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D&D 3E
generating store inventory 
5th-Mar-2006 03:38 pm
Dalek Xing
I can't remember if I posted about this some time ago...but oh well.

The party will be getting back to town tonight (if they survive that is) and the GP limit for Greyhawk is 100,000 gp. How should I generate items for sale in stores? They'll have enough (more than likely) to have a +1 weapon, +1 armor, +1 shield, and a few +1 minor items (they'll almost be 8th level). I'd like to find a way to generate loot for that day when they ask the merchant for "+2 and up" items...or some such.

anyway

off to kil...err...game with the players
Comments 
5th-Mar-2006 09:07 pm (UTC)
I don't think the gp limit is the total sum of the stuff available, I think it's the highest amount something can cost. Thus limiting the general power level of the shop, if not the capacity.
5th-Mar-2006 09:11 pm (UTC)
I vote for "Just let them shop out of the DMG as long it's under 100K".
5th-Mar-2006 09:16 pm (UTC)
simplicity, brilliant!
5th-Mar-2006 09:30 pm (UTC)
How should I generate items for sale in stores?

Depends on what you to do with the shopping trip.

  • If you just want to let them translate gp into equipment, let them get whatever they want
  • If you want to make magical items feel special, find out what their chosen weapon is and design a few items that you think they might be interested in. Or, alternately, make a chart that you can roll on to determine where a magical item comes from.
  • If you want to make a game out of the shopping, pick up A Magical Medieval Society: Western Europe. They have rules in there to die-roll how hard it is for a charater to find what they're looking for.


Oh, and with regards to the wholesale slaughter of--er, I mean, the desire to make the PC's find more interest in their weapons, you might want to attack a few specific "curses" to your ancient magical item creators. Curses include conditions after all!
5th-Mar-2006 09:45 pm (UTC)
It may seem counter to your goals, but I would prefer in my own campaigns that all magical items (including enchanted weapons) be commisioned works.

You have to consider that a merchant will stock what he thinks he can sell, and unless large amounts of cash cycle through his store on a regular basis he likely won't stock magical gear.

Easier to keep things from getting stolen if you don't have the magical stuff on hand untill it is needed.

The most I will have in a store without a specific commision for said item is masterwork.
6th-Mar-2006 05:03 am (UTC)
In games I've run or played we've always treated buying anything beyond a +1 sword as being strictly commisioned work. It would take a day or two and the item would be custom made depending on the limits of the smith's ability. Don't know if that would be helpful to you or not.
6th-Mar-2006 03:12 pm (UTC)
So what happens if somebody sells a +2 sword? Does the merchant just throw it down a well, or hide it in the back and wait for somebody to order one, then take a week off to go fishing and presto! A nice, shiny sword?
6th-Mar-2006 06:57 pm (UTC)
That's an excellent plan.

/runs off to schedule vacation plans for his merchants.
7th-Mar-2006 12:24 am (UTC)
Shouldn't a shop owner who had the money/resources to buy a +2 sword have the resources to protect something like that? I wouldn't think smaller shops would be able to buy some of the more expensive items.
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