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<blockquote data-quote="James McMurray" data-source="post: 4550079" data-attributes="member: 743"><p>Let the players decide whether they kill the people or not. The 4e rule is that you decide when the last blow is struck whether to knock them out or not. If they choose to kill them and any witnesses are left, you've got the start of your campaign. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>A "magic" shop is more likely to be a guy with the Enchant Magic Item ritual and the Disenchant Magic Item ritual. Probably Brew Potion as well. Instead of having things on a shelf he takes custom orders and fills them in a few hours. Be sure to charge extra though, since he needs to make a profit. At 4th level one or more PCs should have Enchant Item themselves, so the shop can become a thing of the past.</p></blockquote><p></p>
[QUOTE="James McMurray, post: 4550079, member: 743"] Let the players decide whether they kill the people or not. The 4e rule is that you decide when the last blow is struck whether to knock them out or not. If they choose to kill them and any witnesses are left, you've got the start of your campaign. :) A "magic" shop is more likely to be a guy with the Enchant Magic Item ritual and the Disenchant Magic Item ritual. Probably Brew Potion as well. Instead of having things on a shelf he takes custom orders and fills them in a few hours. Be sure to charge extra though, since he needs to make a profit. At 4th level one or more PCs should have Enchant Item themselves, so the shop can become a thing of the past. [/QUOTE]
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