Money making schemes!

Post/Author/DateTimePost
#1

Justin2166

Mar 17, 2015 10:59:07

I'm roleplaying a very particular character.  He's an illusionist wizard traveling forgotten realms who thinks he's rather business savvy.  He has a riding horse, a cart, and a stubbern pack mule named Guiseppe.  Right now he is in the Dalelands and is heading west towards eventually the sword coast, and has filled his cart up with hides, ale and timber (yew and oak staves for weapon crafting) from the Dale to trade.

 

Another idea I have is to scribe low level scrolls in my downtime as I'm allowed.  In my most recent trip from Sembia to the Dale, the DM mentioned that the books I brought to trade were sold out very quickly because there was a demand for textbooks for arcane studies.  I'm thinking some of the more common and useful wizard spells and rituals could be sold as scrolls in most larger cities.  Every aspiring apprentice would want to scribe magic missiles and comprehend language, right?

 

I don't particularly care if I actually make any significant gold from any of this, but I feel my character should be roleplayed that he'd always keep an eye on how to make a gold piece or two.  Ultimately its all up to the DM, I just want to keep coming up with new ways to keep savvy.  Have you found any decent ways to make a bit of coin while traveling the forgotten realms?

#2

Nevvur

Mar 17, 2015 11:15:38

As an illusionist, he has the opportunity to make money with some pretty underhanded techniques. Doesn't sound like that's his schtick, though. Good on him. 

 

Ways to make money besides being an adventurer? The only FR games I've played/DM are Adventurer's League, so I haven't had  a chance for making money on the side. However, I think most characters could play to their class to gain some coin. Bards could perform at the inn, barbarians and rangers could hunt and skin for furs, fighters could hire on as body guards or give lessons in self-defense, etc. Rogues can always go out-a-thievin'.

 

Gambling is another way to make some extra gold. Even better if the DM has an actual card or dice game to simulate it. Betting on races or gladiatorial events (or participating in them!) could work, too. 

 

If you're an evil guild artisan, you could try to put your competitors out of business to get more customers -- burn down their shops, ruin their equipment or stock. Someone more scrupulous can invest a little money advertising their goods/services hoping to achieve the same.

#3

Matau99

Mar 17, 2015 11:21:49

Transmuter is hands-down the best moneymaker in the game, except Artificer which is setting-specific.. Here's the trick:

 

  1. Cast disguise self. You don't want anyone reporting you to the sheriff after this con.
  2. Get the fighter/barbarian to cut down a tree for you.
  3. Transmute wood into silver.
  4. Leave town ASAP.
  5. Go to another village and swindle people.
  6. When people catch on, pretend it's a "guild of con-men."
  7. Acquire political power by faking an entire organization.
  8. Laugh at your DM's incredulity.
#4

Justin2166

Mar 17, 2015 11:29:25

Two things I've envisioned about this character and making money is that:

 

1- Never con people out of coin they can't afford to lose.  So most of the populace is generally off limits in Forgotten Realms, with the exception of certain wealthy merchants and nobles and such.  Even then, its probably a good way to end up with a powerful enemy.

 

2- Try to avoid mixing business and illusions.  Trade deals are only as good as your word, and nobody would trust an illusionist with a reputation for ripping people off.

 

So I'm trying to generally make money on the up and up.  Unless the person with money to lose is a jerk-- then everything is fair game.  

Sort of makes sense that if I'm riding across the forgotten realms that I'd bring a few things from region to region to trade.  Sembian books and wine to trade to the people of the Dale?  Sure!  Dalelands hides and timber for crafting weapons in Cormyr?  Yep!  Hopefully it'll pan out.

#5

Justin2166

Mar 17, 2015 11:41:17

I'm totally up for a bit of conning and such.  It just has to target someone who has it coming and has coin they can afford to lose.  I wouldn't want to financially ruin the average shopkeeper or person trading in the market.

#6

Matau99

Mar 17, 2015 12:30:04

Justin2166 wrote:
#7

Batgirl_III

Mar 17, 2015 14:08:22
The 5e rules have fixed my favorite money making scheme from 3.x; in that edition a ten-foot pole sold for 2 SP and a ten-foot ladder sold for 5 CP. Buy a ladder, disassemble, sell the two resulting poles at 25% under the market price and still net a tidy profit. Every Living Greyhawk character I played hailed from the same clan of ten-foot pole merchants, equipping expiations into the famous dungeons since 375! (Ask about our special on karameikos-surplus glaive-guisarmes. Never used. Dropped once.) The secret to success as a merchant is the same as it always has been: buy low, sell high, and make regular donations to the nearest temple of Waukeen.
#8

BRJN

Mar 17, 2015 17:23:54

Pathfinder has an "Investments" rule that I prefer to the 3.x Power of Faerun chapter on "Play the Market". 

Pf basically lets you invest all your spare cash - however much / little that is - and get paid a yearly dividend of 3%-5%.  This lets the business run itself while you have adventures.

PoF makes you shell out X,000 GP to start a business and make a skill check, per month, to see if you make any money.  (You have to almost quadruple your original investment before you can roll a '1' and get pocket change anyways.)