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Working for a Magic Item Dealer - Ideas
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<blockquote data-quote="Robbs" data-source="post: 4641179" data-attributes="member: 33483"><p>I think you could do it either way. You could have the teleport element already a part of the defenses or not, there are ways to work it into your current storyline either way.</p><p>Option 1: No teleport. You stick with your idea about his having built in defenses. While I agree a shop like this would have to be able to protect its merchandise, there is also a cost benefit analysis. Unless he deals in items of vast power, having a bunch of expensive spells put on his house (and a lot of the GM fait accomplis, such as whole building disappears, can't teleport within the entire building, etc. are pretty dang expensive if you actually had to pay for them-like a player would) would eat into his profits. However, an easy compromise is this-up 'til now his guardians and some mid-level magics (detect inviso, zone of truth, dimensional anchor, whatever) have been enough to handle thieves and rowdies. With the recent attack they proved not enough, which is where the PCs come in to save the day. This also causes him to upgrade his system, thus the teleport option to avoid trouble coming to town and the panic button (for when the trouble is already in the shop, where teleporting the shop doesn't really solve the problem). This allows him to show off his cool new trick to try and impress the PCs next time they come through the area.</p><p></p><p>Option 2: Teleport feature already exists. With this one, all you need is a reason why he didn't use it. I think it was Sigurd who mentioned one reason, for another option it could be that he happens to frequent a particular 'escort' or brothel and was literally caught with his pants down. Probably need to be in the shop to use the teleport option, probably not in a position to teleport when all hell broke loose. This achieves the logical 'he should have this' element without screwing the continuity issue 'why didn't he use it then?'.</p><p></p><p>As for when it is gone, I think it would be hilarious to have the equivalent of a dimestore Indian out front that stays behind when he teleports. Anyone who approaches where the front door used to be triggers the Magic Mouth on the statue, which recites his pre-recorded apology..."Due to certain local disruptions beyond our control Track's Trades has temporarily suspended sales in this area. When the current instability has ended we look forward to meeting your magic item needs."</p><p></p><p>As for side missions, I had a similar plotline years back and a fun (for you, life threatening for them) option is to also have them go on missions to pick up certain 'raw materials' needed for item creation. You get great scenes like the PCs looking up a mountain, looking at each other and asking..."You think he really needs hippogriff feathers or would a really big turkey work?" I also found the PCs started really being on the lookout for any potential materials while on their regular missions..."Hey, grab a couple of that things claws, Track might want 'em." In my current campaign certain magical raw materials boost spell effects so the players periodically pocket something hoping they can use it to boost a spell later.</p><p></p><p>Hope some of that helps. I'm already trying to figure out where I can put this in my campaign!<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="Robbs, post: 4641179, member: 33483"] I think you could do it either way. You could have the teleport element already a part of the defenses or not, there are ways to work it into your current storyline either way. Option 1: No teleport. You stick with your idea about his having built in defenses. While I agree a shop like this would have to be able to protect its merchandise, there is also a cost benefit analysis. Unless he deals in items of vast power, having a bunch of expensive spells put on his house (and a lot of the GM fait accomplis, such as whole building disappears, can't teleport within the entire building, etc. are pretty dang expensive if you actually had to pay for them-like a player would) would eat into his profits. However, an easy compromise is this-up 'til now his guardians and some mid-level magics (detect inviso, zone of truth, dimensional anchor, whatever) have been enough to handle thieves and rowdies. With the recent attack they proved not enough, which is where the PCs come in to save the day. This also causes him to upgrade his system, thus the teleport option to avoid trouble coming to town and the panic button (for when the trouble is already in the shop, where teleporting the shop doesn't really solve the problem). This allows him to show off his cool new trick to try and impress the PCs next time they come through the area. Option 2: Teleport feature already exists. With this one, all you need is a reason why he didn't use it. I think it was Sigurd who mentioned one reason, for another option it could be that he happens to frequent a particular 'escort' or brothel and was literally caught with his pants down. Probably need to be in the shop to use the teleport option, probably not in a position to teleport when all hell broke loose. This achieves the logical 'he should have this' element without screwing the continuity issue 'why didn't he use it then?'. As for when it is gone, I think it would be hilarious to have the equivalent of a dimestore Indian out front that stays behind when he teleports. Anyone who approaches where the front door used to be triggers the Magic Mouth on the statue, which recites his pre-recorded apology..."Due to certain local disruptions beyond our control Track's Trades has temporarily suspended sales in this area. When the current instability has ended we look forward to meeting your magic item needs." As for side missions, I had a similar plotline years back and a fun (for you, life threatening for them) option is to also have them go on missions to pick up certain 'raw materials' needed for item creation. You get great scenes like the PCs looking up a mountain, looking at each other and asking..."You think he really needs hippogriff feathers or would a really big turkey work?" I also found the PCs started really being on the lookout for any potential materials while on their regular missions..."Hey, grab a couple of that things claws, Track might want 'em." In my current campaign certain magical raw materials boost spell effects so the players periodically pocket something hoping they can use it to boost a spell later. Hope some of that helps. I'm already trying to figure out where I can put this in my campaign!;) [/QUOTE]
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