Golden Goblin Statue

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Sigurd wrote:
Goldilock wrote:
Oh and remember to subtract the weeks he spends crafting from his profession rolls :)

That would penalize them for making the item in the first place. The time making the item certainly contributed to its sale. Profession checks don't represent any appreciable investment, they simply generate profit or not.

If a player scrapes together 5000+ gold to make an item and is gambling on it being sold at a profit the outcome has to be commensurate with the risk or they shouldn't take the risk.

I suppose you could set a sale success DC and give them a percentage of profit for every point they role over that DC.

Which was my point. The game already has a system in place for making money during downtime and I dont see why a character taking magic item creation feats should sidestep those rules.

As for the gambling aspect I don't think it's much of a gamble when you're guaranteed to get the money back if you don't sell.

To be fair though I would probably allow him to spend four hours crafting each day in addition to being a merchant as per the accelerated crafting rules.


I'd let him create how many items he wanted. To sell them again he could choose between selling them at half price like every other adventurer or using his profession (merchant) skill and using those rules to figure out how much he makes during the hiatus.

Oh and remember to subtract the weeks he spends crafting from his profession rolls :)


I just love riddles so much I had to create an avatar to respond to this (my GM for 15 years have been dumping riddles on us for as long as I can remember. Worst thing is, he often has us completely stumped).

I think your problem lies in the fact that there is no way for your players to test their theories and logically deduce which one is which.

In the classic knight/knave/spy you already know the knight is telling the truth, the knave is a lying SOB and the spy swings both ways. So when you think you have a solution it is easy to test it.

You should probably dump some hints on them along the way (maybe in the hallway through pictograms or something) giving them knowledge as to which guardian tells the truth or lies.

Something along the lines of:

The guardian of the door to doom wants to doom them so he can go either way.

The guardian of the path to safety wants to, well, keep them safe so he tells them the truth.

And the guardian of the dungeon wants the dungeon kept secret so he will lie his ass off.

To make it a bit harder maybe the hints are in different places and perhaps require perception rolls of varying difficulty to find.