10,000gp 6 Break Even: you get 250,000gp.

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