Easy Money [Archive] - Wizards Community

Post/Author/DateTimePost
Sigma34561

04-18-07, 01:23 PM
I was trying to think how to make easy money in a short amount of time in D&D, that doesnt involve dungeons, or stealing.

Painting and Sculpting popped into my head.

How long does it take to paint a great painting and sell it for a couple hundred gold. At low lvl it would be easy to hit a 30 with craft (painting) or perform (painting). not sure which is which.

Please dont tell me it involves the normal use of the craft skill. That means it would take months to paint a good portrait at an average skill lvl.
OravennasBrother

04-18-07, 01:32 PM
Please dont tell me it involves the normal use of the craft skill.
Unfortunately that really limits the suggestions.
Making money in D&D defaults to
1) Craft Skill.
2) Profession Skill.
3) 1 Silver per day.
4) Casting Spells for heaps o' cash.
5) Adventuring for even bigger heaps o' cash.
6) Abusing the spell rules for yet bigger heaps o' cash.
Number 6 is problematic because any reasonable DM will shut down abuse.
Closing note:
Grifts (con-games) are possible and depending on the local laws may be viewed quite differently than stealing. Unfortunately they depend on the same sort of morality (or lack thereof) to use.
WinterPsionic

04-18-07, 01:33 PM
I was trying to think how to make easy money in a short amount of time in D&D, that doesnt involve dungeons, or stealing.

Painting and Sculpting popped into my head.

How long does it take to paint a great painting and sell it for a couple hundred gold. At low lvl it would be easy to hit a 30 with craft (painting) or perform (painting). not sure which is which.

Please dont tell me it involves the normal use of the craft skill. That means it would take months to paint a good portrait at an average skill lvl.

Most artists but considerable time into the craft, personally I use Perform to get some spare change, otherwise making "good" money usually involved breaking a law or two.
Puca

04-18-07, 02:08 PM
D&Ds rules are set up for an adventuring game.
The fastest, easiest way to get money is to track down bad guys, kill then, and loot their lifeless corpses.

There are balance factors in this: your wealth is connected to the challenges you overcame which is connected to your character level. It is supposed to be this way.

A first-level wizard who can work for a week and buy a wand of Fireball is unlikely to be challenged by CR 1 encounters.

And, it should take months for a person with average skill months to paint a good portrait. If anyone can do it well enough in a short period of time, it wont be worth a lot.
Sunchilde

04-18-07, 02:35 PM
What about some abuses? There are the obviously immoral ones like stealing from shops and then selling back to them - because they deal in items under a certain amount of gold - they can have infinite amounts of gold and keep buying the stolen goods (if you go by core rules)

Also there are tricks (I don't know if they have been erratad yet) like buying a ladder and cutting it into two ten foot poles and selling it for net profit :D
kjenks

04-18-07, 02:50 PM
Buy and scribe as many scrolls of Mount as you can (market price 25 gp, scribing cost 12.5 gp). Activate them all and cast as many Mount spells as you can, remembering that you can prepare lower-level spells in higher level slots. Quickly sell the herd and their tack ("a bit and bridle and a riding saddle"), market price 75 gp for each horse, 2 gp for the bit and bridle, 10 gp for the saddle. Leave town before the spells wear off (2 hours/caster level). Move to the next town. Repeat.

If you can sell the horses and their tack for half the market price of 87 gp/horse, your gross sales are 43.5 gp/horse. Costs are 0 gp per spell cast, 25 gp per scroll purchased, or 12.5 gp per scroll scribed.

Up-front investment for 100 scrolls of Mount: 2,500 gp.
Net profit for selling the herd: 1,850 gp

Easy money.
OravennasBrother

04-18-07, 04:41 PM
Up-front investment for 100 scrolls of Mount: 2,500 gp.
Net profit for selling the herd: 1,850 gp

Easy money.

A classic Grift adapted to D&D
WinterPsionic

04-18-07, 05:05 PM
What about some abuses? There are the obviously immoral ones like stealing from shops and then selling back to them - because they deal in items under a certain amount of gold - they can have infinite amounts of gold and keep buying the stolen goods (if you go by core rules)

Depending how advanced you actually read, Core rules state that shops have a max to how much gold they can hand out.
lint trap

04-18-07, 08:05 PM
Cast Wall of Salt from Sandstorm. Sell the salt (worth it's weight in silver, according to the Draconomicon). At a very conservative estimate of 75 lbs. per cubic foot, that's a minimum of 38,000 gp per spell.
BW0222

04-18-07, 09:21 PM
kjenks,


Buy and scribe as many scrolls of Mount ...

Easy money.


NPC: (casually looking at the horses, taking a 10 on his handle animal) "Gee.... all these are Tersky's? Don't normally see that breed out here. What breeder reared them? Why are they are saddled? Please take the saddles off and I'll inspect them in a few minutes."

NPC: (inspecting each animal, takes a 10 on handle animal) "Humm... , I don't see a mark, brand, or nick on any of them? How the heck did you get them out here without getting some marks on them?"

NPC: (now carefully inspects each animals, taking a 20 on handle animal) "Humm... none of the females have never been pregnant, not a single broken tooth in the entire herd, every single horse is a three year old, none show any saddle marks, same eye color, same markings, same... Say I haven't seen such a perfect horse, let alone nine of them, since that wizard tried selling that conjured thing to the Gordon's a few years back. So, would you rather I ask the priest to detect magic here, wait a few hours, or should I just call the sherrif now?"


If it was so easy, then someone else would have tried before and folks would know that it is a possibility. Anyone spending a year's salary buying something from a stranger is going to take simple precautions to avoid it. It would take hours for inspect, stable, negotiate a deal, etc.

Same (and even more so) with things like Nystal's Magic Aura, casting Magic Weapon on a masterwork sword, etc.
wizarddog

04-18-07, 10:50 PM
In my thieves game character every week do something in the city as side jobs. I inflate the Money a bit to make it easier because they don't do dungeon crawls and need money to live and buy equiptment.

PERFORMING SIDE JOBS: Characters can perform side employment to earn money for each week. Before each session the characters perform these week checks for each week of real time that has passed between sessions. You earn such money even when you, the player, is not present. This allows for absent players to still acquire wealth.
There are several ways to earn money on the side:

Low Risk: DC 10 Profession: You spend your time working in the profession skill you have. Unless otherwise stated you earn as stated in the PHB in gold pieces. Some dues may go to a Guild.
Pick Pockets: You spend your time pick pocketing in the streets. A Sleight of Hand Check. 1/2 Check results in gold pieces . Any profits must go to the Beggers Guild or Theives Guild.
Begging: With a bluff you can beg for spare change. This is systematic organized effort that yields high result. Bluff Check or Perform Check DC10 . 1/2 check results in gold pieces. Any profits must go to the Beggers Guild or Theives Guild.
Craft: You spend your time making items for money. A Craft check is needed. (This is crafting mundane items) 1/2 check results in gold pieces. Characters that want to craft items for themselves must use the time and resources to do so.
Perform: You do performances in the street or in performance halls. A Perform Roll use the chart in book for amount completed x Seven days. Any money made here must go the Performance Guild.
Scribe: You spend time working on languages, legal documents, and translation work. Decipher Script Check or appropriate Knowledge. 1/2 check results in gold pieces.
Watchman: You serve as a watchman Spot or Listen. The result is how much you are paid 1/2 check results in gold pieces.
Spy/Espionage: You perform spying for someone. Make a gather information, listen or Hide. 1/2 check results in gold pieces.
Trapping/Rat Catching: You trap outside the city or capture rats with the city. Make a Survival, Craft: Trapmaking, handle animal. 1/2 check results in gold pieces. Failure means you did not catch anything.
Training: You train someone else in a skill. If you have 5 or more ranks in any skill you earn 50gp for the week. You can only train one skill once per week.
Solictor/Pleader: You are hired as a solicitor for the court. Must have an affiliation to the Entertainers Guild to be licensed. 1/2 check in gold pieces on Diplomacy or Performance Check. Any money made here must go the Performance Guild.

Medium Risk: DC 15

Prostitution: You either perform or work with Prostitution work collecting from johns or protecting the workers. Make a Spot, Listen, Diplomacy, or Intimidate DC 15 check. You earn 5gpx the amount you succeeded on your roll. If you fail by 5 or more suffer 1d6 damage unless you make a DC 15 Fortitude for being ruffed up.
Swindle: You create an elaborate swindle to steal money from shop keepers, businessmen and entrepuerers. Make an DC 15 Bluff or Disguise. You earn 5gpx the amount you succeeded on your roll. If you fail by 5 or more you are dealt 1d6 damage unless you make a DC 15 Fortitude for being challenged. Business: You invest money in a venture to get a return, procure items, appraise jewels, make deals, etc. Make an DC 15 Appraise, Diplomacy or Profession. You earn 5gpx the amount you succeeded on your roll. Failure indicates you make no profit. If you fail by 5 or more you lose 5gp for each you miss by.
Cat Burgler: You break in into Houses. Make a Climb or Open Locks on DC 15 check. You earn 5gp x the amount you succeed on the roll. If you fail by 5 or more you take 1d6 damage unless you make a DC 15 Fortitude from the victim. Mugging: You perform a mugging of a victim. Make an Intimidate or Move Silently DC 15 Check. You 5x the amount you succeed on the roll. Failure means someone violated your security and you were not paid. If you fail by 5 or more you take 1d6 damage unless you make a DC 15 Fortitude from the victim and you are not paid.

Security: You provide security for someone. Roll a Spot or Listen. DC 15 You 5x the amount you succeed on the roll. If you fail by 5 or more you take 1d6 damage unless you make a DC 15 Fortitude from perpetrators. A Failed roll means your security has been breached and you will not be paid.

Trapping/Furrier: You trap larger game including Badgers and Deet. DC 15 Survival or Craft Trapmaking. If you have the track feat you may add +2. You gain 5gpx the amount you succeed on the roll. If you fail by 5 or more you take 2d6 damage unless you make a DC 15 Fortitude from predators. If you are reduced to zero you will die alone in the forest unless you roll to stabilize.

High Risk: DC 20+
Extortion: You extort money from a person, collect for a moneylender or for your church (pocketing some take), or perform a mugging. Make an Intimidate roll against DC 20. If you succeed you get 25gpx per your success roll. If you fail by 5 or more you suffer 2d6 damage unless you make a DC 20 Fortitude If you are reduced to zero you are beaten silly and robbed.
Gambling: When you gamble you have a chance to win a significant amount but you can lose a significant amount as well. If you choose to play dice or chance make a DC 20 Charisma Check. If you play cards make a DC 20 Bluff roll. If you succeed you win 25gpx your EL x success roll. If you fail you lose 25xgpx your level per missed role.
If you plan on cheating make a sleight of hand DC 20. If you succeed on cheating you may add +1 to your Bluff or charisma roll per point you exceed the Cheat roll. If you fail you do not have the opportunity to cheat. If you fail by 5 or more on the Sleight of Hand you are caught cheating and ejected from that game. You will suffer a -8 on the next time you attempt to gamble. The minus reduces by 2 each sequential week till your back to zero. You may attempt to gamble and cheat again but failure means you roll a Fortitude save. If you fail you receive 2d6 of damage. If you are reduced to zero or below you have been beaten silly and robbed. If you save the -8 resets and starts over.
Assassination: Your hired for an assassination job. Must be evil to accomplish this task. Make a DC20+ your EL check to hide or move silently. You may +1 for each level in the Prestige class assassin. If successful, you gain 100gp per EL (it is assuming you are hired to take out targets about equal in level). If you fail, you do not gain the opportunity to make the attempt that week. If you fail by 5 or more you are recognized and suffer a -8 on your next assassination attempt. The penalty goes down by 2 per week afterwards. to zero. If you fail again during that time the amount stacks. If you failure ever reaches 1 or less or you roll a 1 you must make a DC 20 Fortitude save or suffer 1d6 damage per EL level as you attempt to escape. If you are reduced to negative you have been killed. You can have only one assassination job at a time and must complete the one you currently have to start another.
Claim a Bounty: You go out and Retrieve a bounty on a criminal for the law or other criminals. Bounties are usually to bring back live persons. Make a DC 20+ your EL Gather information check or add your Attack Bonus to the roll. If you have the track feat you may add +2 to the roll. If you succeed you bring in the bounty and get 50 gp per EL. If you fail you could not locate the bounty. If you fail by 5 or more the bounty is aware of you and you suffer a –8 on next attempt. The Penalty goes down by 2 per each week. If you failure ever reaches 1 or less or you roll a one you must make a DC 20 Fortitude save or suffer 3d6 damage. If you reduced to zero you are beaten silly and robbed. Even if you switch targets the penalty still remains as your activities have alerted other bounties.
Trapping Large Game: You go and trap large game. DC 20 Survival or Craft: Trap making. If you have the track feat you may add +2. If you succeed you gain 25x success roll. If you fail by 5 or more you suffer 3d6 damage unless you make a DC 20 Fortitude. If you are reduced to zero you will die alone in the forest unless you roll to stabilize.

Spell casting:
Spell casters can earn money casting spells. See Players Handbook for cost. Characters may cast their full allotment of spells per week.
(Example: a 1st level wizard with a 12+Int could earn 15gp for 0lv spells and 20gp for 2 1st level spells for a total 35gp. At 2nd level 40gp for olv spells and 60gp for the 1st level spells for a total of 100gp per week). For each xp losss you may add 5gp.Any materials are figured into the cost. It should noted that selling spells without being in the Wizards Guild could incur their wrath. A percentage of the money you make spell casting goes to the Wizards Guild.
Divine spell casters are not expected to earn money for casting spells for their God. Money collected for the service goes to the church.

RESULTS:
Beaten Silly and Robbed. Characters are at zero hit points and stabled. Any and all items they carried have been stolen including clothes. Characters do have the option of not having any items of value on them but must state this at the beginning and cannot benefit from the objects (i.e. a luck stone that would add to Fortitude saves).
PERFORMING OTHER DUTIES:
Characters may opt to perform other jobs not listed. The base risks and rewards will be the same.