View Full Version : Alric the Merchant

2009-11-23, 12:52 AM
This is a custom NPC who'se somewhat of a low-level villain. He could concievably be used for any setting, but his origins lie in DnD 3.5 (and thus his stats are for the same). I've used him during a campeign in Eberron, and he's gotten praise and aplomb from the players involved. Seeing as my players loved him so much, I figured I'd share him.

Alric the Merchant (Lv 5 L/E Human Expert)
STR: 10
DEX: 8

AC: 13 (10+ -1 Dex+ Ring of Protection +2 + Bracers of Natural Armor +2)
HP: 27
Fort: 3
Ref: 0
Will: 6

Skills: Appraise +9, Bluff +14, Craft (Alchemy) +9, Diplomacy +11, Forgery +9, Handle Animal +7, Intimidate +9, Knowledge (Local) +9, Sense Motive +4

Feats: Negotiator, Persuasive, Skill Focus (Bluff)

Description: A stout, auburn-haired man getting later on in his years. Alric sports a thick, flattened nose from too many drunken brawls in his youth. He wears what appears to have been a noble's outfit, which is now fraying at the seams and patchmarked by old stains and road dust.

Alric is, for lack of a better term, a snake oil salesman. He travels to and from settlements and small towns, rarely gracing a city large enough to have mid to high level casters.
He began making his fortune when he met a morally bankrupt Gnome illusionist by the name of Fennis.

For the past five years, their partnership has been a lucrid one. Fennis travels to the next town a day ahead of Alric, appearing as a sickly stranger. While there, he secretly poisons the wells (DC 12 Fort, 1 Con+Sickness/1 Con).

The next day, Alric shows up selling his miracle cure (Coloured water and alcohol) for the low low price of one silver per bottle. Coincidentally, the next morning, all the con damage and sickness from those affected will have healed naturally.

Alric is also a regular merchant, he carries a random assortment of goods- never more than 30 different things at a time.
15 of which are mundane (But he'll claim they're magical, blessed, or lucky if you don't look like a mage who can tell the difference)
5 of which are Alchemical goods
5 are cursed minor magic items, which he sells for 75% printed value
5 of which are minor magic items, which he sells for 10% more than printed value.
He carries trade goods, generally traded to him by farmers without cash on hand- but these are not for sale. Alric stores nonperishable items- selling them when he'll get the most value for them, and sells perishables at the nearest city for full price. Players can convince him to part with some, for double base cost, or with a high enough intimidate check. (DC 18)

Alric also buys any goods the party wishes to sell at 50% base cost. He can be haggled to 75% base cost if the player makes a successful appraise check on the item, and a successful Diplomacy, Bluff, or Intimidate check against Alric (Up the percentage by 10% for each successful check, capping at 75%)

Further, Alric buys magical items that he can make good use of (Such as a Cloak of charisma) for full listed price.

If encountered in a major city, Alric is every bit the upstanding merchant. His reputation in such areas is marginally short of pristine.
In smaller towns and rural areas, opinions of him may vary. While many folk are grateful for his consistant timely arrivals, some have grown suspicious... and many dislike his high prices.

In Evil societies, local authorities are in on the scam, taking a 50% cut of everything he brings in. Good societies are much more profitable, but he finds himself forced into losing almost as much money keeping up appearances.

Alric will never swindle a noble, knowing better from experience. He also avoids trying his scam with mages about- although he'll still charge them his customary prices for goods.

Despite all his bluster, Alric is very much a coward. He hires mercenary bodyguards (CR appropriate) to keep him alive. He runs from any combat- usually right to the authorities.

Alric works best if he repeatedly encounters the PCs in different towns.

2009-11-23, 09:26 PM
See, now, this is the useful kind of stuff that should fill my mostly useless dragon/dungeon magazines.

Good job, sir.