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PAGING ALL MERCHANTS! How do you protect your wares? (This ain't Baldur's Gate!)

Ok...what about this. The local shop owner with 10,000+ gold in his store just finds out it has all been stolen. No visible method of entry, all cheap methods of prevention were circumvented. He goes to the Lord/Council/whatever of the city and complains. Now you could say they tell him to go to hell, but I'm not sure if that is realistic. Then they could investigate. Then again the merchant could go and donate money to a church and have some divinatinos cast and then he could hire out an assassin to kill the bored mage. I guess it depends on how important a shop owner with 10,000+ gold in wares is to the city?
 

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Personally, I wouldn't worry too much about preventing theft, per se. Which isn't to say that a few basic defenses wouldn't be appropriate (magical traps et al).

What I would focus on instead, would be the capabilities of said store owners to track down and destroy thieves. Possibly even seed the shop with a few nifty looking items that activate as beacons, to alert the owner or even summon big nasty theif munching monsters. Cursed items as well.

Let the PCs know that magical shops have these sorts of defences (this would need to be common knowledge to create an effective deterent). If they insist on theiving, hit them with everything.

Anyone who can gather to himself a hoard of magic items for sale must be very rich, very powerful and loaded with tough contacts.
 

SableWyvern said:

Anyone who can gather to himself a hoard of magic items for sale must be very rich, very powerful and loaded with tough contacts.

That's the thing, though -- if he only has 10k worth of goodies, he's not very rich or very powerful.

This is clearly where the Mafia thing has to come in . . . he only runs a corner store, but he pays homage to the guy who runs this section of the Underdark. And any theft against the corner store guy risks pissing off The Big Boss.

And The Big Boss gets local information, plus a few choice items now and then, in return.
 

SW - I agree...don't spend much on protection from magical invasion. To costly and you might forget something. Go for a way to find the bored mage who has nothing better to do than break in. Report him to whoever runs the city. If this doesn't work he hires someone to go recovery his goods...maybe the catch him taking an unprotected nap since he is so bored he forgot that someone as powerful, or more powerful, or even a group of less powerful beings might come after him.
 

Forrester - you said 10,000 doesn't even count his arms and armor. I don't know about you but 10,000+ gold is a big deal. Might not be a big thing for a "magic shop" but you compare that to any other type of shop and its probably got 100-1000x as much inventory. Lets compare it to the blacksmith with MW arms and armor...way more gold invested, how about a leather maker..ha ha...you can't even compare. Most other places won't come close to the income and inventory of ANY "magic shop".
 
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Okay, so we have a magic shop owner. Where does he get his stuff from? He either makes it himself, so he's a wizard or cleric and should be able to protect his own stuff, ot he buys it from someone who makes it. Part of the agreement to seel the person's stuff would be a way to protect it.

Personally, I don't see many magic stores that sell things if they can't protect them. Security would be one of the biggest things to worry about and would be the first thing I'd figure out.

I have magic shops that are either part of a clergy and thus have high level priest to protect them, or part of the Wizards school so they have high powered Wizards to protect them. Also, by doing this it ensures that there will be inventory. The store has to get the stuff from somewhere.
 

Some shops, particularly the ones that sell clerical items like Potions of Cure X Wounds, would have some connection to that church. While stealing some potions might not incur the wrath of a god, incurring the wrath of a church that has branches all over the place is bad mojo (especially if it was an evil church working incognito!).

Other shops have close connections with a source wizard. Either the wizard runs the shop, or the shopkeep has an agreement to pay a wizard whenever he sells the wizard's item. If an item is stolen, the wizard is likely to be very cross and might seek out the party. Hiring the stereotypical two-bit thugs (there's lots of poor big guys who still think 1 gp is a lot of money) to rough up the PC's is not too expensive, particularly if the wizard can figure out where the PC's are staying (not necessarily a magical activity).

Another way to handle it is to simply let them have the loot, the first time! That guy goes out of business. Perhaps the rest of the magic shops in town close up and move. Even if the PC's stay on the move, someday they're gonna rob someone who is rich and angry enough to hire thugs with EL a LOT higher than the party's level. If they complain about being "unfair", remind them that robbing low-level shopkeepers isn't exactly "fair" either, and sooner or later someone's gonna take off the kid gloves.

I think the main reason there's a 20th level Wizard in every hamlet in the Forgotten Realms is because Ed Greenwood had to deal with players like that all the time. His Waterdeep material obviously bears this out (going so far as to specify that Khelben should be at least 10 levels higher than the PC's at all times).
 

The local gnomish alchemists in my campaign have a unique coding system. They don't label anything. Steal a potion... could be anything. Now you have to have it identified or spend some cash to make your own alchemy check.

Magic items tend to be made on a commission basis in my world, so there's little stock laying about, save for some common potions and scrolls.

Hope that helps,
Greg
 

In FR, there are magic shops that only sell small items in Red Wizards Enclaves. Since they are pretty much fortified embassy complexes that need to be massively protected anyway and are under harsh Thayan law, theft is less of a problem.

Thus, it is good to associate magic dealing with powerful organizations who can offord the risk of theft, but at the same time have well-protected areas and a long reach for revenge, shop of no shop.

And note that few permanent and powerful items will be stocked at such stores. Instead, they likely have contracts with craftsmen (for masterwork items) and spellcasters to have items manufactured on order.

A PC in my game runs a company that markets and either makes or comissions through contracts, all items manufactured by the crurch of Mystra in the North. The church itself highly wards the store, and backroom deals with the local Waterdeep authorities give it especially good police protection. However, nothing particularly powerful is housed there, as primarily, the shop is a showroom for mgical items that stocks only inexpensive items onsite, with all magic kept in a vault at night.

Everything else is delivered to the owner or picked up somewhere safe. The owner has arranges that the most expensive items be stored (until delivery) and picked up at Blackstaff Tower, another use of the idea of utilizing already heavily-fortified locations
 

In my campaign there is no such thing as a "Magic Shop" If you want to buy or sell magic items you either have to go to a magical university, prove your membership in the mages guild (which is quite structured in my settings), and then you can get around to forking over the money for it, or even better tradeing another magic item for it since the mages really have little value for gold. You can sometimes also come across lower bonus weapons and armour in the fighters, thieves or adventurers guilds. If you want clerical items you have to go to a church, generally it is a good idea if one of the players has that praticular god as his patron diety and buy it from them. The clerics are far less likely to accept tradeins than mages since they have little use for stockpiled +2 longswords and +1 chainmail and they arn't really running a buisness like the mages are.

Whatever the case though, you can probably expect to pay through the nose for it.
 

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