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Problems with farshore economy


Savage Tide Adventure Path

Shadow Lodge

The PC finally arived to farshore and they immediately started to help the local economy.
the problem is ... with the improved gp limit there is no direct connection between gp limit and assets anymore...

Considering the starting value of 800 gp limit and 9600 assets I house ruled that gp limit is 1/12 the assets value. thus ... rising the assets will also rise the gp limit...

If the population is going to rise I have absolutely no Idea of how to apply the effect into the economy.

Any suggestions?


ToD is for characters around level 8. An 800 gp limit will buy you all minor & medium potions, no rings, no rods, no staffs, most 4th level scrolls, about a third of the minor wands, and a fifth of the minor wondrous items. You can either raise the limit as characters rise in level to keep pace with what you want them to be able to buy (regardless of population; as Farshore is isolated that's very reasonable, the magazine itself says, "Farshore's resources and lack of real competition grant the hamlet a higher gp limit than normal." So, Farshore can pretty much have what you want when you want it). OR:

The starting population is 240. 240 * 3.333333 = 800. You could just multiply the new population by 333% and get a new gp limit.


Scarletrose wrote:

The PC finally arived to farshore and they immediately started to help the local economy.

the problem is ... with the improved gp limit there is no direct connection between gp limit and assets anymore...

Considering the starting value of 800 gp limit and 9600 assets I house ruled that gp limit is 1/12 the assets value. thus ... rising the assets will also rise the gp limit...

If the population is going to rise I have absolutely no Idea of how to apply the effect into the economy.

Any suggestions?

In the background article Farshore - City of Hope, there are at least three improvements that the party can make that are meant to increase the gp limit of Farshore by 1000 gp per impromvement to a 3800 gp limit. I am sure that other activities can be found that will grow the wealth of Farshore if the DM wants the party to earn a higher limit. While it is not explicitly outlined anywhere, I would have to imagine that any increase in gp limit must also bring a commensurate increase in total Assets, lest the village be bankrupted in short order.

The lower limit should also entice a party to prepare trading expeditions to Sasserine, where the gp limit is significantly larger (40,000 gp), even though it takes longer for the goods to arrive. These expeditions should also increase the Assets of Farshore.

I also found, in the pages of Dragon, a new magic item I am going to introduce into Lavinia's hand. A small statuette that when placed on an item, say a box or a crate filled with goods, and then activated it instantly teleports the box to a pre-determined location in Sasserine. Someone on the other end can then unload the goods and the next day activates the device to teleport goods back to Farshore. It won't teleport people but makes for a nice fed-ex sort of arrangement.

Now that I think more on it, perhaps Manthalay should possess this item. It would give him some extra leverage with the party and during the election...

The whole point of the colony is to harvest the exotic resources from the IoD and sell them to Sasserine and beyond. Maybe some of the merchant colonists approach the party asking to aid in the creation of a Farshore Trading Company or something. You could then get your players involved in outlining how that might be accomplished while you monitor and adjudicate their progress. Be mindful that this could easily make them alot more cash to spend on magic items and such so make sure they understand that they are *partners* in the endeavor, the Merchants, Manthalay, Lavinia and or whomever are the ones with significant trade contacts.

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