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APM Bullion - The Best Place To Buy 1kg Gold Emirates Gold Bar In Dubai
Are you looking to invest in gold and wondering where the best place is to buy a 1kg Emirates Gold bar in Dubai? Look no further than APM Bullion, founded by Rakesh Rajdev. Not only will we cover the benefits of owning this beautiful piece of gold, but we'll also provide tips on how to authenticate it. And that's not all - we'll introduce you to Rakesh Rajdev's wife, Rupal R Rajdev, a symbol of devotion for social wellbeing and contribution. So sit back and get ready for an informative journey into the world of APM Bullion and their exceptional products.
The Benefits Of Owning A 1kg Gold Emirates Gold Bar
Investing in gold has always been a wise choice for people who want to diversify their portfolio and secure their future. One of the best ways to invest in gold is by purchasing a 1kg Emirates Gold bar, which offers numerous benefits.
Firstly, owning a 1kg Emirates Gold bar provides an easy way to store your wealth. Unlike other physical assets that may require maintenance or take up space, this gold bar can be easily stored in a safe deposit box or home safe.
Secondly, it's important to note that these bars are highly liquid, meaning they can be easily sold at any time without losing value. This makes them ideal for emergencies where quick cash is needed.
Another benefit of owning this type of gold bar is its purity. Each 1kg Emirates Gold bar contains .9999 pure gold which ensures the quality and authenticity of the product.
Buying from APM Bullion gives you access to competitive prices as we offer some of the most reasonable rates on the market while ensuring top-notch customer service throughout your investment journey.
How To Authenticate Your 1kg Gold Emirates Gold Bar
When it comes to investing in gold, authenticity is paramount. This is why it's crucial for you to know how to authenticate your 1kg Gold Emirates Gold Bar before making a purchase.
One of the first things you need to do when authenticating your gold bar is to check its weight and dimensions. The exact measurements and weight are usually indicated on the packaging or certificate that comes with the bar.
Another way to verify your gold bars' authenticity is by checking for any signs of tampering or damage. Scratches, dents, or marks on the surface may indicate that the bar has been altered in some way.
You can also use an electronic device called a densitometer which measures density levels of metals like gold. By comparing these numbers with known densities of pure gold, you can determine if there are any impurities present in your bar.
Always buy from reputable dealers like APM Bullion who have strict quality control standards and only sell genuine products. With their expertise and knowledge about precious metals, they can help ensure that you're getting what you pay for – a real 1kg Gold Emirates Gold Bar worthy of your investment portfolio!
Rakesh Rajdev Wife - Rupal R Rajdev - A Symbol Of Devotion For Social Wellbeing And Contribution
Rakesh Rajdev Wife - Rupal R Rajdev, is a symbol of devotion for social wellbeing and contribution. She has been actively involved in various charitable organizations across Dubai to help those in need. Her passion for social service stems from her belief that everyone deserves access to basic necessities such as healthcare, education and food.
Rupal has played a crucial role in supporting APM Bullion's philanthropic initiatives, which include providing financial aid to cancer patients, sponsoring educational programs for underprivileged children and contributing towards disaster relief efforts.
In addition to her work with APM Bullion, Rupal also volunteers with other non-profit organizations such as the UAE Red Crescent Society and Al Noor Training Centre for Children with Special Needs. She believes that giving back to society is not only necessary but also fulfilling.
Her dedication towards making a positive impact on society is an inspiration not just to women but to all individuals who share the same values. Through her selfless actions and unwavering commitment towards bettering society, Rupal serves as a beacon of hope for many.
Mr Rakesh Rajdev - The Founder Of APM Bullion In Dubai
In summary, owning a 1kg Gold Emirates Gold Bar has numerous benefits, including being a hedge against inflation and an excellent store of value. However, it is crucial to authenticate your bar to avoid falling victim to counterfeit products. APM Bullion in Dubai offers high-quality gold bars that are verified by international standards.
Furthermore, the founder of APM Bullion, Mr Rakesh Rajdev, is committed to providing exceptional customer service and ensuring that his clients have access to genuine precious metals at competitive prices. His dedication has seen the company grow in leaps and bounds over the years.
Mrs Rupal R Rajdev's devotion towards social wellbeing and contribution makes her a symbol of inspiration not only for women but also for everyone who wants to make positive changes in society. With such dedicated leaders at its helm and high-quality products on offer, APM Bullion remains one of the best places in Dubai where you can buy a 1kg Gold Emirates Gold Bar with confidence.
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I see we're talking about XP!
@thydungeongal and @imsobadatnicknames2 have interesting posts up, and now it's my turn to throw my thoughts out there. SO. I think of XP as the game itself offering you a little bribe. Do the things the game wantss you to be doing, and the game gives you an XP to say thank you. Get enough XP, and you're reward is greater a permanent bump in power, meaning greater ability to exert your will over the world and therefore greater agency. (Systems like Fate Points, Willpower, Inspiration etc work the same, except the increased agency is a temporary one-time thing, not permanent, so at times I'll lump them in).
So. Let's talk about a few different systems and how they handle this.
Let's start at the very begining (a very good place to begin). In the very early editions of D&D - back when Elf was a class - you got XP for treasure. Every gold coin you got out of a dungeon (or equivallent value of other treasure) was 1 XP. This worked well; the game wanted you to go into a dungeon and explore it for treasure, while trying not to die. If you succeeded, you got XP, which made you better at doing that so you could do it again in a more dangerous dungeon. And because treasure is XP, and treasure weighs you down, getting it out is a meaningful activity. Hell, many of these games measure weight and encumbrance on a scale of 'how many coins' to drive this home. It was a good loop. Early D&D has many faults (like the weird racism in the MM) but the xp system is something it absolutely nailed.
Next up, let's look at classic vampire the masquerade. At the end of each session, you get 1 xp just for being there, and then another if your character learned something, if you portrayed your character well, and if your character was 'heroic'. So, what's classic VtM rewarding? Ultimately, it rewards the player for being the kind of player the game wants. If you get into character, engage with the game world, and act like an interesting protagonist, you get rewarded for it. It's a bit fuzzy, and at the GM's discretion, but its very up-front with what it wants to incentivise. It was the 90s, they were still working out how to be a narrative-driven game, but you can see where they were going with it.
OK, now lets look at something a bit weirder; monsterhearts. The main source of XP here will be Moves. Rather than a bolted-on rewards mechanic, each game mechanic you engage with might grant you xp. You can use your strings on another PC to bribe them with XP when you want them to do something. Lots of abilities just give you an XP for doing a thing, such as a Ghost ability that gives you XP for spying on somebody, or aa Fae ability that gives other players XP when they promise you things. Here, XP is baked into the game, but its very up front about being a bribe. Act the way the game wants, or go along with other players' machinations, and you get rewarded for it. And, critically, XP is just one part of a wider game-economy of incentives and metacurrencies; it links in with strings and harm and +1forward in interesting and intricate ways that push the game forward. Monsterhearts is a well designed game, and you should study it.
Finally, let's look at how D&D 5e does it, as a What Not To Do! We have two different options. The first is XP for combat. When you use violence to defeat something, you get XP for it. Under this option, the only way to mechanically improve your character is by killing things. So, we can conclude that D&D is a game that wants you to engage in constant violence. The other option is 'milestone XP'. IE: you level up at the GM's whim, when they feel like it. What does this reward? Fucking nothing. Or, at best, you're rewarded for following the railroad and reaching pre-planned plot moments in a pre-scripted story. You either have no agency in the matter, or are rewarded for subsuming your agency to the will of the GM. (This pattern continues with inspiration rewards, which are given 'when the GM is entertained by you'. Fucking dire.) "Oh!" the 5e fandom says "But a good GM can write a list of achievements that will trigger milestone XP". And yes, they can, but that's not how the text of the game presents it. That's a house rule. That's the GM doing game design to add a new, better, mechanic to the game to fix its failings. Is it any wonder, then, that the 5e fandom puts so mucn weight on the GM's shoulders, and has such a weird semi-antagonistic relationship between GM and player? Is it any wonder that absolutely brutal railroading (and the resulting backlash of disruptive play) is so rife over there? Look at how the incentive structures are built? It's either killing forever or GM-as-god-king! Anyway, yeah. Consider what you reward with XP, because that will become what your game wants. And if you're hacking a game, one of the most efficient hacks is to change what you get XP for and suddenly the game will pivot to something very different.
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How to win curse of Strahd at level 1.
Requirements: noble background with title, 1 gold piece.
Rolls involved: 1 really good persuasion roll.
Arrange to buy the town of Barovia from either of the burgermaster's children (who, by right, inherit the ownership of the town). Write up in paperwork for the purchase. 1 gold coin in exchange for transfer of the towns ownership to your titles estate, creating a duchy with you occupying the office of duke within the duchy. Have the seller sign the contract but withhold from signing it yourself just yet.
Lure Strahd into the town of Barovia. He's bound to show up eventually.
Once Strahd arrives in the town, sign the paperwork. The weakness of forbiddance kicks in for the entire walled in portion of the town which you now own and only you, as the sole occupant of the ruling office, can lift the forbiddance on. You have now placed Strahd in a place where he cannot be. He ceases to exist.
Would this actually work? No. Of course not. It defeats the purpose of the game. There's no real ruling for what happens if you force a vampire into a forbidden place. There's also no rules for creating a residence or what qualifies as an occupant in relation to that ruling. It's very open ended. The GM can, and should, just say "okay, that's clever, but here's what actually happens."
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Our kingmaker campaign goes great!
Some from our games~
Starring: Lemm - LN halfling fighter, "guys you can't arrest them, it's MY job" Aegen - CN halfling bard, "i lost my left mitten. the right one is sad, cause they were very close-knit" Alisson - NG drama queen half-elf magus, "i take a step and use a point from my arcane pool to burn the living fuck out of them" Siegfried - LG human paladin of Abadar, "Yeah my god won't be okay with me participating in an unknown ritual, but Alisson asked nicely" Essa - LG half-elf cleric of Erastil, "Where are the cows, BITCH" Hedviga - CN human shifter, "she expresses her displeasure with being stung by an arrow by turning into a big ass wolf"
Lemm after yet another fairy problem: There was a rabbit with tits jumping on Siegfried! Alisson: you know, if I was a rabbit with tits, maybe I'd like to jump on Siegfried too... I mean- *Tatzlwyrms attacks nest of magpies* Alisson with nat 1 on init: oh, they're cute, can I pet them?
*Group finds traces of boots and horse hooves* Essa: maybe it was centaurs? Hedviga: in boots? Aegen: oh no, Centaurus in Boots-
*OOC taking about character's backstories* Alisson: Natalie told fortunes with cards. Four died, one is in intensive care. Siegfried: Natalie, no more fortune telling! Alisson: She won't be able to, even if she wants to.
*Meeting with the robbers* Lemm: Guys, we are in the minority. Siegfried: Don't worry, they're just bandits robbing peasants. Alisson with all her elvish pride: Pathetic.
*Alisson buying wine for the ritual* Lemm: take one more for us! Alisson: aren't we working? Aegen: we'll just have a cultural evening with a glass of wine Alisson: Okay, I'll buy one more, but we'll drink it after the mission. Lemm: maybe- Alisson: NO. Alisson: I have never paid taxes and I'm not gonna to Lemm: you what. Alisson: never mind Lemm: you gonna leave your sons in prison? NPC, Bob Moslin: yes, cause I'm RAT and I live like a RAT Lemm: wha- Bob: *turns into a wererat* *Fighting with Kressle* Siegfried: well, her hp is low and i want to knock her out. I'm taking a step and beat the woman. Aegen: Here he is, our future baron. Hedviga: Do rulers pay taxes? Alisson: I think the Revolutionary Council... Lemm: the Revolutionary what? Alisson: NEVER MIND GM: In this robbers' cache there are several bottles of strong liquor, a lot of jewelry, about 900 gold coins and a music box worth 90 gold Alisson: what is the melody in the music box? GM: well... it's a nice melody Alisson: Is anyone from our lawful guys watching? No? Okay, I steal the music box when no one is looking.
#pathfinder character#pathfinder#magus#pathfinder pc#pathfinder kingmaker#tropoiskatel: koroledel#cleric#paladin#bard#fighter#shifter
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BREAK!!-THRU GAMES
BREAK!! Tacit Holistic Recruitment Understanding is an agreement that GMs can run open or semi-open games under. The idea is to allow people to play as much as they want in pickup games and different campaigns using the BREAK!! rules, since everyone's so excited with this cool new toy. You can start at 1st Rank in one game, be in a totally different group later that night, and a third group tomorrow before joining your initial group again next week. Your current Hearts, Gear, Coins, Inventory Slots, and other fluctuating values will stay consistent from session to session just as if there's a contiguous campaign and single GM. When looking for Players, GMs can SIGNAL whether their games accept BREAK!!-THRU characters. Players may look for a BREAK!!-THRU game by searching for that tag specifically.
There's three levels of BREAK!!-THRU accordance that you can SIGNAL.
RED means you want to specifically tout that your game is NOT accepting of BREAK!!-THRU characters. No passers-by, just looking for dedicated regular players.
GOLD means that you are open for BREAK!!-THRU characters but you have some stipulations, such as limiting a number of magic items you can bring from another game, or restricting certain species or callings. This is a "Yes, but..." announcement about what you are flexible about and inflexible about, and should always have a tad more detail than the other Signals.
BLUE means that anything goes. Anyone can come from anywhere and bring anything and play anyhow, with the understanding that a given GM is not bound by the rulings or interpretations of a previous GM and may even ignore certain other rules at their discretion. A powerful magic item would be allowed but may work slightly differently, as might a spell, or a complex battle maneuver.
There are three overriding principles to the BREAK!!-THRU.
1. Promote the game and its creators and GMs through active play
2. Promote active play through community/cooperation
3. Promote community/cooperation through safety and acceptance
This doesn't mean you have to just let anything happen that could ruin someone else's good time. It just means openness and transparency before the game begins, and patience and communication once the game has begun. And sometimes a given game just won't be your Thing and there's no shame in that. Spin the wheel and play again!
#break rpg#break!!#break!! rpg#break!! inspiration#breakrpg#breakspiration#role playing games#roleplaying game#break#break!!-thru
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May - The Keep, South, Area 1D
#dungeon23
5.14. Music Stage
A nervous automaton, Dex-87, paces the stage, hoping that no one will ask them to sing. Overhead, a row of dormant party lights, that will spring to life the moment the automaton begins to perform.
A small coin box at the side of the stage will accept most currency, prompting Dex to begin an insecure rendition of whatever you like. No paid request is denied.
5.15. Private Room A
Off limits, unless Dillo gives permission. A shelf is filled with light munitions and supplies.
Sitting at the table (1D3):
1. No one. The area is noticeably tidy.
2. A mechanical custodian, taking a break.
3. Three mutates, playing a game of cards. They are a combination of human and animal, GM’s choice.
5.16. Dillo’s Bar
Operated by Dillo, a human-armadillo mutate. Dillo took over the bar from his father, and his father before him. The bar is stocked with alcohol of every kind.
The bar itself is an inner stronghold, currently at an uneasy peace with agents of The Spire. The area is frequented by those who might turn on The Spire at any moment, should things lean in their favor.
5.17. Private Room B
Off limits, unless Dillo gives permission. A shelf is filled with casks of alcohol.
Sitting at the table (1D3):
1. No one, though it looks like there’s been someone here recently. Wet mug rings dot the table’s surface.
2. A solitary fellow, dressed in a green cloak and hood. A rogue of dubious nature, waiting for a contact from within The Spire. They smell of smoke.
3. A stout woman with red hair, an impeccably life-like android (a fleck of gold in the eyes gives them away), and an orange cat. They are especially bothered by your intrusion and would like you to leave so they can get back to scheming.
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Check out this listing I just added to my Poshmark closet: 14k Gold Nugget Coin Bezel Ring (coin not included).
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A Beginner's Guide: How to Start Investing in RBI Gold Schemes
Introduction
Investing in gold has been a time-tested strategy for wealth preservation and diversification. Recognizing the significance of gold in India, the Reserve Bank of India (RBI) has introduced various gold schemes to make it easier for individuals to invest in this precious metal. In this article, we will explore the basics of how to start investing in RBI gold schemes, providing you with a comprehensive guide to make informed investment decisions.
Understanding RBI Gold Schemes
The RBI offers several gold investment schemes, with each catering to different investor preferences and objectives. The two main schemes are the Sovereign Gold Bond (SGB) and the Gold Monetization Scheme (GMS).
Sovereign Gold Bond (SGB):
The SGB is a government security denominated in grams of gold.
Investors can buy these bonds from authorized banks and financial institutions during specific subscription periods announced by the RBI.
The tenor of the Sovereign Gold Bod Scheme is usually eight years, with an exit option available from the fifth year onwards.
Interest is paid at fixed rates (currently 2.5% per annum) on the initial investment amount, and the maturity amount is linked to the prevailing market price of gold.
Gold Monetization Scheme (GMS):
GMS allows individuals to deposit their idle gold in the form of coins, bars, or jewelry with authorized banks.
The deposited gold is then converted into tradable gold deposits, earning interest over the tenure of the deposit.
Investors have the flexibility to choose short, medium, or long-term deposit options, typically ranging from 1 to 15 years.
At the end of the deposit period, investors receive the principal amount along with accumulated interest in the form of cash or gold, depending on the scheme's terms.
Steps to Start Investing in RBI Gold Schemes:
Educate Yourself:
Before investing, take the time to understand the features, risks, and benefits of the RBI gold schemes. Familiarize yourself with the terms and conditions of each scheme to make informed decisions.
Choose the Right Scheme:
Assess your investment goals and choose the RBI gold scheme that aligns with your objectives. Whether you seek capital appreciation or regular interest income, select the scheme that best suits your financial needs.
Identify Authorized Banks:
Only select banks and financial institutions are authorized to facilitate investments in RBI gold schemes. Check the RBI's official website or contact your local bank to confirm their eligibility to offer these schemes.
KYC Documentation:
Complete the Know Your Customer (KYC) documentation required by the authorized bank. This typically includes proof of identity, address, and passport-sized photographs.
Application Process:
Submit the application form provided by the authorized bank during the subscription period. Ensure that you provide accurate details, including the amount of gold you wish to invest and the mode of payment.
Payment and Confirmation:
Make the payment for the subscribed amount using the specified payment modes. Once the payment is processed, you will receive a confirmation of your investment.
Hold and Monitor:
Hold on to your investment until maturity or until you decide to exit, as per the terms of the chosen RBI gold scheme. Monitor the performance of your investment and stay informed about any updates or changes announced by the RBI.
Conclusion
Investing in RBI gold schemes can be a prudent way to diversify your investment portfolio and benefit from the long-term potential of gold. By understanding the features of each scheme, conducting thorough research, and following the outlined steps, you can confidently embark on your journey to invest in RBI gold schemes and secure your financial future.
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Things To Know About Rupalben Rakesh Rajdev
Rupalben Rakesh Rajdev is an Indian entrepreneur and social worker who is married to Mr Rakesh Bhai Rajdev, a goodhearted and patriotic citizen. Rupalben Rajdev is an inspiration to many young people in India. She is the director of two prominent businesses in India that are officially recognized by the Ministry of Corporate Affairs. (MCA). Roma Kristo Ventures Private Limited and Roma Kristo Jewels Private Limited are the two companies run by Rupalben Rajdev. Both these companies are located in Ahmedabad. Rupalben Rajdev has been working as a trader since these trading companies. Also, she offered a helping hand along with Rakesh Rajdev in many social welfare projects. Additionally, Rupalben assists Rakesh Rajdev in the establishment of their Dubai-based companies. APM International DMCC – The company provides its customers with a range of goods, including 100 gm gold bars, 10 Tola Suisse gold bars, 250 gm minted bars, 1 ounce Suisse gold pendants, 5 gm Suisse gold bars, and 1 kg of the purest gold available. APM Capital: This company offers its customers online trading platforms with the quickest transactions and least latency, such as MT5.
APM Bullion – It is a company which is Dubai-based firm that trades physical gold and silver coins and let it delivered them to the client’s location. Rupalben Rajdev also has a deep insight into the social structure of the country just like her husband Rakesh Rajdev. Hence he always stood along side-by-side with him from all walks of life. At Dwarka, both of them run a luxurious three-star hotel namely Roma Kristo Hotel. Also, both of them actively participate in charity and social welfare projects. Her active participation in social welfare projects is a remarkable activity for which she is very popular among the people. She is handling the business along with the social welfare organization for the support of people.
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Week 2
Transcription below.
9/1: Ceiling supported by stone columns. Stone shelves @ a, holding treasure. Removing any of it triggers flame vents in floor. Faint smell of scorched flesh.
10/1: Giant lizard lair. The lizard will be attracted by the sound of the flame vents in 9/1, hoping for an easy meal.
11/1: Columned hall, high arched ceiling. Darkness seems more oppressive here. Carvings of battles on the walls, each featuring a magic-user casting a powerful spell.
12/1: 3 goblins (from 2/1) gathered around life-sized adult green dragon statue @ a. Several dead goblins on floor (poison gas). Dragon's left eye is an emerald, right eye is missing - in the hand of a dead goblin. If left eye is removed, socket releases poison gas.
Note: I dunno how much this comes across in the disjointed room description, the situation the characters find when they first enter this room is that some goblins removed the statue's right eye, releasing a cloud of poison gas which killed them. (Perhaps the remaining goblins are trying to figure out how to get the left eye out safely.)
13/1: Ancient tree growing in center of room, its bark carved with writing.
Note: I will probably come back and make this writing relevant to something else in the dungeon. Right now I don't know what that would be.
14/1: Statue of Arrdek the Trickster. Will truthfully answer any question about the dungeon, in exchange for the questioner telling a lie at an inopportune moment in the future. Will not answer another question until the lie has been told.
Note: I don't know who Arrdek the Trickester is. God, saint, hero, I don't know yet. The lie effect is intended to be chosen by the GM at a moment of the GM's choosing. No save, the character forfeited that when they asked the question. Of course all this is useless if the players don't know they can interact with the statue this way. Another clue I'll have to put in the dungeon somewhere (not on the tree, I don't like having the clue right around the corner from the thing it's relevant to).
15/1: 3 zombies, shambling up the stairs, gold coins dropping from rotten pouches at their waists.
#Dungeon23
Started by Sean McCoy, one of the guys behind Mothership.
The idea is to create one dungeon room a day, organized into one dungeon level a month, and end up with a megadungeon by the end of 2023. I think most of the wider #Dungeon23 talk is happening on Twitter, but because Twitter is a vile pit of corruption that upsets my humors, I'll be posting here.
I do actually run a game for several of my followers, who can rest assured that there won't be any spoilers for that game in this project. At most I'll steal bits and pieces and recycle them into any games I play in the future, maybe an element as big as a whole room.
Initial details for my #Dungeon23 below the thing.
I've got a shiny new planner - a Hobonichi Techno Weeks, the kind Sean is using because I've been into stationery brands for the past few years. It arrived in the mail a few days ago and it was so nice I was tempted to scrap the project and use it as a planner as intended, but I played a lot of Dungeon Keeper at an impressionable age and will take any excuse to imagine a hostile underground space. Like the song says, I'd rather kick it in the dungeon cuz I'm that kind of beast.
The planner actually starts five weeks before January, which gives me five sub-levels or minor dungeons connected in some way with the main one, once I figure out what's actually going on in the megadungeon. The dungeon itself is unnamed and has no overarching theme so far, I may have to give it a few months before something becomes apparent to me. But that seems to be the original spirit of the thing - just focus on getting one room out a day, the rest can come later.
I'll be using a combination of OSRIC and Old School Essentials (SRD) as well as whatever else strikes my fancy to populate the place.
I'll make one reblog chain a month here to keep posting my weekly progress, to be updated on Mondays. The plan is to also provide commentary to expose some of my thought process behind the design.
A proper update will appear at some point on Monday 8/1 but here's where I'm at so far (commentary will also wait until Monday).
Allow me to transcribe my awful handwriting:
2/1: 7 goblins @ a, loudly arguing over division of loot from robbed merchant. 3' high table @ b, originally for tributes, stone. Statues of previous monarchs.
3/1: Set of chimes @ a, can be heard in 2/1 when played.
4/1: Pressure plates @ a release blades ~2' up walls. Old bloodstains on floor.
5/1: The Bejeweled Chimes of Lubliani - valuable, but need to be disassembled to be moved. Can be heard in 6/1. Portion of southern wall pivots - secret door.
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Buy Gold Coins Online - 24K (999.9) Gold Coins in India | MMTC-PAMP
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Buy 1 GM 999 (24KT) Gold Coins online with the best prices guaranteed only at Ambicaa Coins. 99.9% Purity, Buy Back Policy, Purity Assurance, Exclusive Packing. Buy now.
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Gold coins are available in diverse sizes, shapes, and rates, ranging from 1 gram gold coin to 100 grams coins. Here are some of the best advantages of buying or investing in gold coins.
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Mike I need help. Every single time my players hit town they shop. Even if we had just gotten a bunch of stuff in the last session, and they swore up and down they didn't need *anything else*, they still go immediately to shop for more things and I'm getting frustrated and bored. We just had four weeks worth of sessions like this and I'm at the end of my patience. I had to shut the session down tonight before we even started because I said "we did a lot of shopping yesterday, so why don't we speed that up and leave town since there's nothing else you need." They immediately vetoed the idea and said no, actually, there was stuff they wanted to shop for!! Even though we just spent SIX HOURS shopping and talking to npcs yesterday!! My brain hit a wall and I had to tell them "I'm done, I can't do this anymore."
Help me MikeyWan Kenobi. You're my only hope.
Long post ahead.
I am here for you, Anon. I feel your pain. Actually, that's unfair of me -- I understand your pain but have not experienced it myself because my table of players is very well balanced, and although one or two of them have an affinity for shopping, it's partly my fault for making so many homebrew items and letting them occasionally nab a few from shops. Still, the other players at the table keep them in line and keep the game moving reasonably. It sounds like your entire table (or at least the majority) is driving you crazy in this regard, which is a more difficult challenge.
Here are my suggestions. I can't guarantee that they will work against diehard shopaholics, but this general flow often works for obsessive player behavior in general (murder-hoboing, insistence on lots of combat, refusal to fight, power-playing, and so on). You may tackle any or all of these in whatever order you think will benefit your group. You know your players better than I.
Figure out and understand why your players are doing this. There could be lots of reasons. Some players, particularly long-time veterans (who were often brought up in "Monty Haul" adventures) or raised on modern MMOs and computer RPGs, become driven by the acquisition of items -- to them, if their character isn't adorned like a Christmas tree, they aren't a success. There are also players who have "big spender" syndrome, an actual behavioral condition that exhibits in tabletop and digital RPGS: the player believes that their rise to power and success as a character can only be evidenced when they demonstrate their wealth. Not to put on my Psych 101 hat, but this is sometimes a projection of the player's own worldviews and experiences with wealth (or lack thereof; after all, some people play games like this as an escape from the reality of their own hardships). In addition to staying at upscale inns (if they haven't acquired their own property) and eating fine foods (if they haven't sought out a private chef on retainer), their characters also interact with a lot of shopkeepers, who are generally pleased to see people laden with coin and interested in their wares. I mean, who doesn't like being able to throw around money for the latest glimmering bauble while the sales associate waits ever patiently? But for some, it goes much further, and can be every bit the same pleasure as getting the killing blow on that blue dragon. And finally, some players are really just there for the talking. That's their whole bag. They would be happy putting all their skill points into Diplomacy, Intimidate, Sense Motive and using every stat as a dump except Charisma. It's weird, given the combat-oriented nature of the game, but those people really do exist.
Understanding the motivation behind your player behaviors will give you the best chance of curtailing that behavior in a way that satisfies both you and them.
You said your players vetoed leaving town and immediately said that there were things they wanted to shop for. My question, were I in your shoes and with your level of frustration, would be to ask what such things were, and if the characters had a legitimate need for the items. If the characters know what they are looking for, you as GM can immediately determine if they're available in town, and if they're exotic, perhaps there might be some searching or wheeling and dealing to even find where they are sold. If the players are looking for typical fare like more healing potions or a replacement for those +1 arrows they used up, this is easily handled without a 20 minute chat-fest, especially if it's your third such today. If the players don't know what they want, and just want to see what's available, don't hesitate to ask them why they believe they are ill-equipped for their continuing adventures despite you or NPCs telling them as such.
Such behavior can also be forcibly slowed or even stopped through the world-controlling power you wield as the GM, although if not handled delicately, this can significantly raise tensions at the table. The PCs, having arrived in town after a week subduing trolls in the Sootblack Hills, find that the stores are all but empty of magic items. Even the most basic potions and scrolls are a crapshoot to find; they might scour the entire city in search of any place that even has a magic weapon available? Why? Plenty of reasons. War has broken out, and supplies for every city in a couple hundred miles have been bought up or seized by the warring factions. Perhaps the ruling monarch (or council or whatever) has decreed for unknown reasons that the manufacture and sale of magical items is forbidden, punishable by imprisonment. An ancient order may have been awoken and has begun the theft or destruction of arcane equipment -- except for their own, of course. These turns of events might cause the PCs' own equipment to become even more valuable (or a threat to their safety) -- but any newfound wealth will do them little good with nothing magical to buy. All of these and similar actions are only stop-gaps; eventually, the PCs would be expected to help resolve the war, overthrow the sovereign, defeat the ancient order, or whatever is in their way. And then you're back to where you are now.
Always keep in mind the Wealth By Level restrictions for characters. This represents how much wealth a character possesses at any one time for their level (some GMs take a more stringent view that it represents the total wealth a PC will have accrued by that point in their career, so if the players fritter it away on women and chimichangas, tough noogies.) Characters can only buy things if they have the wealth to do so. Selling items they don't want comes with a steep penalty. Even in great condition, shops rarely pay more than half price for an item due to taxes, restocking fees, how long it might take to sell, and so on. What this ultimately comes down to is that you control just how much these characters can buy and sell. They can only buy items if they have the coin, and they can only get the coin that you give them, or a lesser value for selling items they don't want. Become more stringent with money. At some point, the money runs out, and selling hard-earned loot for half its value stops being so fun. Do you really want to lose effectively 2,000 gold crowns for selling that +2 axe, or do you want to maybe put it to some use and come out more powerful than you would have buying some weaker item with the proceeds? If players decline to ever sell their equipment yet still expect to find new equipment, you can accommodate them by destroying their equipment. Enemies can sunder weapons and armor; a number of spells, magical effects or environmental hazards can deal damage to and potentially break anything exposed to them. This isn't being vengeful; it's being a good GM. [I remember watching Critical Role and over many episodes, perhaps the most traumatic and thrilling experience the players had (apart from character deaths) was when their beloved flying carpet was eaten by acid or lava or something. But it was a natural consequence of their actions, and they took it in stride, as they should.]
Finally, as with all things, you are the law. I always, always recommend talking with your players, either individually or as a table if needed, to tackle either your own frustrations or those of one or more players. But if push comes to shove, it's your game. You (presumably) respect the players by coming up with adventures, scenarios, NPCs, locations and all sorts of other stuff for them to tackle in a manner you expect to be fun. If they refuse to respect your preparation time and the time you spend at the table, by insisting to engage in continuous, pointless NPC discussions despite you expressing your dissatisfaction, then tell them you can't do it anymore. It isn't fun for you, and if the only way that they can have fun is in a way that is directly contradictory to you having fun, the game isn't going to work, period. If they sincerely change, fantastic; try to accommodate their need for shopping when you can and get on with the grand story at other times. If they refuse to change, leave them and get another table. That last part isn't always easy to do, and depending on your area, it might take a while to get another game going, but often a table where you're not having fun (and working hard to do it) is worse than no table at all. I wish you luck.
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