Best way to make a dollar

Post/Author/DateTimePost
#1

maliseth_tyranis

May 29, 2008 12:13:39
Ok, in our current campaign, our DM is so far been alittle stingy on the items/gold department. Monsters and encounters we face provide nothing, but we have managed to accumulate a sum of about 1,000 gold personally and 750 gold in a group pot. We spent our first levels as slaves to a country and when we weren't out looking for these special pieces of armor for our wizard slave driver we were in prison.

There are four of us that mainly play with a couple others that play on and off. Three of the main four are the ones with the 1,000 gold. Our classes are, Rogue1/Artificer4 (that's me), Rogue2/Swashbuckler1, Monk2/Cleric3 (has vow of poverty) and a Human Paragon1/Wizard1/Warblade3.

I have some ranks in Craft (Armor, Leatherworking, Sculpting) and the Warblade has some ranks in Craft (Alchemy & Weaponsmith).

So with this information, what would be a good way for us to go about making some more gold so that I may craft the party some good magic items?


If you need any more information about our characters or the game world and GM, just let me know and I'll try and answer.

Thanks
#2

Wyvernhand

May 29, 2008 12:26:25
Best way to make a buck? Take your next level in Wizard. Specialize to taste. Make your spells Mount, Nystul's Mystical Aura, and Disguise Self. Sink all your skill points into Profession: Used Horse Salesman.

Cast Disguise Self to look like a merchant.
Cast Mount to gain a horse.
Cast Nystul's Mystical Aura to mask the horses magical aura.
Sell the horse for a deep discount.
Dismiss Disguise Self, sleep to regain spells.
Lather, Rinse, Repeat.

You may have to occasionally change towns, especially if the town is small. Large cities work well though.
#3

maliseth_tyranis

May 29, 2008 12:30:22
Best way to make a buck? Take your next level in Wizard. Specialize to taste. Make your spells Mount, Nystul's Mystical Aura, and Disguise Self. Sink all your skill points into Profession: Used Horse Salesman.

Cast Disguise Self to look like a merchant.
Cast Mount to gain a horse.
Cast Nystul's Mystical Aura to mask the horses magical aura.
Sell the horse for a deep discount.
Dismiss Disguise Self, sleep to regain spells.
Lather, Rinse, Repeat.

You may have to occasionally change towns, especially if the town is small. Large cities work well though.

Yeah, I had thoughts of using Mount to rent out Horses for the duration of the spell. I guess I could try and sell the horses and just high tell it out of town.
#4

pfooti

May 29, 2008 13:27:41
Also, depending on how your DM runs the rules for buying and selling, you can do the following:

Borrow 5cp. Or beg for it, or whatever.

Buy a 10' ladder for 5cp. Take it apart into two 10' poles and a bunch of short poles (the rungs). Sell the 10' poles for 1 sp each (they retail for 2sp, so standard sell-to-vendor rules would price them at 1sp). Give the rest of the stuff away. Take your 1.95 sp profit and use it to buy 19 more ladders, generating 38 10' poles. Continue expanding your empire of 10' pole sales until you've got enough gold to buy whatever you want.

Also, as a wizard, learn Tenser's Floating Disk and get a tarp. Whenever you go dungeoneering, take everything that isn't nailed down. Actually, bring a crowbar along as well to get the stuff that's nailed down. Flavor text usually sells for a bit (that library of nonmagical books? buncha gold there. Locks are worth 20gp+, if you can get them out of the doors. Belt Pouches are worth 1gp each).

What kind of a world is it where a belt pouch costs five times more than a ladder? A weird one, one where the ladder is worth less than its constituent parts. :P
#5

maliseth_tyranis

May 29, 2008 13:30:19
Also, depending on how your DM runs the rules for buying and selling, you can do the following:

Borrow 5cp. Or beg for it, or whatever.

Buy a 10' ladder for 5cp. Take it apart into two 10' poles and a bunch of short poles (the rungs). Sell the 10' poles for 1 sp each (they retail for 2sp, so standard sell-to-vendor rules would price them at 1sp). Give the rest of the stuff away. Take your 1.95 sp profit and use it to buy 19 more ladders, generating 38 10' poles. Continue expanding your empire of 10' pole sales until you've got enough gold to buy whatever you want.

Also, as a wizard, learn Tenser's Floating Disk and get a tarp. Whenever you go dungeoneering, take everything that isn't nailed down. Actually, bring a crowbar along as well to get the stuff that's nailed down. Flavor text usually sells for a bit (that library of nonmagical books? buncha gold there. Locks are worth 20gp+, if you can get them out of the doors. Belt Pouches are worth 1gp each).

What kind of a world is it where a belt pouch costs five times more than a ladder? A weird one, one where the ladder is worth less than its constituent parts. :P

LOL, hmm not sure how that ladder bit will run but I can always try. Surprisingly enough, we have yet to enter a dungeon so hopefully we'll find one soon now that we aren't slaves.
#6

pfooti

May 29, 2008 13:32:54
LOL, hmm not sure how that ladder bit will run but I can always try. Surprisingly enough, we have yet to enter a dungeon so hopefully we'll find one soon now that we aren't slaves.

Yeah, that was mainly written for humor's sake. Another option is to rent out your spellcasting skills. Clerics and Wizards can cast spells for gold, using the same rules as in the book for when you need to buy a spell, although it's a pain to wait around for someone to come to you, I guess. If the cleric didn't have a VoP, they could clean up on CLWs and whatnot.
#7

maliseth_tyranis

May 30, 2008 7:19:15
bump....


I've been having thoughts of starting a Gladiator Arena to make cash, but not sure how to go about it.
#8

xaktsaroth

May 30, 2008 11:41:35
5 step program:

1) Purchase a mule for 8 gp from any local dealer.

Wikipedia has the average weight of a mule: "The median weight range for a mule is between 270 kg (600 lb) and 410 kg (900 lb)."

2) Cast Flesh to Salt(Druid 5/ Sorc/Wiz 5 or pay 450 gp for the service) on mule, and get a 600lb to 900lb salt statue.

3) Pick up your favourite mace and reduce the mule statue to a fine powder of salt.

4) Collect salt and sell for 5 gp per lb for a total of 3000 gp to 4500 gp.

5) Repeat.

This method even scales well, as the Mass Flesh to Salt spell can turn 5 mules into salt in one casting, so you'll save some money/spell slots there.

Enjoy.
#9

Wyvernhand

May 30, 2008 11:42:57
Depending on local laws, this could be as easy as staking off an open area and beating the tar out of your friends, to as complicated as renting an appropriate area, aquiring various liscenses, bribing various officials, paying professional fighters (including applicable pit fighter's union rates), advertising, providing food/drink vendors, providing sanitation requirements to meet city health code, or even defending against violence or sabotage from rival arena troupes.

I could go on...check with your DM what the local inclination. Spend some time/gold in a local inn to glean the interest level, legality, pre-existing organizations, etc.
#10

maliseth_tyranis

May 30, 2008 11:47:06
Depending on local laws, this could be as easy as staking off an open area and beating the tar out of your friends, to as complicated as renting an appropriate area, aquiring various liscenses, bribing various officials, paying professional fighters (including applicable pit fighter's union rates), advertising, providing food/drink vendors, providing sanitation requirements to meet city health code, or even defending against violence or sabotage from rival arena troupes.

I could go on...check with your DM what the local inclination. Spend some time/gold in a local inn to glean the interest level, legality, pre-existing organizations, etc.

Yeah, next time we play I was going to ask the DM about setting all this up. Our group may even be able to gain the employment of some half breed farmers outside the major cities who are alittle disgruntled since the Clerics have moved in creating food and water with magic.
#11

maliseth_tyranis

May 30, 2008 11:47:47
5 step program:

1) Purchase a mule for 8 gp from any local dealer.

Wikipedia has the average weight of a mule: "The median weight range for a mule is between 270 kg (600 lb) and 410 kg (900 lb)."

2) Cast Flesh to Salt(Druid 5/ Sorc/Wiz 5 or pay 450 gp for the service) on mule, and get a 600lb to 900lb salt statue.

3) Pick up your favourite mace and reduce the mule statue to a fine powder of salt.

4) Collect salt and sell for 5 gp per lb for a total of 3000 gp to 4500 gp.

5) Repeat.

This method even scales well, as the Mass Flesh to Salt spell can turn 5 mules into salt in one casting, so you'll save some money/spell slots there.

Enjoy.

Excellent idea also, if I remember isn't there a Wall of Salt spell somewhere?
#12

xaktsaroth

May 30, 2008 11:52:21
Excellent idea also, if I remember isn't there a Wall of Salt spell somewhere?

Yes, all these spells are from Sandstorm, and the Wall of Salt would even work, as it's permanent duration(even a 4th level spell. 2 levels earlier then Flesh to Salt if your casting yourself).

But Wall of Salt is only an inch thick, so in the end, your yeild might be smaller. I'm not sure on the math. :P
#13

morokael

May 30, 2008 12:10:28
A wall of salt is 1 inch think per caster level. In addition, it is 5-ft long per caster level. Let's assume for sake of argument that the wall is 5-ft tall (probably should be taller). Again, for the sake of argument, you cast the spell as soon as you are able (Spell Level 4 = Caster Level 7)

5ft tall x (5ftx7) x (1inchx7) = 175ft^2 x 7/12 feet = 102.083 (3 repeating) cubic feet.

According to The Salt Institute (LOL)
"The density of deicing salt ranges from 72 pounds per cubic foot loose to 84 pounds compacted. When calculating storage space requirements, use the figure 80 pounds per cubic foot"

So at level 7, you can cast Wall of Salt to create a minimum of

102.083 cubic feet x 72 lbs/cubic foot = 7350 lbs of salt

which would sell for the small price of 7350 lbs x 5 gp/lb = 36,750 gp.

Repeat after me, SPELLCASTERS ARE NOT BROKEN

And remember, that's minimum salt density for de-icing salt (not table salt) and the wall should probably be taller.

*edit*Just as additional reference, I also calculated using the density of table salt which gives 7330 lbs (36,650gp). Note that I sincerely doubt the Wall of Salt makes modern refined granulated table salt.*edit*
#14

xaktsaroth

May 30, 2008 13:54:35
A wall of salt is 1 inch think per caster level. In addition, it is 5-ft long per caster level. Let's assume for sake of argument that the wall is 5-ft tall (probably should be taller). Again, for the sake of argument, you cast the spell as soon as you are able (Spell Level 4 = Caster Level 7)

5ft tall x (5ftx7) x (1inchx7) = 175ft^2 x 7/12 feet = 102.083 (3 repeating) cubic feet.

According to The Salt Institute (LOL)

So at level 7, you can cast Wall of Salt to create a minimum of

102.083 cubic feet x 72 lbs/cubic foot = 7350 lbs of salt

which would sell for the small price of 7350 lbs x 5 gp/lb = 36,750 gp.

Repeat after me, SPELLCASTERS ARE NOT BROKEN

And remember, that's minimum salt density for de-icing salt (not table salt) and the wall should probably be taller.

*edit*Just as additional reference, I also calculated using the density of table salt which gives 7330 lbs (36,650gp). Note that I sincerely doubt the Wall of Salt makes modern refined granulated table salt.*edit*

Nice!

And no, no table salt. Rock salt specifically, but I can't imagine rock salt being that different from the course sea salt they began using; just smash the rock salt up.
#15

operation_shoestring

May 30, 2008 16:33:54
Also, depending on how your DM runs the rules for buying and selling, you can do the following:

Borrow 5cp. Or beg for it, or whatever.

Buy a 10' ladder for 5cp. Take it apart into two 10' poles and a bunch of short poles (the rungs). Sell the 10' poles for 1 sp each (they retail for 2sp, so standard sell-to-vendor rules would price them at 1sp). Give the rest of the stuff away. Take your 1.95 sp profit and use it to buy 19 more ladders, generating 38 10' poles. Continue expanding your empire of 10' pole sales until you've got enough gold to buy whatever you want.

A 10 foot pole is a precision instrument, fine crafted by only the best carpenters for adventurers needing reliable equipment that will stand the test of the darkest dungeon.

A ladder is that casual thing commoners keep around to reach the hayloft.

A cut of section of ladder, with holes in it is not going to be accepted as a 10-foot pole by any but the most incompetent adventurer.

The only way you could do this is if you were a decent level druid (or Gleaner) with the "Woodshape" spell.

Also, as a wizard, learn Tenser's Floating Disk and get a tarp. Whenever you go dungeoneering, take everything that isn't nailed down. Actually, bring a crowbar along as well to get the stuff that's nailed down. Flavor text usually sells for a bit (that library of nonmagical books? buncha gold there. Locks are worth 20gp+, if you can get them out of the doors. Belt Pouches are worth 1gp each).

What kind of a world is it where a belt pouch costs five times more than a ladder? A weird one, one where the ladder is worth less than its constituent parts. :P

Belt buckles are made of valuable metal. Especially so, given that belt buckles need to be not only strong but ductile and flexible (so many metal objects can be brittle without too much consequence) Keep in mind that despite the often Middle Ages-ish flavor, the typical D&D economy is effectively equivalent to the Hellenic era, back in the bronze age. Life is cheap. Metal is valuable. Books are (unless you are in Eberron, where printing exists) near priceless.

Adventurers are friggin' rich.

As K said: "High level adventurers are literally wearing several years (or decades) Gross National Product of a major nation" Yes, wearing. The frigging POPE in Ebberron is wearing less magical gear than you would expect on an 11th level PC.

Heh. Just wait until you get high level enough for Wall of Salt.

Or you can sell Eternal Torches at a profit, by RAW. 1 cp for a torch, 50 gp for the "Eternal Flame" spell, product sells for 55gp at minimum.
#16

pfooti

May 31, 2008 21:25:51
Belt buckles are made of valuable metal. Especially so, given that belt buckles need to be not only strong but ductile and flexible (so many metal objects can be brittle without too much consequence) Keep in mind that despite the often Middle Ages-ish flavor, the typical D&D economy is effectively equivalent to the Hellenic era, back in the bronze age. Life is cheap. Metal is valuable. Books are (unless you are in Eberron, where printing exists) near priceless.

A belt pouch, I think, doesn't actually include the belt. It's just a little pouch that has a belt loop.