Vhenarryn

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I like those requirements too. I want to let them do it, but I want it to cost something, and come with some risk. Thanks!

VanceMadrox wrote:

I don't see any harm in this. Just require the hex to be reconnoitered, adjacent to another roaded hex, and increase the cost and maybe the DC some.


Thank you so much!

James Jacobs wrote:

Part of the reason I put in the requirement that roads be claimed by your kingdom was to preserve the flavor between the settled kingdom and the unsettled wilderness.

A road through unsettled wilderness might be more prone to monster attacks or banditry or the like, so if the PCs do so, this gives the GM some opportunities to throw in some bespoke "protect the road" encounters.

I wouldn't increase the cost directly, but a requirement to Hire Adventurers to keep the road safe might be a better way to increase the cost on the side.

As for the DC... I'd consider raising the DC by 5. Page 504 of the core rulebook has a handy DC adjustment table to go by. Making it "very hard" to build a road through unsettled wilderness helps to encourage the PCs to grow their kingdom, and helps to preserve the risk of expanding beyond the borders.


My players really want to build a road to Oleg's from their capital, but it's fairly far from where they've established their kingdom. It makes sense, as they've done a lot of trading and RP with him. However, It's going to be a while before they could claim hexes that far, so I'm contemplating a house rule that allows them to do so.

The simplest option would be to increase the DC slightly (maybe +2) and then increase the RP spend (probably double like building bridges). I could also do some sort of scaling option where it gets harder and more expensive the further outside claimed territory it is. I'd possibly add in some challenges related to maintenance or bandits on roads outside their claimed territory.

I'm curious if anyone else has done anything like this, and what they came up with. If not, do you think this is a bad idea, and if so why?

Per the rules (see link below), it clearly states "The hex in which you seek to build roads must be claimed by your kingdom."

https://2e.aonprd.com/Actions.aspx?ID=1390


OMG! I totally missed that. Thank you!

Chris_Fougere wrote:
AFAIK it's under Build Roads (page 523)


Is there a way for the players to build a bridge outside of their settlements? Or are they stuck with existing bridges/fords?

It seems there should be a way for them to do this, but I can't find anything in the rules. Do I need to house rule this? Or is there a reason I shouldn't allow that?


Thanks for all of this Vance. I’ve been following your posts about the five problems and have incorporated some of these into my game.

I’m curious, is your intent to suggest all of the solutions combined to solve this problem, or do you suggest picking just one of them?


If a work site is placed on a gold mine, such as the one at GB8, would you consider that a Luxury or Ore commodity during the resource collection?

I feel like gold, silver, platinum and gems should be luxuries. Whereas iron and copper would seem more appropriate to be considered ore.

What do you guys think?


Ah! That makes more sense. Thanks for catching that! :)


Thanks for the feedback! I agree. :)


Hi everyone,

Does anyone know if a work site needs to actually be on a claimed hex? At first I was thinking that seemed obvious, but when you read the rules here, it doesn't specifically say that. Does anyone know if it's specified elsewhere, and if not, what would you rule on this?

TIA!


This is excellent! Thank you!

Trichotome wrote:

Quite the necro we've got here.

But in the interest of putting this matter to rest once and for all:

The original Edge of Anarchy book, Pathfinder Chronicles: Guide to Korvosa, and Pathfinder Lost Omens World Guide all set the canonical start to Curse of the Crimson Throne as 4708 AR. This is also supported in most other official and unofficial records of the timeline of Golarion.

From the Adventure background in Edge of Anarchy (page 7):
"Barely 17 years old when she took Eodred II’s side in 4704 ar, Queen Ileosa has managed a minor miracle in the past 4 years."

From the Timeline on the back cover of Guide to Korvosa:
"4708: Current year."

From the Timeline in Pathfinder Lost Omens World Guide (page 110)
"4708 AR: King Eodred perishes, leaving Korvosa in the hands of Queen Ileosa, whose harsh rule brings about a time of plague and cruelty."

With regards to the Key-Lock Killer's most productive year, Guide to Korvosa sets that as 4697 AR, which would make 4797 a logical typo.

As for the notes about the Direption, I notice that the lines about the records of the ship's activity are a new addition to the Anniversary Edition (released in 2016), so I'm willing to bet whomever added it forgot to account for the timeline of the original book and used the anniversary's release as the baseline. Given that, I'd set the timeline as being 13-5 years ago (so 4695-4703), and the owner's death as 3 years ago (so 4705).