I'm looking for some advice as I have not been dm'ing for long,
quick over view:
the group are going into the sea to try and gather a giant pearl, but will be faced with a problem as the merfolk are being ruled over by Merrows, who have imprisoned their king and captured their young. they will be approached by a rogue merman who will ask for their aid.
none of the group can cast breath underwater so i have home brewed a fruit (Bulb of the fish) which a rogue band of merfolk will offer them if they help
Bulb of the fish - breath underwater 12hrs, +10 swimming speed, a orange and blue plum sized fruit.
as this story line will take them several days to complete they are going to need more of this magical fruit that the cities sharman creates, he has his own shop (of sorts)
so i'm wondering what i could have in there magic item/items wise.
sorry if that was long winded just wanted to explain why their there.
Unless you want to start allowing the general purchase of magic items, it would be better to only have potions and scrolls be available until you get higher than 6th level.
The idea that it is a magic fruit that allows Water Breathing is a good idea. Having it only available from the merfolk also limits it and keeps it from general use. Having magical items be generally available can cause a certain amount of game balance problems for new DMs. You could also have all potions be some form of edible food object. Dark Sun setting had fruits used to house potions because water was so difficult to find. Underwater it may be difficult to drink a potion. Same for scrolls. They could carve into shells, wood, or coral instead of using inks.
However, I hate not being able to buy magic items. I like using the Sane Magic Item Prices Guide: https://forums.giantitp.com/showthread.php?424243-Sane-Magic-Item-Prices Direct link: https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view. With that you can get just as much control by giving out gold as much as magic items. You just need to make sure that it takes a while to get magic items. I had one player wait 2 game months to get a magic item. I would keep it very low level and just make a few things available at a time. If you give out too much too quickly, you will never be able to get it back in control for game balance purposes without scaling things up faster.
i'm not gonna set up a magic shop or anything like that as im not making the merfolk sharman a magic user, he's more a herbalist but acts a little wacky and he hoards things he finds or others give him for his help.
my group are level 6 and i thought a adamantine sword covered in barnacles, jewellery, and gems that may contain an elemental gem.
thanks again guys.
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hi guys,
I'm looking for some advice as I have not been dm'ing for long,
quick over view:
the group are going into the sea to try and gather a giant pearl, but will be faced with a problem as the merfolk are being ruled over by Merrows, who have imprisoned their king and captured their young. they will be approached by a rogue merman who will ask for their aid.
none of the group can cast breath underwater so i have home brewed a fruit (Bulb of the fish) which a rogue band of merfolk will offer them if they help
Bulb of the fish - breath underwater 12hrs, +10 swimming speed, a orange and blue plum sized fruit.
as this story line will take them several days to complete they are going to need more of this magical fruit that the cities sharman creates, he has his own shop (of sorts)
so i'm wondering what i could have in there magic item/items wise.
sorry if that was long winded just wanted to explain why their there.
look forward to any responses. =D
I never used to create magic item shops, I would stick to spell components, potions and scrolls and super low power items if anything.
Unless you want to start allowing the general purchase of magic items, it would be better to only have potions and scrolls be available until you get higher than 6th level.
The idea that it is a magic fruit that allows Water Breathing is a good idea. Having it only available from the merfolk also limits it and keeps it from general use. Having magical items be generally available can cause a certain amount of game balance problems for new DMs. You could also have all potions be some form of edible food object. Dark Sun setting had fruits used to house potions because water was so difficult to find. Underwater it may be difficult to drink a potion. Same for scrolls. They could carve into shells, wood, or coral instead of using inks.
However, I hate not being able to buy magic items. I like using the Sane Magic Item Prices Guide: https://forums.giantitp.com/showthread.php?424243-Sane-Magic-Item-Prices Direct link: https://drive.google.com/file/d/0B8XAiXpOfz9cMWt1RTBicmpmUDg/view. With that you can get just as much control by giving out gold as much as magic items. You just need to make sure that it takes a while to get magic items. I had one player wait 2 game months to get a magic item. I would keep it very low level and just make a few things available at a time. If you give out too much too quickly, you will never be able to get it back in control for game balance purposes without scaling things up faster.
thanks guys i really appreciate your feedback,
i'm not gonna set up a magic shop or anything like that as im not making the merfolk sharman a magic user, he's more a herbalist but acts a little wacky and he hoards things he finds or others give him for his help.
my group are level 6 and i thought a adamantine sword covered in barnacles, jewellery, and gems that may contain an elemental gem.
thanks again guys.