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Merchant NPC

PostPosted: March 8th, 2016, 7:01 pm
by Patroclus
I’ve make a merchant npc that can be put easily in every quest especially for those when your heroes are deep inside a dungeon and it’s unrealistic to say “you can go to town and buy things”.

Though, I’ve put some chances that he is not what it seems. The worst is that you give him your money to buy something and he steals (half of) your money and leaves. So, you have to think twice when you see a merchant in a dungeon.

Of course, there is also a chance that he is something better than a common merchant. I’ve put an option to put runes in your items and have one charge (one use in each quest) to add extra dices for attack (when you put it on weapons) or defence (on armor).

Also, I’ve found the list of his items (with their costs) very useful even when you buy from towns. I had the idea to put costs for every type of GMs. Because, some GMs gives too much gold coins in their quests, and others less. So, some heroes are rich and can buy anything and others don’t. Even if you don’t use the merchant in your quest you may find the item list very useful.

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Re: Merchant NPC

PostPosted: March 8th, 2016, 7:49 pm
by cynthialee
My only real issue is a few players I know just might decide to kill him and take his impressive list of wares and make them their own. That list is a hell of an upgrade.

Maybe give him like 10 dice attack and 10 dice defend because he is loaded with magic items and is well trained, to keep the players from getting greedy.

And I would be hard pressed to blame them. This dude has a crap ton of gear.

Re: Merchant NPC

PostPosted: March 9th, 2016, 12:41 am
by Showdown35
I don't know that Patroclus means every Merchant encountered has that entire list of wares! My guess is the GM decides what each Merchant is selling, or randomizes it somehow?

For my homebrew rules, I have a deck of equipment with multiple copies of each item, more copies of cheap common items, less copies of expensive rare items. Whenever the heroes shop (or encounter a Merchant) I shuffle and draw a limited number of items from the equipment deck, and only those items are for sale. The Merchant idea from Patroclus would fit in well with this method!

Re: Merchant NPC

PostPosted: March 9th, 2016, 9:35 am
by knightkrawler
You have a wondering monster there.
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Re: Merchant NPC

PostPosted: March 9th, 2016, 1:32 pm
by Patroclus
loool, I will fix it.

Re: Merchant NPC

PostPosted: March 9th, 2016, 1:47 pm
by knightkrawler
Also, I take it you want the Wandering Monster mode such that the merchant "transforms" into the wandering monster of the respective quest, right?
So that the EWP can simply use that mini then.

Re: Merchant NPC

PostPosted: March 9th, 2016, 2:15 pm
by Patroclus
cynthialee wrote:My only real issue is a few players I know just might decide to kill him and take his impressive list of wares and make them their own. That list is a hell of an upgrade.

Maybe give him like 10 dice attack and 10 dice defend because he is loaded with magic items and is well trained, to keep the players from getting greedy.

And I would be hard pressed to blame them. This dude has a crap ton of gear.

I know it is very common for players to act as anti heroes and kill NPCs. But, it’s not a solution to make all your merchants as powerful as warriors. Because, if they were warriors they could make more money as mercenaries, than by selling things. Merchants are weak and smart. He probably have nothing on him, he could have his goods somewhere else hidden, and he could take half of your money, then leave and come back to give you the items you’ve bought.

But don’t say so many details to your players. If anyone asks then you could find an explanation as the above. But in any case, don’t let them loot anything. It’s not a good idea to see the merchant npc as a bag of gold coins.

Re: Merchant NPC

PostPosted: March 9th, 2016, 2:20 pm
by Patroclus
knightkrawler wrote:Also, I take it you want the Wandering Monster mode such that the merchant "transforms" into the wandering monster of the respective quest, right?
So that the EWP can simply use that mini then.

Yes, the wandering monster of the quest. But he is disguised, so you could have a rogue type or a merchant type of miniature first, then if you choose to buy things, you have to roll the dice and see if he was truly a merchant or something else.

Re: Merchant NPC

PostPosted: March 9th, 2016, 2:38 pm
by Patroclus
Showdown35 wrote:I don't know that Patroclus means every Merchant encountered has that entire list of wares! My guess is the GM decides what each Merchant is selling, or randomizes it somehow?

For my homebrew rules, I have a deck of equipment with multiple copies of each item, more copies of cheap common items, less copies of expensive rare items. Whenever the heroes shop (or encounter a Merchant) I shuffle and draw a limited number of items from the equipment deck, and only those items are for sale. The Merchant idea from Patroclus would fit in well with this method!

No, it's better to not use all the types of items in a single merchant. You can put in one quest the merchant with potions, and after 2 quests (for example) a merchant with scrolls. Or you can use your deck and keep only my item costs. But, we should not afraid to give many items to the heroes. This will give extra flexibility in different circumstances that could add to the gameplay even if this will make their life easier.

To avoid the hording of items you can also use some kind of inventory. For example, 5 potions max, 5 scrolls, etc.

Re: Merchant NPC

PostPosted: March 9th, 2016, 3:24 pm
by knightkrawler
Or shuffle the equipment, scroll, and other item cards and whathaveyou and draw a number of them for the merchant to have for sale.