Hey all! I'm running my first campaign, and for some reason chose Dungeon of the Mad Mage as my first outing. In order to add some additional NPC interaction, as well as a safe "save room" I'm considering having each "leads to expanded dungeon" pathway lead to an identical room with a wandering vendor and ample bedrolls. I figure this would reward exploration, and would give an opportunity for the players to buy a map of each level if they are thorough in their searching. I also figure each level's recurrence of this character would sell items the players missed on the previous level, the thought being that as the adventuring party clears a level, it is then safe for the wandering vendor to scrounge for items that were missed.
So what do you think? Any ideas to flesh this out, add flavor or tweak balance? Thank you in advance!
Edit:
Also, I noticed there was a spellbook in level 1 I was trying to set a price for in the level 2 vendor's shop. I'm quickly realizing there is plenty of readily available info for the price of a longsword, driftglobe or rope, but opinions vary wildly on spells.
Should I sell the tome as a package deal? Or sell the spells individually? It contains Blight, Burning Hands, Comprehend Languages, Darkvision, Dispel Magic, False Life, Feign Death, Gust of Wind, Invisibility, Lightning Bolt, and Sleep. I can find prices for scrolls, but nothing for the spells themself.
I'd say... sell the tome itself for a huge price if they want the whole thing, but allow a wizard to copy specific spells for double the cost of inks it normally calls for, and they're limited to however many they're able to copy in one sitting. The next time they meet the merchant perhaps they've sold the spellbook, so it's kind of a one-time thing.
Anyway, in general I like this idea as a means to make sure you can take advantage of the various items the party might have missed. I think it might be good for the merchant to be focused more on trading items-for-items rather than gold. This way if the party members stumble across an item that's not as useful for them as something else they could have found, they can easily swap them.
I think that is an awesome idea. More of a barter system akin to Fallout 1 & 2.
Also, thank you for the comment about the merchant. I was also thinking he could the cursed items the party missed, but without anything to indicate it is cursed at the time of purchase, just to keep things interesting.
Hey all! I'm running my first campaign, and for some reason chose Dungeon of the Mad Mage as my first outing. In order to add some additional NPC interaction, as well as a safe "save room" I'm considering having each "leads to expanded dungeon" pathway lead to an identical room with a wandering vendor and ample bedrolls. I figure this would reward exploration, and would give an opportunity for the players to buy a map of each level if they are thorough in their searching. I also figure each level's recurrence of this character would sell items the players missed on the previous level, the thought being that as the adventuring party clears a level, it is then safe for the wandering vendor to scrounge for items that were missed.
So what do you think? Any ideas to flesh this out, add flavor or tweak balance? Thank you in advance!
Edit:
Also, I noticed there was a spellbook in level 1 I was trying to set a price for in the level 2 vendor's shop. I'm quickly realizing there is plenty of readily available info for the price of a longsword, driftglobe or rope, but opinions vary wildly on spells.
Should I sell the tome as a package deal? Or sell the spells individually? It contains Blight, Burning Hands, Comprehend Languages, Darkvision, Dispel Magic, False Life, Feign Death, Gust of Wind, Invisibility, Lightning Bolt, and Sleep. I can find prices for scrolls, but nothing for the spells themself.
I'd say... sell the tome itself for a huge price if they want the whole thing, but allow a wizard to copy specific spells for double the cost of inks it normally calls for, and they're limited to however many they're able to copy in one sitting. The next time they meet the merchant perhaps they've sold the spellbook, so it's kind of a one-time thing.
Anyway, in general I like this idea as a means to make sure you can take advantage of the various items the party might have missed. I think it might be good for the merchant to be focused more on trading items-for-items rather than gold. This way if the party members stumble across an item that's not as useful for them as something else they could have found, they can easily swap them.
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I think that is an awesome idea. More of a barter system akin to Fallout 1 & 2.
Also, thank you for the comment about the merchant. I was also thinking he could the cursed items the party missed, but without anything to indicate it is cursed at the time of purchase, just to keep things interesting.