Can my character start a Business?

Post/Author/DateTimePost
#1

Jimbo_on_Fire

Sep 25, 2014 7:55:26
Hi, I'm playing a level 2 forest gnome monk in expeditions. He is proficient with herbalism and alchemy kits. I'm not sure what they can do, but I'm guessing I can make potions. If I can, I wanted to set up a wagon where I can create and sell potion of healing and alchemists fire. I want to turn my character into a traveling snake oil merchant, preferably in my down time days. Is this something I can do, and will it boost my finances? Thanks, James
#2

iserith

Sep 25, 2014 8:00:27

Yes, crafting is covered in the downtime activities section of the Basic Rules. How much you'll earn as a result of that is up to your DM. I think it's reasonable for the DM to say that these efforts pay for a certain level of lifestyle expenses to keep it simple. The tradeoff being that you're spending your downtime crafting and selling instead of researching or training new tool proficiencies or the like.

#3

Jimbo_on_Fire

Sep 25, 2014 8:06:22
As a new player though, is the a stupid way to spend downtime, or will my character benefit by earning more money and growing his business rather than training and learning new skills. I know its down to the DM, but I'm hoping I can make enough money to grow the wagon into a full scale business and gain an edge on the other players in the group by having a higher income and also resources that may be a by product of my business. Like the wagon can always be re-purposed in an adventure. Thank you very much for answering my question though.
#4

iserith

Sep 25, 2014 9:00:06

This is a game about bold adventurers confronting deadly perils and as a result the best way to get rich is to go adventuring, not to craft items and open up a shop (so to speak). I think most good DMs will look at your desire to craft and build a business as a means to drive adventure, such as creating the need to travel into perilous places to obtain rare reagents for your alchemy, seeking out ancient alchemical knowledge in dusty, monster-filled ruins, or threatening your business with the local thieves' guild or nefarious competitors. Thus, the actual crafting and sale of your goods will likely be a sideline of income that drives you to go adventuring. There is also no real upside to having more resources than the other players since this is a team-based game. Most players in my experience tend to pool their resources to increase their chances of success as a team. To that end, it's good to increase one's wealth, but again, that's best done through adventuring.

 

Ultimately though, it'll be up to your DM, so talk to him or her about what you have in mind.

#5

Jimbo_on_Fire

Sep 25, 2014 11:53:46
I think the problem is that I'm playing expeditions. But you're right, I absolutely.imagine my business being my plot hook for my character. Things like one of your galleys has gone missing and you must investigate. I really love Batman and it might just be me trying to match my character, he's a monk which I plan to take the shadow path with, so being a wealthy business owner in his downtime is the other half. Again, thank you for your answers, very helpful.
#6

iserith

Sep 25, 2014 12:01:31

No problem. I'm not really familiar with Expeditions, so I don't know how my advice applies. If it's mostly about playing approved modules on a storyline, then the business may not see much screentime and perhaps it's just something you describe as part of your character's motivation for doing things. For example, some modules suggest the DM ask the players to create their own reason for wanting to be engaged in the plot. You can offer that it has something to do with your business interests.

 

In a regular campaign, a DM might be more inclined to writing specific adventures that relate to your mercantile concerns. If you're looking for such a game and can't find one in your area, consider checking out playing online such as through Roll20.net. There are lots of games going on there all the time that might fit the bill. Good luck!

#7

Veleria

Sep 25, 2014 19:00:36

Expeditions is not a good format for this type of activity. Because of the nature of expeditions you can't earn money outside that which is already written in the adventure. You can however use this as a background or roleplay hook and you will not get any mechanical benefit from it.

#8

Undrhil

Sep 25, 2014 21:59:02

Look into the Guild Arisan background for your character.  Part of that background let's you have a "guild business" which you can play up or completely ignore while in game.

 

Also, Adventurer's League (of which Expeditions is a part) does not allow PCs to craft magic items, including potions of healing.

#9

Jimbo_on_Fire

Sep 26, 2014 4:03:55
So is my herbalism kit and alchemist kit proficiencies nul and void for expeditions. If so, that is very annoying.
#10

Jay_Ibero_911

Sep 26, 2014 4:08:36

Jimbo_on_Fire wrote:
#11

BW0222

Sep 26, 2014 12:23:02

Jimbo_on_Fire wrote:
#12

awaken_D_M_golem

Sep 26, 2014 14:37:54

One of the backgrounds, assumes you've got downtime Income to pay for your membership. 

 

Training supposedly costs 1gp a day, so where's that money coming from?

 

 

Personally I like hiring an untrained Hireling for cheap.

Half-Orc Milk Maid, cast Grease spell = easiest 1 minute job that day and 2 sp.

 

#13

Jimbo_on_Fire

Sep 27, 2014 2:39:51
Some of you think I want my character to start with this stuff. I've completed several adventures now and have about 170 gold, I own a herbalism kit, but not an alchemist kit yet. I have about 20 downtime days saved too. Even if this isn't enough, I would have enough at some point. Anyway, not being able to craft with the herbalism kit makes it redundant for me now, great. Oh, my background is hermit by the way.
#14

Chandraraj

Sep 27, 2014 13:00:32

Depends on the DM and the group, really. Some groups would feel like 'Opening up a shop would eat up too much time! We get paid to slash stuff!'. Others would feel like 'Hey, that'd be helpful'. Really depends on how much of a hurry the group is in, as well as how important money is to a campaign. Some campaigns its barely mentioned, its kind've weird. 

I remember in one group, our half-orc Barbarian opened up a bar'n'grill where he made 'Gorlfex Sandwiches', which were sandwiches as big as a horse. There was also a fighting ring for entertainment. 

But that was a group that kind've relished in the silly and just doing the everyday. Talk to your DM and group about it.

Also, be sure to give our shop an awesome name