Page 461 - Working Class Wisdom

1st Jul 2014, 6:00 AM
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Working Class Wisdom
Average Rating: 5 (2 votes)
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Author Notes:

Newbiespud 1st Jul 2014, 6:00 AM edit delete
Newbiespud
There are few foes more tenacious for a group of adventurers than the well-oiled machine of commerce.

...Wow, could I have possibly written a more purple way of saying "Merchants and adventurers tend to not get along in my experience"?

More specifically, what I mean is: It's amazing how often PCs try to undercut merchants in some ways, and intriguing how simple merchants have ended up being the most tenacious, resilient, and cunning villains I've ever encountered. I feel like, for some reason, there's just a natural incongruity there.

62 Comments:

dracostarcloud 1st Jul 2014, 6:25 AM edit delete reply
dracostarcloud
The only time my adventurers don't get along with merchants is when they try to sell me drugs and claim it's air crystals and when they try to sell me air crystals and claim it's drugs.

Otherwise we're the best of friends!...once they pay for my services.
Silver Bolt 1st Jul 2014, 1:51 PM edit delete reply
Wait, how could they possibly get air crystals and drugs mixed up?

(I ask in this way because I'm not seeing how someone could intentionally try to sell one as the other)
dracostarcloud 2nd Jul 2014, 10:37 PM edit delete reply
dracostarcloud
I was looking for some Air Crystals in preparation for a possible underwater area in a campaign, but my character didn't know what they looked like until one of his traveling companions pulled some real air crystals out and basically said the shopkeep was a lying sack of crabapples.

Fortunately, nobody needed to die over the misunderstanding ('cause we found out where we needed to be).
Digo 1st Jul 2014, 6:35 AM edit delete reply
In one campaign, there was an adventure where the PCs found a derelict alien craft buried under the snow of the frozen north. The ship was pretty much dead except for a beacon that was pinging at a frequency that drove nearby wildlife mad, particularly dogs (bad for the villagers that relied on dogs for hunting and pulling sleds).

The PCs disabled the beacon and took it's power source with them (a metal rod with odd runes and a slight green glow to it. Very hot though, handle with care). Well being the murder hobos that they were, the party SOLD this rod to a shady merchant that they knew was into selling black market goods. They get paid well for it and run off to spend their money on booze and weapons to kill things more efficiently.

Meanwhile, the merchant found out the rod could power other alien artifacts that he collected, including alien Weapons. Now with this power source, the merchant began his criminal career and ended up killing thousands of people (and destroying one major city) before the PCs went back to stop him.

This time they destroyed the rod, something they should have done ages ago.
Kynrasian 1st Jul 2014, 6:38 AM edit delete reply
Kynrasian
Only merhcant our group doesn't really get along with is the pineapple merchant who became a running gag after he critted me three times in a row by tossing his wares at me.

The full story is somewhere on another page.
Toric 1st Jul 2014, 10:22 AM edit delete reply
You'd be amazed how much money you can get from non-magic using vendors with a few clever lies and some glitter.

I had a rogue who was notorious for it. He routinely found mundane weapons or armor, including a set of full plate. Well, as a birthday gift/gag item, the DM had provided us with tiny pebbles that could produce a bucketful of glitter 1/day. I would coat these mundane items in glitter to give them that "obviously magical" feel and spin some yarn about them being unique pieces or just claiming that they were magical with a rigged demonstration. Made so much money, especially early on, but it was the continual victory by a margin of 1 that was really sweet.
Jennifer 1st Jul 2014, 6:46 AM edit