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 Market Place Rules, Guidelines, and NPC Information

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DungeonMaster
Dungeon Master
Dungeon Master
DungeonMaster


Number of posts : 35
Registration date : 2008-02-24

Player Info
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Exp:
Market Place Rules, Guidelines, and NPC Information Left_bar_bleue190000/190000Market Place Rules, Guidelines, and NPC Information Empty_bar_bleue  (190000/190000)
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Market Place Rules, Guidelines, and NPC Information Left_bar_bleue9999/9999Market Place Rules, Guidelines, and NPC Information Empty_bar_bleue  (9999/9999)

Market Place Rules, Guidelines, and NPC Information Empty
PostSubject: Market Place Rules, Guidelines, and NPC Information   Market Place Rules, Guidelines, and NPC Information EmptyThu Feb 28, 2008 12:49 pm

Welcome to the market place! This is where you'll buy and sell items for profit and personal gain. You could also try and steal items. Be warned! If a shopkeep catches you he'll either deal with you himself, or call for the guards. And things can get messy. Remember, the best way to avoid a fight is to return the item if you are caught, or pay for the item.


Merchant
ExpertLv5
HP 30
Str 10
Dex 10
Con 10
Int 16 +3
Wis 16 +3
Cha 16 +3
Base Attack: +3
Base Saves: +1/+1/+6
Class Skills Are:
Listen: 8 + 3 = 11
Spot: 8 + 3 = 11
Bluff: 8 + 3 = 11
Sense Motive: 8 + 3 = 11
Search: 8 + 3 = 11
Knowledge(local): 8 + 3 = 11
Perform(oratory): 8 + 3 = 11
Appraise: 8 + 3 = 11
Diplomacy: 8 + 3 = 11
Speak Languages: 8 + 3 = 11
Languages: Common, Draconic, Elvish, Gnome, Dwarf,
Orcish, Undercommon, Halfling, Gnoll, Goblin, Giant,
Sylvan
Possessions: 700 Gold, Town Guard Whistle, Dagger, 10 Gold Rings, Magic Item(Lucky Coin, +1 Luck Bonus to all Saves)
To Steal from a merchant is an evil act, on top of that, stealing from a merchant is a Sleight of Hand check of 25.
Be warned, stealing the merchant's items is a risky thing and commoners/merchants alike will be watching you.
Merchants sell all items that are available in the players handbook and require a DC 15 Sleight of Hand to steal.
Merchants also sell potions as caster level 20, but the prices do not increase. DC 15 Sleight of Hand to steal.

Potions on sale are: Cure Light Wounds(Potion) 50gp, Jump(Potion) 50gp, Pass Without Trace(Potion) 50gp, Enlarge Person(Potion) 250gp, Reduce Person(Potion) 250gp, Bear's Endurance(Potion) 300gp, Cat's Grace(Potion) 300gp, Bull's Strength(Potion) 300gp, Darkvision(Potion) 300gp, Fox's Cunning(Potion) 300gp, Invisiblity(Potion) 300gp, Owl's Wisdom(Potion) 300gp, Levitate(Potion or Oil) 300gp, Spider Climb(Potion) 300gp, Eagle's Splender(Potion) 300gp, Cure Moderate Wounds(Potion) 300gp, Lesser Restoration(Potion) 300gp

Every potion is in stock at 5x per day. For example, you can buy 5 Cure Light Wounds potions one day, but not 6. But you can buy 3 potions one day, and 3 potions another.

Do not get an idea to steal and then sell the items back to the merchant, doing so automatically gets you caught in the act.

Town Guard (Comes in groups of 5)
WarriorLv5
HP 65
Str 20 +5
Dex 20 +5
Con 20 +5
Int 20 +5
Wis 20 +5
Cha 20 +5
Base Attack: +5(+5)
Base Saves: +9/+6/+6
Class Skills Are:
Listen: 8 + 5 = 13
Spot: 8 + 5 = 13
Bluff: 8 + 5 = 13
Sense Motive: 8 + 5 = 13
Search: 8 + 5 = 13
Knowledge(local): 8 + 5 = 13
Perform(oratory): 8 + 5 = 13
Appraise: 8 + 5 = 13
Diplomacy: 8 + 5 = 13
Speak Languages: 8 + 5 = 13
Languages: Common, Draconic, Elvish, Gnome, Dwarf,
Orcish, Undercommon, Halfling, Gnoll, Goblin, Giant,
Sylvan
Possessions: Longsword, Fullplate, Large Iron Shield

Sure enough, roleplay your way out of a fight with guards at all possible costs. If at any point you feel you cannot fight, them and they are going to fight, throw down your weapon, hold your hands up, and say you will come along peacefully. You'll give back your items stolen and cannot post in the market place for 2 days. Simple. ^_^

Each player should have only one topic post. As such Ex: "Auedecus Rose's Adventure To The Market"
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