TEXT:  The Cartel
  The Wicked Tradesmen
  Threat Effects: 1d8+Imminence 
  1
  The people grow tired of the tradesmen and attempt to 
  do business without them as much as possible.  
  Imminence -1, Scarcity -1, Mood +1.
  2
  The organization has made a blunder and lost out on a 
  deal of some import. Imminence -1, Mood +1.
  3
  One of the organization’s plots backfires.  
  Mood +1, Scarcity -1.
  4
  The leader of the organization intervenes personally in a 
  neighboring village, bringing his thugs with him.  
  Mood -1, Imminence -1.
  5-6
  The organization blocks trade from one distant village 
  to another, increasing the scarcity of goods (except, of 
  course, the ones they have in their own warehouses). 
  Scarcity +1.
  7
  The organization pulls of a scheme in a distant village. 
  Mood -1.
  8-9
  The organization pulls off a scheme in a neighboring 
  village. Mood -1, Imminence +1.
  10
  The organization blocks trade from one nearby village 
  to another, increasing the scarcity of goods (except, of 
  course, the ones they have in their own warehouses). 
  Scarcity +2.
  11-12
  The organization pulls off a scheme in the characters’ 
  home village. Mood -1, Imminence +1.
  13+
  The organization takes over all commerce in one of 
  the villages in the network. This will always happen to 
  the farthest village in the network first, and then get 
  progressively closer to the PCs’ home village, which will 
  always be the last to fall.  
  Mood -1, Scarcity +1, Imminence +1.
  Headquarters:
  Original Trade:
  Mark or Standard:
  the Cartel's Leader
  Name:
  Rise to Power:
  Dark Secret:
  Imminence
  Mood
  Scarcity
  List of Outrages
  Keep a list of the effects of the Wicked Tradesmen here, as well 
  as any actions or investments by the PCs that undermine them.
  Particular goods unavailable
  
SOURCE: textdata/thevault/Beyond the Wall (osr)/Beyond the Wall Dangers Near and Far/Beyond the Wall Threat Pack Worksheets/Beyond the Wall The Wicked Tradesmen Threat Worksheet.pdf