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  1. Notes

Building/Buying Property

Building/Buying

Entry

 Start Building and Buying Property!

For those characters looking to spend their gold and want to purchase or create a building in or around the city of Terre Du Reve you now have a way to do so. Similarly to research, before you start building a property get with a Guild Master for approval. Then proceed to complete the following steps: 

Step 1: Get approval

Step 2: Pick a District you or area you want to put your stronghold in. Some areas/districts may NOT be available to purchase/build a stronghold.

Step 3: After you received approval and selected your area to build the stronghold in create an entity note. Include the following information, Character(s) names, Start Date, End Date, Amount Paid, and the structure they are attempting to build/research. 

*Please note that all properties with have monthly upkeeps charges that you as a player will need to keep track of.

List of Available Strongholds:

  • Abbey
    • A religious retreat for those so inclined. Often dedicated to a particular deity or holy or monastic order. Made plain or ornate, befitting its order, out of local stone or wood. Contains mostly communal living quarters. Comes with a free ritual circle that cost neither expansion units not gold. 
  • College or Large School
    • A center of scholarly learning, concerned with a particular vocation, magical practice, or bardic tradition. Contains lavish private quarters for up to 10 instructors and communal, if not entirely stark, living for up to 90 students. Comes with a free theater that costs neither expansion units nor gold.
  • Cottage or Medium House
    • A small to medium cozy hovel, shop, or home that can house a maximum of 5 people in close quarters. Made of thatch, lumber, brick, or similar. You may build one expansion at half of its gold cost here.
  • Guild House or Lodge
    • A large and often-storied house dedicated to housing members of a guild, typically all of a single profession or adventurous bent. Contains semi-private quarters for up to 25 individuals, and a free dining hall that costs neither expansion units nor gold.
  • Keep or Small Castle
    • Fit to rule over a fief­dom or barony, this structure is equipped with heavy stone walls, turrets, and spires. There is a private room for the master of the keep, as well as private rooms for up to 50 distinguished guests. This structure may also house up to 450 servants or men-at-arms in less comfortable, occasionally communal living space. This structure comes with a free war room that costs neither expansion units nor gold.
  • Noble Estate with Manor
    • A fine manor house on a wide tract of land, expertly manicured or tailored how you wish. Contains private rooms for up to 15 individuals , as well as lower quality and well hidden semi-private quarters for a serving staff of up to 35 persons. Comes with a free library that costs neither expansion units nor gold.
  • Outpost or Fort
    • A forward, rough military establishment hewn from rock or timber, this structure is a friendly presence in a hostile land. Contains private quarters for up 25 officers and common bunks for up to 225 soldiers and staff. This structure comes with a free armory that costs neither expansion units nor gold.
  • Palace or Large Caste
    • An opulent, beautiful, enormous structure, the worthy seat of a king­dom or empire. Contains personal chambers for the structure's owners, private quarters for up to 200 distinguished guests, and somewhat shabby residences for up to 1,800 servants and soldiers. This structure comes with one free expansion of your choice, so long as the expansion would typically cost only 1 expansion unit. This expan­sion then costs neither expansion units nor gold.
  • Temple
    • A large, solemn place carved in the image of a god or gods, decorated to suit their personalities, using whichever materials, forms, and iconography that the associated deities find most pleasing. Contains communal bunks suit­able for up to 100 pilgrims or acolytes, and pri­vate quarters for up to 25 ranking members of the clergy. Comes with a free chapel that costs neither expansion units nor gold.
  • Tower, Fortified
    • A large single spire set some­ where high and remote with an excellent view, fortified towers are typically used as military lookouts, wizard's spires, or immense light­ houses. Includes private rooms for up to 25 occupants; tightly-packed bunks for up to 100 visitors , acolytes, or staff; and a stables that costs neither expansion units nor gold.
  • Trading Post
    • A simple but perhaps elabo­rately and colorfully adorned set of shacks, tents, or shops set up against a harbor, river, or cross­ roads, each holding wares ranging from astound­ing to mundane. Comes equipped with private lodging for 5 important persons and bunks or hammocks for up to 45 travelers, traders, or passing merchants. This structure also includes a caravansary that costs neither expansion units nor gold.

 

PropertyBuying Property Building Property (construction cost)Expansion UnitsUpkeepSkilled HirelingsUntrained HirelingsLaborConstruction TimeMonthly Expenses (Upkeep+ Labor)References
Abbey75,000 GP50,000 GP6600 GP52515 GP400 Days615 GPDMG 128
College or Large School75,000 GP50,000 GP6600 GP52515 GP400 Days615 GPN/A
Cottage or Medium House3,750 GP2,500 GP130 GP1None2 GP30 Days32 GPN/A
Guild Hall or Lodge7,500 GP5,000 GP2150 GP5310 GP 5 SP60 Days160 GP 5 SPDMG 128
Keep or Small Castle75,000 GP50,000 GP63,000 GP5050110 GP400 Days3,110 GPDMG 128
Noble Estate with Manor37,500 GP25,000 GP4300 GP3159 GP150 Days309 GPDMG 128
Outpost or Fort22,500 GP15,000 GP31500 GP204048 GP100 Days1,548 GPDMG 128
Palace or Large Castle750,000 GP500,000 GP1012000 GP200100420 GP1,200 Days12,420 GPDMG 128
Temple75,500 GP50.000 GP6750 GP101022 GP400 Days777 GPDMG 128
Tower, Fortified22,500 GP15,000 GP3750 GP10None20 GP100 Days770 GPDMG 128
Trading Post

7,500 GP

5,000 GP2300 GP428 GP 4SP60 Days308 GP 4SPDMG 128


Start Expanding Your Building!

In addition to building and buying property you can also choose to expand your properties For those characters looking to spend their gold and want to purchase or create a building in or around the city of Terre Du Reve you now have a way to do so. Similarly to research, before you start building a property get with a Guild Master for approval. Then proceed to complete the following steps: 

Step 1: Get approval

Step 2: Pick a building you own and want to expand

Step 3: After you received approval and selected your expansion and building in create an entity note. Include the following information, Character(s) names, Start Date, End Date, Amount Paid, and the expansion they are attempting to build.

*Please note that all properties with have monthly upkeeps charges that you as a player will need to keep track of.

Expansions

Alternative Usage

Expansion Cost

Construction Cost

Construction Time

Benefits 


Alchemist's Lab

Herbalist's Lab, Witches Hut

1

2,500 GP

15 Days

While present within this expansion itself, the owners of this structure and their allies cast all transmutation spells as if the spell slots expended were two levels higher, to a maximum spell level of 5th. In addition, alchemist's sup­plies and an herbalism kit are always considered to be present here, and any checks made with these tools are made with advantage by individu­als who have proficiency with them.
Glass-blown tubes, alembics, piping, andjars line the walls in dusty candle-lit shelves. The air is musky with the smell of dried herbs, as to the side a cauldron bubbles rhythmically atop an open flame.

Animal Pen

Monster Cage, Griffin Roost, Dragon Trap, Kennels

1-2

2,500-5,000 GP

15-30 Days



Arcanist's Study

Binding Circle, Interrogation Chamber, Mirror Maze

1

2,500 GP

15 Days



Armory

N/A

1

2,500 GP

15 Days



Barracks

N/A

2

5,000 GP

30 Days



Battle Ring

Training Grounds

1

2,500 GP

15 Days



Caravansary

N/A

1

2,500 GP

15 Days



Chapel

Shrine, Spirit Lodge, observatory

1

2,500 GP

15 Days



Defensive Walls

Magical Barrier

 2

5,000 GP

30 Days



Dining Hall

Ball Room, Mess Hall

1

2,500 GP

15 Days



Docks, Air

N/A

2

10,000 GP

30 Days



Docks, Water

N/A

2

10,000 GP

30 Days



Escape Tunnel

Escape Portal

1

2,500 GP

15 Days



Garden

Green House, Druidic Groove

1

2,500 GP

15 Days



Graveyard

Crypt, Mausoleum, Necromancer's Laboratory

1

2,500 GP

15 Days



Jails

Prison, Torture Chamber, Sacrifice Pit

1

2,500 GP

15 Days



Library

Archives, Museum

1

2,500 GP

15 Days



Lodgings

Guest Rooms, Spare Cots

1

2,500 GP

15 Days



Magical Enchanter

Altar of Blessings

1

2,500 GP

15 Days



Market Stalls

Shops

1

2,500 GP

15 Days



MoatN/A12,500 GP15 Days

Poisoner's Grotto

N/A

1

2,500 GP

15 Days



Ritual Circle

N/A

1

2,500 GP

15 Days



Smithy

Forge

1

2,500 GP

15 Days



Siege Workshop

N/A

1

2,500 GP

15 Days



Stables

N/A

1

2,500 GP

15 Days



Tavern
Brewery, Inn, public house
12,500 GP15 Days

Teleportation Circle

A Traveler

1

2,500 GP

15 Days



Theatre

Lecture Hall, Balcony with Adjacent Courtyard

1

2,500 GP

15 Days



War Room

Bureaucrat's Office

1

2,500 GP

15 Days



Hirlings and Soldiers

Any large-scale structure requires constant work and upkeep to remain operational, and roving heroes aren't usually predisposed to building maintenance. Hirelings are individuals you may pay to perform ordinary or skilled tasks at your behest, expecting  payment in  return. Soldiers are hirelings skilled in the art of combat, who will fight and even possibly die in the defense of your structure, or for the glory of its banner. Hirelings of any sort must be paid to retain their services, and hirelings will typically desert their service after 7 days without pay. If hirelings required by a structure are not paid or desert, the structure and its expansions will cease functioning or providing any benefits


Unskilled hirelings have no special skills to speak of, though they can clean, cook passably, and keep a structure cared for in ways that do not require a particular skillset. Skilled hirelings each come trained in a particular skill or set of tools, and make checks with this skill or set of tools with a +5 bonus that is considered to include both their proficiency bonus and relevant ability modifiers. You deter­mine the skill or tool proficiency the hireling has at the time you first hire them. Slaves are not allowed in the city of Terre Du Reve. It is illegal to own a slave within the city of Terre Du Reve Other cities or areas may have slaves for sale and they are typically worth 75 gp for an unskilled slave or 750 gp for a slave proficient in a skill.
Hirelings and Soldiers

Cost Per Month

References
Unskilled Hirelings

6 GP

DMG 128 BR 163 Commoner stats
Skilled Hirelings 60 GP DMG 128 BR 163 Commoner stats
Slaves Free BR 128 Commoner stats
Guard

60 GP

MM 347
Scout 150 GP MM 349
Thug 150 GP MM 350
Spy 300 GP MM 349
Berserker
600 GP MM 344
Knight 1200 GP MM 347
Veteran 1200 GP MM 350
Assassin 3000 GP

MM 343

 

Boom, Bam, Pow! Residency

  • Include the following information, Character(s) names, Start Date, End Date, Amount Paid, and the structure they are attempting to build/research. 

Boom, Bam, Pow!, Paid 3,750 GP for house in the Elven Quarters

Paid 1,250 (halved from house feature) for Pow's Private Eye, Boom Plugs and Bam' Whammys (sells Bam Whams (Mead)) started May 2nd Ends of May 17th

Requires 1 skilled hire: Role will be filled by Silk Cleaner who will also be living in the establishment

Rent per Month 30 GP

10 GP per player

Benefits:

10 Times Level GP per shop owner:

Boom 60 GP

Bam 40 GP

Pow! 110 GP

Created by Jordan 1 year ago. Last modified by Jordan 6 months ago

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