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How do you determine Shop Inventory?
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<blockquote data-quote="LostSoul" data-source="post: 5169457" data-attributes="member: 386"><p>I was playing around with this (4E).</p><p></p><p>Basically I was going to set a random chance for a certain type of magic item vendor, ranging from a Herbalist to an Artificer. The higher the level of the settlement (and therefore the riskier it is to be there!), the higher the chance of a more powerful vendor.</p><p></p><p>Once you determine the vendors in the settlement, you'd have to make a roll to find them (this is probably stupid). Once you find them, the DM makes a reaction roll. The reaction roll determines the vendor's disposition to the PCs, and they can try to influence him.</p><p></p><p>I never got as far as figuring out what was currently in stock. I'd probably switch it up now and say that you have to request an item to be made, which takes some time. </p><p></p><p>Hmm... that kind of sucks. The easiest thing to do would be to see what the PC wants, have the vendor make a roll against the level of the item, and based on the DC the vendor hits it may be in stock or not.</p><p></p><p>Failure = not in stock or cursed; Easy = not in stock, but he knows where one is; Moderate = in stock; Hard = in stock, and with a special quality.</p><p></p><p>Each vendor had some quirks. Here's the entry for Artificers:</p><p></p><p>Artificer (1d8+4): Artificers create powerful and permanent magic items. They tend to work alone, but 30% have 1d4 apprentices of their level -2.</p><p></p><p>[code]Source of Magical Power</p><p>Power Source Notes </p><p>Muse 75% imprisoned against will</p><p>Planar Rift 1-2 Feywild, 3-4 Shadowfell, 4-7 Elemental</p><p> Chaos, 8 Astral Sea</p><p>Necrotic Energy Causes nearby dead to spontaneously animate</p><p> after 1d4 nights</p><p>Divine Font 50% Angel of Protection guards site</p><p>Component Vault Value of components is 1/2 total monetary</p><p> treasure of shop's level</p><p>Sacrificial Altar Sacrifice = 100xvictim's level in components; </p><p> Drain = 50 per healing surge; </p><p> 50% will buy sacrifices at 1/2 that value</p><p>Cache of Souls 1d3 souls trapped in soulcage; if only 1 soul is</p><p> left, the Artificer will be looking for a new</p><p> one (soul value = 10k gp)</p><p>Elemental Forge 1-50 imprisoned against will, 51-00 will work</p><p> for food</p><p>Primordial Forge Harnessing the power of a volcano, very </p><p> dangerous</p><p>Demon's Heart Still beating</p><p></p><p>Guardians*</p><p>Roll Artificer Level</p><p>1d6 Theme 5-6 7-9 10-12</p><p>1 constructs</p><p>2 infernal</p><p>3 undead</p><p>4 elemental</p><p>5 abyssal</p><p>6 rogue</p><p>* - note that the artificer has the rituals required to </p><p>animate undead or constructs, summon elementals </p><p>and demons, and bind devils.[/code]</p></blockquote><p></p>
[QUOTE="LostSoul, post: 5169457, member: 386"] I was playing around with this (4E). Basically I was going to set a random chance for a certain type of magic item vendor, ranging from a Herbalist to an Artificer. The higher the level of the settlement (and therefore the riskier it is to be there!), the higher the chance of a more powerful vendor. Once you determine the vendors in the settlement, you'd have to make a roll to find them (this is probably stupid). Once you find them, the DM makes a reaction roll. The reaction roll determines the vendor's disposition to the PCs, and they can try to influence him. I never got as far as figuring out what was currently in stock. I'd probably switch it up now and say that you have to request an item to be made, which takes some time. Hmm... that kind of sucks. The easiest thing to do would be to see what the PC wants, have the vendor make a roll against the level of the item, and based on the DC the vendor hits it may be in stock or not. Failure = not in stock or cursed; Easy = not in stock, but he knows where one is; Moderate = in stock; Hard = in stock, and with a special quality. Each vendor had some quirks. Here's the entry for Artificers: Artificer (1d8+4): Artificers create powerful and permanent magic items. They tend to work alone, but 30% have 1d4 apprentices of their level -2. [code]Source of Magical Power Power Source Notes Muse 75% imprisoned against will Planar Rift 1-2 Feywild, 3-4 Shadowfell, 4-7 Elemental Chaos, 8 Astral Sea Necrotic Energy Causes nearby dead to spontaneously animate after 1d4 nights Divine Font 50% Angel of Protection guards site Component Vault Value of components is 1/2 total monetary treasure of shop's level Sacrificial Altar Sacrifice = 100xvictim's level in components; Drain = 50 per healing surge; 50% will buy sacrifices at 1/2 that value Cache of Souls 1d3 souls trapped in soulcage; if only 1 soul is left, the Artificer will be looking for a new one (soul value = 10k gp) Elemental Forge 1-50 imprisoned against will, 51-00 will work for food Primordial Forge Harnessing the power of a volcano, very dangerous Demon's Heart Still beating Guardians* Roll Artificer Level 1d6 Theme 5-6 7-9 10-12 1 constructs 2 infernal 3 undead 4 elemental 5 abyssal 6 rogue * - note that the artificer has the rituals required to animate undead or constructs, summon elementals and demons, and bind devils.[/code] [/QUOTE]
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