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 Post subject: Gold discussion!
PostPosted: Wed Mar 04, 2009 1:39 am 
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Thus far, we've found from random encounters either an average, or a slightly below average, amount of gold. There was one relatively large windfall, however: the reward for saving the Prince. It was certainly in line with saving a Prince, but it was a good bit larger than we'd expect, you know, level wise.

BUT WE MUST HAVE MORE

That's what this thread is about. Post any ideas for ways to get gold, magic items, or any other ideas.

In the games I've DMed that the players got a lot of money (especially early), it usually was due to the players exploring the world in clever fashions- aka, robbing the fuck out of merchants.

We are nearing the point where we would make a pretty good infiltration squad. The downsides to this plan:

1- We could all die.
2- Some of us could die.
3- We could end up wanted in whatever area we go thieving.
4- We could pick the wrong target and end up having to return in (or face alignment consequences).

We are reasonably well set up for this. The only lawful member is not very bright, after all, and the cleric worships a chaotic neutral diety. We'll have to leave Gwennyth first, of course: not only is the island not wealthy, but they actually like us here. I figure if we go this path, once we have chased down the current series of events and are prepared to move forward, we would want to plan and execute a heist from some rich jerkwad in a somewhat populous coastal town.


Another option is to start a business. Naturally, we'd want to start one that would not require much bookkeeping on our part, because that's, you know, lame and boring. Normally that waits until *after* you get money, at high levels, and you start or purchase an existing business, expanding it into areas that need it. Often magic helps with this because a lot of your competitors won't be able to, you know, summon bees.

Image

Bees are good for business.

Another option is to flat out take over an area. Eron would definitely not be into that, however, on top of us generally not being powerful enough to make that stick- I only bring it up because in one game, annexing territory seemed to work pretty well.

A final option is to seek profitable quests and rumors- this likely also will only be useful once we leave the island of hippies and stuff that doesn't cast dominate person on the fighter, but once we are in a larger city, we could track down and lay traps for high level monsters, hunt down valuable bounties, or perhaps even find a profitable dungeon (this one is hard because if it is both profitable and well known, well, it shouldn't be both for very long).


Any other suggestions?





Side note: I mentioned that my total number of spells was more comparable to a sorceror. This wasn't hyperbole, this was dead fucking wrong. A sorc of our level would know 3 first level spells (likely magic missile, charm bitch, and probably silent image) and exactly 1 second level spell. I know a large number of 1st level spells (due mostly to the huge starting Int), and six second level spells- not a large alotment, but far, far more than the single one a sorceror would be able to cast. High ability scores don't up total spells known as a sorceror either.


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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 7:23 am 
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Hey who are you calling dumb? Sunny may not have your fancy book learning but he is very wise and will notice if you say "Let's go rob these people".



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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 8:56 am 
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I sort of meant more that we could probably give you a reason why we're robbing them besides "they are vaguely mean and we are greedy", and hopefully make it stick.

Failing that, we'll manage to convince you that your share of the haul came from something totally legit.


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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 10:16 am 
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I bet the High Queen has a lot of money. Or maybe you can head off to Waterdeep because I'm sure Khelben is loaded.



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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 11:54 am 
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I think we need to pillage some Green Hat Shipping Conglomerate cogs/galleons. I heard the guys that run it are pussies.



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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 12:53 pm 
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Yes! What's magnificent is I don't even need to do any more work. I will simply have you all killed from an intercontinental ballistic arrow.



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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 7:56 pm 
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Zem wrote:
I bet the High Queen has a lot of money. Or maybe you can head off to Waterdeep because I'm sure Khelben is loaded.


See, we wouldn't rob the High Queen- she's a good leader, and is keeping people safe (or trying too). Khelben Blackstaff, as a Chosen of Mystara, is probably also not a wonderful target, being that he's extraordinarily powerful and on the near 0% chance of success, all we would be doing is hurting the world.

Now, there's an enclave of Red Wizards in Waterdeep- that's probably out of our league, but that's a pretty excellent sort of place to rob! World improvement through larceny!

Zem wrote:
Yes! What's magnificent is I don't even need to do any more work. I will simply have you all killed from an intercontinental ballistic arrow.


If you are seriously opposed to us temporarily stepping outside the quest we are on (or delaying looking for a new quest, because obviously the one we are on now is time sensitive and has larger, as yet unknown ramifications) for a bit of refreshing thievery, we obviously won't do it. Is that the case?

On the other hand, the description of an arrow that hits all of us would be pretty epic...


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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 04, 2009 9:34 pm 
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cfalcon wrote:
Zem wrote:
Yes! What's magnificent is I don't even need to do any more work. I will simply have you all killed from an intercontinental ballistic arrow.


If you are seriously opposed to us temporarily stepping outside the quest we are on (or delaying looking for a new quest, because obviously the one we are on now is time sensitive and has larger, as yet unknown ramifications) for a bit of refreshing thievery, we obviously won't do it. Is that the case?

On the other hand, the description of an arrow that hits all of us would be pretty epic...

No, of course not. The joke there is that the major stakeholders in the Green Hat Trading and Holding Syndicate happen to be the characters from the previous campaign. Given that Seone (deepwood sniper) could kill from about half a mile away after playing with a bow for about a year in game time, then I figure with 25 years he just needs to get the general geographic region.

I think you just might be overly worried about money right now.



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 Post subject: Re: Gold discussion!
PostPosted: Wed Mar 25, 2009 8:49 pm 
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After 25 years, I think that there would be a whole lot of devotee's that pay homage to Seone.

I think that we should hold Mark upside down until some more gold falls out of his pockets.

On an unrelated note, how long until I can start making healing potions. If we can make our own, it will free up a lot of gold, and if I can make more and sell them...

bam. More gold.


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 Post subject: Re: Gold discussion!
PostPosted: Thu Mar 26, 2009 1:38 am 
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So making healing potions goes like this:

1st, you take the "Brew Potion" feat. As written, this feat allows you to put spells that can affect yourself into potions, but the spells have to be 3rd level or less (Zem's brew potion is probably better than this: mine certainly is).
2nd, you figure out the "market value" of the potion. This is the spells level times the caster level times 50, in gp. So a caster level 1 cure light wounds is 1x1x50=50 gp, and heals 1d8+1. For 1d8+2 this would be 2x1x50=100gp (and not normally a very good deal). A cure moderate at 3rd caster level would be 2x3x50=300gp.
3rd, you divide the market value by 2 and PAY that much in materials- so the stuff we can *sometimes* find for 50 to 70 gold would cost you 25 gold to make.
4th, you divide the market value by 25, and PAY that much in XP.

So being able to make Cure Light Wounds potions will instead of costing around 50gp (sometimes less, often more), only cost 25 gp, plus 2 XP. Putting a second level spell into a potion will cost 150 gp and 12 XP. Putting a third level spell into a potion will cost 375 gold and 30 XP.

By the rules that's all you can do, but if you are seriously interested in taking the feat Zem will likely bump up the powers of this- after all, he runs games with the powerful milky white restore potions! Presumably there's some way to brew those, after all.


Ideas include: brewing potions at a special place, or on a special day, allows you to add caster levels to them (for instance, the first ten 1d8+1 potions you brew on some holy day that happens yearly might be 1d8+5 for no extra materials or XP).


Anyway, it won't save us tons of gold, because it tends to halve the prices on average- but we do go through a decent amount of cure potions, so it will clearly save money if you choose to go with it. Keep in mind that a feat is a precious commodity.

I've been considering craft wondrous for a feat, instead of the offensive feats.


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