Alternate Shopping Ideas


Savage Tide Adventure Path


The idea of tailoring items for parties was mentioned by James Jacobs when the topic of no shopping opportunities came into question. It once again appears in Dungeon 143 (along with a post-attack on Farshore 6 month trip to Sasserine) but I was wondering if anyone had done anything else to introduce a chance for the PCs to shop for gear and spend their well earned cash before the attack on Farshore occurs. I was even thinking about having a travelling Elocator(Psionic prestige class) show up. I realize that that would be kind of cheap and against the topic that had showen up earlier about how PCs should make do with what they have but I'm just tossing ideas around.

The Exchange

You could have a merchant ship loaded with magical items get caught in a storm and blown way off course, they happen upon Farshore and trade for services to repair their ship. They may want to trade some stuff (masterwork weaponry and armor and such) to the colony in return for an amount of the exotic wares that are stored in the Farshore warehouses. They may also allow the Heroes to purchase supplies from the ship. I am not too familiar with the region of the Isle of Dread but maybe a Greyhawk expert could fill in the "ship from______ on its way to ________." part of the equation.

Just some thoughts.
FH


Our wizard PC immediately took teleport as her 5th level spell (she had a lot of affiliation points invested in Sasserine and didn't want them to go to waste) and proposes shopping for the other PCs when she gets there ("it'd be no bother... I love shopping!"). If she were a rogue, they'd nix that plan, but everyone in the party trusts the wizard. Now I have to figure out how the rest of the PCs are supposed to survive at the tar pits if their main artillerist is off on a shopping trip... I've gotta plan ahead even for potential bone-head decisions (see "Duel with Manthalay?" thread).


Hope your wizards spent time memorizing the layout of that last native village before the Sea Wyvern took to open water. The limits of teleport means she has to 'port twice to reach sasserine until about 19th level.

Just something to keep in mind.


The Black Bard wrote:
Hope your wizards spent time memorizing the layout of that last native village before the Sea Wyvern took to open water. The limits of teleport means she has to 'port twice to reach sasserine until about 19th level. Just something to keep in mind.

Aha! Nice catch; I had neglected to notice that 3.5e introduced a distance limit on teleportation. I notice that, very conveniently, the scale on p. 31 of issue 141 is exactly the limit of a 9th-level teleport... she could go from Farshore to Ruja (luckly, they spent a bunch of role-playing time there), from Ruja to Tamoachan, and from there to Sasserine... three teleports, because the halfway point is in the middle of the ocean. Very nice catch indeed, BB.


Well, in six months trade will commence, if all went well. If the intrepid heros were to dispatch a few requests along with a fortune in gold and gems mayhaps some greedy mage might start teleporting in weekly if he thought the rewards would be worthwhile?

You could always take a break of weeks or even months in the adventure to recover from the battle and repair the damage, even in casualties were light.

Bear in mind that potions and scrolls up to level four should be available and in rising quantities. Perhaps a few weaker heirlooms might emerge among the Olmans? After all, the suit of plate mail looks pretty but who's going to wear it in the jungle?

Formulating treasure can be a challenge but surely at least one PC is a bit basic in his/her needs?

Liberty's Edge

Do not forget the Emerald Crest. They could stop in and sell supplies to farshore.Give them a gp limit like the ones for villages and cities.1000gp to 10000gp should wet there whistle enough until they can do something for themselves. or have some of the natives be able to craft items and the pc s could help with/tell them ,the designs of new weapons to make .ie swords and armor ect ect.or let them up grade items they already have, like take a +1 weapon and pay the difference to make it a +2 or recharge items by paying the divided cost of the item by the total charges it has for the cost per charge.(did I write that out right?)I like to make them roleplay this a little ( We always go to the Hall of Bones to recharge our items for 3 hundred years LOL)Sorry a little of the cartoon is getting to me .

Sczarni

i tried to break this to the party quite early, setting limits on availability for magic items and basically letting them know that they aint in Eberron any more...

the ranger-psion character even went so far as to take craft wondrous item (i allowed it even if it isn't perfectly RAW) so as to make some of the more necessary items w/ scrolls and whatnot.

personally, with the amount of useful treasure they're acquiring i don't see too much problems with them not having the necessary gear to survive.

sure, they may not have exactly what they want, but they'll have what they need

-the hamster

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