
Daniel Kre |

Hi, i'm GMing my first adventurepath with my group. We actually only played the Beginner Box adventure.
My group is in the Catacombs of Wrath right now, they just killed Erylium (oh, they demolished her so hard). It is so much fun.
But actually, me, as a GM, i have a problem with my players. They do not know what to do, when they... well, when they got nothing to do. They don't know what to do in their downtime. Due to that, i kind of pushed the events pretty closely together. In our campaign, it's just Wednesday. They finished the second part of Burnt Offerings in two ingamedays.
So, the problem is the following: I can continue like that, remaining with my immense speed the events are happening. But some day this will be a bit... unrealistic.
I hope you know what i mean. (a bit hard to explain as a german-speaking person)
So how can I let my players having FUN in such downtimes. Should i even roleplay them? Or should they just shortly say what they do and then i skip a few days without any roleplay?
I am a new GM and i do not really know what to do. I hope you can give me some advice :)

Budoman |

If you would like to have the PC engage with Sandpoint more, simply have Sandpoint engage them. Several of the shop owners can approach them to invite them to their stores. The half orc in town can hit on a female in the group etc. NPCs can tell them stories of Chopper. If they are chomping at the bit to move to the next area, you can have the mayor, sheriff or Shalelu tell them they will help them with scouting or provisions but they need to wait a day in town.
Also a great idea that I saw on another post is that because Ameiko inherits her family mansion after her father dies, she can give it to the PCs for saving her (since she really would rather run her inn and house only holds bad memories). The PCs can then re-outfit it to their liking using rules in Ultimate Campaign or however you see fit.

NobodysHome |
1 person marked this as a favorite. |

Budoman has some excellent suggestions.
A technique I picked up from my old GM was "around the table prompting". Look at each player in turn. "OK, it looks like Sandpoint is safe at the moment. Is there anything you would like to do? Shop? Do research? Perform some recreational activities?"
Then roleplay out whatever the player chooses. Even something as simple as choosing a new masterwork longbow can be stretched into 10 minutes of roleplay if the players are willing and/or interested.
As for Golarion calendar days, I really didn't worry about it, and everything worked out fine. Yes, all of Rise of the Runelords transpired in perhaps 3 months. Oh, well!
It's more making sure the players feel engaged and feel like they're interacting with the world than it is worrying that they're not using enough calendar days.
And at least a couple of times in the campaign, I ended up saying, "Well, OK, you guys have nothing to do and a week goes by with nothing happening. After that week..."

Douglas Muir 406 |
2 people marked this as a favorite. |
If you don't give them some downtime (and something to do with it), they can fly through the entire AP in less than six months of in-game time. That seems a bit unrealistic, right? I think adding some time off gives a nice touch of verisimilitude.
So: here is a system I worked up for the PCs to cover a year of "down time" between Burnt Offerings and Skinsaw. It assumes that they'll spend their time in and around Sandpoint, and tries to bind them a bit closer to the town. The awards are suitable for low level characters; if your guys are 4th or 5th level, double the xp and cash given.
Comments and input welcome!
Doug M.
* * * * *
What to do with down time? How should the PCs spend a year off? Well...
Tell the PCs they can each pick one or two of the following. If a PC picks two, he gets the "basic" benefit for each choice. If he picks just one, then it's a double pick -- the PC is investing all his time towards that exclusively -- and he gets the "double" benefit.
Not all benefits are equally good: this is deliberate.
This list is not exclusive. PCs may wish to spend time on other matters: crafting items, for instance. That's fine, but if it's going to take more than 10% of the PC's time, then it counts as one choice.
The choices are:
Administration
Business
Church
Combat Training
Crime
Explore Personal Mystery
Party / Relax
Patrol
Reconstruction
Research (historical)
Research (magical)
Romance
Skills Practice
Travel
Administration: The PC becomes part of the town administration, serving as an assistant to the Mayor and the Sheriff.
Basic: All town leaders become Friendly to the PC. PC learns all basic public information about Sandpoint (who all significant NPCs are, what's available to buy, etc.).
Double: Everyone in town becomes Friendly to the PC, and the Mayor and Sheriff become Helpful. PC gains 200 xp. PC gains Knowledge (local) as a class skill, and adds +2 to Knowledge (local) rolls in Sandpoint. If the PC already has Knowledge (local) as a class skill, PC gains 200 gp instead.
Business: The PC opens a business in Sandpoint.
Basic: If the PC has a business-related skill, then make a skill check. Over a year, the business will return 100 gp x the amount of the check. If the PC has no business-related skill, then the business returns 500 gp.
Double: Double the above amount, and the PC gains a +2 circumstance bonus to that skill while in Sandpoint.
Combat Training: The PC regularly trains and practices.
Basic: The PC gains 400 xp.
Double: The PC gains 1000 xp. All martial characters in Sandpoint become Friendly. PC is known throughout town as "that guy who practices all the time", giving him a +2 circumstance bonus to Intimidate checks in or near Sandpoint.
Church: The PC must be a faithful adherent of one of the six gods at the Sandpoint temple (Desna, Erastil, Abadar, Gozreh, Shelyn, Sarenrae). The PC devotes large amounts of time to helping with church ceremonies, bringing food to the poor, etc.
Basic: Father Zantus becomes Helpful. The PC's reputation for piety spreads across the region; gain +2 to reactions from loyal servants of your god anywhere within 100 miles of Sandpoint. If the PC is a cleric or oracle, gain 300 xp; otherwise, gain 100 xp.
Double: As above, plus the PC can select a trait from that god's list of traits.
Crime: The PC befriends the local Sczarni, getting involved with smugglers and crooked merchants.
Basic: Jubrayl Vhiski (the local gangster) becomes Friendly. Make a DC 10 check against the PC's highest skill that is a rogue class skill. If the check succeeds, the PC makes 100 gp x the amount of the skill check. If the check fails the PC is captured, all money is lost, and the PC's reputation is damaged; all nonchaotic NPCs in Sandpoint become Unfriendly. If the PC is a rogue or bard, or is both chaotic and nongood, gain 200 xp.
Double: Double the profit and xp above, and the PC's knowledge of Sandpoint gives him a +2 circumstance bonus to Bluff and Stealth while in town. However, a check failure causes the PC to lose all profits and spend 30 days in jail, and all lawful authority figures become Hostile. Life in Sandpoint may become uncomfortable, as everyone will know the PC is a criminal.
Explore Personal Mystery: The PC spends the off-year focusing on a personal mystery.
Basic: Answer any one question the player has about the character’s past or fate, or tailor a special short campaign segment featuring this mystery. You don’t need to handle this at the table in front of the other players -- e-mail or a short trip to the other room will work. Keep it short and tightly focused on the mystery at hand, and avoid setting up a parallel campaign in which one player gets significantly more attention than the others. PC gains 100 xp.
Double: Not permitted; tell the PC he has reached a dead end in his researches and can pick another choice.
Party/Relax: The PC just kicks back and enjoys life.
Basic: Everyone in town becomes Friendly. (DM: roleplay this! Like, when the party meets an NPC, have the NPC greet the party PC first, slap him on the back, offer to buy a drink, etc.). PC must pay 100 gp if he has that much; otherwise, not. PC gains 100 xp, or 200 if chaotic. Make a DC 15 Cha check. If the PC succeeds, he now has a casual girl or boy friend. (If he succeeds by five or more, he has a couple of them.)
Double: As above, but PC must pay 300 gp. PC gets +2 on the Cha check. Make a DC 15 Wisdom check. If it fails, PC is part of a famous party that leads to property damage; pay another 200 gp (this amount must be paid). PC becomes mildly notorious. NPCs as far away as Magnimar may have heard of him, and he may get +2 or -2 on reaction rolls depending on how that NPC feels about wild parties and slacking.
Patrol: Although the goblins have been soundly defeated, they were but one of the numerous tribes in the Sandpoint region. A PC who decides to spend his time patrolling gets into regular skirmishes with small groups of goblins and other minor monsters. There’s no need to play out these combats — you can assume that the PC in question survives each with little more than a few bumps and cuts.
Basic: PC gains 200 gp and 500 xp and becomes familiar with the region around Sandpoint. Shalelu the ranger becomes Helpful and all other martial NPCs become Friendly.
Double: As above, but PC gains 400 gp and 1,000 xp. PC can attempt to start a romance with Shalelu (DC 15 Charisma check; failure means you're still friends).
Practice Magic: The PC practices spellcasting. (Must be a spellcaster, of course.)
Basic: PC gains 300 xp.
Double: Make a DC 20 check against your spellcasting stat. Failure means you gain 500 xp. Success means you make a breakthrough and gain a magical trait.
Reconstruction: The PC spends his time helping repair the damage done to Sandpoint -- rebuilding the houses and shops that the goblins built, tending to widows and orphans, etc.
Basic: The PC comes across a forgotten magic item of his choice, worth up to 2,500 gp.
Double: Same, and the PC also gains Knowledge (Architecture and Engineering) as a class skill.
Research (historical): The PC spends the year investigating inscriptions in Thistletop and the Runewell, learning the history of Sandpoint, and interviewing its inhabitants.
Basic: The PC learns a great deal about the recent events. Feel free to fill the player in on any aspect of the backstory of “Burnt Offerings” he may have missed while playing the adventure. He gains a +2 circumstance bonus in the future whenever he makes a skill check to uncover additional bits of lore concerning backstory to the Adventure Path.
Double: As above, and if nobody has picked the Reconstruction option the PC finds the 2500 gp magic item.
Research (magical): The PC spends the year in magical research. (Must be a wizard, magus, or alchemist.)
Basic: The PC can add three levels of spells to his spellbook or formulae list, and gains 200 xp.
Double: The PC can add six levels of spells to his spellbook or formulae list, and gains 500 xp.
Romance: The PC can choose an NPC on which to focus his romantic attention. Alternately, he can just say he's looking for a serious relationship. (Note that casual sex is covered under "Party/Relax", above.)
Basic: Make a DC 10 Charisma check. Success means the PC has a serious relationship. Failure means the NPC is Helpful but just friends. (However, all good-aligned NPCs in town become sympathetic and Friendly to the PC.)
Double: DC of the check drops to 5. If successful, the character’s romantic interest can be treated as a cohort for the PC, although she should remain under GM control. Failure means the PC's heart is broken; the PC must make a DC 15 Will save each morning or be Fatigued. This effect will continue until 3 days into the next major adventure, at which point the threat of constant death will provide a welcome distraction. PC adds 1 point to his Wisdom score.
Skills practice: The PC picks a single skill and decides to hone it by relentless practice.
Basic: PC gains a +1 trait bonus on the skill. If the PC already has a trait bonus, this has no effect; give the PC 200 xp instead.
Double: PC gains a +2 trait bonus. If the PC already has a trait bonus, the PC instead gains a +4 circumstance bonus to that skill while in Sandpoint only, and 300 xp.
Travel: The PC travels away from Sandpoint. It is assumed that the PC pays his way by acting as a caravan guard or something similar, so this costs no money.
Basic: The PC is exposed to all manner of customs and sights. He can pick a single skill in which he already possesses at least one rank; he gains a +1 circumstance bonus to that skill check from now on.
Double: As above, plus the PC gains 500 xp. The PC can take Knowledge (history) or Knowledge (geography) as a class skill, or learn a single new language.

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Look into the downtime rules from Ultimate Campaign. You can find them on the Rules Archive (PRD) here on the Paizo site if you can't afford to shell out the money for them. It's on the left in the links under Pathfinder Roleplaying Game. If you scroll all the way to the top it should be in the lower left corner of your screen. That will have ideas and basic rules you can use to give your PCs some options to literally buy into Sandpoint or to improve their characters.

Douglas Muir 406 |
I developed the fast-and-dirty rules above because I found the Ultimate Campaign rules somewhat finicky and time-consuming. However, YMMV; by all means check them out.
There are indeed lots of little side quests that can be undertaken in and around Sandpoint. Take a few minutes to flip through the Sandpoint stuff at the back of the first module. Lots of possibilities there for anything from a few minutes of roleplaying, to a side encounter, to a complete session spent in town.
-- Have the nice old Varisian lady do a card reading. Use this as an opportunity to foreshadow the next couple of modules. If you want to make this more interesting, have the old lady become increasingly agitated as the reading continues, and then have something wacky happen... like, the spirits get out of control and take over some of the PCs' gear or weapons, turning them into animated objects that the PCs have to fight. Then, when it comes to downtime, she could help them find work as caravan guards or some such.
-- the bard who runs the town theater wants to write a play about the PCs and their adventures! IMO that theater should always be short of money -- Sandpoint isn't really big enough to support it -- so this could end up costing the PCs money, but it would increase their fame. Also, the bard knows a lot about Magnimar, which is where the PCs will be going once they deal with Aldern.
-- the Sczarni criminal guy wants to have a friendly cup of ouzo with the PCs. PCs who make a Knowledge (local) should know he's the local crime boss. He's not hostile or trying to scam them -- just now, yet. He's just curious about the town's new celebrities. He'll roll his eyes at paladins and other righteous types, but will be very chummy with chaotics, rogues, and bards, and willing to trade information and favors. (Note that owing him a favor could lead to complications.) If they have downtime, he may have some ideas for things for them to do. Later, once they're in the second module, he will want information about Aldern's mansion. Hey, if the PCs clean out the mansion, he could move in, take over, and use it as a base for smuggling. (If the PCs destroy the Vorel-fungus, this is actually a great idea. If they don't, then this will not work so well.)
-- There's an orphanage and school in town, the Turandarok Academy. Some of the kids have been having nightmares about goblins and ghouls. The old wizard who runs the orphanage approaches the PC with the highest Perform or Diplomacy: would he come to the school and tell the children some heroic stories? (If you do the "Nualia's kid" plot later in Magnimar, then contact with the orphanage could be helpful.) If you want to make this a combat encounter, you could add an attic whisperer or a ratling or some such. In terms of downtime, one or more PCs could be a teacher at the school for a while.
Overall you want Sandpoint to be a mixture of "we love our heroes" and "these crazy people are bringing trouble here to town!", with one or the other dominating depending on circumstances. If you reach the fourth module, that has the heroes trying to fight off a major attack on Sandpoint -- giants and a dragon -- so, it helps to get them attached to the place. And, of course, it's fertile ground for new plot threads.
Doug M.

Daniel Kre |

...
Wow, that's amazing! Will definetly use that.
I do not really like the downtime rules in Ultimate Campaign. First Reason is, that it is pretty complex and because of that it is quite hard to understand everything in english. And Ultimate Campaign is not available yet in german (for free it isn't).
Additionally my players are kind of new to the game and they do not really like it when i add too many rules/stuff they need to understand.
So i think Douglas' ideas are absolutely perfect! Love 'em
Thank you all for your answers :)