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 Ideas For Wealth Creation In/Near Waterdeep

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T O P I C    R E V I E W
RAKKIR Posted - 21 Jul 2005 : 22:09:38

Hello,

Supposing the following conditions apply:
1: You are a mid, to high, level mage.
2: You reside in Waterdeep.
3: You don't really want to risk yourself adventuring. (You will sponsor companies though.)
4: You're evil in alignment, but lawful enough to know better than to break city law. (Using it to your advantage is perfectly acceptable though.)
5: You want to make a good bit of money, in a wide variety of manners (holdings) and don't particularly want to make it obvious it is YOU making the money.

What would -YOU- do?

The reason I ask is because, in one of the campaigns I am in, I play a mage who is very much interested in making money. However, he considers his days of "dungeon crawling" to be, thankfully, over with. He would much rather spend the gold he has earned to reap even greater rewards through judicious investment and mercantilism. My DM basically leaves it up to me, as the player, to approach him with "this is my idea" and then he starts ruling accordingly.

So far, my character has invested in several taverns and brothels...err...I mean "festhalls" and is doing okay there. I am also thinking about having him open up a fortified inn about one day's ride south of Waterdeep at a caravan's place. My thinking is this...
1:I'm close enough to Waterdeep to have some of it's protection as the guards do patrol all the way to Daggerford.
2:But I'm far enough away that shady business (though not outright murders and major crimes that affect the city) will be ignored if kept low key.
3: By offering this as a "neutral ground" to all parties with a "what happens here, STAYS here" and "What happens here is YOUR business" attitude I can see it becoming a much smaller, less hardcore, version of Skullport for those in Waterdeep who can't get access there.

For instance in the meeting rooms, slavers might meet here, thieves guilds, fences and clients, drug-smugglers, smugglers in general, those look for some "high class" prostitutes while away from their wives, those wanting to set up business deals away from watchful eyes in Waterdeep, and perhaps those generally no longer welcome in Waterdeep due to various legal reasons. Let it be known all the walls were corked (to prevent eavesdropping).... But, it isn't intended to be a "dark place" full of cut-throats only. Obviously, the point of this is for those who come here NOT to look suspicious and appear as "everyday caravan traffic" or a "noble from Waterdeep and his entourage out for a good hunt who decided to spend the night here." Hopefully, being on a caravan route it could also do some business in selling supplies and what not. Though, obviously that side of things would be limited since Waterdeep is only a day away.

I can see some problems with this however. Granted, 99% of everybody in the Realms is NOT some super-powered character/being...but even still I can see it becoming difficult to maintain the location as a "neutral ground, take your fights elsewhere" kind of place the first time the disguised Red Wizard gets pissed and starts chucking fireballs. Whatever authority you keep over the place would have to be even "bigger and badder" than the trouble-makers you were trying to control.

With that in mind, I'm thinking perhaps a "wardmist" type spell (though you don't see them in 3E it is said in Volo's Guide to the North) that they are quite common in the Savage Frontier. Maybe something like that that nullified magic except for those bearing the correct ward-tokens. However, something like that would have to be a hefty spell...I'd imagine at least 9th level if it acted as an anti-magic shell but on a larger basis and with keyed conditions (such as the ward tokens).

Perhaps have an iron-golem or two around (with the correct ward-tokens) to deal with the problem fighters who think they can beat up on anyone since magic is nullified.

Maybe even offer various "Storage services" in some sort of extra dimensional space situation. A sort of "you pay up front for a set length of time. With the fee varying on the size of the parcel, and as long as whatever inside will not try to escape and attack we DON'T CARE what it is" sort of thing.

However, all this starts to look prohibitively expensive to me, and would pretty much bankrupt my character to get it setup. So, could they ever, reasonably, recoup their money?

Also I suspect the Lord's might not smile to kindly on this. UNLESS they saw it as a way to get trouble out of the city and into someone else's lap. And it was sold as a place they could have agents watch out for trouble BEFORE the trouble got to the city...maybe even offer to maintain a stables so the Waterdeep Guard Patrols could rest/change their mounts....

What do you think of the idea? Would it work? What are the problems with it? And/or, what money making venture would you invest in as an alternative?
30   L A T E S T    R E P L I E S    (Newest First)
RAKKIR Posted - 03 Aug 2005 : 22:14:41
Well, the spells in question don't necessarily have to be super-high level. Low level spells would light the carriage up quite nicely, and a harmless fog effect shouldn't be to hard to implement.

Mournblade Posted - 02 Aug 2005 : 21:52:42
I don't see why it wouldn't work. SOunds good.

But I as a DM do not allow something as anachronistic as that. I still feel though realms is Inundated with magic, it is very taxing on the spellcaster, much more so than an engineer. IF your DM allows that style of play it is a good idea.

See if you can pop a search up on historical businesses. Try things that would have been done in the 19th century. That should work for waterdeep.

RAKKIR Posted - 02 Aug 2005 : 21:35:38
This is a bit of a crazy idea....and it came to me while watching "Modern Marvels" on the history channel.

Why not the Waterdeep equivelent of a rental limo service? But with carriages? Super done up carriages stocked with alchohol or whatever evel the Noble client wanted? Or, maybe even more exotic forms of transportation for nobles to arrive at events in?

Of course, the carriages could be wraped in exotic mists when the pull up, lit up with magic spells, etc...

Think it would work?
Mournblade Posted - 02 Aug 2005 : 21:15:47
I saw it mentioned that your DM runs Realistic campaigns. I love that. Realistic campaigns make things a bit more relevant and less arbitrary. It sounds like my style of running a game.

However if you were this free staff as you say, I fail to see how running a realistic campaign would make this anymore dangerous. THe fine line with running a realistic campaign is not squashing players ideas just because you the DM know about it.

Well if you are a very powerful mage, the Lords would probably know of you somewhat. If you were under the scrying so to speak, they may not know who you are. If you are careful, you should be able to be a mercenary spellcaster for the underdark without the lords knowing this. Ofcourse as a player you have the disadvantage of the DM knowing everything. DM's have to be careful not to let this information travel to Majour NPC's without good plot devices.

Kentinal Posted - 01 Aug 2005 : 22:16:38
Souls go to their deities, if they have one, no matter how they die.

Only expception I can think of is soul binding, which might include being made undead in all cases (Clearly a Lich controls own soul, other undead can not be raised from dead unless they are "sead" again which appears to indicate souls are captured some how.)
Fletcher Posted - 01 Aug 2005 : 21:34:17
I'm not sure, if it goes to the lower planes, or if it gets used up as a power source. I can take a peek some time this week, perhaps wednesday.

If anyone else has an idea of where the souls of those sacrificed in dark rituals for xp, please let us know. (and save me trying to find it)
RAKKIR Posted - 29 Jul 2005 : 17:26:21
Is that one of those deals where the person's soul goes straight to the lower planes when you do that?
Fletcher Posted - 29 Jul 2005 : 16:49:35
I love remembering something in the middle of a meeting, and having to scribble down dnd notes while discussing FDA regulations. It is so surreal

Anyhoo...

Sacrificing a person for xp for use in magic items....
Look in the book of vile darkness.
I think it had something like choose a dc (minimum 15) and if you make your check, (religion or spellcraft, I forget which) you get 3x your target dc in xp to make items.
Wooly Rupert Posted - 28 Jul 2005 : 23:11:54
quote:
Originally posted by RAKKIR

It sounds like a lot of ideas here revolve around selling "spells for hire" so to speak. Without wanting to create magic items or engage in battles...what OTHER sorts of sells would be usefull in Waterdeep and find a large customer base?



Spells for spying on rivals, spells for predicting what items are going to be hot sellers, spells for surreptitiously ruining plans/goods of rivals...

And of course, spells to counter those very things...
RAKKIR Posted - 28 Jul 2005 : 21:46:36
It sounds like a lot of ideas here revolve around selling "spells for hire" so to speak. Without wanting to create magic items or engage in battles...what OTHER sorts of sells would be usefull in Waterdeep and find a large customer base?
Fletcher Posted - 28 Jul 2005 : 16:47:00
quote:
Originally posted by RAKKIR

All good ideas.
So, in summary, my questions are threefold then:
1: Game information on using souls/others to pay XP costs for magic item creation.
2: Setting up a spy-ring, rumor gathering system?
3: Any other good business ideas.



1. I'm afraid I'm still on a business trip, and won't be back to try to rummage through my information until the weekend, perhaps later.

2. This one takes time and effort, and lots of role play. One beginning is the poor starving street rats. Hook up with a few of these, pay them a few coppers a week for whatever information they give, and work your way up into getting information from merchants and minor nobles. The information you get could lead to some very interesting blackmail sources. It all depends on how much work your GM is willing to undertake.
From personal experience, the amount of effort in running a credible spy ring is exhausting.
Another way that is less exhausting for your GM and my be a bit more palatable is find the local gossips and engage their services.

3. Spells for hire, become a local sag.
Use illusory script and hire yourself out to send sensitive information.
Identify items for adventurers, you don't have to tell them the truth about the items after all.
Buy and sell magic items if the game is magic rich.
Increase a craft/profession skill to its maximum, and start rolling those D20's. Its amazing how much cash you bring in with a craft/profession skill of 20+. (Skill focus, and synergy bonuses are great help here.)
Never Posted - 28 Jul 2005 : 07:56:03
Rakkir:
" No, I don't want to burn them down to collect on it. "

That wasn't my suggestion. You said you were worried about what would happen if people started throwing fireballs around.

" You feel something like that could function in Waterdeep? Would the lord's allow it right in the city-limits if it became apparent that those of "ill-intent" could use it for plotting?"

Anyone who was powerful enough to interest the Lords of Waterdeep will have their own place where no one can observe them coming and going.

Yes, people of ill-intent will likely use your establishment but people of ill-intent are going to be found in the corners of every tavern, festhall, or public meeting place. In Las Vegas, (where I live) all of the hotels offer convention centers, meeting halls, and boardrooms for public use. Yeah, it's possible that the Evil Brotherhood of Criminals is using the Luxor's boardroom as we speak but most of the staff at the hotel would probably look at me screwy if I suggested it. It's more likely that a criminal organization would use the backroom of a local strip club they own.

The service your character is offering is a legitimate one; the majority of its users will likely be legitimate business people. As long as it's located in a reputable neighborhood and your character runs it in a reputable way, then I don't see a problem.

And *if* your character does knowingly allow a bit of dirty dealings, it's important to remember that a business can't be held responsible for what third parties do with their services (Napster being the only exception I can think of). I mean, if I shoot someone in an Olive Garden, no one is going to blame Olive Garden.
Forge Posted - 27 Jul 2005 : 18:07:32
quote:
You feel something like that could function in Waterdeep? Would the lord's allow it right in the city-limits if it became apparent that those of "ill-intent" could use it for plotting?



Sure they would. They would just keep tabs on who uses those rooms and watch them closer. It's hard to put together a real plot secretly when all the players are known.
RAKKIR Posted - 27 Jul 2005 : 17:50:57
Yes, they do have insurance.

No, I don't want to burn them down to collect on it. *Grins*

You feel something like that could function in Waterdeep? Would the lord's allow it right in the city-limits if it became apparent that those of "ill-intent" could use it for plotting?

And yes, that's my kind of lawful evil. *Smiles* It's all about using laws and codified hierarchies to screw people you don't like over. Not that you seek to screw over people you meet for no reason, or even try to screw over your competitors just because they are competitors. BUT...when someone does irk you enough..well, it's time for them to pay....

Of course if you're somewhere in the backlands with no lawful authority around to bust you, then it's perfectly okay to stab your rival in the back. *Winks*
Never Posted - 27 Jul 2005 : 05:31:18
Rakkir,

"...when you're lawful evil you're not too concerned about CERTAIN people "falling by the wayside" and you screw over all those who get in your way that you CAN and still get away with."

That's one brand of lawful evil, yes.

In regards to the original post:

First off, do your taverns and festhalls have insurance?

As a test, why not convert one of your nicer festhalls/taverns an establishment that lets parties rent small or large dinning rooms for the evening? Put protections against magical and mundane spying, serve excellent food, and cater to businessmen, adventurers, or guilds that need privacy but lack the coin to create own permanent, warded meeting rooms.

Worried about security? Find some city watchmen and offer them more than they're making.
Wooly Rupert Posted - 26 Jul 2005 : 22:50:11
About the extradimensional vault...

I'd put it in a real vault. The real vault would be where some wealth was stored, and where you put the more cheaply secured stuff. Inside that vault, you have a secret door. It leads to a small chamber with a bit pricier stuff in it. One wall of this chamber is the unmarked portal (a keyed one, of course) leading to the extradimensional space where the seriously valuable stuff is kept.
Forge Posted - 26 Jul 2005 : 22:05:25
Well also, the more legit strings you have going the easier it will be for certain parties to overlook you. I don't think you will have to worry so much about the Chosen and El unless you are an epic f-up in the works, but the Lords might get interested.

Also don't ever doubt the value of some highly placed markers. If your wizard provided guard services of certain golems for hire, or something similar, not only would he get cash, but he would have plants within places others would really NOT want folks in, and gain the knowledge of the workings of some places most don't know.

He could also offer consulting services as a specialist in some area, or offer "pointers" to budding noble adventurers before setting them off into goblin-lands.

(Heck he might even conjur said goblins so the Over-powered nobles would have an opponent to conquer. Heh a goblin Safari...)
KnightErrantJR Posted - 26 Jul 2005 : 22:03:37
Oh, I imagine there are thousands upon thousands of LE merchants out there that would never think to bear arms against another, and wouldn't want to break the law, but still take every chance to screw their customers, slander their rivals, and pray to every power that will hear them that their rivals family be struck down with various nasty maladies (and mean it) but would never think to poison, injure, hire assasins, or break the law in any way. They are just evil, petty little souls in their own little sphere of influence.
RAKKIR Posted - 26 Jul 2005 : 21:57:49
Forge,

Exactly! If legit business is where it's at, I'm all over that. After all just because my character is evil, it's not like he wakes up each morning going "Okay, my goal today is to kill even MORE children than I did yesterday."

That sort of thing is for demons, not my character.

As an aside, but related topic, I never could stand people who think/play every evil character as if they are bent upon simply killing and commiting evil for evil's sake all the while cackling madly. Likewise the belief that evil will not have friends and or do good under the right circumstances grates with me. I think that reflects a very unrefined, immature, cookie-cutter based view of good and evil based off things like...Skeletor and Freddy-Krueger.
RAKKIR Posted - 26 Jul 2005 : 21:51:26
Yes, to be frank, my character KNOWS better than to mess with certain people. Sure, when you're lawful evil you're not too concerned about CERTAIN people "falling by the wayside" and you screw over all those who get in your way that you CAN and still get away with. But, when Khelben, Elminster, or the Chosen show up telling you to jump it's all about "Yes sir, how high?" Anotherwards, I don't want to piss over the people who have enough power to turn me into burnt-toast...and not suffering from the delusions of grandeur that the Zhents and Red-Wizards have (at least the dumb ones) it's only PRUDENT to assume I can't pull any wool over the eyes of the city and/or get away with pissing off powerful mages.
Forge Posted - 26 Jul 2005 : 21:51:00
Oh, and don't think that just because he's of evil bent he won't get some legit business ventures rolling. He might well have a stables with horses as well for those who need to buy... perhaps at a slightly inflated rate for those who REALLY need to get out of town.

I'm thinking he could possibly use his magical influences as a leverage to tutor noble sons (2d sons who are not going to inherit) as well as providing stake money for civic-backed endeavours such as:

1) Road improvements, repayable through a percentage of toll profits in the future years.
2) Civic or private ventures like sawmills and smithies, again repaid through percentage returns, with steep forclosure penalties...
RAKKIR Posted - 26 Jul 2005 : 21:44:32
Lashan,

Yes, obviously the city will want to stay up on what's going on at any property. However, the difference between the property idea and the "Feestaff" selling illegal services/spells is:

1: My character doesn't outright condone illegal acts.
2: My character doesn't perpetrate any himself.
3: He nips any "bad-stuff" he witnesses in the bud.

Sure, he'll admit to the city (if pressed) that all sorts of bad things -MAY- be happening in the rooms of his establishment behind closed doors. But...doesn't that already happen in many noble villas and taverns within Waterdeep itself?

The whole point of the establishment would NOT be for people to knife each other in the common room, but rather conduct their business (legal or otherwise) in private in a spell-warded area. The trick is to be as far away from Waterdeep as you need to be to not cause too much trouble, but close enough that it's not a HUGE burden to get there.

The trick would be convincing people the area really was spell-warded against scrying. I'm wondering what "neutral" party could oversee the ward. Would people trust the Watchfull-Order for neutrality? Like if THEY vouched it was a real-ward. Or, maybe it would be better to have the church of TYR vouch for it. I'm sure if I "donated" enough they'd come out, check the ward out, and vouch for it.

Of course, let's be honest. You know that the Lord's (with Khelben's/Laeral's help) could find some way of breaching the ward and listening in. After all, they are the chosen. My character realizes this too, but will simply play dumb hoping that the lord's intrest in being able listen in would cause them to tolerate the place.

And the really bad nasties of Waterdeep, and the trully powerful, would have no need of coming to the establishment to conduct business as they would already have secure means of doing so. This would cater more to the "lower middle class" who didn't have access to some of the more powerful means of obfuscating their dealings.

As for the thieves, you are very much correct. The holding area would definately have to be set up SUPER SECURE. I was thinking something like an some "extra-dimensional" space sort of thing which would make gaining entrance an order of magnitude harder. Maybe even have some valueables "hidden" before you get to the endtrance to the extra-dimensional space to throw thieves off into thinking they found the "main stash."

I'm thinking an extradimensional space that uses one ward token to get in, and one ward token to get out of. Or, maybe one differing ward-tokens depending upon the condition. Something akin to "Females need ward-token A, males ward-token B, but in no circumstance will any non-human be allowed entrance and no ward token functions after night falls" or something.

The space would obviously not have an apparent entrance to the naked eye. But people with the right spells (I assume) would be able to "see" its entrance onto Faerun. And, perhaps deduce the right trigger conditions with the right spells. I'm sure Elminster could take one look at it and deduce it. However, I'm hoping I'm not having to stop that level of magecraft.

Maybe I could even have a few "fake" entrances that would appear to those using magic. And if you take the wrong one you end up unleashing some hanging death spell or end up on the elemental plane of fire or something.

Of course, once again all this is HUGELY expensive, massively research intensive, and VERY time consuming. Is the Return-on-Investment factor REALLY there to justify this versus some other venture?

And....some thief -would- find a way. You just know it. My DM would use it as just as an opportunity to screw me....errr...I mean have me "track down the thief" or something who just happened to be "a chosen of Mask." Personally, I think my DM does this stuff to my character because I'm the sneakiest one in the group and one who uses my brains the most and invariably ends up finding "shortcuts" in his plots. (Of course, part of that is being evil and therefore being willing to have "The end justify the means.")

But, as long as I could deter 99% of the thieves that would be okay.

I like the ring of truth idea. How did you ensure that whoever rented out the ring brought it back? Collateral up front?
Lashan Posted - 26 Jul 2005 : 16:10:49
The problem with getting into property that illegal things can happen at is the same as if you were going to try to become a freestaff. The city will find out about it and investigate. The Lord's Alliance and Waterdeep will surely want to investigate anything that close to Waterdeep.

Also, the problem for holding items is that you will have theives trying to get at them. If you DM is realistic to the point of annoying then he will surely throw this at you.

The trick is to try to find something that you wouldn't get too caught up in things. I had an evil fighter that found a Ring of Truth. I decided to make a living by renting it out. It was great for many reputable reasons. It was also great for illegal stuff. If a shady caravan company wanted to ambush a rival, they could kidnap someone who knew the specifics. Then, they rent the ring of truth and get all the trade secrets from them. There are a ton of ways to get cash from people this way. If you do this as a feature that is part legal, then you just claim you rent the ring out and don't know what people do with it.
Kentinal Posted - 25 Jul 2005 : 21:31:44
quote:
Originally posted by RAKKIR


So, in summary, my questions are threefold then:
1: Game information on using souls/others to pay XP costs for magic item creation.


Core rules appear to allow coopretive magic item creation. Some argue that XP points can indeed come from others.
quote:

2: Setting up a spy-ring, rumor gathering system?

No reason you can not do it, perhaps even provide information to Waterdeep officials. This though has a problem of network being taken down. Mian use of system should be focused taking out other criminal orgs that compete with you.
quote:

3: Any other good business ideas.





Protection is always a good racket. Greet a merchant and advise them that some evil person often fireballs wagons for no clear reason, however I can protect you from fireballs or other hazzards the next few miles. Those the pay of course have no problems, those that do not certainly have problems rain on them.

Of course there is selling fake or low power magic items claiming them to be more powerful.
RAKKIR Posted - 25 Jul 2005 : 21:13:38
My problem with being a "feestaff" is that my DM is very much into a "realistic" campaign. I -greatly- appreciate this, but I -know- what he is going to do to me if I try to do this. The term "me" in this post refers to my character.

Somehow, it is going to get back to the city that I am casting spells for illegal organizations/beings, and thereby "aiding" them in their crimes. Then it's my &@#.

-OR-, the criminal organization would use me for a time and then start blackmailing me to the effect of "You keep doing this for free or we make some anonymous tips to the city about what you've been up to..."

So, I'd have to do this all through disguise and misdirection and fronts and what not. And I'd have to be damned good at it or my DM would find a way to have someone find out about it.

Alternatively, I'd could become a "feestaff" for people in general...and if the "bad-guys" happened to come in and have me cast spells for them...well....how was I supposed to know they were the bad-guys? (Obviously that only goes so far....I don't think the watch is going to buy "I didn't know it was bad" if I throw a fireball into the middle of a Noble's villa for instance.)

This is certainley an avenue I can pursue...but I'd like to actually own some property/investments too.

Keep up all the great ideas!
Lashan Posted - 25 Jul 2005 : 19:52:19
What about the idea of being a "freestaff" for the underworld? Someone who will cast spells for a stiff fee. You could quietly let it be known that you would even cast spells on those that don't want it cast on them. I'm thinking more of the charm-persuasion type or other subtle spell.
RAKKIR Posted - 22 Jul 2005 : 15:16:39
All good ideas.

Thank you all. I very much agree with the "silent partner" thing. In the businesses he is in now he is the "silent partner."

As for this idea of Fletcher's, using souls (particularly animal souls) to fuel magic item creation, where can I read up about that? Where are the rules presented for that? I was a BIG fan of the 2E spells that allows someone ELSE to pay the CON point required for pemanency. He's evil, but he's not quite willing to condemn someone to the lower planes for all eternity. So, what he'd do is go find slaves (usually in Skullport) and basically tell them "Look, I'll buy you and give you your freedom. Even give you some starting money when I let you go. BUT, here is the deal, in return I want just a small percentage of your vitality. Not much. Because, let's be honest, you know there are a hundred other slaves here willing to make that trade to get their freedom so I can take my pick. Furthermore, if I walk away from here you'll probably end up dieing in slavery. So, what's your choice?" And if they said no then he'd wish them luck and move onto the next cage and repeat the process. There'd be some threats involved about selling them BACK into slavery if they tried to change their mind. But, the whole point of this was to get them to WILLINGLY fail their save when it came time to donate the CON point. The spell in question was in "Volo's Guide to All Things Magical" and was called, I believe, "Blood Link."

I was very dissapointed when it did not make the transition to 3E. So, if anybody out there knows of a way for the caster to make sacrifices of animals (or have someone else pay the XP cost) of a magical item creation, that would be great! I'm looking for something "canon" (or from someone like Ed Greenwood) that details the process. Preferably with a reference to the book I can find it in. That would be great!

As for doing outright illegal things....my character is much too worried about getting in trouble with the city. Quite frankly, mage or not, he KNOWS that when push comes to shove, the city of Waterdeep carries the BIGGEST stick and he's going to loose that battle. And the idea of losing all his property, his businesses, his safehouses, and being exiled from the city (or being forced to flee it) is WAY to big a risk for him to take.

However, if he could somehow -find- some bandits...and then somehow manipulated information so that unwitting third parties let some information slip that would get back to the bandits(such as "a shipment of diamonds is coming through on the 3d wagon of the Manystars Trading Coaster in three days") he'd be okay with that.

Well, if after the bandits made off with the loot and he accidentally "stumbled across their lair" and slew them..while they were still weakened from attacking the trading coaster...why, he'd be a good, law-abiding citizen, doing his civic duty in getting rid of troublesome bandits wouldn't he? That sort of thing is about as illegal as he wants to go.

Also, how would you guys go about setting UP said "spy ring" so to speak?

So, in summary, my questions are threefold then:
1: Game information on using souls/others to pay XP costs for magic item creation.
2: Setting up a spy-ring, rumor gathering system?
3: Any other good business ideas.

Thank you all!
Lord Donnachie Posted - 22 Jul 2005 : 01:59:31
I think your idea is sound if that the route you want to go BUT you are directly tied to the venture so if "authorities" decide to close down this next of evil they will come looking for the owner and thats you. BTW, it is probably cheaper to rebuild than spend the $$$ on fancy spells and golems. Why not build a fortified compound on that trade route then rent out space to merchants and collect that $$$ each month.

I always l;iked the silent partner thing, invest in someones elses idea and collect a % of the profits. Fine a promising "face" and invest in his idea!

My wealthy pc became sooo much richer after he left the adventurer life.
He invested in a small magic factory in which low level MI were made and sold elsewhere. He only hired young mages from the Cities "watch". The mages would work for a few months then take some time off to gain back the lost exp. The store was protected because it was such a nice additional income for the young wizards. They got a small % for each item made, hell even if the got half the cost you still make out like a bandit.

He invested in real estate near Silverymoon then used a merc company to pacify it (also an investment) then invested in all of the buisness that sprang up in it. He even "invested" in a Temple of Torm, no monetary return but free healing and the Holy Might of Torm backing you. He doesn't even live near Silverymoon but collects that check every month.
D
Fletcher Posted - 22 Jul 2005 : 00:24:07
There is always the simple things like warding spells cast for merchants and rich lords and ladies.

Magic item creation if you have any of the feats. And if you don't want to lose XP, try utilizing souls. Sacrifice a few appropriate animals, that some adventurers have gotten for you.

Divination spells, like identify, and scrying are ways to make some money. How about becoming a sage?

There is always looking into other people's business and using it to blackmail them.

How about setting up some bandits in a near by area. Go and see them in magical disguise so they can never report you to the authorities, and use them to funnel some cash to you through selling off stolen goods. And if you want you can even use them to hurt your competitors supplies, or those who you are blackmailing. Can anyone say protection racket? Again make sure you do it in disguise or you are in deep doo doo with all of the magical cops in waterdeep.

There is also money lending and better rates than Mirt. And you will have other collection methods. Perhaps a few spells to invade the dreams of debtors behind on their payments could motivate them a little more.

Become a silent partner in local business that are in slight financial distress due to "unforseen" problems like fires, for fights that wreck a place. Or come through with that shipment for a place that lost everything in a 'pirate' attack.

One thing you may want to look into is a couple of spies, and rumor mongers to keep you up to date on all the goings on in the city, so you have ample time to take advantage of the opportunities as they arise.
RAKKIR Posted - 21 Jul 2005 : 22:13:29
And please excuse the spelling/grammer errors. I realize they are there but make my posts from work and so only have a few minutes to type stuff in on my break. Meaning I often don't have time to preview/correct things.


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