D&D 5E What to do with 6 Azer smiths - suggestions needed

Otterscrubber

First Post
My 14th level group just completed a mission for a Djinn prince, part of our reward was we gained the service of 6 Azer smiths for one year. We are now trying to figure out how best to use them and I'd like get some thoughts and feedback. Our home town is Baldur's Gate if that informs anything. Our DM has decreed that these smiths are some of the best in the multiverse and can craft basically anything, even imbuing magical properties if we can give a good enough thematic reason. This opens up some options. Thoughts on some things to do:

- Use them to shamelessly create useful magic items for us to increase our own personal power
- Use them to create large quantities of valuable, but mundane armor/weapons that we can sell for large profit
- Creative use outside the norm, like help craft the hull of a ship that we can turn into a spell jammer like craft that can fly or travel the multiverse?

I'd love any thoughts on how the forum community would use such an gift, thanks!
 

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Seems like a great opportunity to give them the ideas/designs for your dream "epic" weapons/armor/items (1 per PC, I would say) and leave them to their craft. Go back a year later to collect your amazing super-awesome-totally-unique devices.

Uses the great gift of having their otherworldly skilled services...without weighing down/muddling the party's adventures by having to worry about having 6 azer following you around everywhere.
 

Have them build the ultimate deathtrap dungeon/vault, put some nice treasure in it, then let word leak out. Sit back and watch all the adventurers try to steal your stuff (popcorn optional). Collect their stuff when they fail (as in, dead).
 
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I recommend using this as an opportunity to raise a small army.

While the smiths can help craft the weapons, armour, arrowheads, horseshoes etc required you'll also need to spend time recruiting several thousand troops, cooks, fletchers, leatherworkers etc and to find the best place to set up (maybe there is an evil ruler nearby you can take out and replace with yourself). It'd make an excellent story arc (finding some Priests of Tydus, for example, to serve in the army, looking for leaders and tacticians etc) and will definitely be a fun way to have your characters develop from the adventurers serving a local ruler... to becoming the local ruler themselves (you can even consider moving the timeline on 20-30 years or so where the characters are ruling the area and your next campaign of fresh-faced level 1s are working for them!)
 

I'd go for the spelljammer, myself--or something similarly big and game-changing that you simply couldn't get by mundane means. This is a big opportunity, so dream big!
 



Will you have to provide materials, or do they come well stocked?

Could be a constraint on some of the more ambitious plans.
 

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