
Kasoh |
If the PCs want a local to take a commission for a magic item, its not going to hurt anything to let them do it. If they don't get it crafted in Otari, they'll travel a day to Absalom and buy it (for the same price, roughly) or commission it there.
Vandy Branderbash can probably also craft magic items.

Lekgolo |

Sure Absalom is an option, but it's over 60 miles away, that's 2 days on horse, or 4 days for the round-trip, plus at least another 4 days to craft the item.
An 8 day trip (or the same amount of wait if using delivery) for something as simple as etching a rune on a given weapon seems way too excesive.
Morlibint should've been given the ability to craft magical items imo, he already has a good crafting bonus.
I know I can just give anyone the required ability if I want, I was just wondering if there's someone in Otari that canonically knows how to craft magic items.
PD: Also Carman being basically the town smith without even being trained in Crafting is very weird.

vagrant-poet |

I allow anything up to 5th-6th level in town, but everything higher comes from the city.
I have a decent amount of downtime in the town, so it's not that jarring, and drives home the idea that by the end of book 2, the party are bigger heroes than the town they're from. It's implicit contextual power gain that is fun to highlight.

Zaister |
PD: Also Carman being basically the town smith without even being trained in Crafting is very weird.
True, but he won the business in a wager, and note now his statblock does not call him a smith but a scoundrel. He probably lets his apprentices do the work. :)

Kasoh |
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Lekgolo wrote:PD: Also Carman being basically the town smith without even being trained in Crafting is very weird.True, but he won the business in a wager, and note now his statblock does not call him a smith but a scoundrel. He probably lets his apprentices do the work. :)
In my game, I actually made him a great, if unreliable, smith--he even installs armor and weapon runes and crafts magic armor--which will be frustrating to the PCs when he goes off the rails in book 2 and they lose access to his services. Somehow, despite being a grumpy curmudgeon, he is the person who the PCs have interacted with the most so far.

Trapline |

Morlibint should've been given the ability to craft magical items imo, he already has a good crafting bonus.
I know I can just give anyone the required ability if I want, I was just wondering if there's someone in Otari that canonically knows how to craft magic items.
There would obviously be some crafting capacity at the Garrison or any other location with the Workshop trait. I have the Garrison offer free rune-attachment services - for runes they sell (mostly fundamental with spotty property rune stock). The twist there is they record what rune was applied to what weapon by who and for who as a whole bureaucratic arms tracking thing.
And outside of the few (couple? Wrin and Carman?) NPCs who have full stat-blocks there is no reason to assume somebody like Morliblint doesn't craft.

Lekgolo |

And outside of the few (couple? Wrin and Carman?) NPCs who have full stat-blocks there is no reason to assume somebody like Morliblint doesn't craft.
Sure, but Morlibint in particular does have a full stat-block (https://paizo.com/community/blog/v5748dyo6shgl).

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Feel free to adjust as you need, but as written, no one in Otari can craft items. Wrin in particular can't which is why she runs an item shop—she sees the need for adventurers to have a place to buy and trade in magic items but since no one in town can make them, running a curio shop is a next best solution.
If you DO adjust things so that there's thriving item creators in town, I suggest that you change out Otari's "Trinket Trade" ability for thematic reasons, since if they have in-town crafters, there's less of a push to keep the trinket trade in and out of town as robust.

Lekgolo |

Feel free to adjust as you need, but as written, no one in Otari can craft items. Wrin in particular can't which is why she runs an item shop—she sees the need for adventurers to have a place to buy and trade in magic items but since no one in town can make them, running a curio shop is a next best solution.
If you DO adjust things so that there's thriving item creators in town, I suggest that you change out Otari's "Trinket Trade" ability for thematic reasons, since if they have in-town crafters, there's less of a push to keep the trinket trade in and out of town as robust.
Thank you for responding, that is good to know. I guess it makes sense, although some players will be surprised that they can't transfer the runes from the magic weapons or runestones found in the adventure.
I guess it's time for them to invest in crafting!

Unicore |

One of the challenges I have found GMing this AP is convincing my players they don't have to spend every minute in the dungeon, but that is only because it is so compelling and interesting that they don't want to do anything else. However, I really like that the town is not really equipped to be a "big hero" town. It encourages PCs to value things like crafting, and to incorporate more of the surrounding area.

SuperBidi |
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One of the challenges I have found GMing this AP is convincing my players they don't have to spend every minute in the dungeon, but that is only because it is so compelling and interesting that they don't want to do anything else. However, I really like that the town is not really equipped to be a "big hero" town. It encourages PCs to value things like crafting, and to incorporate more of the surrounding area.
That's something I've found in most APs so far. The adventure is so central, often sending you everywhere on Golarion, that the party has very few reasons to develop anything on their own that isn't developped in the AP in the first place.
As I'm running the AVs and forcing the players to use downtime outside the dungeon, some of them have created their "thing". The chapel to Angradd recently opened in Otari, while the Muscle Club is training adventurers and townspeople alike. Not every player wants to build something, but some like it. And it really gives a feeling of changing the world and not just be a wanderer.
Ed Reppert |

I try to convince my players from the beginning that they're part of a living, breathing world, and that it's not all about whatever adventure is in front of them at the moment. Successful with some, others not so much ("I just want to kill stuff"). <shrug>