NPC Merchants...


Advice

Grand Lodge

I was thinking of having the PC's in my campaign encounter a small merchant caravan, who then end up becoming followers of the PC's. The PC's often find themselves far out of settlements, I thought this might provide them a way to sell goods and also to keep their goods protected while out adventuring. So my question to everyone is do you think this could work? I have already looked into Jade Regent's caravan module, which has given me ideas, although their caravan will be NPC run, and they would be followers. I guess I am just looking for advice, yay or nay on this. I always have an issue with adventurers going out and carrying the loot they find, at a point it becomes unrealistic I guess. Anyways, your thoughts? comments?


If you're worried it's unrealistic for the PCs to carry huge amount of loot, isn't a merchant caravan always following the PCs through the wilderness to the edge of danger an even more unrealistic scenario?

If carrying loot is a problem, set the PCs up with a mule or two and some servants. Solves the problem of keeping goods (somewhat) protected during adventuring.

Though, maybe a caravan is the right way. Maybe a merchant may strike a deal with the PCs, buying all their loot and selling it for them. Such a merchant could also serve the PCs when they reach towns and cities. The merchant, with experience and local knowledge, searches for magic items for sale in the settlement, then report on these deals to the PCs, saving them the trouble.

Sovereign Court

If there is an in game reason (like jade regent) it should work fine. I wish some of my GMs would do this often they make us wait levels at a time and don't realize the impact of WBL on the game.

One thing I started doing was cutting out the middle man and having the PCs find cash and jewel bags instead of 12 sets of mwk armor and short swords. On one hand the book keeping sucks, on the other how would you even sell stuff like that to a small village? Just an idea for you.


One thing my table tends to do if we are running a campaign where we have little access to a proper settlement or the like, is to use a Rod of Summon Merchant.

Can be really handy, but it can cause the standard Magic-mart issue where the PCs can trade for literally anything they would like. My suggestion, should you choose to use this option, is to have the merchant have a small selection of goods that changes out periodically. Have the merchant get annoyed if they constantly call him up to sell loads of non-magical garbage that he would have difficulty selling.

If you want to keep specific items from falling into the wrong hands, have the merchant offer a Storage Service. The PCs pay a reoccurring fee for access to an extra-dimensional space, charges go up with the size of space.

Don't want to de-rail your conversation, just throwing out an alternative.

Grand Lodge

Thank you for the advice!


If it's a carrying capacity thing, you could just give them a bag(s) of holding and call it solved. That's more or less what I do.

If it's the need to access trade you could always give them a magic item that can teleport them to a fixed location and back once every {time interval you are comfortable with}. Like it marks the spot they are with a rune and teleports them to a set spot and then when they activate it again it teleports them back to the rune and then doesn't function for however long you design it not to (day, week, etc.)

Grand Lodge

I love your advice, thank you!

Errant_Epoch wrote:

If it's a carrying capacity thing, you could just give them a bag(s) of holding and call it solved. That's more or less what I do.

If it's the need to access trade you could always give them a magic item that can teleport them to a fixed location and back once every {time interval you are comfortable with}. Like it marks the spot they are with a rune and teleports them to a set spot and then when they activate it again it teleports them back to the rune and then doesn't function for however long you design it not to (day, week, etc.)


GM Ryan wrote:

I love your advice, thank you!

Errant_Epoch wrote:

If it's a carrying capacity thing, you could just give them a bag(s) of holding and call it solved. That's more or less what I do.

If it's the need to access trade you could always give them a magic item that can teleport them to a fixed location and back once every {time interval you are comfortable with}. Like it marks the spot they are with a rune and teleports them to a set spot and then when they activate it again it teleports them back to the rune and then doesn't function for however long you design it not to (day, week, etc.)

No problem. While you're at it you should look up the "monster" called a mercane. They are basically a race of interdimensional merchants who teleport around selling stuff. PF has an entry for them.

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