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Worlds of Design: The Problem with Magimarts
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<blockquote data-quote="M_Natas" data-source="post: 9325688" data-attributes="member: 7025918"><p>So, in my last campaign, I had the following magic shops:</p><p></p><p>- Nala Goodmothers Shop - a (totallt not a necromancer) mage, that was run out of her nation because of the experiments she did to try bring back her family - she set up shop at the Dwarfen Stronghold Bergstadt (English: Mountain City) which lacked arcane spellcasters. The looked away when she did her experiments in exchange for arcane services.</p><p>She also sold magic items to adventurers passing by, but no mundane +1 or +2 weapons or anything, but fun creepy stuff - like boots of elvenkind - but are they made off elven design or of elven skin? Are the night googles just magical glass or made out of the eyese of creaturess with night vision? We'll never know.</p><p></p><p>- In Bergstadt the Master Dwarfen Smiths could create mundane +1 masterwork weapons, but also if the adventurers bring magical stuff, they can turn that into armor and weapons. Like they had a dragon scale as a gift from a dragon that they could turn into armor or a whip.</p><p></p><p>- Katalinas Travelshop of Magical Curiosities - it is a magical wagon, that is the base of a group of thieves that use their shop as a cover to rob places. Basically only magical trinkets/common items. They robbed the vault of the Bergstadt while the adventure party was busy fighting the evil monster under the city.</p><p></p><p>- in another city there was a black market that sold also magical items. Usually cursed ones, but also stolen ones and items useful for darker purposes.</p><p></p><p>That was in my last campaign.</p><p></p><p>In my current spelljammercampaign, so far my players discovered one shop that sells magical items, but that are for Ships. Magical sails that make ships faster and so on. Which makes sense in a Spelljammer Setting. They are still in the small start town, so they haven't seen the magic shops in the bigger cities.</p></blockquote><p></p>
[QUOTE="M_Natas, post: 9325688, member: 7025918"] So, in my last campaign, I had the following magic shops: - Nala Goodmothers Shop - a (totallt not a necromancer) mage, that was run out of her nation because of the experiments she did to try bring back her family - she set up shop at the Dwarfen Stronghold Bergstadt (English: Mountain City) which lacked arcane spellcasters. The looked away when she did her experiments in exchange for arcane services. She also sold magic items to adventurers passing by, but no mundane +1 or +2 weapons or anything, but fun creepy stuff - like boots of elvenkind - but are they made off elven design or of elven skin? Are the night googles just magical glass or made out of the eyese of creaturess with night vision? We'll never know. - In Bergstadt the Master Dwarfen Smiths could create mundane +1 masterwork weapons, but also if the adventurers bring magical stuff, they can turn that into armor and weapons. Like they had a dragon scale as a gift from a dragon that they could turn into armor or a whip. - Katalinas Travelshop of Magical Curiosities - it is a magical wagon, that is the base of a group of thieves that use their shop as a cover to rob places. Basically only magical trinkets/common items. They robbed the vault of the Bergstadt while the adventure party was busy fighting the evil monster under the city. - in another city there was a black market that sold also magical items. Usually cursed ones, but also stolen ones and items useful for darker purposes. That was in my last campaign. In my current spelljammercampaign, so far my players discovered one shop that sells magical items, but that are for Ships. Magical sails that make ships faster and so on. Which makes sense in a Spelljammer Setting. They are still in the small start town, so they haven't seen the magic shops in the bigger cities. [/QUOTE]
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Worlds of Design: The Problem with Magimarts
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