| Post/Author/DateTime | Post |
|---|---|
| krlsrrll06-11-07, 07:10 AM | Hi all I've been running a Droaam campaign for a few weeks and after starting the players at 3rd level I've now got to the point where they have just sold their 1st expensive magic item (+3 Flaming Dagger for 30k) so want to buy stuff. Now I know that Eberron is very magical and magic items are easier to come by but is there any guide of available items by region plus price variations? The way I've provisionally done it is that common items are fairly easily obtainable but for example one of the characters uses a spiked chain and has started asking about getting an enchanted one. Personally I don't like the idea of just using the DM's and rattling off prices but then you could also kill hours role playing the purchase of a dagger so any advice? I have a few Eberron books now including 'Magic of Eberron', 'Explorers Handbook', 'Campaign Setting' and 'Sharn' but can't find anything too specific. To add the city they are based in is 'Vralkek' on the Droaam coast so have said there is an active import/export market plus they are tied to the mercenary house (forgot name) so can trade a bit more freely. Thanks in advance. |
| Vharuck06-11-07, 04:02 PM | Actually, magical weapons wouldn't be very common. Magic is common only in the common uses: things groups of normal people would benefit from, light the everbright lanterns or a fountain that made the city square smell nicer. The demand for magic weapons is very, very small. For wondrous items, I'd say roll for wondrous items, rings, and wands using the DMG's tables. For weapons and armor, I would generally only have these done by commission. Making a +4 keen longsword and putting it on a shelf in the hopes that somebody with a massive amount of wealth will stop by and buy it is a sure way to lose money. Spellcasters capable of crafting arms and armor will only do so when they are told what to make and get half of the market price as a down payment and the other half when they finish making the item. |
| Cifer06-11-07, 05:46 PM | Actually, magical weapons wouldn't be very common. A war that lasted for a hundred years has just come to an end. While of course the majority of the combatants never even saw a masterwork item, I very much doubt the important troops were not equipped adequately. For weapons and armor, I would generally only have these done by commission. This is something I'd do for most magic items. There are no merchants of magic items (at least for stuff above 500 gp), but brokers. Their most important skill is to know who has items they want to sell and who can create what kind of items (and is willing to do so for a certain amount of money). You would then come to the broker's place, have a nice dinner and talk about what kind of item you desire, possibly browsing through a catalogue of pieces made recently. |
| krlsrrll06-12-07, 02:45 AM | I like the idea of a broker but the Sharn book (if I remember rightly though could be Magic of Eberron) has a layout of a typical magic shop. I think I might go with the cap on value for standard 'off the shelf' items but anything more expensive would have to be ordered with the DM's as a guide. Will think on it and try and come up with some form of working system. |
| Pivotal06-12-07, 05:09 AM | Rememeber that most stuff has standardized prizing as most stuff thats made is made by one of the houses. So to buy magic items you often have to go to a cannith artificer or cannith magic item shop. The houses are eberrons explenation that you get the same quality and same price all over Korvaire. Buying from other places then the houses could get you low quality items (-1 to attack, 1d4 cure light wound potions, etc). |
| Darakhoranon06-12-07, 08:38 AM | Yes, "common" magic items (potions of cure light wounds, wands of magic missile, everbright lanterns, etc.) would probably be available from "Magic Items `R Us", but everything the average adventurer really needs (+2 flaming greatswords, +3 keen dwarven waraxes and the like) will ONLY be made on commission. After all, making said weapons requires a certain caster level - and Eberron isnīt the setting where you just walk up to the epic archmages tower in the next valley/village over and ask for a powerful magic sword. |
| Vharuck06-12-07, 04:38 PM | A war that lasted for a hundred years has just come to an end. While of course the majority of the combatants never even saw a masterwork item, I very much doubt the important troops were not equipped adequately. Unless you scavenge, these are not your weapons. And then only because the countries can't prove ownership. I doubt you're likely to buy these weapons in a store. I have yet to see an automatic rifle in my local army surplus store. |
| Cifer06-13-07, 08:48 AM | Unless you scavenge, these are not your weapons. So how many soldiers do you think would stow away the weapon of a defeated enemy in order to have something approaching a retirement pension? I have yet to see an automatic rifle in my local army surplus store. I think that has more to do with the laws controlling arms available to civilians - which seem to be pretty much non-existant in Eberron. |
| Meloncov06-14-07, 02:26 AM | I'd say that you are less likely to commission a powerful magic item in Eberron than buy one. Currently, their aren't a whole lot of high level spell casters willing to take commissions, but between the war and the various ainchent empires, their must be quite a few magic weapons floating around. |
| Neutronium_Dragon06-14-07, 04:48 AM | It depends on where you are. If you're in the middle of Droaam then there probably aren't a lot of powerful magical items on the market. Head on over to Sharn, though, and you can probably lay your hands on anything that doesn't involve really convoluted combinations of properties in a fairly short period of time. To be honest, I would avoid "you have to commission it" approaches. Unless you have a lot of downtime in your game then given the amount of time it actually takes to make an item (even with the Artisan feats), odds are that by the time it's finished the PCs won't have a use for it anymore, and this only gets worse as levels climb. On the other hand, Eberron has a built-in alternative. If the item isn't on the market where the PCs are, it shouldn't be too hard to poll major centers for items of that sort using the services of House Sivis. Again, except for the really bizarre stuff, any given item is probably for sale somewhere, and paying for it and having it shipped to you isn't too difficult given the infrastructure in Khorvaire. House Kundarak would probably be happy to act as a neutral broker to ensure that neither side gets ripped off (since House Kundarak would be the one that the payment is going through). |
| Cifer06-14-07, 09:31 AM | Currently, their aren't a whole lot of high level spell casters willing to take commissions, It's highly probable that House Cannith or someone else found a way to somehow combine the caster levels of multiple magewrights in order to build stuff - airships don't build themselves. My personal guess for a formula would be squareroot of the sum of the squared casterlevels of the participants or sqrt(sum(CLē)). That would mean five CL3 magewrights acting in concert would manage a CL of 6 and ten of them CL9. |
| The_wizard_Tim06-14-07, 11:43 AM | This is how I work magic items in my campain. low cost (less than 1k gold) items can be picked up in most cities ( not villages) anything higher needs to be purchased or made for you in only the lagest of cities (sharn, flamekeep, korth, Fairhaven, wroat, rekkenmark these are the only places you could buy other items. |
| Elderich06-14-07, 04:40 PM | Currently, their aren't a whole lot of high level spell casters willing to take commissions, but between the war and the various ainchent empires, their must be quite a few magic weapons floating around.You do not need to be "high level" to make items. Sharn has plenty of casters of sufficient level to make most items. And Commission makes sense. One can craft 1000gp per day. So waiting a week, or even a month, for an item is not a problem. In one of the adventures Keith wrote had a fellow who had a +1 longsword, who would trade it for the adventures help. While uncommon, a commissioned veteran, from a family of the same, should have a +1 weapon. At least in my Eberron. In my groups the artificer basically has a "Full Time" side business building items for party members. |
| krlsrrll06-15-07, 04:26 AM | After a bit of thought, and the ideas that people have provided here, I've decided to do the following system: - Common items under 1k GP are fairly freely available on the open market. - Common items that are more expensive, you obligatory +1 Longsword for example, are available to be crafted on commission but only up to a certain 'power' of which I've yet to decide. - Exotic items, uncommon items and items with extra powers have the potential to be available for commissioned work BUT the PC's will be tasked with obtaining certain materials for their construction. I've worked on this system to allow purchase of simple things like potions of healing etc, a few minor magic weapons and armour but if the PC's want something really exotic (a medusa in the party has a spiked chain as their favourite weapon) then they'll have to think long and hard as to whether they really want to undergo the risk. This also means that if the party get all cocky say at 6th level and try ordering a girdle of giant strength then they can be 'held back' until they are worthy of using them as no way at that level can they obtain the material components. Finally I think it'll make the PC's value the more powerful items more plus it'll allow them to customise their combat needs with me still having some control. it's all in it's rough stages but I think that could work so thanks for all the ideas and feedback. |