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<blockquote data-quote="Zappo" data-source="post: 1987782" data-attributes="member: 633"><p>Yesterday we played our usual saturday Warcraft game. One of the players wanted a +2 rapier. He found a shifty individual in a seedy tavern, promising that he would get him the weapon in two days, for a payment of 7000 gold - 1000 now and 6000 on delivery. I planned on having the man steal the item from somewhere and create a plot hook for future use.</p><p></p><p>The character paid the advance and waited for two days. After two days, he met the thief, cast <em>hypnosis</em> on him, and fled with the item and the money. Nice and clean.</p><p></p><p>This poses the question: sellers of magical stuff are basically trading items of incredible value and relatively small size. And they are trading them to people that tend to be very dangerous, generally more than most town guards can handle, with access to all sorts of mind control and teleportation spells. Unless the trader is a powerful character in his own right, what can he do? The thief above was rather naive and deserved what the PC did, but actual merchants should have some mean of protection. Even a 1st level character could do the trick I described, with some luck. What do your magic shop clerks have as anti-theft measures?</p><p></p><p>BTW, since the (5th level) PC has been so clever, I rewarded him by informing him, upon casting <em>identify</em>, that the rapier is actually a +4, worth about as much as the rest of the party's possessions combined. It also has the "JP" initials engraved on the hilt. And, a couple of days later, the party discovered that someone was scrying on them. I believe in rewarding cleverness, but I'm also a rat bastard. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Zappo, post: 1987782, member: 633"] Yesterday we played our usual saturday Warcraft game. One of the players wanted a +2 rapier. He found a shifty individual in a seedy tavern, promising that he would get him the weapon in two days, for a payment of 7000 gold - 1000 now and 6000 on delivery. I planned on having the man steal the item from somewhere and create a plot hook for future use. The character paid the advance and waited for two days. After two days, he met the thief, cast [i]hypnosis[/i] on him, and fled with the item and the money. Nice and clean. This poses the question: sellers of magical stuff are basically trading items of incredible value and relatively small size. And they are trading them to people that tend to be very dangerous, generally more than most town guards can handle, with access to all sorts of mind control and teleportation spells. Unless the trader is a powerful character in his own right, what can he do? The thief above was rather naive and deserved what the PC did, but actual merchants should have some mean of protection. Even a 1st level character could do the trick I described, with some luck. What do your magic shop clerks have as anti-theft measures? BTW, since the (5th level) PC has been so clever, I rewarded him by informing him, upon casting [i]identify[/i], that the rapier is actually a +4, worth about as much as the rest of the party's possessions combined. It also has the "JP" initials engraved on the hilt. And, a couple of days later, the party discovered that someone was scrying on them. I believe in rewarding cleverness, but I'm also a rat bastard. ;) [/QUOTE]
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