Buying Taverns - No Experience Here [Archive] - Wizards Community

Post/Author/DateTimePost
Neo_Leviathan

04-07-06, 01:51 AM
Ok, my party is based at a guild in a particular city, all adventures are had in that area, from that one base.

Now, one of my players is interested in setting up markets for himself to supplement his income (he's also a member of the thieves guild, and can make a little cash working on jobs with them), but I have absolutely no idea what would be a reasonable price, or how to handle things.

The relevant bit from his last email was:

on a related note I'm curious as to how much it would cost to buy a tavern or two (premises included, preferably), and/or possible premises along the lines of a "pleasure house" (ie: brothel). I realise that I may need several enforcers as part of this, so I'm happy to take-up the "leadership" feat if that's how those things are normally done, although I have no real idea how that feat actually "works".


Does anyone have advice on how to handle this in a logical and fair way?
Setzertrancer

04-07-06, 02:17 AM
The DMG2 has rules for this exact situation about 12 pages of it too. But since you probably don't want to go and buy the book just for that i'll do some research for you and post the relevant information for a tavern.

i don't have the DMG2 with me now so I'll have a look when I can.
claypigeons

04-07-06, 02:19 AM
Does anyone have advice on how to handle this in a logical and fair way?

How much does a tavern/brothel make in a week? Month? Multiply it accordingly, out to about 6 months, maybe a year.

If you wanted to be vicious, you could make the player keep books on his cash gains/losses. :eek:
Free1983

04-07-06, 05:31 AM
My player tries to get on top of the local thief guild. She quickly noticed she needed safehouses and some covers. So she searched for some taverns and brothels. I took the prices in the DMG for buildings. I made it cost a little more since you need extra furniture and a brothel is usually bigger than a normal house (at least I think, since I never been in one).

DMG page 101:

Simple house 1000gp
Grand house 5000gp
Mansion 100.000gp

The buildings she bought were about 1200 gp. Perhaps I was wrong as I now read that a simple house has 1 to 3 rooms and a Grand house has 4 to 10 rooms. So perhaps I should have made it more costly.


happy gaming
jasper

04-07-06, 09:28 AM
If you can grab the 1E dmg it has a price list per section. but how much do you want to take away from the pc? Do want the business to be part, some of, none of the adventures?
Not all business make money every month. I had person buy a tavern imc. We discussed and came up with an avg traffic flow. I created a couple charts and would have him roll either daily/monthly. Some times he made money some times he didn't.
Dracael

04-07-06, 09:57 AM
There is a D20 pdf sourcebook that lays out excellent rules for calculating the taverns gains and losses. Its called the Taverner's Trusty Tome. It was invaluable in calculating all that when my players acquired a tavern.
Dammara_Dude

04-07-06, 07:58 PM
The DMG2 has a complete system for running a business, and I'd have to say thats the best thing I've seen so far for running a business. Suggest the Tavern name "The Tipsy Elf". For me, there's nothing more satisfying than saying "You have now passed through the narrow entrance to the Tipsy Elf."
Setzertrancer

04-07-06, 09:07 PM
Okay strait from the DMG2 you will need them to spend 5,000gp on a grand house and an initial investment of 4000gp in a rural area, 8000gp in a town, 16000gp in a city or 32000gp in a metropolis. Then to run a tavern there one of your players will need Profession (Inkeeper) as a primary skill, or you could substitute another skill you think is appropriate such as diplomacy (handling customers) or (Bluff, convincing them to part with money). This is used as a profit check -25 (you need to take 25 from each check because a Tavern is a high risk business) with each month you roll and times the result by 50gp. You add certain bonuses to this including +2 for working 40+ hours a week, -8 for less then 8 hours per week, +2 taking business savvy feat and +2 having a business partner aid during week. determining how much profit they make that month. You also use secondary skills of Profession (brewer or cook) and sense motive. If you have 5 ranks in both secondary skill you gain +1 to your profit check if you have 10 ranks +2 or 15 ranks +3. You also gain bonuses of -4 for being Rural, +2 for being in a city and +4 in a metropolis. They then need to decide how much to pay 5 employees which are required to run the business. They may take 10 on their profit checks, this reflects running the business carefully and taking the roll reflects taking a risky decision.

There are alot of other rules to make this more varied then just a roll each month but I don't want to write the entire chapter, so hopefully the above basic rules will help your player start there business.
Darth Sephiroth

04-07-06, 09:58 PM
You could try the Stronghold Builders guide, it has a bunch of stuff for this sort of thing