Vsevolod

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3 posts. Alias of Riding Bull.




We are soon starting a new campaign in Lost Omens campaign setting and one of my PC's has come up with a backstory that I wan't to embrace and thus flesh out details of it.

We are starting out at lvl 1 in Andoran, where our group of heroes-to-be travel around in search for hero-business.

One of the characters is aberrant gnome sorcerer, who has heard voices ever since he unleashed his sorcerous powers while a slave in Cheliax mines, which then helped him escape.. Those voices have eventually brought him here and the player is leaving it up to me to use it or leave it. He has written that when he gained the powers, he spoke out in draconic, so I'm trying to look for an entity that might speak in draconic and be powerful enough to drive the character near insane with whispers.

I have found Moschabatt (Ancient Magma Dragon) from Dragons Unleashed and I really like what I'm seeing and I could have him somewhere beneath Darkmoon Vale or Five Kings Mountains, but I can't figure out what his agenda would be for the gnome and if can't decide if it's reasonable to have him communicate such long distances. Help?

I'm also open for other, better options for what the whispering entity might be? Something of aberrant nature would be obvious, but is it too obvious and boring?


Back again to pick your brain for ideas! This time with a PC that was introduced late (in Runeforge) to the campaign. The player of this PC is also new to our campaign, but as the hobby is all about having fun, I figured we could make it work.

His character is a Dimensional Occultist Witch, whom Patron (via Ratling familiar Mr. Jenkins) is whispering to her ear about a Great Tome of Mysteries, lost in history, that she should find for reasons unknown to her (or known to me either at this point). She is in manic search of that book and is trusting her Patron to guide her teleporting as she is trying to imagine places where such book could be hidden. A lot of mishaps happen and she ends up places, like Runeforge, but she has now gained enough knowledge to be certain that whatever she is searching, should be hidden in Xin-Shalast.

Now first thought of mine was to have her patron be Mhar, who is guiding her to release him from his slumber.. But as a first time GM I don't know how I would go about awakening a slumbering mountain.. And what that would require and how should I let the players know what is about to happen before the PC reads a verse in a book and unleashes the beast. Another version I have in my head, is that there is no book but Mhar is using her to guide rest of the group to destroy the "Occlusion Field" and have her accidentally do this when they defeat Karzoug.

I also know that the player himself is big on all that Lovecraft, and so I was looking if any of the other Great Old ones would make sense as a Patron, but as myself have very limited knowledge of Lovecraftian twists, I wouldn't know where to go with that either..

Last idea is to have her find a book that grants Mythic Powers (other PCs have those, didn't want to confuse new player with them and gave her bigger PB instead), but that feels like a veeeeery cheap twist. But then I keep wondering if I should keep it simple as we are closing in to finish the campaign.

But I'm open for any cool ideas!


Hi there! I'm trying to wrap my head around best way to approach my to-be-20pb Kingmaker Draconic Bloodrager. DM has announced that he will allow one Archetype and so I had my head already set with Rageshaper, untill they released Bloody-Knuckled Rowdy. I'm not so much looking to be optimal, rather than understand what works together and what doesn't.

RP wise my idea is to play a castaway from Numeria, who has from young age grown among Rostlanders and stories of Aldori swordlords and fancies himself as a sword wielding champion himself one day, clueless of his bloodline of Brass Dragons. He hasn't unleashed his bloodraging powers and won't be doing so until pushed to the limit for reasons to be unravel when the campaign starts.

Let's get to it!

For attributes I'd go:

  • STR 16(+2), DEX 14, CON 15, INT 7, WIS 9, CHA 13
  • Certainly some suboptimal, but character (RP) wise fitting mental stats. I'm open for thoughts on this?

I'm quite certain of Half-Orc as the race of my choice, with only few clear racial features setting him apart from the human population and traits to suit this. For that reason I won't get toothy either, so I will be playing around with claws only until Helm of the Mammoth Lord comes along.

Draconic Bloodline itself is quite clear as is, but mixing it with Archetypes is what gives me headache:

  • Rageshaper - Seems to only really give Bestial Aspect (Su) as absence of polymorph spells leaves Furious Transformation (Su) awkward..?
  • Bloody-Knuckled Rowdy - Seems to give a ton more, but how does it mix with claws? With Hand-to-Hand Training (Ex) out scaling claws at level 6.

To break it apart, the only clear benefit from Rageshaper would be the "increase the damage done by that attack by one die" -line, but even that can get quite confusing as (based on my extensive googling) best discussed here: How does that "one die" bonus function? To my knowledge, there still isn't clear ruling on what does it really mean? "Die size"? "By one step"? "Damage die type"? Or one actual die as written? If it really is as written, then with INA and Enlarge added to the mix it can get quite silly as explained at the end of that discussion.

Bloody-Knuckled Rowdy on the other hand seems a ton more flavorful with the addition of style feats, but then I get confused if/how it will mix with claws? Feral Combat Training will do me some good (and confuse me even more), but will I keep the claw scaling as explained on Draconic bloodline, going from 1d6 to 1d8 at level 8? Or follow Hand-to-Hand Training (Ex) ("At 3rd level, a bloody-knuckled rowdy deals unarmed damage as a monk of a level equal to his bloodrager level – 2.") scaling and hit 1d8 by level 6? Will the attacks be treated as Natural Attacks (2 claw attacks, despite the BAB), or Unarmed Attacks (with iterative attacks?) with Feral Combat Training?

Getting those cleared, I would be able to move on to feats. Currently I wish I'd understand how the latter works with claws as it opens whole new opportunities to flavor the Hidden Dragon even further rather than just make it hit harder.


We are about to start Kingmaker sometime in the future and while we are finishing our Runelords, I'm already trying to work my initial character ready.

For reasons: Draconic Bloodrager of Brass (CG) Dragons blood, I want to bring that dragons blood out in the personality of the character as well.

I'm having bit of a writers block because while I can come up with CG personalities, I can't really think reasons that would make them candidates for the premise set by the Kingmaker Player's Guide. What would CG characters motive be for taking a role of a leader?

So I'd like to hear stories of your CG Kingmakers and what made them take part on this adventure?


Once again throwing my sad cries of help around here, but the situation is this: To bind the background of one of my players PC's in to the overall arch of the story, active user of the forums and avid reader of my players PC's journal, NobodysHome came up with a devious plan of placing this PC's brother in place of Viorian Dekanti in The Pinnacle of Avarice.

I am so grateful for the idea and I've already put it partially in action by allowing a single scrying momentarily bypass the occluding field to give some foreshadowing, but now that the K-Day is closing in (ending Runeforge by the end of the week), I find myself attempting to rebuild a AP character for a first time and feel a bit overwhelmed.

The player is adamant, that the brother of his PC is master of the martial art of two handed sword fighting (and so in the vision he had a golden great sword, Chellan modified) but if I just swap the shield & scimitar along the feats to great sword & 2H feats, the Champion will lose 7 AC (and maybe something else I'm ignoring?) which will most likely be quite critical for his welfare. Sure he will also deal way more damage, but I'm wondering if someone with more experience could help me wrap my head around a solution to keep his defences up without just handing him 7 natural armor "because Karzoug"..?

There certainly will be the "DONT KILL HIM! HE IS MY BROTHER!" aspect to this.. But after few slashes of Chellan that should turn in to "KILL HIM, CUFF HIM AND REVIVE HIM!"

Dropping the shield, I do have that much gold available to be used on something else.. Or should I rebuild his stats completely from ground up? Maybe even as some other class completely?

Any wise words from more experienced minds are welcome on how to handle such situation? Hand wave

Shameless plug wrote:
And in case someone reaaally wants to catch up on these events, the player writes a reaaally well written journal from the perspective of his character, which can be found here: Alpharius's Journal.


Am I wrong thinking that The Halls of Wrath should be scaled to 1 square = 5 feet instead of the 10 feet as printed on the book?

I tried to search for it from the forums and errata but couldn't locate anything agreeing (or disagreeing) with me.

I'm also iffy on some of the other map scales (greed is huge maze of corridors of nothing), but as long as the corridor leading to the seven wings match the 10 feet width, I accept them as is.


My silly little write up caught no discussion so I'm gonna try go straight to the point and ask how would you do it despite of party/overall situation.

So how would you introduce Mythic to your game this deep in to the campaign? Old discussions would have me do it by the first runewell in book 1, but unfortinately I'm bit late for it.

My own ideas, which I'm sceptical about, consist of:

- Mummy's scroll is yet to be opened and when it is popped, some sort of effect is released (scream/gas/light?) that generally diseases everyone around, but PCs overcome it and instead gain on it.
- Desna or Iomedae approaches the PCs to offer them a divine favor to battle the abominations of Lamashtu.
- They discover a Tome in the Library that grants them ascension.
- Killing mythic creatures (M would be the first) gives everyone present Mythic powers, along the lines of killing Dragons in Skyrim.

I'm not fully satisfied with any of my ideas and would appreciate some discussion on this topic.


I recently got myself the Mythic Adventures book and now want to implement Mythic tiers into our campaign. I have figured power granted by the gods to be most natural scenario and have sort of figured the ascension, but there is just one bump on the road to Mythic..

The Cleric of Iomedae in the party is as NG as he can be, spending most of his time drinking and making his decisions on a whim sometimes based on his deity and other times based on his gut that says otherwise. He is the type that doesn't quite live as he preaches, but he still does preach in her name and dedicates plenty of his time spreading her message. Not the shiniest of her Knights, yet she is about to approach him and his group, for she has noticed their prowess and chosen them to face a darkness that is gathering in the west.

Actual question: Given that she seems to be rather strict deity, I figured she couldn't just descend for them, grant some divine power and be gone. I feel she should address her disciple and scold him for his unruly actions before she will embrace them by granting mythic powers. But should she be pointing out the wrong doings by being harsh and demanding (which I haven't been IC or OOC even if the player has been bit off from his chosen goddess)? Or be more benevolent and guiding? Should she ask for atonement or offering?


I went out and bought myself Mythic Adventures and now want to implement it in our RotRL campaign, starting from the fall of a Napoleon at the end of book 4. I've been juggling with ideas of how the ascension should happen and these are options that I've come up with so far:

-They discover a legendary tome from the library and the book grants them the power.. Bit stale and leaves to wonder why the book is still in the library?

-After the Big Boss leaves Napoleon's body to die, the realization of "betrayal" triggers Napoleon to burst some of his dying power to the surroundings and the PCs get exposed to it, gaining Mythic powers.. Similar to the tome I feel it's not "personal" enough to feel legendary for the players.

-After the Napoleon falls, Desna descents to the mortal plane to warn the heroes of oppressing evil brewing in the world and grants them the powers in spite off Pharasmas prophecies for Desna has deemed the heroes as last hope of Varisia.. To anyone more familiar with the world and gods of Golarion, this probably sounds just plain silly, but it is currently my best idea, as I get opportunity to write a personal speech for each of the PCs and make the players feel special about it.

So.. I'm open to any and all kind ideas to help brainstorm how I could make the ascension happen without it falling flat.


I know for certain it is mentioned somewhere in the chapter (it is, right?), but I've been rereading all day and fail to find any room in J-castle/cave that has the optional prisoners mentioned.. Am I confusing this event with something else later in the book and I should just figure it out myself?

I gotta stash Ameiko and 4 other captives somewhere..


Hey!

The heroic anti-heroes of Varisia have returned from Hook Mountains to Magnimar and being the gold hungry mercenaries as they are, they talked themselves in to quite a bit of coin and are now spending a week of time enchanting their weapons at a local mage tower.

They are very aware of the threat of Sandpoint, but rather than go look for them self, they are asking around at docs if anyone knows latest news of Sandpoint.

I have had them make character sheets for Sandpoint locals (I let them choose their favorites) and I am now thinking if I should let them experience the raid through those characters alone, should I wait for the PCs to make it to Sandpoint or have a some sort of tip for the players that if they go now, they can make it but if they wait they wait a full week then they might be late.

I know similar topics have been rased before and I've read them, yet I still fail to make up my mind on it.

This session is due in 2 hours and I haven't decided what is the situation in Sandpoint.


Bouncing thoughts of my mind wrote:

Each time I'm about to post on this forum, I've felt the need to excuse myself for being RPG virgin/first time GM/asking stupid questions and expecting blunt answers. I'm thankful for all the help I've got and the great community here! I've read plenty of helpful discussion and figured I might be able to give something back by writing down my newbie steps as a first time DM. Maybe someone like me can pick something useful up from this topic in future.

For a while I was considering to start a full out campaign journal, but one of my players is already writing a really nice one (blog) and what I personally was more in need, was a place to vent my experience of past sessions and hopefully get some helpful replies and hard opinions at times.

And so begins the rambling.. We started playing early January 2014 with bunch (5+GM) of RPG virgins, after discovering roll20 and my desperate need of getting to test this (RPG) stuff with my childhood geek friends after Kickstarting Reaper Bones 1,5 years ago for board gaming proxies and then wondering what these "Pathfinder Iconics" were all about.

In the beginning there was:

  • Alpharius, lonely Spell-less Ranger on a personal mission.
  • Frank, castaway Barbarian attempting to fit in urban society after ending an argument with his dear Earth Breaker.
  • Harsk, laid-back Cleric of Iomedae spreading the just word and preparing followers for the war of the Wound.
  • Ilori, charming Elemental Sorcerer with bad burns in her past.
  • Vidarok, wandering Druid looking to purge the evil of forests.

From the starting 5, only 3 are still around. While Frank has gone missing, rumors say he has found his place as an arena fighter in Riddleport (player quit realizing this type of gaming wasn't for him). Vidarok has got himself killed. Twice. After a mere week of mourning for the loss of Vidarok, the group was approached by Ameiko Kaijitsu, who introduced them her old friend from times when she also traveled in search of adventure:

  • Alfred, hedonistic master of Axe and Shield, itching to get back in to action.

By now we've got well past mid point of second book and this is where I will pick up with my future rambling. If you'd like read how we've got this far, I urge you to read Alpharius's Journal.

Warning! Rest of this post may contain spoilers from AP: Rise of the Runelords.

= = =
Thursday 10-April-2014 Something of a voluntary session on roll20 in preparations of our full day live session on Saturday few days later. Harsk skipped this one while player of Vidarok got to introduce his new character, who was then tested before acceptance to group.
= = =

Sunday 14th of Lamashan, 4707

After Vidarok's second death at the Foxglove Manor, the group had spent their time of mourning by handling errands at town and taking slower pace before chasing on with their last clue. Ilori had made friends with depressed Shayliss, while Alpharius had been of at nearby forest determined to teach Faroth fight with undead before moving on. Harsk had been most active of the 3 as he had made himself and Iomedae well known around town while setting up a chapel in her name on High Street. He had passed the celebration of Day of Ascendance as it was now shadowed with the passing of Vidarok. Over the week they had met Alfred often at the Rusty Dragon and when he finally offered to join the group, Alpharius challenged him to a duel in order to test his strength. Alfred proved himself able first at the duel, and then at the forest on a boar hunt.

GM note: Harsk skipped a session and so I let rest of the players call the shots without me preparing anything in advance (first time really). This almost turned sour when instead of nice little boar hunt, I accidentally threw 6 dire boars (in medium size) at them 3 PCs.

Harsk has thrown me plenty of mechanical challenge with all his out of combat plans. He has so far joined forces at the Two Knight Brewery by buying share of the business and also bought an abandoned building in order to set it up as an chapel for Iomedae. While I really love the creativity, I feel guilty for not always being aware and prepared for all the little details and thus bogging down the sessions and discouraging others to engage in similar activity.

= = =
Saturday 12-April-2014 For the first time we gathered together in one place to play. This was really great experience and I honestly can't wait to do it soon enough again! Our longest session online has been 8 hours spent in Foxglove Manor, but this time we played 12 hours straight with only a few pizza breaks. We still played with laptops using roll20, but some of us rolled with actual dice and the actual role playing surfaced more, when we got to look each other in the eye and bring more of the body language in to the character.
= = =

Starting from: Moonday 15th of Lamashan, 4707

Couple days later they were back on the track as Ilori was keen to know if there would be property to confiscate from Foxglove's Magnimar home. Harsk had hired one of the orphan boys to clean and host his modest chapel while he'd be away. Despite Alpharius's objections, the group chose to take sea route to Magnimar on a freight boat called "Tall and Handsome". They had heard rumors of giant sea beasts lurking in Varisian waters, but what stormed the boat that night was no natural sea beast. Alpharius was first to wake to the sea chase where huge water elemental was determined to drown the ship. After everyone had been alarmed, they slowly chipped away the beast while Jack the captain of the ship spent his time laughing at the little chase, from his perspective one lost deckhand was one less paycheck.

GM note: I feel as if I had easier time pushing them to head Magnimar for better gear than to actually have them interested in chasing any little leads they got from Foxglove Manor.. Luckily the players took the hint and understands the learning curve I'm trying to manage and thus they found motivations for their characters to move on. On this note, I feel the biggest mistake I have made so far was allowing them way too much freedom in character creation. Of initial characters, only Harsk as a character was motivated to actually group up and help others in need, while rest of the players had hard time finding an angle how their loner characters would suddenly group up. 5 levels later, introducing new character and Alfred is all about looking for adventures and pushing for team spirit.

They wake up on the boat next morning at the docks of Magnimar and head out to settle at Kaijitsu Manor (which they got key for from Ameiko), before heading out for Foxglove Townhouse. With a citymap Alpharius bought from Sandpoint, they navigate the streets with ease and find their way around the city. While on a stroll in Naos, Harsk is met by a stern paladin with a smile on his face, when he sees the dwarf carrying regalia of Iomedae. The group gets invited to stop by at the cathedral, but they choose to keep going while the day is still young.

GM note: I am so thankful for all the advice I got from this forum on how to run Magnimar after first detailing Sandpoint to every single merchant. There was plenty of room for improvement, but attempting to give the districts personality more so than every single person, I was able to set some mood while not dragging the session too much with monologue.

"Wait.. Didn't we.. Is that.. How?" was the atmosphere when they entered the Foxglove Townhouse with a key that fit the door lock and found their hosts inviting them for a lunch that was about to be served. In a building with windows shut. Alfred unfamiliar with Iesha & Aldern took great initiate by being bit confused about the reaction of rest of the group and joined the table, quickly followed by Harsk scared of missing his share of the food. When the two sat down to dine, Ilori and Alpharius still stood confused in the entrance hall.

After making short work of their welcoming party, they went thru the building realising someone had been there before them and almost gave up on the search when Harsk finally noticed the keyhole and made quick connection with the lionheaded key.

GM note: While this encounter was great roleplaying moment on many levels and people were really having fun with the confusion, lack of great battlemap showed how visually oriented our group is as we tried to make sense of the map that comes with the AE (stairs leading to a wall?). I have also bought the AE interactive map, but to my disappointment it had the same maps at as good quality as the AE itself. The inconsistency of RotRL AE maps with what the PCs are supposed to experience is just silly at times, because they sort of have a visual setting, but maybe it isn't actually how it seems to be. For most parts I use everything I can find from the community created source, but for this encounter I wasn't able to find anything useful. On a side note, I have also noticed how my players already know to expect combat encounter whenever I load up a new map.. I wonder if I would be able to have them enjoy a combat encounter without actual battle map and tokens.. Or if I should just let it slide as is?

After getting a new clue in town, they decided to act on the intiative and only briefly stopped by at the cathedral of Iomedae for further clues. Harsk was welcomed to the local justice league with a new shield, painted in Iomedae's colors and enchanted with protective spell (+1) while rest of them got a divine blessing (bless for rest of the day) for their journeys.

GM note: at times I stress about details like how much a pint of ale should cost and then I throw around magical items and special spell effects like they are worth nothing.. For this particular campaign I feel it to be fine as the players are hardly optimizing their characters, but I guess I should be more conserned about it in the future. What I've learned is that value of money isn't really an issue and shouldnt be made big deal as the player wealth/lvl can change and happen in some campaigns over time of few days by going from lvl 1 to 20 in a month, and other campaigns might drag on over few years..

They eventually made their way to the Seven Sawmill, where they multiple times toyed with an idea of just burning it down.. Ilori did stick to burning arc and so I didn't bother my head with "what ifs". But when they made it to upstairs and she threw a fire ball in to the back corner I hastily ruled that the explosion is so swift it merely ashed all the sawdust and made only burn marks on the walls. At upstairs they were confronted with a familair face, when one of the two remaining cultists pulled of his hood and emerged as a character with torn ears known as Tsuto Kaijitsu. Ironbriar's only words in this fight were "Now, my apprentice, is you chance to have your revenge!" and he stood only for a few desperate rounds after that. Tsuto managed even less.

Going through the loot, they figured out to send a messenger raven and follow its flight and seeing roughly its destination. They attached a cut ear of former Justice along with a note stating "We are coming for you!" on the bird and then spooked by their own devious plan, decided to head sleeping at the cathedral instead of Kaijitsu Manor. In case the boogeyman whom trails they found at sawmill, decides to come for them..

GM note: Sawmills hanging ropes offered a nice little effect to the combat as the fight went on in multiple layers. PCs had multiple great moments as they fought their way up. I now think I should have sent Ironbriar looking for them when the fight paced out and the players got time to breath at the 4th floor. Instead I served them a dry pc-game solution of him and his last few minions waiting. If Ilori would have had it her way, she would have blasted the top floor with fire ball. Which she then did when she got upstairs and saw the scene.. I guess I should have let realism rule and set the place in fire, but I'm really clueless on how it should have worked. The player would really prefer Ilori to set things ablaze with each spell but I've so far preferred her spells to only make minor markings instead of exploding everything everytime.

I also got valuable feed back on the lack of personality on my BBEGs.. My cheap shot excuse is that each time a big bad evil guy is encountered, it happens at the end of a session and I'm honestly exhausted even if I'm having fun and would like to carry on. I just keep forgetting they are anything more than a set of spells and kills waiting to be slain. On Aldern I even went so far as to start next session with just a little monologue from him before he had his last breath (session before that ended on a killing blow). On the other hand, Ironbriar had nothing special set up to say and had I remebered to improv something, it would have prolly been same as with Elyrium and Nualia so far: "You are ruining everything!". Do you, other GMs prepare monologues/lines for you BBEGs along with spells? I think I should begin to. I'm now starting to see the (infamous?) RotRL pattern of: "kill the bad guy, find the note/journal containing the next clue" and might want to replace some of it with some more verbal banter during combat.

The following day they were eager to share their exploits with the head of the cathedral, only someone went and mentioned they had been acting at the Seven Sawmill. The Paladin of Iomedae, Vincent Valentine was taken back by this, for he had heard rumors of highly respected Justice of the city being found slain at the very same sawmill this very morning. The group tried to excuse their way out of it, but nothing they showed to Vincent would hold Ironbriar accountable in front of the court. Harsk proposed a hearing in a zone of thruth and Vincent agreed to this as he still sensed the justice and valor in this little comrade. Small formal hearing was held in the cathedral and in Vincent's eyes the groups reputation was as clear as their word true for their actions, but this wasn't something that would pass in front of the city council and for this reason, they agreed that the group would stay in town while a scholar and well known linguistic of Pathfinder Society would encrypt Ironbriars journal in hopes of more hard evidence before Vincent would take his knowledge to the city Justice.

GM note: I think someone of the players even mentiond, that this served them well for actually first time really having consequenses for their action. They had just been joking how letting Tsuto live had now clearly been a mistake, and that would be the last time they take prisoners.. And now taking the guy standing next to Tsuto would have saved them a lot of trouble. A moment earlier they had considered the paladin a coolest guy in town (for free shield & blessings) and suddenly he is putting a crime on them. This also points out how my lack of verbal play in combat for Ironbriar left them clueless of his identity untill they had slain him and gone through his belongings.

= = =

So there's that. Ramblings and brain freezes of a 12 hour live session (+ short online session from couple days before that) from newbie GMs perspective. I propably left something out, but this is a start.

For more detailed journal from our games, I want to once more promote Alpharius's Journal (blog).


If you've read anything I've posted, you may know I'm 3 months old DM by now. When we started Pathfinder/RPGs/RotRL 3 months ago, I hoarded information and ideas on how to be DM and specially, how to make Burnt Offerings more enjoyable for my players, so they would stick with me on this new hobby of mine.

They just downed Skinsaw Man last friday and now as departure from Sandpoint is closing in, I am going through mixed emotions of joy, burn out, delight and frustration.

I knew this day was coming and I should have prepared, but I've dedicated so much time on working the town and NPCs of Sandpoint, that I'm now at loss with how to make Magnimar have personality while still avoiding to go too much in detail so they don't get sidetracked (too much at least).

So my question is this: What details, events, NPCs and stuff have you, other DMs, given to Magnimar? I've read thru the small article at the back of the anniversary edition, and also read online about the city on monuments.. So I have general idea of the city, but feel frustrated with my lack of ideas for details.

TL;DR: Overworked myself on Sandpoint and now lack the same passion for Magnimar. I guess this is sort of writers block?


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So as the topic says, I'm trying to learn GMing as we go with my group of inexperienced players. One thing I'm struggling with is the way I should handle loot. I've done some googling and given up on appraise apart from valuable mundane looking items and jewels. Spellcraft seems.. Silly, but I've kept it so that they get to roll once in dungeon to determine the magic qualities, but at failure they need to take it back home and spend ~1 hour to study it (for take 20). I still feel there could be ways to improve this, but I'm out of ideas.

Could you guys give examples on how you would literally handle your "from loot to sell" part of the game on the example loot of:

The Loot:
1 jewel (worth 50gp)
1 cold iron dagger
1 +1 bastard sword
1 shideron medallion (when they dont know the meaning of the star yet)

No matter "what my players like". I just want to get other perspectives.

As an example, I would tell them the following on the example loot:

My example:
"You find quite common looking jewel, dagger made of odd metal that is recognized by some of you as cold iron, masterwork quality bastard sword with carvings on the hilt and a medallion with star symbol."

If they then choose to try and detect if any of the items have magic qualities, I would give up that the sword & necklace do and have the spellcrafters roll to determine the specifics. If they succeed, I tell them that the sword has +1 enchantment, while the necklace gives +1 to all saves and false life once per day. If they fail on spellcraft checks, they remain unsure of what the specifics of the items are, but can then later spend time studying them better to learn the details.

There are few gaps that I'm unsure how to "fix". I sort of like the spellcraft system I have, but feel as if I should just give up the specifics once they reach town. I also am unsure how much to give details on the medallion's.. Qualities. I never tell straight up the sell prices of items either, all though my players have started to learn values and as such, they can meta game it anyway. This leaves a situation where I can't let them just dumb the items as they'd sometimes like to, because I sort of force them to do atleast a little bit of roleplay to determine the prices at stores.

So please, if you got a moment to spare, share your methods of loot resolving! Thanks :)


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As the title says, I've just (at the gentle age of 30) only a year ago found Pathfinder (or any real RPG for that matter) and a month ago I found roll20 and finally a way to connect with my childhood geek friends living in different parts of the country.

I've obviously made many mistakes on the way, one being to start off with RotRL as our first campaign, but we've learned as we go and so far only one of the 5 players has shown dislike for the story.

I try to embrace my players creativity in game to push our limits to learn the mechanics and how to bend them and so I try to keep it open minded, but two issues have come up. One minor, one major.

Minor issue:
PCs went on a scouting mission at Thistletop, where they managed to stealth past goblins and dogs and befriend Gogmurt. They got some insight of the grounds from Gogmurt in exchange for them to remove Nualia from Thistletop. PCs then came up with an idea to bring Thistletop goblins some barrels of beer and with help of Gogmurt get it on the other side, so that they'd more easily sneak past drunk Gobins for the lower levels.. At this point they have just returned to town to shop for beer and I have no idea how to handle it next session. I really wanna see their plan work out for them, but I need ideas for where it should/could/would go wrong?

Major issue:
As mentioned, one of the players is sick of fantasy stories with protagonists being tasked to save the world while rest of the world does nothing. It doesn't help that I forgot to even try to play Belor at the graveyards, or that I simply over played the attention they got for helping the town, making them feel like they were the only ones doing anything. He is great sport and really does want to play along, but understandably it doesn't make sense for him to play in the long run if the story means nothing to him as a player.

The first obvious mistake was to pick the story for them without asking and now I feel it would be wrong for the other 4 to start another campaign to satisfy the 1.

What I was trying to figure out is how to inject some twist in to the plot. One great example is the "Lovecraft take" on Brodert that I'm definitely going to use even if he drops out.. I'm searching high and low, but figured maybe straight up asking might do the trick?

Long post short: Thanks for reading!