
The Smiling DM |

Hey guys! Guess what, I'm still alive.
Been moving and working and I actually don't have Internet in my new place yet. I should have it activated today, and we'll see if I have the time to actually sit down and make up a post tonight.
In the meantime, please come to a consensus about what to do with your prisoners. You can do it OOC if you'd like, but I would like to move on as soon as possible.
-Posted with Wayfinder

Avery Starr |

We really need to come to a decision. I call for a vote. Everyone, put these three options:
Kill
Set free
Take to Restov
Under the three following headings:
Favor:
Settle for:
Object:
As an example, here are Avery's choices:
Favor: Kill
Settle for: Take to Restov
Object: Set free

Ansha |

At this point I don't think the options are 'kill, set free, take to Restov.' IC, at the very least, the options presented were 'kill, take with us (and decide later), take to Restov.'
As Ansha put in the IC thread, she favors "take with us (and decide later)." She'd settle for executing them, and would object to taking them to Restov.
She also views Happs as a separate issue from the rest, if only because she has him charmed and intends to use him when we attack the bandit camp via the same method.

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One advantage that taking them with us has is that this gives them a chance to be killed while trying to escape. This would not be killing in cold blood. :)
Frankly the "Take to Restov" option also means "Take with us" for now. Do you agree that even if we decide to take them to Restov, we cannot do that until the other camp of bandits are dealt with? And we cannot leave them alone with Oleg; he has already said he won't stand for that.
When the charm person spell wears off Happs will return to being hostile automatically. You will have to talk fast at that point to turn him around. Your diplomacy is very good but you are still depending on making a roll. This is why I was concerned IC.
However, Happs is as guilty as the rest and we should assume that anything we are doing to the rest we are doing to him also.
I am sensing some strong signals from SDM that we should be killing these guys. :) Just don't see how the character could support that under the circumstances.
Vote:
Numalar favors taking them to Restov.
Thus he also wants to take them with us for now.
Numalar will accept the bandits being executed if he is outvoted. It was not he that made any promises, though he feels bound by them. But he will lot lay a hand on them in this way himself.

The Smiling DM |

Don't read anything into my posts. OLEG wants them dead, not me.
-Posted with Wayfinder

Ansha |

When the charm person spell wears off Happs will return to being hostile automatically. You will have to talk fast at that point to turn him around. Your diplomacy is very good but you are still depending on making a roll. This is why I was concerned IC.
There's a couple of Diplomacy rolls floating around, and per SDM I can make those while someone's charmed to permanently (i.e. post-charm) alter his attitude. Only question is whether either roll counts or I need to make one yet.

The Smiling DM |

Every roll made so far has been towards asking favors. None have yet been made towards improving attitude.
-Posted with Wayfinder

Calinthas "Cal" Aldimay |

Cal votes for the rope... they're bandits (probably evil); taking them with us is dangerous and we don't have time to take them back to Restov.
In his eyes, it's the most logical choice in a series of bad options, albeit one fraught with moral difficulty.

The Smiling DM |

Diplomacy (improve attitude): 1d20+11
While the others debate, Ansha strikes up a conversation with Happs. "Oh? Yeah, I like blondes too. Of course, that might be because I am one...."
I...what? That was entirely random...
Diplomacy has to make sense. You can't tell a man that he smells like horse manure and expect a high diplomacy roll to make him like you any better. Saying random things without any kind of context doesn't do you any better...
Detect Evil is a Cleric 1 spell, but I don't have it prepared, unless we want to wait a day.
Please keep all posts with no gameplay content in the discussion thread.

Ansha |

I...what? That was entirely random...
Diplomacy has to make sense. You can't tell a man that he smells like horse manure and expect a high diplomacy roll to make him like you any better. Saying random things without any kind of context doesn't do you any better...
Okay, I'm at a loss for how you want a Diplomacy roll to improve attitude to be played out.
Detect Evil is a Cleric 1 spell, but I don't have it prepared, unless we want to wait a day.
Detect evil wouldn't do any good. It won't detect an evil aura unless they're like, 5HD or higher.

The Smiling DM |

SDM wrote:I...what? That was entirely random...
Diplomacy has to make sense. You can't tell a man that he smells like horse manure and expect a high diplomacy roll to make him like you any better. Saying random things without any kind of context doesn't do you any better...
In the future, you can actually try to start a conversation with the person. Even if the majority gets handwaved away, the start of the conversation makes the roll actually make sense. Even the way it is now, it's a bit random. It's taken from the middle of a conversation with no beginning. I'll take it this time.

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Avery wrote:Detect Evil is a Cleric 1 spell, but I don't have it prepared, unless we want to wait a day.Detect evil wouldn't do any good. It won't detect an evil aura unless they're like, 5HD or higher.
What she said. Unless they are clerics, undead, or evil outsiders, detect evil tells you nothing for creatures 4 HD or less.

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OK guys, it seems like it swings this way at the moment:
(If I am wrong please chime in)
As I pointed out, shipping these men to Restov basically requires us to take them with us for now, as we need to deal with the other bandits as soon as we are able.
So we are left with really two options: Execution or take them along.
Execution: Avery and Cal
Take them along: Ansha and Karsh. I also wish to do this and take them to Restov after (which Ansha and Karsh might not want to do, but we can talk about that later).
We last heard from Linora on Thursday. At the time she supported the idea of taking them to Restov. Linora, in that case would you support taking them with us? Please chime in with your vote.
PS: I had planned on speaking to Oleg about the reward but I didn't want to clutter the thread up just yet so I will have something to say on that matter after we resolve the prisoner issue.

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SDM - the potion of bless will only work on the person who drank it, right? Or will it work on an area?

The Smiling DM |

Oh. Right. Bless is an AoE spell and thus can't be made into a potion.
Crap.
Yeah, it only affects the person who drinks it. I'll do better in the future about that. I wasn't exactly in the best state of mind when I made that post. Sorry.
So, the consensus is that the party is dragging a bunch of bandits along with them while they march? Should be interesting.

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Oh. Right. Bless is an AoE spell and thus can't be made into a potion.
I thought they could, but it only affects the drinker.
You could change it to a scroll if you want though.
So, the consensus is that the party is dragging a bunch of bandits along with them while they march? Should be interesting.
Indeed it will be.

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SDM, a question:
If I am dealing with the bandits trying to keep them in line and calm them down, but am trying to conceal the fact that I believe that they will be executed and deserve to be so, would this be a Bluff check? Or Diplomacy? Basically it seems like Numalar will have to imply to them that they will live. He won't actually say it but it will essentially be a lie of omission. He will use careful language to avoid ever actually saying that they will go free or what he expects will really happen to them.

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One more thing: Can you take 10 on things like Diplomacy and Bluff?

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...Man, I'm rolling a lot of 19s and 20s so far.
Hey, leave some 20's for the rest of us! We're all sharing the same random number generator you know! :)
Good save though, BTW.

The Smiling DM |

One more thing: Can you take 10 on things like Diplomacy and Bluff?
No.
Lady Ansha Saeralyan wrote:...Man, I'm rolling a lot of 19s and 20s so far.Hey, leave some 20's for the rest of us! We're all sharing the same random number generator you know! :)
Good save though, BTW.
That streak will end at the WORST possible moment.

The Smiling DM |

Numalar Auritonius wrote:As Karsh begins securing him, Numalar begins to pat him down, searching him for other weapons and valuables.The Smiling DM wrote:As Numalar searches Happs, he finds no hidden weaponry.What about money? Jewelry, anything like that?
Please keep all posts with no gameplay content in the Discussion thread.
Numalar finds nothing else on Happs.

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Please keep all posts with no gameplay content in the Discussion thread.
Sorry, I thought that was gameplay. I deleted the post.
@ Avery - good call, taking 20. I should have thought of that. :)

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OK, moving ahead a bit:
SDM, I had planned on having a discussion about dividing up the loot but I wanted to know if I should do that in character or here on the discussion board? Some of my thinking on the subject is a bit meta.
Likewise for making plans about the attack on the Bandit camp. Right now I have OOC knowledge about other characters from looking at their sheets, but Numalar doesn't have this information. I'm not sure if you want everyone to list all their tricks in character or if we can just go ahead and take it as read?

Avery Starr |
1 person marked this as a favorite. |

dividing up the loot but I wanted to know if I should do that in character or here on the discussion board? Some of my thinking on the subject is a bit meta.
I would suggest altering your thinking to be less meta.
Right now I have OOC knowledge about other characters from looking at their sheets, but Numalar doesn't have this information. I'm not sure if you want everyone to list all their tricks in character or if we can just go ahead and take it as read?
Or you could just have the characters not know each others' tricks.
A big part of the fun is the whole learning to know each other. We don't need to be a perfectly running engine from day one. Otherwise there'll never be any satisfaction when we do start to gel.

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My questions were directed at SDM, but since you brought it up:
I would suggest altering your thinking to be less meta.
Let's not mix up my thoughts with Numalar's. It's OK for me to know that this is a roleplaying game and understand the mechanics of that, even if my character doesn't. I can come up with IC justifications for the things he does and the way he is, no problem. But I am trying not to drag things out and it would go faster out of character. I am perfectly willing to do things IC if that is the way SDM wants to do it.
We don't need to be a perfectly running engine from day one.
We won't be. :) There are all kinds of things we can't predict. Mainly I am thinking that there is a decent chance of character death if we botch things; I don't believe the bandit camp will be a pushover like these guys were, and we're only 1st level.
As for our plans, our characters are going to be talking and formulating a plan on the way to the bandit camp. We could do this IC, but again, it's a question of how much time we want to spend on that. As above, I am willing to do it either way; it will just go faster in the discussion thread.
It's been 9 days and 80 gameplay posts since combat ended. I suspect SDM is getting a bit impatient:
... but I would like to move on as soon as possible.
That was 2 days ago. So I am suggesting this as a way to speed things up. If it turns out not to be necessary then that's fine.

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Treasure so far:
4 short swords
4 longbows
1 composite longbow (+2 STR)
80 arrows
8 days' trail rations
2 potions of cure light wounds
1 potion of bless
1 potion of shield of faith +2
115gp (40 from the bandits, 75 from Oleg)That seem about right?
Don't forget:
8 Light Horses (at the moment I'm assuming they are not combat trained)
8 Bit and Bridles
5 Riding Saddles
3 Pack Saddles
5 Suits of Leather Armor
Also, if everyone had 20 arrows each (including Happs) then there are a total of 100. That might mean there are another 2 days of rations as well.
EDIT: also, Avery may have found some things on Happs when she searched him. It seems like he should at least have a melee weapon of some kind.
We will probably need to keep all the horses for now if we are bringing the crooks with us but we can sell the extras later. We will also need to feed these guys so we can use their own food for that.

The Smiling DM |

The best way to handle loot is for anyone who wants something to mention that they take it. This can be done in character or in the discussion thread. Coin will always be assumed to be split evenly. If it makes it easier, I can state the division. For example, the current distribution would be 19g, 1s, 6cp with 1cp left over.
As for what is to be done, both with the captured bandits and with their camp, I would like a plan formulated within the next 48 hours. I don't care if it's done OOC or IC, but this is stagnating quickly.

The Smiling DM |

Avery will ball up her fist, and try to smash it squarely into the bandit's face.
Attack roll, please.
Yesterday, Oleg was happy to have us eat at his table. Now, after we defeated the bandits that threatened him, he refuses to let us set foot in his house. Is it just because we have not executed the bandits? Or is there something else? Perhaps the bandits did more to him and Svetlana than they were willing to admit? Or perhaps he knows something more about them that he hasn't shared with us? Do the bandits themselves know something about him, that he doesn't want to come out?
You've never been inside the house. The meal was served at the tables outside, by the fire pit.

Ansha |

As for what is to be done, both with the captured bandits and with their camp, I would like a plan formulated within the next 48 hours. I don't care if it's done OOC or IC, but this is stagnating quickly.
"We have until tomorrow before we head out for the bandit camp. May I suggest someone bind Happs as well, as a precaution? We have the remainder of the day, so perhaps we should leave a few people behind to watch the bandits and send the rest to chart a nearby area. No sense just sitting here all day," she suggests quietly.
Assuming that we're not going to send out part of the party to do some charting of a nearby area during the present game-day, we've already established that we're keeping the captured bandits alive and bound. Come the morning, we're planning on taking the bandits with us and heading for the river to the southwest.
IC, it seems like plans should be formulated for the attack on the bandit camp en route. Ansha would probably try to use Happs to determine when the party is near so that the captured bandits can be gagged and someone can scout the camp prior to the initial attack.
You've never been inside the house. The meal was served at the tables outside, by the fire pit.
Unless we're retconning it, PM had us eating in the dining room:
"Svetlana," she answers softly, leading Karsh to the dining room. She sets him down by the table, pouring a small bit of wine for him and placing it before him, along with a plate with some sliced bread.

The Smiling DM |

Aha. I had missed that. I'll change it to a day, then. Tomorrow when I get home from work, we'll move forward.
And yeah, it's a retcon. PM had more than a few things wrong with his start.
Avery: Your profile isn't as detailed as it needs to be. I need a sheet or a statblock, please.

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And yeah, it's a retcon.
Ah. You understand my confusion then.
PM had more than a few things wrong with his start.
Or he did it on purpose? It's a little weird to eat outside in a cold climate at the tail end of winter. We'll roll with it if that's how you want to do it, but it seems strange.

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On Division of Treasure
OK, since we're discussing it here this is my thinking on the matter.
The best way to handle loot is for anyone who wants something to mention that they take it. This can be done in character or in the discussion thread. Coin will always be assumed to be split evenly.
I'm not sure this is the "best" way.
IC, Numalar wants to make sure he gets his "fair share" even though pretty much nothing here is usable by him. He also wants the party to have the best chance of success, and doesn't want us to sell things that we could use, even if they are valuable.
OOC, the reality is that in the Pathfinder RPG, character wealth is a kind of "score" and it is reasonable to try to make sure the wealth is spread out as evenly as possible.
So the system I am suggesting is that we assume all goods found go on the sell pile, and calculate how much money that will be worth if they are sold. Then, if anything found is wanted by a character, that character can use a part of their "share" to keep it instead of selling it.
This way characters end up with the same total amount of wealth whether it is in gear or cash, except that we are using the sell value of the gear collected, since that is what the item is "worth" if we sold it. It also keeps people from claiming things they don't need because they feel left out.
This isn't really much more difficult than just grabbing stuff pell-mell.
There are a few exceptions that will come up.
First, it is possible that a piece of treasure found will be larger than the treasure share of one player. Ideally if someone wants the item they should use their own cash reserves to make up the difference, but if that cannot be done then we just roll with it and assume the character will give up some of his share later on.
Second, there should be a seventh "Party" pile of stuff that we want to keep handy for anyone in the party to use. The potions of healing are a great example of this; also the vials of antitoxin that Oleg has for sale. If we run low on party resources then we should kick in some money to replenish them. But since a potion of cure light wounds might be drank by anyone it doesn't really matter who carries it.
We can skip the party pile idea if people want but it seems sensible to me.
Thirdly, we might be planning on selling some items but are keeping them around for now (like many of the horses). We can just defer the sell value of those until they are sold.
Finally, I don't think we should necessarily track consumable items we find, unless they are sold. Since they will end up being used up, player wealth will ultimately be unaffected by having them.
Normally I would nominate Karsh for the job of keeping tally of stuff, since he is a priest of Abadar, the divine banker. :) However, it doesn't seem like Karsh is able to post that often. I am willing to do it if nobody else does. Clearly by my post count I have a lot of time on my hands.
FWIW this also ties into item crafting that we do later on. Numalar is expecting to take the Craft Wondrous item feat at 3rd level and will be happy to craft things for others at no charge. However, that is probably the only crafting feat he can afford to take in his build; hopefully other characters will be able to take other crafting feats too.
Anyone want voice their opinions?
Peet AKA Numalar

The Smiling DM |

Perhaps I should have said "simplest."
If you all want a complex loot division system, I won't stop you. So long as it doesn't slow down the game or make it less fun to play.
In my experience, a system that revolves around each character picking up loot that is useful for them as it arrives, with all money, either looted or coming from the selling of useless loot, being divided evenly, is the simplest, and causes the least problems, overall. There will be plenty of loot options for all characters, especially once you get to the kingdom building portion of the game and there are "random" magic items being created in your cities. Note that I will also be tossing in more tailored loot for the party, in addition to or in place of what the AP actually has written.
A system of, "Well, you get less coin because you're getting that cool sword." or even worse, "Well, if you want that sword, you're going to have to pay the party for it." becomes antagonistic and petty very quickly. On top of that, it oft times devolves into characters passing up on items that have a cool flavor, just so they get an equal share of the gold. I once saw a GM give up on making the cool and intricate backstories he made for his custom items, simply because they kept getting sold off because no one wanted to give up a portion of their precious coin loot. Kingmaker has a few pieces like that already, even before I start building custom ones.
Use whatever loot system makes the party the most comfortable, so long as it doesn't cause conflict.

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As for what is to be done, both with the captured bandits and with their camp, I would like a plan formulated within the next 48 hours. I don't care if it's done OOC or IC, but this is stagnating quickly.
As Ansha said, the captured bandit issue has been resolved, at least for now.
Clearly we need to get things rolling so here's my ideas.
My Thoughts On "The Plan"
First of all, we should always have at least two people awake and watching the prisoners at all times. At least one of these people should be reasonably tough. The watchers should periodically check on the bindings of the prisoners to make sure they are secure. If for some reason a prisoner's bindings need to be loosened, this should only ever happen to one prisoner at a time, and preferably only the prisoner's feet should be loosened; their arms should remain tied behind their backs.
It should be explained to the prisoners that any escape attempts will be met with lethal force. Otherwise conversation with prisoners should be kept to a minimum, and prisoners can be gagged if they are too talkative.
With all 8 horses plus the mounts we started with we should have enough to transport all of us plus the prisoners. We will have to tie the prisoners to their mounts and lead their horses.
We should aim to get within about 15-20 minutes of the bandit camp before stopping. That should be far enough to keep out of sight.
We secure the prisoners to trees and things. At this point, ideally Ansha would cast another charm person on Happs to guarantee his cooperation. If it works we can put Happs in charge of watching the prisoners. I'm not sure if we can spare anyone else from the party, unless someone wants to volunteer. But from the time charm person is cast we have an hour to get back to our camp.
We take the horses with us a bit further and then park them (just to keep the bandits from taking the horses in case they escape). Or those of us who can ride well can stay on them.
Everyone then moves in, with the quieter people going in first (probably Cal, Linora, and maybe me), until we are in sight of the camp. We get as close as we can manage without raising the alarm.
Then we open fire while advancing. Cal can start his bardic song. We concentrate fire on anyone who looks like they will get away (Cal could use grease on someone who looks like they will get clear, to knock them down, while I or Ansha could also use daze). If we are in charge distance fighters like Linora and Karsh can simply close the gap into melee.
I will try to hit anyone who wants it with enlarge person - at the very least, Karsh, and possibly Cal and Avery. I'll start doing this when we are close to melee. However, this drops your AC and ranged to-hit by 2 so Avery and Karsh should definitely use shield of faith. If Cal is going to be enlarged then he should drink the potion we have.
If Cal or Ansha can get into range then color spray away. I will try to get close enough to use burning hands and will spam it if possible.
After the fight some people (maybe 3 unless someone stayed behind) should regroup back with where Happs is to secure the prisoners. We hopefully won't need to hold back much in the way of resources, but should keep a little bit in case Happs and his buddies are a problem.
Thoughts? Criticisms? Additions?
Peet AKA Numalar

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On treasure distribution, I'm of the opinion that simplest is best, and I'd just as soon not deal with someone having to 'pay' the party in order to get an item they can clearly use.
The issue I am trying to address is that what will often happen is that one player will get N gold while another player gets N gold plus a cool item. If that happens often then party members will end up with widely varying amounts of gear, and people that aren't getting things that are useful to them will not be able to afford to catch up.
Of course, the simplest system is actually for all stuff to simply be held in common by the party; people take what they need and the money we find or get for selling things goes in a common party fund. I'm fine with that too, and it makes it simpler to track things; we only need to keep track of one number instead of six. It also means that if someone needs to buy something expensive they just need to ask the group.
Actually, I think this system might be the best as long as people aren't too attached to the idea of having their "own" gold.

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Considering the whole drama over the prisoners, I am wondering if I should have rolled up a CN "Vlad the Impaler" type instead of the LG character I did create. :) Too late now, but I wonder how often this kind of thing will come up?

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A couple of points:
...especially once you get to the kingdom building portion of the game and there are "random" magic items being created in your cities.
The party will be crafting items by that time, so the magic items being created by citizens is only significant if we don't have time to make the item or don't have the requisite crafting feat available. Usually they will get ignored.
I once saw a GM give up on making the cool and intricate backstories he made for his custom items, simply because they kept getting sold off ...
An item with cool fluff but little practical use should be sold off. Maybe it could be put in a museum, but it is wasting space if someone in the party is carrying it.
I am currently in a 3.5 game where the GM has created a set of custom artifacts for the party that have grown in power as the game progressed. They can't be sold, and they have to all be kept in the party for them to work. They are neat, but basically we have been forced to adjust our character builds to accommodate the artifacts instead of building our characters however we want. And that sucks.

The Smiling DM |
1 person marked this as a favorite. |

The issue I am trying to address is that what will often happen is that one player will get N gold while another player gets N gold plus a cool item. If that happens often then party members will end up with widely varying amounts of gear, and people that aren't getting things that are useful to them will not be able to afford to catch up.
This is FAR less of an issue than you're making it out to be, just in normal play. And in Kingmaker, it's even less of an issue.
Of course, the simplest system is actually for all stuff to simply be held in common by the party; people take what they need and the money we find or get for selling things goes in a common party fund. I'm fine with that too, and it makes it simpler to track things; we only need to keep track of one number instead of six. It also means that if someone needs to buy something expensive they just need to ask the group.
Actually, I think this system might be the best as long as people aren't too attached to the idea of having their "own" gold.
It's a good idea in theory, but in my experience, the need to ask the party's permission for purchases begins to come dangerously close to the issue I mentioned above; in that people never buy anything and the "group loot" chest just becomes huge.
Mind you, it's better than the anal retentive "everyone gets even value!" system...
Considering the whole drama over the prisoners, I am wondering if I should have rolled up a CN "Vlad the Impaler" type instead of the LG character I did create. :) Too late now, but I wonder how often this kind of thing will come up?
Depends on how often you lot decide to capture your enemies instead of kill them in battle.
A couple of points:
The Smiling DM wrote:...especially once you get to the kingdom building portion of the game and there are "random" magic items being created in your cities.The party will be crafting items by that time, so the magic items being created by citizens is only significant if we don't have time to make the item or don't have the requisite crafting feat available. Usually they will get ignored.
Possible, but the fact still remains that there are TONS of options for the party to gear up, and no one will be left out.
The Smiling DM wrote:I once saw a GM give up on making the cool and intricate backstories he made for his custom items, simply because they kept getting sold off ...An item with cool fluff but little practical use should be sold off. Maybe it could be put in a museum, but it is wasting space if someone in the party is carrying it.
I am currently in a 3.5 game where the GM has created a set of custom artifacts for the party that have grown in power as the game progressed. They can't be sold, and they have to all be kept in the party for them to work. They are neat, but basically we have been forced to adjust our character builds to accommodate the artifacts instead of building our characters however we want. And that sucks.
And when did I say that the items had little practical value? In fact, most of the ones that were passed up on were rather powerful, as they were custom items, and thus had high gold prices.

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Numalar Auritonius wrote:Of course, the simplest system is actually for all stuff to simply be held in common by the party...It's a good idea in theory, but in my experience, the need to ask the party's permission for purchases begins to come dangerously close to the issue I mentioned above...
In a system like that it should be generally understood that players have access to the party treasure, within reason, just as they have access to stuff on the treasure pile. Someone who wants all the money is going to cause as much problems as someone who wants all the stuff.
I am currently a player in a "calculate the value of everything" home game and that system works fine for our group. I am also running a RotRL home game and the players there came up with the "common pile" system on their own; that seems to work for them. Obviously it depends on the group.
Anyway, this is between the players, so I'd appreciate if you let us work things out. Your input on how we divide loot is only relevant if it is necessary to resolve some kind of dispute within the party.
Depends on how often you lot decide to capture your enemies instead of kill them in battle.
Actually it's mainly an issue of how often someone in the party promises to let prisoners live. A chaotic character would likely have no problem going back on his word. Numalar has no problem with executing someone that deserves it, but sees "surrender and you will live" as a binding agreement that he is party to.
And when did I say that the items had little practical value? In fact, most of the ones that were passed up on were rather powerful, as they were custom items, and thus had high gold prices.
If they were worth keeping, the reality is they would have been kept. When players find something they automatically (either consciously or unconsciously) do a sort of cost/benefit analysis. Fluff does not equal value. Likewise, special side powers are virtually worthless if they are not something the players have an interest in using. If that made the item cost more then there's even more interest in selling it, but no more interest in keeping it.
If you really need to find a way to get players to keep something one way is to reduce its gold value. Maybe the item has a curse that the players can work around but makes it harder to sell, for example.
The problem with custom items designed by the GM in a game like Pathfinder is that often the GM either tries to read the minds of the players or tries to push a player to play his character a certain way. Neither tends to work out well. It is assumed that once characters get the basic things they need for their characters, that most things after that will be sold, custom or not. This is not a bad thing. Pathfinder character builds tend to get really specific.

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OOC responses to what happened in the gameplay thread:
Bound under the walkway of the northern wall, they rest just out of reach of any nourishment, but well within range to smell it. Unless someone in the party shoves a pack of rations down their throats, the bandits do not get anything to eat.
I had already suggested OOC that we would use the bandits' own rations to feed them. So unless anyone objected to that Numalar would have given them some, though not a lot (call it a half-day's worth each). He is a gnome and thinks humans eat a ridiculous amount. :)
As night falls, a watch is set up to keep the bandits from attempting to escape.
The plan I had suggested was that two of us watch the prisoners at any given time; with four-hour watches over a period of 12 hours everyone would get 8 hours of sleep. I didn't hear any other suggestions, so assume this is what you mean?
Sorry. He rolled a 19 on his Escape Artist (just barely hitting the DC 21 necessary), and then a natural 20 on his Stealth check....
?? The Stealth check is meaningless if he was being observed. Who was on watch when this happened?
Edit: We didn't arrange watches but FYI Numalar would have volunteered for either the first or last watch as he needs 8 hours of consecutive rest to recover spells. Cal and Ansha are in the same boat I think. Ansha and Numalar should probably not share the same watch as they are both low-STR characters.

Avery Starr |

Avery: Your profile isn't as detailed as it needs to be. I need a sheet or a statblock, please.
I will comply as soon as I have a few hours to pull things together. Not ignoring you.