Establish a Guild Hall
The Heroes want to establish a guild hall within the City of Vern. While this is no small undertaking, their work with Carris Whismael has provided them with a patron of sorts. He provided our heroes with an administrative assistant, Keith Honeyfellow, and Keith is determined to find them the best deal possible--even if it is a real fixer-upper.
The Beginning of Manticorp Headquarters
True to his word, Keith found our heroes a great deal, but the guildhouse is in need of extensive repairs. Once a proud establishment filled with adventurers, this building has seen better days. The exterior is made of stone and mortar, featuring two proud, intact front doors made of oak. Facing the front, the right side of the building is dominated by a large tower that can be seen from many blocks away, melding into the skyline of Vern from a distance. Any windows have long since shattered, and the grounds are littered with both glass and clay from fallen red shingles. Stepping inside the front doors leads to a grand entryway. Once upon a time, stairs in the entryway led to a balcony above, suspended by wooden beams. All that remains of this structure are splinters and rot, the balcony long since collapsed. The kitchen within has a cooking hearth, but bricks from the chimney have piled up in the center. Closer inspection reveals some animals may have made a nest further up the flue. The grand hall once proudly featured a table with chairs, but an errant chandelier has turned those to a pile of splinters. While the upstairs features many rooms, presumably filled with beds for adventurers long ago, any furniture that once filled them is long gone. The initial cost for the location was 7500 GP, and it needs approximately 2500 GP in repairs:- Edifice: While most of the stonework of the building seems in okay condition, the front edifice needs a facelift. Ivy and lichen have consumed much of the face of the building, and ignoring the condition may lead to further deterioration. Fixing the stonework will require 300 GP and 10 days labor.
- Balcony: The collapse of the wooden balcony is the cause of the chaotic state of the entryway. Once repaired, it will tower above anyone who walks through the front doors of the guildhall. It would require 300 GP and 10 days of labor to restore order in the entryway once again.
- Chimney: The kitchen is in a general state of disarray, but the cooking hearth and chimney are in dire need of repair. Something has made a nest in the flue and has since started knocking bricks loose from its interior. An exterminator and repair crew would cost 200 GP and need 1 week to work.
- Chandelier: Once suspended by a wrought iron chain, the chandelier has lost suspension and crushed the long wooden table below. Minor restoration to the chandelier, a new chain, and someone to suspend it once again would cost 250 GP in total, with 1 week allowed for repairs.
- Tower: In addition to regular maintenance and replacement of lost shingles, the roof has collapsed within the tower. Years of exposure to the elements has wreaked havoc on the interior of the tower. In total, Keith expects the tower needs 2 weeks labor and 500 GP to restore it to its glory.
- Windows: Any and all windows of the building have been shattered, requiring 200 GP and 1 week labor to repair.
- Floors: Surely a source of pride for its previous owners, the hardwood floors throughout the hall have completely rotted away. Keith's conservative estimate was for 2 weeks labor and 500 GP.
- Furniture: The interior of the guildhall is bereft of any beds, chests, rugs, or anything else required for a guildhouse to offer respite to mercenaries. The cost of new furniture depends on its quality, but could run upwards of 500 GP.
Status of Repairs
Keith has requisitioned a team of carpenters to begin work on the floors, which should be completed by the time the heroes return from their latest adventure.
Plot type
Arc
Subplots
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