For my campaign, I'm creating a travelling merchant to basically "follow" the party around and sell them wares before/after they've completed a mission. I'm basing him off of The Duke from Resident Evil: Village in terms of how I'd like him to work. Being this all omniscient, mysterious character to help out the party by selling them wares and items they need/want. These wares and items will change every time the party come across him.
I have his personality written, who he really is in the end of the campaign and his name, however I'm struggling to figure out what kind of wares and items he would sell to the party. I'm leaning towards more magic items, potions and rare little trinkets. However I am still a new DM and I'm struggling a little to find what I'd like to list. any help would be appreciated.
Without knowing what magic items you are willing to allow in your game, providing a list is near impossible. Knowing what you absolutly will not allow in your campaign might be a great start.
That said, you might look into the Buying a Magic Item from XGtE for inspiration. Specifically the Buying Magic Items Table. It should scale with PC proficiency and if they PCs spend more money, they might "find" more things in your NPC's inventory for sale. There is also a suggestion for scaling the amount of items based on how prevalent magic is in your campaign, as well as a suggestion for how much each item might cost.
The next time that the party "finds" the NPC, his inventory might have changed entirely.
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“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I would not advice the selling of rare or higher magic Items.
Permanent magic Items are a bit risky anyway, since you never know how they influence the PCs.
If you want a merchant who sells cool stuff, what about selling Items with charges? That way, even if you notice you overdid it, its not permanent and you can experiment a bit.
Or make him sell Spellscrolls, Potions and weapon Oils, maybe Items like the Staff of the Python or Bag of Tricks, cool stuff that your Party can use but that dont give them a permanent Power Increase.
I would not advice the selling of rare or higher magic Items.
Permanent magic Items are a bit risky anyway, since you never know how they influence the PCs.
If you want a merchant who sells cool stuff, what about selling Items with charges? That way, even if you notice you overdid it, its not permanent and you can experiment a bit.
Or make him sell Spellscrolls, Potions and weapon Oils, maybe Items like the Staff of the Python or Bag of Tricks, cool stuff that your Party can use but that dont give them a permanent Power Increase.
Seconded. Especially if this is a character the party will be seeing regularly, their wares should be useful but not gamechanging. At best I think he should have perhaps one particularly rare or interesting item that he has at a high cost, just to keep up the party's interest.
If he's omniscient, then have a few magic items but sell the things that the PC's will NEED or would make things easier in the adventure. Have him start with moderately priced items but once the party is clued in on what he is actually selling ramp up the price to make them choose.
For example, Mr.DM knows there is a very difficult lock in the dungeon in a non essential area but with good loot, one that has a high DC, maybe too high for the rogue to pick. Have your merchant carry a single key that will work on any one lock but then only that lock. The PCs will be kicking themselves for not buying that key, if they fail. Have your merchant carry fish eggs. Then meet someone who is fishing and needs bait. Sell an apple pie and meet someone who needs a gift for his mother. Sell a plush owlbear; meet a crying child. That sort of thing. They may use the item before you intend or hold onto it after you think they might have used it. Keep mum regardless.
Have similar items as well as ones that you don't see being useful. Eventually your party will buy all of the oddball stuff just in the hope that it will be useful.
It will ensure a memorable NPC at least.
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For my campaign, I'm creating a travelling merchant to basically "follow" the party around and sell them wares before/after they've completed a mission. I'm basing him off of The Duke from Resident Evil: Village in terms of how I'd like him to work. Being this all omniscient, mysterious character to help out the party by selling them wares and items they need/want. These wares and items will change every time the party come across him.
I have his personality written, who he really is in the end of the campaign and his name, however I'm struggling to figure out what kind of wares and items he would sell to the party. I'm leaning towards more magic items, potions and rare little trinkets. However I am still a new DM and I'm struggling a little to find what I'd like to list. any help would be appreciated.
Without knowing what magic items you are willing to allow in your game, providing a list is near impossible. Knowing what you absolutly will not allow in your campaign might be a great start.
That said, you might look into the Buying a Magic Item from XGtE for inspiration. Specifically the Buying Magic Items Table. It should scale with PC proficiency and if they PCs spend more money, they might "find" more things in your NPC's inventory for sale. There is also a suggestion for scaling the amount of items based on how prevalent magic is in your campaign, as well as a suggestion for how much each item might cost.
The next time that the party "finds" the NPC, his inventory might have changed entirely.
“Travel is fatal to prejudice, bigotry, and narrow-mindedness, and many of our people need it sorely on these accounts. Broad, wholesome, charitable views of men and things cannot be acquired by vegetating in one little corner of the earth all one's lifetime.” - Mark Twain - Innocents Abroad
I would not advice the selling of rare or higher magic Items.
Permanent magic Items are a bit risky anyway, since you never know how they influence the PCs.
If you want a merchant who sells cool stuff, what about selling Items with charges? That way, even if you notice you overdid it, its not permanent and you can experiment a bit.
Or make him sell Spellscrolls, Potions and weapon Oils, maybe Items like the Staff of the Python or Bag of Tricks, cool stuff that your Party can use but that dont give them a permanent Power Increase.
Seconded. Especially if this is a character the party will be seeing regularly, their wares should be useful but not gamechanging. At best I think he should have perhaps one particularly rare or interesting item that he has at a high cost, just to keep up the party's interest.
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If he's omniscient, then have a few magic items but sell the things that the PC's will NEED or would make things easier in the adventure. Have him start with moderately priced items but once the party is clued in on what he is actually selling ramp up the price to make them choose.
For example, Mr.DM knows there is a very difficult lock in the dungeon in a non essential area but with good loot, one that has a high DC, maybe too high for the rogue to pick. Have your merchant carry a single key that will work on any one lock but then only that lock. The PCs will be kicking themselves for not buying that key, if they fail. Have your merchant carry fish eggs. Then meet someone who is fishing and needs bait. Sell an apple pie and meet someone who needs a gift for his mother. Sell a plush owlbear; meet a crying child. That sort of thing. They may use the item before you intend or hold onto it after you think they might have used it. Keep mum regardless.
Have similar items as well as ones that you don't see being useful. Eventually your party will buy all of the oddball stuff just in the hope that it will be useful.
It will ensure a memorable NPC at least.