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View Full Version : DM Help Building price for Quarry, Forester Lodge, Road (D&D 3.5)



NapazTrix
2015-11-09, 09:36 AM
Buildings:
Build Times: 7 days per 1000g (1 day is approx 142.85gold)

Simple Housing: can contain up to 5 people comfortably. Made out of stone and wood - 1000g

Business Building: General stores, shops and the like set up in here. Made out of stone and wood - 2000g

Big House / Guild House: Up to 10 rooms, comfortable living for up to 20 people or for use by Guild's. Made out of stone and wood - 5000g

Mansion / Luxurious Venue: Up to 20 rooms with luxurious design. Used for Balls, parties and events or can be retrofitted for casinos and entertainment buildings. Mae out of Wood and Brick - 50,000g

Watch Towers: 50ft high, these give guards up to 500ft view depending on light. - 25,000g (+5k per material upgrade. Wood, Wood/Stone, Stone, Hardened)

Wood Walls for 20ft: These can be placed in the ground or attached to an existing wall. - 50g

Stables: These are for housing ground animals, with cubicles for individual animals and a pen for grazing. Can hold 4 Large Creatures inside, 6 outside. - 2000g (+1000 for +3/+4 more creatures)

Inn: Plenty of beds for sleeping and plenty of stools for passing out from drink. 10 rooms. - 5000g (+3000 for 10 extra rooms, +1000 for stable attachment of 4 Large animals)

Statues: Varying materials and sizes of people or scenes - 500g per material/size. (wood, stone, marble, metal, crystal) (Medium, Large etc) (Medium wood = 1000g)

My players have been the "leaders/stewards" of a town on the side whilst they have been travelling around the continent, one of the party was trying to find a suitable home for their tribe so this was kind of for his background story. I've worked out taxes, morale and guardsmen etc for the town based on the rules, changing them here and there to be a bit more fair. I have worked out some prices for individual things, like one party member wanting a huge Blitzball arena but there are some things I cannot find rules for.

They are currently thinking of a Foresters Lodge (To cut trees and transform them into workable wood for construction and trade) and a Quarry (To cut stone and transform it for building material and trade). I cannot seem to find any good pricing for these types of buildings, the tools and machines at use aren't described anywhere.
I was thinking the same cost for Business/Large buildings of 2000g but it is all used for gathering/tools/machine, storing and transforming of the material. Would this be a good price or is there somewhere that these buildings are described?

They are also thinking of making roads later down the line and I have also found no rules for cost/time on roads. I have made something between Move Earth and Shape rock for them to hire Wizards to do it for them but I also want to allow a mundane option as well. Is there any ruling for road building costs/time or any good suggestions?
For specifics they are building a road into a desert, I'd say it would be out of stone.


Roads: If you go the magic route it will take 7 wizards of level 9 to make 1 mile of road (2 if they use both of their spells).
450gp per mage per spell, so 3150g for 1 mile per day or double that for 2 per day.
From the Bridge to Sababurn it is 144miles, so it will cost 64800 gold.
This will create a sturdy stone road that is 5feet above the sand level to account for storms, it is also between 5-100 feet wide depending on your wants. The road should last pretty much 200 years and can be repaired mundanely.
So either 144 days or 72 days for that part of the road to be finished but will be 64800g regardless. Or you can hire more mages to make it faster

I allow all books besides campaign settings and homebrew. Though if you find something I can easily alter it to the game.
I looked over the Stronghold Builder's Guidebook but couldn't find anything suitable.

Fizban
2015-11-09, 12:07 PM
Without further details I'm fairly certain that all your buildings are extremely cheap by Stronghold Builder's Guidebook standards. I'm not sure what you found unsuitable about SBG for this, it should be fairly simple to mock up a standard copy of any building type you wish to price. In any case, even based on the DMG building prices you've massively reduced the cost+increased the size on the bigger buildings. Oddly enough, though you've given them the magic item build speed of 1,000gp/day week, SBG gives 10,000gp/day week (edited for dumb). That's not unrealistic at all mind you, a peasant shack is not very big and and with enough skilled/coordinated workers you can build stuff real quick. Also, considering that a human can already see 500', a 50' tall tower is likely to have a far greater line of sight. Stormwrack has rules for elevated spotting positions under the Spot skill.

Prices for lumber and stone processing facilities, those would both fall under the workshop designation, which is itself basically just room with some tables and tools. All you actually need is enough lumber/stonecutting tools to arm your workforce, but if you want a building to put them in it's gonna cost as much as anything else. As for road building, the best I can think of is turning a freestanding wall on it's side. Packed earth is only 10gp/100 sq ft, or 6,000gp for one mile of 10' wide road, less if you don't need the full 3' thickness to keep the road solid (remember that a DnD mile is 6,000 ft). The required thickness would probably be based on the terrain: if it's smooth you're just clearing weeks, if it's bumpy then 1' will likely gloss over everything. Gravel beds, streams, or other terrain that's inherently unstable will need enough thickness to reach something solid beneath. A paved road is gonna be expensive: masonry is 250gp/100 sq ft, even a 3" layer will be three times the price of the 3' dirt road at 18,750gp per mile. I can't evaluate your spell math since it isn't clear what spell you're using or what dimensions you're trying to achieve.

As for building a road into a desert, define "desert." If it's open sand it doesn't matter what you do, that sand is going wherever it feels like unless you heavily enchant something to keep it off. A buried road isn't a road anymore.

Statues don't really need a price if you ask me, that's something you basically just spend however much you want on. Mechanically all you have to do is take 1/3 the value of the statue for the value of the materials, or do the opposite if you want to specify material first. A pound of gold is 50gp, so a 100lb Small statue is 15,000gp, done. A 10,000gp statue of the same size is made of whatever materials seem appropriate and add up to 3,333gp (likely silver and gems), Dunno about stone, rocks are cheap but fancy rocks of appropriate size that survive carving less so, no idea what sizes are appropriate.

NapazTrix
2015-11-09, 04:21 PM
Without further details I'm fairly certain that all your buildings are extremely cheap by Stronghold Builder's Guidebook standards. I'm not sure what you found unsuitable about SBG for this, it should be fairly simple to mock up a standard copy of any building type you wish to price. In any case, even based on the DMG building prices you've massively reduced the cost+increased the size on the bigger buildings. Oddly enough, though you've given them the magic item build speed of 1,000gp/day, SBG gives 10,000gp/day. That's not unrealistic at all mind you, a peasant shack is not very big and and with enough skilled/coordinated workers you can build stuff real quick. Also, considering that a human can already see 500', a 50' tall tower is likely to have a far greater line of sight. Stormwrack has rules for elevated spotting positions under the Spot skill.


I lowered the cost of Watchtowers since they seemed insane against the cost of a keep and what not. The Mansion was also a huge jump in price in my eyes, 5000g for 10 bedrooms then 100000g for 20 bedrooms sounded ludicrous. I've kept the sizes the same.

I haven't given them the magic cost/time, it's 1000g for every 7 days. Houses take a lot of time to make especially if you don't want them falling down or sinking into the ground. If they want it faster they can pay for more workers.

The 500' actually means they can see over buildings and such for that distance, but people can only see so far and that is based on medium sized creatures, they can see further but they won't exactly make much out.



Prices for lumber and stone processing facilities, those would both fall under the workshop designation, which is itself basically just room with some tables and tools. All you actually need is enough lumber/stonecutting tools to arm your workforce, but if you want a building to put them in it's gonna cost as much as anything else.


SBG has workplace as 500g?



As for road building, the best I can think of is turning a freestanding wall on it's side. Packed earth is only 10gp/100 sq ft, or 6,000gp for one mile of 10' wide road, less if you don't need the full 3' thickness to keep the road solid (remember that a DnD mile is 6,000 ft). The required thickness would probably be based on the terrain: if it's smooth you're just clearing weeks, if it's bumpy then 1' will likely gloss over everything. Gravel beds, streams, or other terrain that's inherently unstable will need enough thickness to reach something solid beneath. A paved road is gonna be expensive: masonry is 250gp/100 sq ft, even a 3" layer will be three times the price of the 3' dirt road at 18,750gp per mile. I can't evaluate your spell math since it isn't clear what spell you're using or what dimensions you're trying to achieve.

As for building a road into a desert, define "desert." If it's open sand it doesn't matter what you do, that sand is going wherever it feels like unless you heavily enchant something to keep it off. A buried road isn't a road anymore.


I don't remember the rule of dnd miles being 6000ft. That pricing on roads is a lot more then what the spell is giving, magic solves everything it seems.
I am using a midway-ish of Shape Stone and Move Earth spells, making a "Mage Road" spell of 5th level, using mostly the rules for the Move Earth but making the width and depth smaller.



Statues don't really need a price if you ask me, that's something you basically just spend however much you want on. Mechanically all you have to do is take 1/3 the value of the statue for the value of the materials, or do the opposite if you want to specify material first. A pound of gold is 50gp, so a 100lb Small statue is 15,000gp, done. A 10,000gp statue of the same size is made of whatever materials seem appropriate and add up to 3,333gp (likely silver and gems), Dunno about stone, rocks are cheap but fancy rocks of appropriate size that survive carving less so, no idea what sizes are appropriate.

The party was asking about statues so I made that for them to go off. The price is for work and material put into the statue, no one is expecting a solid gold statue any inches thick. If they find something like that it would be a lot more expensive.

Fizban
2015-11-09, 10:53 PM
I lowered the cost of Watchtowers since they seemed insane against the cost of a keep and what not. The Mansion was also a huge jump in price in my eyes, 5000g for 10 bedrooms then 100000g for 20 bedrooms sounded ludicrous. I've kept the sizes the same.
The problem is that you're not accounting for quality. A 1,000gp peasant house for multiple people is furnished with planks of wood and a pile of straw, a mansion has actual fancy beds and dressers and the price difference adds up quickly. Watchtower has some room for debate, you might be thinking of a small box on top of some wooden struts, while I'm thinking of a proper guard tower made of stone with full accouterments.

I haven't given them the magic cost/time, it's 1000g for every 7 days. Houses take a lot of time to make especially if you don't want them falling down or sinking into the ground. If they want it faster they can pay for more workers.
Sorry my bad, I see that round 1000 and my mind goes blank. What sort of work force are you assuming though? Admittedly I can't point to the greatest of sources, but stuff like village barn raising looks impressively fast and there have been reality tv shows that build what would certainly be a mansion in dnd terms in scant days. I'd also point out that while you're stressing how buildings should take time, you're simultaneously cutting the prices which pay for the labor time spent building it. If anything longer build times should increase price. SBG makes that point itself: you can speed up construction by paying more, but you can't slow it down to pay less because the assumption is always that you're doing things efficiently. Paying half as many workers to build it over twice the time simply doubles the amount you need to pay them and you're right back where you started.

The 500' actually means they can see over buildings and such for that distance, but people can only see so far and that is based on medium sized creatures, they can see further but they won't exactly make much out.
Yes, that's what the Stormwrack rules account for, spotting stuff at long distances. There's already a penalty of -1/10' on spot checks for details like hiding creatures, and ground level to ground level a person can see much further than that. Just based on a random memory where someone mentioned the distance, when I was a kid I remember being told it was a quarter-mile from the parking space to the event and I was fully capable of seeing the people at the opposite end. With Stormwrack rules, across flat ground you should be able to see a group of soldiers from 1/2 a mile away as long as you can see over the grass. Or attacking from another angle: how many watchtowers will you need to actually watch the surroundings if they only see 500'? Unless your specific intent is that you ignore buildings and see the streets regardless of actual line of sight within that 500' radius, in which case the description is inadequate and sure I'd love me some magical watchtower power.

SBG has workplace as 500g?
Yes, you'll notice that's basically the minimum price for almost any room, so there's your minimum parts and labor for almost any room. 500gp includes some very basic furniture, like shelves or some tables and artisan's tools, while the few rooms that cost 400gp tend to lack some wall (a barracks has no privacy, a storefront has an open wall, etc), or are half sized rooms that cost more than 500gp in pairs.

I don't remember the rule of dnd miles being 6000ft. That pricing on roads is a lot more then what the spell is giving, magic solves everything it seems.
I am using a midway-ish of Shape Stone and Move Earth spells, making a "Mage Road" spell of 5th level, using mostly the rules for the Move Earth but making the width and depth smaller.
It's easily extrapolated from the overland movement rules: a human has speed 30'/round walking and moves at 3mph. That's 300' per minute, 18,000' per hour, 18,000/3=6,000'. You could make some fuss about rest breaks and blah but that won't account for creatures that never rest and Stormwrack points out that a nautical mile is already 6,000' so there's really no reason to force it when all the math is easier at a 6,000' mile. As for pricing, well yeah road building is gonna be expensive since it literally stretches on for miles, and of course magic will invalidate it. You get stone walls for free if you cast enough Wall of Stone spells, you get moats for free if you know Move Earth, etc. The SBG handwaves some things and says magic may have been involved, but the main prices are for mundane construction and spellcasting only matters if you do it yourself with the Discounts for Spellcasting table. Hiring a spellcaster to do all the construction at a different price would depend on finding someone willing to take the job, who could easily decide to charge you more.

If you're using a homebrew spell then the price is effectively whatever you decide it is: I don't think a wide area "move stone" spell at a lower level than Move Earth is appropriate so I wouldn't be using that price. A "Pave Road" spell capable of including stone would be at least 7th or 8th considering how difficult it is to do with any existing spells, and would basically only exist if I decided I wanted paved roads everywhere in the campaign.

The party was asking about statues so I made that for them to go off. The price is for work and material put into the statue, no one is expecting a solid gold statue any inches thick. If they find something like that it would be a lot more expensive.
I just went with gold because it's an easy example, my point is that there's no reason to constrain art to a table. The answer to "How much does a statue cost?" is always "As much as you're willing to pay," with the assumption that if you're paying more you're getting better quality because the DM isn't supposed to swindle you when you're buying off the shelf. You could do something to represent skill based on the normal labor being 2/3 of the cost, so say a "double quality" statue costs 5/3 normal, but the craft DCs give no indication of art object quality. In DnD, an art object is worth what it's worth and the only arbiter of craftsmanship in-game is the Appraise skill on the final result.

atemu1234
2015-11-10, 12:33 PM
Remember to hire kobolds to work the quarry. There are some rules for Profession Miner in RotD.

ArjenC
2015-11-10, 06:36 PM
You could look over the Pathfinder kingdom building rules for inspiration.