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SpamCreateWater
2017-10-10, 07:38 PM
End goal is to have my character create a floating stronghold and fly off into the sunset during the middle of the night. To do this my character needs to make a tonne of money. And even though we're still low level... the sooner, the better.

How do I do this without making too big a name for myself? And without continent-wide trading? What are some of the more lucrative businesses I could wrangle my way into owning?
I'll be doing smaller trades and making deals to cash in in the future, but my character is becoming more aware of his limitations and fragile grasp on life. I can see him panicking sometime within the following (in game) year if he doesn't start building an empire.
I will, eventually, turn to thievery. He's been given some great ideas by others and was just handed a stolen and, for our level, incredibly powerful magical item. But I still want my character to set himself up as a legitimate businessman. Part of creating the stronghold will require him to have connections in the magical world, which he will gain by owning shops and businesses.

My character has a habit of making faux pas that get him chased out of countries - he is currently in trouble with nearly half the continent (going by land area). The next campaign arc and extra effort by my character looks to resolve at least a couple of those issues, so he'll only be in trouble with a quarter of the continent. Unfortunately, that quarter is probably the most powerful country.

His spellcasting services are limited to Cleric, Wizard, and (soon) Sorcerer spells of 2nd level and below. His Sorcerer spells are pretty much picked, and are all for self-preservation usage. So, really, that leaves us with Wizard and Cleric spells. His domain is Tempest. I've been utilising my magic for a tiny bit of profit... perhaps I need to create a vacuum or a market...

Unoriginal
2017-10-10, 07:47 PM
If you can cast 2nd spells, you could easily get 50-100 gps for casting lvl 1 spells, and ask favors or lot of money for 2nd level and higher ones.

Especially if you have healing spells.

SpamCreateWater
2017-10-10, 08:02 PM
If you can cast 2nd spells, you could easily get 50-100 gps for casting lvl 1 spells, and ask favors or lot of money for 2nd level and higher ones.

Especially if you have healing spells.

Can you think of spells which may be in greater and more constant demand than others? Continual Flame has been my "source of income" for a couple of weeks of downtime, but that doesn't exactly sell like hot cakes.
I'm unsure of HP healing being a common sought after commodity in our area. Especially if I'm gouging people 100g+ for each casting. Incorrectly remembered costs for Cure Wounds. However, 10g per spell is a terrible way to make hundreds of thousands of gold.

Hmm. I should think more on favours in return for spell casting services. I'm sure there is something I can gain from most people I meet that will be, to me, worth more than the money.

I get that levels, adventuring, etc, will naturally bring a lot of this up, but my character doesn't have this metaknowledge and he's reminded every week or so that there are several groups out to get him.

JackPhoenix
2017-10-10, 08:28 PM
Grab about 3 other people with rare skills and go clear some bandits for bounty and loot, plunder some tombs for treasures, clean up dungeon or two and propably get some quest reward too. If you find a dragon, you're golden (pun intended) If you're worried about publicity, don't tell people your name when recieving said rewards. As a bonus, you'll get some experience, because you won't be making flying stronghold at low level even if you swim in money.

And ask your GM first if he's OK with doing this if his campaign focuses on something else than building a cool house, like actual adventuring or saving the world.

SpamCreateWater
2017-10-10, 09:03 PM
Grab about 3 other people with rare skills and go clear some bandits for bounty and loot, plunder some tombs for treasures, clean up dungeon or two and propably get some quest reward too. If you find a dragon, you're golden (pun intended) If you're worried about publicity, don't tell people your name when recieving said rewards. As a bonus, you'll get some experience, because you won't be making flying stronghold at low level even if you swim in money.

I feel that as an answer to my question "levelling" is entirely unhelpful :smallfrown: Regardless, levelling is addressed in the post directly before yours.
My description is a bigger issue than my name and changing my appearance will do little as my character practices a religion that has a very small number of practitioners. Hiding his religious affiliations is out of the question.
Publicity is a secondary concern to actually making the money, though. As the story moves forward I will (hopefully) be able to reconcile some of the issues with countries I've offended... preferably without making more enemies.


And ask your GM first if he's OK with doing this if his campaign focuses on something else than building a cool house, like actual adventuring or saving the world.

A non-issue. The DM is aware of any and all plans I have.
I really should add a disclaimer to all of my posts about this.

Kane0
2017-10-10, 09:08 PM
What resources do you currently have to work with? Any access to materials or existing trade partnerships? What fields are you and your associates adept at?

Edit: And most importantly, how scrupulous are you?

Falcon X
2017-10-10, 10:11 PM
For a bit higher level:
Find a way to get the Fabricate spell and be Knowledge Domain Lvl 2 for Knowledge of the Ages, letting you have proficiency in any tool set for the duration of Fabricate.

So, Wizard7/Cleric 2
Or Theurge Wizard 7 if your DM let's you.

You can now expertly craft any item, be it armor, weapons, potions, gemcutting, tailoring, brewing, etc. All you need is materials.
Get a bag of holding and collect every scrap of metal or other fancy materials you run into. Get wheat to brew beer with if you want. Cast the spell to craft something fancy that sells for a higher price.
Imagine crafting designerfull plate armor every day. That is cash.

You can stay low-key by having your foot in many markets and using hirelings to actually sell the wares.

Bonus: Theurge Wizard7/Forge Cleric 2
- Now you can make magical designer full plate armor every day. I'll let you guess how quickly that money can pile up.

SpamCreateWater
2017-10-10, 10:19 PM
What resources do you currently have to work with? Any access to materials or existing trade partnerships? What fields are you and your associates adept at?

Edit: And most importantly, how scrupulous are you?

Biggest and most time sensitive resource is limited access to a teleportation circle network. They won't be too happy with my usage of it (I've already asked how many camels I can fit on it), so I doubt I'll get more than one return trip out of it.

Resources to work with:

1,000gp
Part ownership in a recently acquired tavern - I have been working on getting a brewer to sell exclusively to us.
The beginning of a spell trading partnership - unsure exactly how well this will go as the (from my understanding) most powerful magical organisation on the continent has made it socially unacceptable to "trade" spells. Knowledge is hoarded. I've just hooked in with the religion of knowledge, though, and hope to set up a trading post in their library.
An assortment of animal teeth and blood - unfortunately local alchemist is only interested in one of the items and the local magic shop creator is dead.
Some magical items I'd rather not part with because I should be able to get a better return in the future.
Knowledge of, and limited access to, a spy group.


Our group is made up of orphans, exiles, and runaways. A cleric, a noble, a couple of fighters/rogues. One person is working to reclaim his nobility, I'm hoping to eventually cash in on that and will make myself indispensable to him. I've used the Cleric to cast spells for others and taken some of the profit for myself as payment for setting it up.

Scruples? Hmm. He's quite happy to rip people off if they agree to it. If they don't know the actual worth of something, he is not going to tell them. But! He's terrified of being ousted from his current "place of residence" - a town we've set up shop in, but probably won't see for a while as we're off to distant lands. He's willing to play the long game if it shows short term benefits too.
His previous troubles are mostly from being short sighted and focussing on issues in a vacuum - running from authorities when he's innocent, inappropriate relationships with powerful people, ignorance of other cultures.
He ignored a dying person to catch an animal right next to them. Once he'd caught the animal he healed the person, but that's the kind of single-mindedness and amazing lack of awareness and ability to prioritise he can display.


For a bit higher level:
Find a way to get the Fabricate spell and be Knowledge Domain Lvl 2 for Knowledge of the Ages, letting you have proficiency in any tool set for the duration of Fabricate.

So, Wizard7/Cleric 2
Or Theurge Wizard 7 if your DM let's you.

You can now expertly craft any item, be it armor, weapons, potions, gemcutting, tailoring, brewing, etc. All you need is materials.
Get a bag of holding and collect every scrap of metal or other fancy materials you run into. Get wheat to brew beer with if you want. Cast the spell to craft something fancy that sells for a higher price.
Imagine crafting designerfull plate armor every day. That is cash.

You can stay low-key by having your foot in many markets and using hirelings to actually sell the wares.

Bonus: Theurge Wizard7/Forge Cleric 2
- Now you can make magical designer full plate armor every day. I'll let you guess how quickly that money can pile up.

Unfortunately, I've already laid out my levelling plans with the DM. I'm taking 4 levels in Wizard (War Mage), Sorcerer (Stormborn(?)), and Cleric (Tempest). Unsure what to go from there, but it will probably be a mishmash of other classes for fun and to see exactly how far I can go with this terrible build.

Designer anything is always a good idea and I need to keep that in mind. The other day the DM and I were discussing selling yellow salt to nobility, but it seems Prestidigitation's change colour ability only works for an hour.

Kane0
2017-10-10, 10:31 PM
1,000gp
Part ownership in a recently acquired tavern - I have been working on getting a brewer to sell exclusively to us.
The beginning of a spell trading partnership - unsure exactly how well this will go as the (from my understanding) most powerful magical organisation on the continent has made it socially unacceptable to "trade" spells. Knowledge is hoarded. I've just hooked in with the religion of knowledge, though, and hope to set up a trading post in their library.
Knowledge of, and limited access to, a spy group.




Here's an idea:
Take that gold, invest in adding a gambling den to your tavern (legally if possible, hidden if not). This should start bringing in some capital pretty quickly, and as soon as you catch the attention of the local thieves/spy/assassins guild (there will be one) cut a deal with them and turn your tavern into a grey/black market hotspot for information (avoid poisons and the like). As part of this you can expand into spell knowledge and brokering magic item trade to really start pumping in the cash. Doing something similar at the library helps as a backup for when you get yourself a rival that burns down your place of business or whatever.

From here you will have the means to take advantage of any opportunity you come across. Find a artisan in need of a patron? Time to invest! Local alchemist a bit down on his luck? You're sure to know some clients! Authorities cracking down on crime? Guess who just got a cushy government job!

Edit: If you end up with 6 levels of Storm Sorcerer you could make a good profit working on ships. Always favourable wind would be worth quite a sum to the right captain, especially on a schedule.

SpamCreateWater
2017-10-10, 11:59 PM
Here's an idea:
Take that gold, invest in adding a gambling den to your tavern (legally if possible, hidden if not). This should start bringing in some capital pretty quickly, and as soon as you catch the attention of the local thieves/spy/assassins guild (there will be one) cut a deal with them and turn your tavern into a grey/black market hotspot for information (avoid poisons and the like). As part of this you can expand into spell knowledge and brokering magic item trade to really start pumping in the cash. Doing something similar at the library helps as a backup for when you get yourself a rival that burns down your place of business or whatever.

From here you will have the means to take advantage of any opportunity you come across. Find a artisan in need of a patron? Time to invest! Local alchemist a bit down on his luck? You're sure to know some clients! Authorities cracking down on crime? Guess who just got a cushy government job!

Edit: If you end up with 6 levels of Storm Sorcerer you could make a good profit working on ships. Always favourable wind would be worth quite a sum to the right captain, especially on a schedule.

Good ideas, thanks. I can't believe I did't have some of these written down on my to do list.

I'd looked away from gambling dens as most the other party gamble, who also are part owners in the tavern, and didn't want to possibly complicate things with the owners of a place gambling at it. Guess I should become a partner in the other tavern in town.
I'm not sure why I didn't think to start a thieves guild. The town we set up in is pretty small, but just had a massive influx of people and money due to an artifact we discovered. It would be a prime time to start one up and avoid suspicion. Coincidentally, we know a person who was an information broker for a spy ring. The problem with using him is he's already run off his feet and needs to keep a low profile.

Quoxis
2017-10-11, 02:47 AM
Many wizard subclasses are perfect for snake oil vendors:
Conjurers can sell something valuable and teleport it back into their pockets (as can eldritch knights and bladelocks with their respective weapons). Illusionists can create stuff out of thin air. Transmuters change a block of clay into gold for a while.

Make sure you're either constantly using disguises, travelling and never visiting the same place twice or use part of your money to bribe your way out of jail.

lebefrei
2017-10-11, 04:29 AM
Build brothels and casinos in mining boom towns.

JPicasso
2017-10-11, 08:04 AM
Dungeons and Dragons. I think you're doing it wrong.

I mean, if low level spellcasters could make a ton of money, and be able to procure, as you put, a floating fortress... there would be floating fortresses everywhere. Why not just go down to Big Al's used floating fortress lot and steal one?

Also, if you're character is in deep doo doo with 1/4 of the continent... really? 1/4 of the people want to see your PC hung/tried/punished? at such a low level? That's the roleplaying you should be seeking out, not trying to run away from! Talk to the DM and find out if he's planning on letting you travel back and attempt to redeem yourself. But setting up a business to ostensibly make millions of gold, all without getting the attentions of the local nobles, who would scheme to take your money and your markets... no. Just no.

JackPhoenix has the best advice. Grab about 3 or 4 of your skilled friends and try and rescue maidens and clear bandits and foil the plans of evil wizards.

Honestly, if your character is in such dire straights, and will be unable to follow the current campaign, just retire them and start anew.

Sigreid
2017-10-11, 08:14 AM
Have you considered murdering a cloud giant and stealing their flying fortress?

Quoxis
2017-10-11, 10:06 AM
Dungeons and Dragons. I think you're doing it wrong.

I mean, if low level spellcasters could make a ton of money, and be able to procure, as you put, a floating fortress... there would be floating fortresses everywhere. Why not just go down to Big Al's used floating fortress lot and steal one?

Also, if you're character is in deep doo doo with 1/4 of the continent... really? 1/4 of the people want to see your PC hung/tried/punished? at such a low level? That's the roleplaying you should be seeking out, not trying to run away from! Talk to the DM and find out if he's planning on letting you travel back and attempt to redeem yourself. But setting up a business to ostensibly make millions of gold, all without getting the attentions of the local nobles, who would scheme to take your money and your markets... no. Just no.

JackPhoenix has the best advice. Grab about 3 or 4 of your skilled friends and try and rescue maidens and clear bandits and foil the plans of evil wizards.

Honestly, if your character is in such dire straights, and will be unable to follow the current campaign, just retire them and start anew.

Yeah, what if any human could get huge amounts of money with schemes in the real world? That doesn't happen, you have to have at least a bachelor's degree before you can make more than a few hundred bucks a month!

Sarcasm aside: that's the topic of the thread. Of course you can't just hold out an open hand and get money for free, but there are tons of people in the real world that got rich quickly either by luck or by cheating the system one way or another, so i don't see why a charismatic rogue couldn't swindle people into throwing their money at him for various reasons - if it works for us boring humans, it should work for magical beings in a fantasy world even more.

ProsecutorGodot
2017-10-11, 11:08 AM
Dungeons and Dragons. I think you're doing it wrong.

I thought the whole idea of dungeons and dragons revolved around nothing being wrong as long as everyone is having fun at the table. High level wizards can create the dungeons or conjure the dragons.

You could always go with the old classic and use your magic to entertain people. I'm sure that as time goes on your character or the group would be skilled enough to charge for admission rather than taking donations. Of course, taking account of the fact that you own a tavern you could charge admission at certain times for shows hosted there instead of trying it on the street.

Thrudd
2017-10-11, 11:23 AM
This is probably setting specific, so asking here won't help much- but since this is dungeons and dragons, I think the answer is obvious: start raiding dungeons for treasure. Find yourself some dragon hoards. That's how you get rich quick in most D&D settings. There's no faster way to earn huge sums of money.

Building your own castle is exactly what you do with all the loot you collect from your adventuring. Look for the most lucrative sounding adventures, make sure you have proper logistics for extracting maximum booty from the dungeon, do your best to stay alive.

Trampaige
2017-10-11, 11:53 AM
Check with your DM.

Because this kind of bafoonery isn't going to work without their approval, at all. Work plans with them, because you're going to derail their entire campaign for weeks of RL time setting up these things unless they handwaive it all.

How do you even remotely 'piss off half the continent by land mass' by around lvl6?

PhoenixPhyre
2017-10-11, 12:11 PM
Note: 1 ton (imperial, 2000 lbs) of money is only 1000 gp (100 000 cp at 50 coins per lb). That's not much, even at 6th level. :smalltongue:

Realistically, there's nothing we can help with here. It's entirely campaign dependent, and ill-supported by the default rules. 5e works best when you take the blurb on the back of the PHB seriously--



Dungeons & Dragons immerses you in a world of adventure. Explore ancient ruins and deadly dungeons. Battle monsters while searching for legendary treasures. Gain experience and power as you trek across uncharted lands with your companions.

The world needs heroes. Will you answer the call?


D&D generally (and this edition more so that 3.5) handles shopkeeping-simulator/non-adventuring-related moneymaking very poorly. There's no economy (the one presented only makes sense in the context of small transactions between adventurers and NPCs), no significant rules for making money during downtime (the rules that exist mean you're breaking even, approximately, at best), and such things tend to be very boring for the rest of the group.

Kane0
2017-10-11, 04:25 PM
Other potential avenues for profit (spell levels 0-3):

Control Flames: "Hey, I noticed your house is on fire. Bit o' coin and I can help with that."
Mending: Discount repairs done fast!
Mold Earth: Discount excavations done fast!
Arcane Lock: Discount possession protection done fast!
Continual Flame: Discount lighting done fast!
Detect Thoughts: No more guesswork, you know what will motivate this guy!
Gentle Repose: Funerary Services!
Knock: Discount locksmithing done fast!
Pyrotechnics: Much more profitable than selling things at a stall during a festival
Skywrite: Discount grand proclamations done fast!
Suggestion: It's definitely a good idea to invest in my franchise.
Glyph of Warding: Discount possession protection done fast!
Sending: Discount cross-country communication done fast!
Comprehend Languages / Tongues: Discount translation done fast!
Water Breathing: Discount diving done fast!

Rituals are a bonus of course.

And that's not even going into engineering situations for your own benefit (eg. bestow curse then remove curse for a price).

Coidzor
2017-10-11, 06:05 PM
A Decanter of Endless Water can generate salt water for you forever basically anywhere. From there you can find or rig up your own system to boil off as much of the water as possible before sending it into areas for dehydrating into usable salt. Most likely involving taking over some BBEG's volcano base or some other dungeon with native access to lava or eternal sources of flame and heat. Of course, just taking over a stretch of desert would allow you to construct sufficient channels for maximum efficiency of how much salt water you can have drying into salt at any given time.

Not really a get rich quick scheme though, as while it is a steady stream of revenue once established, it's going to take a while to take care of the initial investment, especially if you had to pay for the decanter of endless water, either by buying it, making it, or giving up part of your share of treasure for it.

Kane0
2017-10-11, 06:10 PM
Salt could theoretically be phenomenal actually, you just have to produce it away from the coast.

Pretty much everybody needs salt (preserving food, making leather, etc) and getting it from where it's plentiful (the sea) to where it's not (freshwater river towns/cities) is where the profit comes from. If you could provide salt minus the huge transport costs you would get a lot of business.

SpamCreateWater
2017-10-11, 07:02 PM
Build brothels and casinos in mining boom towns.

While not quite a mining boom, there is a large influx of money and people coming into a town we recently set up shop in. Thanks.


Dungeons and Dragons. I think you're doing it wrong.

I mean, if low level spellcasters could make a ton of money, and be able to procure, as you put, a floating fortress... there would be floating fortresses everywhere. Why not just go down to Big Al's used floating fortress lot and steal one?

Also, if you're character is in deep doo doo with 1/4 of the continent... really? 1/4 of the people want to see your PC hung/tried/punished? at such a low level? That's the roleplaying you should be seeking out, not trying to run away from! Talk to the DM and find out if he's planning on letting you travel back and attempt to redeem yourself. But setting up a business to ostensibly make millions of gold, all without getting the attentions of the local nobles, who would scheme to take your money and your markets... no. Just no.

JackPhoenix has the best advice. Grab about 3 or 4 of your skilled friends and try and rescue maidens and clear bandits and foil the plans of evil wizards.

Honestly, if your character is in such dire straights, and will be unable to follow the current campaign, just retire them and start anew.

Thank you for telling me how to play the game. I was so confused at first, but now I've seen the light. :smallannoyed:
I'm wanted by the government of a country that covers nearly 1/4 of the continent, yes. My backstory is an absolute mess of one hiccup to another. It provides interesting roleplaying on the other side of the continent, no need for me to go back just yet. I'm not seeking that out at this level, that's suicide. There is a long term goal here, which will at least get me a fair trail and not automatically Fireball'd by the first mage I come across.
I'm enjoying it, my DM is enjoying it, the other players enjoy it. How in the nine hells are we playing it wrong? Your advice is terrible.


Have you considered murdering a cloud giant and stealing their flying fortress?

Do they have flying fortresses? If so, that's excellent and I look forward to going to giant territory.


Yeah, what if any human could get huge amounts of money with schemes in the real world? That doesn't happen, you have to have at least a bachelor's degree before you can make more than a few hundred bucks a month!

Sarcasm aside: that's the topic of the thread. Of course you can't just hold out an open hand and get money for free, but there are tons of people in the real world that got rich quickly either by luck or by cheating the system one way or another, so i don't see why a charismatic rogue couldn't swindle people into throwing their money at him for various reasons - if it works for us boring humans, it should work for magical beings in a fantasy world even more.

This is pretty much what I'm after. Ideas on how to do this - except I'm not a Rogue and only have 14 CHA :smalltongue:


I thought the whole idea of dungeons and dragons revolved around nothing being wrong as long as everyone is having fun at the table. High level wizards can create the dungeons or conjure the dragons.

You could always go with the old classic and use your magic to entertain people. I'm sure that as time goes on your character or the group would be skilled enough to charge for admission rather than taking donations. Of course, taking account of the fact that you own a tavern you could charge admission at certain times for shows hosted there instead of trying it on the street.

Hmm. I can't see it working in our current town, the influx of people are scholars and low level casters. They wouldn't be impressed by parlour tricks, but it is something to keep in mind in the future.


This is probably setting specific, so asking here won't help much- but since this is dungeons and dragons, I think the answer is obvious: start raiding dungeons for treasure. Find yourself some dragon hoards. That's how you get rich quick in most D&D settings. There's no faster way to earn huge sums of money.

Building your own castle is exactly what you do with all the loot you collect from your adventuring. Look for the most lucrative sounding adventures, make sure you have proper logistics for extracting maximum booty from the dungeon, do your best to stay alive.

It's not like I'm stopping the campaign to do this. This stuff will be set up while we move from one place to another and is my characters work on the side. It's what he does when everyone else it out drinking and gambling. I've forgone magical items for things like Sending Stones so that I can keep in contact with our tavern back "home".


Check with your DM.

Because this kind of bafoonery isn't going to work without their approval, at all. Work plans with them, because you're going to derail their entire campaign for weeks of RL time setting up these things unless they handwaive it all.

How do you even remotely 'piss off half the continent by land mass' by around lvl6?

As said in my 3rd post, checking with the DM is a non-issue. I have given him access to my notes online, and future plans. I have no want to destroy anything we're creating, or anyone's fun. This stuff is being mostly set up outside of sessions as I'm very aware of time wasting - especially considering my weekends are the ones we plan around.
You do it by walking through 4 large and spread out countries; panic in high stress situations; and break rules that are common sense to those who live in the area, but not so much to outsiders.


Note: 1 ton (imperial, 2000 lbs) of money is only 1000 gp (100 000 cp at 50 coins per lb). That's not much, even at 6th level. :smalltongue:

Realistically, there's nothing we can help with here. It's entirely campaign dependent, and ill-supported by the default rules. 5e works best when you take the blurb on the back of the PHB seriously--

D&D generally (and this edition more so that 3.5) handles shopkeeping-simulator/non-adventuring-related moneymaking very poorly. There's no economy (the one presented only makes sense in the context of small transactions between adventurers and NPCs), no significant rules for making money during downtime (the rules that exist mean you're breaking even, approximately, at best), and such things tend to be very boring for the rest of the group.

Oh well, if that's all that's needed... I'm set! :smalltongue:
I know it's a bit of a long stretch, but I'd hoped there was someone else who had made a money-grubber character and had some ideas.


Other potential avenues for profit (spell levels 0-3):

Control Flames: "Hey, I noticed your house is on fire. Bit o' coin and I can help with that."
Mending: Discount repairs done fast!
Mold Earth: Discount excavations done fast!
Arcane Lock: Discount possession protection done fast!
Continual Flame: Discount lighting done fast!
Detect Thoughts: No more guesswork, you know what will motivate this guy!
Gentle Repose: Funerary Services!
Knock: Discount locksmithing done fast!
Pyrotechnics: Much more profitable than selling things at a stall during a festival
Skywrite: Discount grand proclamations done fast!
Suggestion: It's definitely a good idea to invest in my franchise.
Glyph of Warding: Discount possession protection done fast!
Sending: Discount cross-country communication done fast!
Comprehend Languages / Tongues: Discount translation done fast!
Water Breathing: Discount diving done fast!

Rituals are a bonus of course.

And that's not even going into engineering situations for your own benefit (eg. bestow curse then remove curse for a price).

I saw Skywrite mentioned before, is it in one of the new books? (I'm not even sure how many books are out for this edition)
Thank you for your assistance and ideas :smallsmile:

I think I'm going to have to set up these situations with the help of my comrades in crime. I know at least one will appreciate the mayhem.


A Decanter of Endless Water can generate salt water for you forever basically anywhere. From there you can find or rig up your own system to boil off as much of the water as possible before sending it into areas for dehydrating into usable salt. Most likely involving taking over some BBEG's volcano base or some other dungeon with native access to lava or eternal sources of flame and heat. Of course, just taking over a stretch of desert would allow you to construct sufficient channels for maximum efficiency of how much salt water you can have drying into salt at any given time.

Not really a get rich quick scheme though, as while it is a steady stream of revenue once established, it's going to take a while to take care of the initial investment, especially if you had to pay for the decanter of endless water, either by buying it, making it, or giving up part of your share of treasure for it.

I tried really hard to get the costs sorted for a salt business, but I just haven't been able to do it and spin a profit.
That is, short of getting a decanter. But the DM is wise to our shenanigans and the decanter (and Daern's instant cafe) are out of reach for now.
I should definitely look into buying a large patch of land in the desert. For Justin. It's not like anyone else is using it.

Kane0
2017-10-11, 07:31 PM
I saw Skywrite mentioned before, is it in one of the new books? (I'm not even sure how many books are out for this edition)
Thank you for your assistance and ideas :smallsmile:


Here ya go. (http://media.wizards.com/2015/downloads/dnd/EE_PlayersCompanion.pdf)

Quoxis
2017-10-12, 04:32 AM
For trickery - why not look at con men, the tricksters of the real world?
My favorite is Victor Lustig (https://en.m.wikipedia.org/wiki/Victor_Lustig), but there are hundreds of famous scoundrels you could learn a trick or two from.