Ultimate Campaign | Rules | Downtime | Buildings And Organizations | Buildings and Organizations

Buildings and Organizations

This section presents many standard buildings and organizations. Each example lists exactly what rooms or teams are used to construct it, a total of each type of capital required if you want to construct one of your own, and a gp total if you want to purchase a completed building of this type. The listed gp value assumes you are purchasing the building instead of constructing it by spending earned capital (see Purchased Cost values from the Capital Values table).

The examples that follow are not the only ways to construct these kinds of buildings and organizations. A particular Inn might have two Lodgings instead of one, include a Trophy Room instead of a Bar, or display a Statue of the goddess of travelers. A Thieves' Guild might be larger and more thuggish because it includes more Cutpurses and Soldiers than are listed in this section. Use these as typical examples of these kinds of buildings and organizations, a baseline for designing your own versions, or a springboard for ideas on how to use this system to design whatever you want. The system is designed to be flexible so you can construct the kind of building you want to own.

Interspersed with these stat blocks are example maps of various types of buildings. These maps are not intended to exactly correspond to the buildings described in this section. Rather, you can use these maps as inspiration for buildings of their type or adapt them to other purposes. For example, even if players aren't using the downtime system to construct or purchase buildings of their own, a busy GM can use the maps for encounters in town.

Construction Examples

The following are examples of how you can construct your own Inn using rooms or create your own Thieves' Guild using teams.

Inn

Suppose you want to spend downtime constructing a friendly traveler's Inn. It needs a Bar so it can sell drinks, and a Kitchen so it can serve food. Guests need a place to eat and rooms to sleep in, so it must include a Common Room and a Lodging. To keep your guests' horses safe, it must include a Stall. By adding up all the Goods, Influence, Labor, and Magic values in the Create and Time entries of the rooms' stat blocks, you get a total of 33 points of Goods, 3 points of Influence, 32 points of Labor, and 90 days. By spending that capital, after 90 days of construction time your inn is finished.

Alternatively, if you just wanted to purchase a completed Inn and the GM says one is available, you can add up the gp cost listed in the Create entries of the Inn's rooms and pay that amount to the current owner. For the friendly traveler's Inn described above, that total price is 1,390 gp.

Thieves' Guild

Suppose you want to create a network of thieves and spies in town. You need eyes and ears on the street, so you should include a Cutpurse team. You want people to be able to break into homes and steal valuables, so you should include a Robber team. To hide your wealth from the tax collector, you need a Bureaucrat team. By adding up all the Goods, Influence, Labor, and Magic values in the Create and Time entries of the rooms' stat blocks, you get a total of 3 points of Goods, 11 points of Influence, 6 points of Labor, and 6 days. If you spend that capital, after 6 days of recruiting, your guild is ready to work.

Alternatively, if you wanted to just purchase an existing guild, with the GM's approval you can add up the gp prices for those teams and pay that amount to the current guildmaster. For the Thieves' Guild described above, the total price is 510 gp.

Restrictions on Earnings

Whether a unit generates its listed capital depends on your intentions for the building or organization, and should follow common sense. For example, if you construct a building with a Bar, Common Room, and Kitchen, you might want to use it as a tavern or a headquarters for your adventuring party. If it's a tavern, it's open to the public and generates capital. Otherwise, it's a private building and doesn't generate capital because it's used by only you and your friends. If you start your own cult with Acolytes and Priests, you might decide they sell healing and generate income. If your thieves' guild has Acolytes, you might decide they only heal members of your guild, and therefore don't generate income.

If you intend for your building or organization to generate capital, you must explain to the GM how it does so. You can change the purpose of your building or organization (for example, renovating an old military barracks into an inn or turning your greedy cult into a generous one) and in doing so change the capital it generates. You should choose one idea and stick to it, however, as a business that's open to the public on an irregular basis makes less money, as does a business that frequently changes its purpose. The GM might reduce the capital buildings generate in such situations.

Buildings

Below are example buildings and their component rooms. Note that many of these buildings can also be found in the kingdom-building rules.

Academy

An institution of higher learning.

Alchemist

The laboratory and home for a creator of potions, poisons, and alchemical items.

Arena

A large public structure for competitions, demonstrations, team sports, or bloodsports.

Bank

A secure building for storing coins and valuables, and for making loans to those in need.

Bardic College

A center for artistic learning in the visual and performing arts, literature, music, and lore.

Barracks

A building to house guards, militias, or other military forces.

Black Market

A secret shop that buys and sells a variety of shady, dangerous, and illicit wares.

Brewery

A building for beer and ale brewing, winemaking, distilling, or some similar use.

Bureau

A large warren of offices for clerks and record-keepers working for a guild or government.

Caster's Tower

The home and laboratory for a spellcaster.

Castle

An elaborate fortified home, a noble's retreat, or the heart of a settlement's defenses.

Cathedral

A center of religious and spiritual leadership.

Courthouse

A building where cases are heard and disputes resolved according to the rule of law by generally impartial justices.

Dance Hall

An establishment for dancing, drinking, and consorting with attractive people. It is often a place where members of different social classes can intermingle discreetly, sometimes using masks or other disguises.

Exotic Artisan

The workshop and home for a creator of magic items, a fireworks maker, a glassblower, or the like.

Farm

A small family farm or ranch.

Fort

A fortified outpost for bandits, mercenaries, soldiers, or dangerous humanoids.

Garrison

A large building to house armies, train guards, and recruit militias; it is larger and more versatile than a Barracks.

Granary

A place to store grain and food.

Graveyard

A plot of land where the dead are buried and honored.

Guildhall

The headquarters for a guild or similar organization.

Herbalist

The workshop and home of a gardener, healer, poisoner, or potion crafter.

Hospital

A building designated as a place for healing the sick.

House

A small cottage that can house up to two adults or a new family.

Inn

A place for visitors to stay and rest.

Jail

A fortified structure for confining criminals.

Library

A large building containing an archive of books.

Luxury Store

A shop that specializes in expensive wares and luxuries.

Magic Shop

A shop that specializes in buying and selling magic items, spells, and magical remedies.

Magical Academy

An institution for training students in the magical arts.

Mansion

A huge manor housing a rich family and its servants.

Menagerie

A large park stocked with exotic animals and magical beasts.

Military Academy

An institution dedicated to the study of war and the training of elite soldiers and officers.

Mill

A building used to cut lumber or grind grain.

Mint

A secure building where coinage is minted and standard weights and measures are kept.

Monastery

A cloister for meditation and study.

Monument

A statue of a famous person, a memorial for fallen warriors, or a public display of art.

Museum

A place to display art and artifacts both modern and historical.

Noble Villa

A sprawling manor with luxurious grounds.

Observatory

A high dome or tower with optical devices for viewing the heavens.

Orphanage

A place for taking care of a large number of orphans.

Palace

A grand edifice and grounds demonstrating wealth, power, and authority to the world.

Pier

Warehouses and workshops for docking ships and handling cargo and passengers.

School

A place for educating children and young adults.

Shop

A general store.

Organizations

This section details several standard organizations, the cost of creating them, and which teams from the downtime system you can recruit to form them. Unless you own a building where these people can reside, they have their own homes.

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