I'm reading through the Sunblight section, and there are many wierd and wonderful treasures worth thousands of gold pieces. I may have missed something, but where are my players supposed to sell the stuff they find? Ten-towns doesn't seem to really have any wealthy people. My only thought is that they have gotten in good with Speaker Maxildanarr, so they could use the Zhent network to sell it in exchange for a cut.
I haven't played this content specifically, but the easiest option is just to assume that bartering is always on the table:
(A) If there is something the players want, then they should be able to trade the treasure for it directly. That might result in some bad exchange rates, but such is life.
(B) If there isn't anything that the players want to trade for, then there may be no immediate value to liquidating non-currency treasure.
Ten Towns is a remote outpost beyond what is usually thought of as the edge of civilization, not exactly a marketplace for refined or luxurious tastes or arcane wonders. In other word, if they're looking to get rich off such loot, they're either going to have to leave Icewind Dale proper or wait till the campaign book is done.
That said, they may be able to do some deals with the Arcane Brotherhood members bubbling about Ten Towns, or their entourages. And really, if they did leave town to do deals, Luskan would be the closet place to get to for trading without completely derailing the campaign with extended travel, and that city's Arcane Brotherhood HQ who you'd probably be dealing with if you're talking magic, also a trading hub of sorts but also a sort of pirate trading hub so their are contingents that may well trade in non-currency treasure.
Otherwise, it's probably best the party finds someone who can vouchesafe the party's loot, that person's capacity or ineptitude in keeping that vouchesafe could become a game hook.
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Jander Sunstar is the thinking person's Drizzt, fight me.
They could trade with the Zentharim, the Arcane Brotherhood, any powerful spellcaster of passage or even an Arcane, these traveling magic dealers could happen to be anywhere and it could have come to Ten Towns to dealing with some people and got word that the party had magic items to sell or trade.
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I'm reading through the Sunblight section, and there are many wierd and wonderful treasures worth thousands of gold pieces. I may have missed something, but where are my players supposed to sell the stuff they find? Ten-towns doesn't seem to really have any wealthy people. My only thought is that they have gotten in good with Speaker Maxildanarr, so they could use the Zhent network to sell it in exchange for a cut.
Any thoughts on this topic?
Nobody's replied to this but I've been thinking about this as well. I don't want to just turn the items into gold.
I haven't played this content specifically, but the easiest option is just to assume that bartering is always on the table:
(A) If there is something the players want, then they should be able to trade the treasure for it directly. That might result in some bad exchange rates, but such is life.
(B) If there isn't anything that the players want to trade for, then there may be no immediate value to liquidating non-currency treasure.
Ten Towns is a remote outpost beyond what is usually thought of as the edge of civilization, not exactly a marketplace for refined or luxurious tastes or arcane wonders. In other word, if they're looking to get rich off such loot, they're either going to have to leave Icewind Dale proper or wait till the campaign book is done.
That said, they may be able to do some deals with the Arcane Brotherhood members bubbling about Ten Towns, or their entourages. And really, if they did leave town to do deals, Luskan would be the closet place to get to for trading without completely derailing the campaign with extended travel, and that city's Arcane Brotherhood HQ who you'd probably be dealing with if you're talking magic, also a trading hub of sorts but also a sort of pirate trading hub so their are contingents that may well trade in non-currency treasure.
Otherwise, it's probably best the party finds someone who can vouchesafe the party's loot, that person's capacity or ineptitude in keeping that vouchesafe could become a game hook.
Jander Sunstar is the thinking person's Drizzt, fight me.
They could trade with the Zentharim, the Arcane Brotherhood, any powerful spellcaster of passage or even an Arcane, these traveling magic dealers could happen to be anywhere and it could have come to Ten Towns to dealing with some people and got word that the party had magic items to sell or trade.