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Group Patron and Next Steps

Hi all! This is a follow up from the email I sent. Next Move Find Vilroy -Steve/Thornduk, Mack/Kodiak, Kevin/Vellios, Emmett/Sonn Patron House Kundarak- Steve/Thornduk, Mack/Kodiak, Emmett/Sonn House Medani- Kevin/Vellios Other   Start a business- Investigation (anything to item retrieval to missing persons...PI stuff) Start a business- Protection, (protect people, goods.) Start a tavern- We could do that right?  The "other" is stuff I was thinking about as options maybe. This is just ideas not commitments and maybe there is someone who has made suggestions on an email and I missed it. I don't think we have to be 100% sold on a patron yet but I could be wrong. Throw additional ideas out there if you have any. 
House Medani I liked the fact that they have members in lots of things. Just felt like a good fit. House Medani is a half-elven dragonmarked house and is known as the smallest and one of the youngest houses. However, despite its size and age, its members are seemingly everywhere, working as operatives in various fields such as guards, researchers, advisers, inquisitives and spy-catchers. Unlike most dragonmarked houses, Medani has a strong geographical location as the majority of its members are Brelish nationals and live in Breland.
Hey Kevin, thanks for moving this over here. House Medani is interesting. Do any of our characters have connections with the house already?
I don't believe so. When do homework for Vellios's backstory I had been looking at him going to a city in Breland after he left Arenal. That was when I came across House Medani's info. I guess if I go that direction then Vellios could have established a foot in the door over the last 10 years.
Ok, cool.  I think at this point Sonn is still probably most inclined to work with his fellow dwarves in House Kundarak, but it would definitely interesting to explore connections with House Medani as we go forward.
Sedress really doesn't care about a patron so long as they don't have us do evil actions. He very much want to find Vilroy though.
Kodiak is on the exact same page as Sedress
Can our patron help us find and obtain magic items?  Specifically I am looking for a Sentinel Shield to help with my initiative dysfunction, 
Mike, there's a simple answer and a more detailed one. Simple answer: Generally, your patron is going to be of somewhat limited assistance in buying and selling magic items. Without having the rules in front of me at the moment, if I recall correctly, criminal organization patrons have a "fence" perk that allow players to assign the sale of a magic item to an intermediary rather than expending the time in downtime activities themselves. Other patrons may have similar perks. I don't recall any of the patrons having a "buy magic items" perk, although I might allow some version of a perk that made contextual sense. Presently, the group has aligned themselves with House Kundarak. If someone was looking for an item that was associated with House Kundarak--a Keycharm from the Eberron items, for example, or some type of warding glyph or alarm--I'd definitely consider lowering the cost and time involved in buying the item. But if it's not a House Kundarak item, at the moment, I don't think that relationship would help. More detailed answer: in general, the rules for buying magic items in XGE and elsewhere are an imperfect compromise. My impression is that the 5th ed. rules for buying magic items are designed to make it possible, but difficult, to obtain specific items outside of an adventure. I think the game designers recognized several things: Magic items are essential elements to any D&D campaign Over time, experienced players and DMs learn which items are particularly useful to certain PCs (a Rod of the Pact Keeper for a warlock or Wand of the War Mage for a wizard, for example) Providing ready access to those items could spoil the special reward of finding magic items in adventures and could provide some PCs with powers and abilities that are imbalanced relative to the campaign's development It was difficult for the game designers to strike a defined balance regarding the availability of magic items and still provide DMs with control over the prevalence of magic in a particular campaign  It's a terribly ill-defined game dynamic, but one that's been characteristic of D&D since the beginning. Reading the rules, one can see that the designers have tried over time to create hierarchies for the prevalence of magic in a given campaign, but ultimately retreat from making the rules hard and fast. I just received as a present a book called Art & Arcana, which is a history of D&D expressed through its evolving art; really interesting. Seeing all of the official campaign settings that have published over the years--Greyhawk, Forgotten Realms, Ravenloft, Dragonlance, Spelljammer, Dark Sun, just to name a few--it's understandable that the game designers threw up their hands when trying to make these rules uniform. In Eberron, the campaign setting designers went a bit further in making explicit that magic is readily available in the way technology run on electricity is in our world. High-level magic--above the level of "common," or that practiced by the low-level magic using magewrights--is still rare and powerful. So, longer and more involved answer: in the absence of any better way to regulate access to buying powerful magic items, meh, we've got the somewhat crummy rules-as-written, which are ... reasonable, I guess. <shrug>
Koop, I have to say that is an aspect of 2e that I like much better than 5e.  Magic items then were much more plentiful.  I've been running a number of 2e adventures that I have adapted to 5e and the players seem to like it. I think the scarcity of magic items in 5e takes the game away from the fantasy genre on which it was based (Tolkien, Moorcock, Lieber, Howard) where heroes all had magic swords and fighters had an even chance against high level wizards or monsters with their magic armor and weapons. I guess we dinosaurs will have to adapt. 
Hi Myron. I've seen a three different systems for buying magic items for 5e, as each DM seems to have their own views on magic. Based on the rules as presented, magic items are mainly designed to be found and hoarded, making it difficult to purchase after the fact. However, I can honestly say that I have never actually 'rolled' on the buying magic items table in the rule book. Another system I saw was the players ask for a specific magic item in the shop, then GM decides if this is something they want to be available, then the roll percentile to see if it is in stock, with a price per the book (higher rarity = lower % chance it is available). I've also seen a specified list of items for sale (eg, Critical Role) with the ability to get custom items. Also remember the one option that we have. Create our own magic items. Once we are at 3rd level, then we have a Wizard, Cleric, and artificer that collectively can create almost anything. Per the rules, to create an uncommon magic item, it takes 500gp and 20 days. So long as we have sufficient downtime and sufficient gold, we can make what you might want. with 7 players, and 3 crafters. if we had 50 days downtime, (and enough gold) then we can each get 1 uncommon magic item as we desire. At 6th level, we can start making rare items. So, if gold is plentiful, and downtime is available, then making items is a very real possibility, so long as the other players are open to it. I know Thornduk will be spending all his downtime making magic items, once we have the time, and the gold.
Steve and Mike--both fair and valid observations. Mike, y'know, it's funny--I never played 2e. I played a little of the original D&D back in the late '70's, and then didn't play D&D again until 3.0. (As you may remember from our college days, I was playing Cyberpunk, Champions, Paranoia, Villains & Vigilantes, It Came from the Late Late Late Show--just about anything except  2e.) And so I admit that I don't have that point of reference--although I certainly empathize and agree with the notion that the PCs want and should get magic items! In the 5E rules, ultimately, the goal is not to prevent the players from getting magic items. As I think is made explicit in XGE, magic items are necessary  to a D&D campaign, and the default rules presume that the players are getting a certain number along the way. And, hey--you can be sure that as I soon as I could as a player with a warlock PC, I was hitting the shops and buying a Rod of the Pact Keeper! I totally get it--and agree. The PCs should  get magic items. I think it's just a matter of timing, and the XGE rules, I think, wanted to open that door a crack (whereas the core PHB and DMG rules had it slammed shut). The XGE rules make it difficult but not impossible to purchase anything you want--you just need gold and time. The magic item crafting rules are similar--gold and time. You'll have both in ample quantities over the course of the campaign. But it just might not happen at 2nd or 3rd level. Thinking ahead, I know that the PCs will be encountering some magic items in the adventure. Lifting the DM screen for a moment--I inserted those because, like you, I think that adventuring PCs in D&D should  have magic items. Will they be a +3 holy avenger  or The Ring of Winter ? No--not yet. All in time. I don't know if that's a satisfying answer, but I hope it helps contextualize. :-) Koop
Yeah. I don't have much of a problem with the rules for purchasing magic items,  I think I was lamenting more the fact that in 5e magic items are a lot harder to find.  Even the first level modules in 2e had some basic items for the party to find (a +1 weapon, potions etc.)   That's more on the adventure designers than the DMs.  As a player with my other group we went through the tomb of annihilation and useful magic was very hard to come by.  One way our DM made up for it was to have the adventurer's guild have its own artificer (as well as a consignment shop for items found by other adventurers).  I like the idea of having our own people craft the items.  This is new since 2e didn't have an artificer class.  I actually had my 10th level storm cleric design an item for himself (a +1 shield that shoots lightning bolts 3x/day and gives resistance to thunder and lightning damage and also acts as a holy symbol). 
Gotcha. BTW--if you played Tomb of Annihilation, then you may have met the owners of The Ring of Winter  and a +3 holy avenger . Funny that we have that  reference point in common and didn't realize it!
We met the guy with the ring of winter.  Didn't meet the holy avenger or if we did, didn't realize it.  I remember finding the obsidian crown and trading it for an army of yuan-ti disciples.