TEXT:  
   
   
   
  Verbobonc Town Project 
  Players Guide and Sourcebook 
  Version 3.01 – October 2005 
   
  Design: Darren Spurrier, Ephraim Unell, and Vernon L. Vincent 
   
  Verbobonc Triad: Chad LaMontagne, Michael Maenza, and Vernon L. Vincent 
   
  Special Thanks to Josh Brown and David Bauder 
   
  Based on the original DUNGEONS & DRAGONS® rules created by E. Gary Gygax and Dave Arneson and the new DUNGEONS & 
  DRAGONS game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison. 
  This is an official regional campaign rules document for use in Verbobonc. Verbobonc is a part of the RPGA Living Greyhawk 
  campaign. For more information on Verbobonc, visit our website at www.verbobonc.net. For more information on the RPGA 
  and to learn how you can sanction and run DUNGEONS & DRAGONS game events, visit the RPGA website at www.rpga.com. 
  DUNGEONS & DRAGONS, D&D, GREYHAWK and RPGA are registered trademarks of Wizards of the Coast, Inc. 
  LIVING GREYHAWK is a trademark of Wizards of the Coast, Inc.  ALL RIGHTS RESERVED.  
  Sources for this work include STRONGHOLD BUILDER’S GUIDEBOOK by Matt Forbeck and David Noonan and RACES OF 
  DESTINY by David Noonan, Eric Cagle, and Aaron Rosenberg. 
   
  
  Verbobonc Town Project 3.01 
   
  Rev: 2005.10.15 
   
   
  CONTENTS 
  INTRODUCTION..................................................................................... 3 
  WHAT’S INSIDE....................................................................................................3 
  HOW TO USE THESE RULES ...........................................................................3 
  UPDATES AND REVISIONS................................................................................3 
  MOVING TO TOWN.............................................................................. 3 
  RESIDENCY GUIDELINES...................................................................................3 
  Documentation of Residency...................................................3 
  Multiple Characters................................................................4 
  Multiple Residences................................................................4 
  Cohorts and Followers ............................................................4 
  BENEFITS OF RESIDENCY...................................................................................4 
  Increasing the Population........................................................4 
  Citizenship Certification.........................................................4 
  Accessibility of Benefits...........................................................4 
  TOWN LEADERSHIP............................................................................................4 
  Mayor ....................................................................................4 
  Organization Leadership ........................................................4 
  TOWN STRUCTURES ............................................................................ 5 
  STRUCTURE CATEGORIES.................................................................................5 
  Character Structures...............................................................5 
  Town Structures......................................................................5 
  WHO PAYS FOR IT?...........................................................................................5 
  Town Assets ...........................................................................5 
  MAINTAINING ELIGIBILITY FOR STRUCTURES..........................................5 
  CONSTRUCTION AND UPGRADES.................................................................5 
  Upgrade Cost .........................................................................5 
  Bonus Stacking .......................................................................5 
  Discounts on Construction ......................................................5 
  STRUCTURE DESCRIPTIONS.............................................................6 
  Format .................................................................................. 6 
  BUSINESS STRUCTURES..................................................................................... 6 
  Business, Basic ...................................................................... 7 
  COMMERCIAL STRUCTURES ............................................................................7 
  Journeyman’s Hall ................................................................ 7 
  Marketplace .......................................................................... 7 
  Merchants Guild ................................................................... 7 
  DEFENSIVE STRUCTURES..................................................................................7 
  Town Walls........................................................................... 7 
  Watch Barracks..................................................................... 7 
  MONUMENT STRUCTURES...............................................................................7 
  Landmark ..............................................................................8 
  Memorial................................................................................8 
  ORGANIZATION STRUCTURES....................................................................... 8 
  Organization Hall..................................................................8 
  RELIGIOUS STRUCTURES.................................................................................. 8 
  Cathedral...............................................................................8 
  Church...................................................................................8 
  Shrine.................................................................................... 9 
  RESIDENTIAL STRUCTURES............................................................................. 9 
  Cottage.................................................................................. 9 
  Grand House......................................................................... 9 
  Simple House......................................................................... 9 
  UTILITY STRUCTURES ...................................................................................... 9 
  Classroom ............................................................................. 9 
  College................................................................................. 10 
  School................................................................................... 10 
  RESIDENTIAL COMPONENTS......................................................... 10 
  COMPONENT DESCRIPTIONS.........................................................................11 
  Alchemical Laboratory, Basic ................................................11 
  Alchemical Laboratory, Fancy ...............................................11 
  Auditorium, Fancy.................................................................11 
  Bath, Basic ............................................................................11 
  Bath, Fancy ...........................................................................11 
  Bedroom, Simple ....................................................................11 
  Bedroom Suite, Basic..............................................................11 
  Bedrooms, Basic.....................................................................11 
  Chapel, Basic ....................................................................... 12 
  Common Area, Basic ............................................................ 12 
  Common Area, Fancy ........................................................... 12 
  Library, Basic....................................................................... 12 
  Library, Fancy...................................................................... 12 
  Magical Laboratory, Basic.................................................... 12 
  Magical Laboratory, Fancy................................................... 12 
  Servants’ Quarters ................................................................ 12 
  Smithy, Fancy....................................................................... 12 
  Stables, Basic........................................................................ 13 
  Stables, Fancy....................................................................... 13 
  Storage, Basic........................................................................ 13 
  Storage, Fancy ...................................................................... 13 
  Study/Office, Basic .............................................................. 13 
  Study/Office, Fancy ............................................................. 13 
  Training Area....................................................................... 13 
  Trophy Hall, Basic ............................................................... 13 
  Workplace, Basic.................................................................. 13 
  Workplace, Fancy................................................................. 13 
  DISTRICTS.................................................................................................13 
  Arcane District ..................................................................... 14 
  Military District.................................................................... 14 
  Racial District (specific race) ................................................ 14 
  Temple District..................................................................... 14 
  University District................................................................. 14 
  CREATING A NEW TOWN.................................................................15 
  TOWN PORTFOLIO ...........................................................................................15 
  How to apply for a new town................................................. 15 
  POPULATION AND TOWN GROWTH .........................................................15 
  Population Adjustment.......................................................... 15 
  Maximum Allowable Assets.................................................. 15 
  TAXES AND MAINTENANCE.........................................................................15 
  Characters............................................................................ 15 
  Towns...................................................................................16 
  Failure to Pay.......................................................................16 
  DISPOSITION OF STRUCTURES .....................................................................16 
  Sale to another Party.............................................................16 
  Demolition of Structure .........................................................16 
  Abandoned Structures...........................................................16 
  GLOSSARY................................................................................................17 
  APPENDIX I: RESIDENTIAL CERTIFICATES............................... 19 
   
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  INTRODUCTION 
  The Verbobonc Town Project is a grand experiment. Its 
  concept is simple, its impact – profound. The experience 
  of Living Greyhawk is one of role-playing and adventure, 
  with heroes sojourning against threats near and far. Never 
  is the threat more poignant, however, than when it 
  affects ones home. 
  With these rules, your character can become a part of a 
  community and impact not just the region, but your 
  fellow players. Here is a sampling of some of the things 
  available to your character 
  • 
  Build a home 
  • 
  Start a business 
  • 
  Found a church 
  • 
  Become a leader in your metaorganization. 
  • 
  Start a school 
  • 
  Become Mayor of the town. 
  As you participate in your town, the town grows. The 
  more you invest in your town, the more benefits it 
  provides its citizens. So what are you waiting for? Build 
  your home and come join the fun!  
  WHAT’S INSIDE 
  The Verbobonc Town Project provides players with new 
  ways to spend their character’s hard-earned gold. 
  Moving To Town: This section explains the necessary 
  steps for a character to move to a town that is already a 
  part of the Verbobonc Town Project. It provides basic 
  information on the steps necessary to become a citizen as 
  well as some of the benefits, like eligibility for town and 
  organizational leadership. 
  Town Structures: Each town is made up of various 
  structures, some of which are limited in who can 
  construct them. This section explains the differences 
  between the various structure categories, where the 
  money to pay for them comes from, and how they can be 
  kept in the town. 
  Structure Descriptions: The foundation of towns! This 
  section provides the “building blocks” for each structure 
  available for construction, including any benefits and 
  prerequisites required. 
  Residential Components: The hero’s home is their castle! 
  As towns are expressions of the residents who live there, 
  so to is the residence an expression of the hero that lives 
  within. This section explains how to add distinction to 
  the residence of a character. 
  Districts: Districts are areas of towns that concentrate on 
  a common theme or purpose. Their presence helps a 
  town become more distinctive and provides benefits for 
  its citizens. 
  Creating a New Town: This section explains the 
  necessary steps for forming a new town in the Verbobonc 
  Town Project. 
  HOW TO USE THESE RULES 
  These rules aim to supplement the experience of the 
  “living” campaign and encourage players to have a greater 
  involvement in Living Greyhawk. The rules have been 
  constructed to be as versatile as possible while remaining 
  balanced and easy to understand. However, they are a 
  wholly optional part of the Verbobonc campaign. 
  It is important to stress that the Verbobonc Town Project 
  rules provide only the mechanical framework for 
  constructing towns and residences. It is up to the players 
  and participants to transform these ‘building blocks’ into 
  memorable locations! A Religious [Church] structure 
  doesn’t sound all that exciting, but what if that church is 
  the “Shrine of the Peacemaker,” site of major peace 
  negotiations held hundreds of years ago? A “business, 
  basic” is pretty bland sounding, but “The Tavern of the 
  Two-Foot Traveler” conjures images in the mind’s eye, 
  evoking a visceral response from any adventurer.  When 
  the flavor is added to these structures and components, 
  then the Verbobonc Town Project takes on a life of its own! 
  Such stuff is the essence of regional flavor and the 
  inspiration of adventures! 
  UPDATES AND REVISIONS 
  The Verbobonc Town Project serves as a complement to 
  both the regional plotlines and the metacampaign options 
  provided to players. As such, it is regularly monitored by 
  the Town Project Administrator and the Verbobonc 
  Triad to ensure that it remains in good working order. 
  However, no system of rules and guidelines is perfect, so 
  the Triad will periodically review the Verbobonc Town 
  Project and, if necessary, implement changes to adjust any 
  unforeseen or unintended consequences arising from 
  these rules. 
  Additionally, the Triad may, from time to time, expand 
  the options available for use in this document via 
  expansion rules, errata, or clarifications. 
  MOVING TO TOWN 
  The first thing that a character must do before he can 
  participate in the Town Project is build a Residence in a 
  town in which he wants to reside. This requires the 
  character to build a residence and spend 1 TU to move to 
  town. Additionally, the character must have Verbobonc 
  as their home region. Non-regional characters may not 
  participate in the Verbobonc Town Project. Once the 
  character has constructed a residence, he is considered 
  residents and is eligible for all benefits enjoyed by 
  residents. 
  RESIDENCY GUIDELINES 
  In return for participating in the Verbobonc Town Project, 
  players and characters abide by a few guidelines. 
  Documentation of Residency 
  New residents that move to a town should contact the 
  Town Project Administrator (TPA) or Mayor of that 
  town. The TPA or Mayor records the character’s 
  residence in town, along with the required information, 
   
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  in the Residents database. They will then send the 
  appropriate residence certificate to that character. This 
  certificate must be signed by the judge of the next Living 
  Greyhawk adventure played by that character.  
  Multiple Characters 
  A player may have multiple characters participate in the 
  Town Project. However, a player may not have two or 
  more characters as residents of the same town. 
  Multiple Residences 
  A character may only own one residence in the Town 
  Project. This residence must be in his chosen town. A 
  character cannot be a citizen of multiple towns. 
  Cohorts and Followers 
  Cohorts are handled differently than regular characters in 
  Living Greyhawk and have special rules governing their 
  construction of buildings. 
  Cohorts may only build and own Residential structures. 
  They may, however, be used to meet the prerequisites 
  for structures with special requirements, such as 
  Cathedrals or Colleges. A player must notify the TPA 
  whenever he dismisses a cohort that is currently 
  participating in the Town Project. 
  Followers, as gained by the Leadership feat, cannot build 
  residences nor are they considered part of the population. 
  However, they can be used to fill any Required Staff 
  positions needed for Businesses and some Residential 
  components without incurring any additional cost for the 
  Staff. See the description of Business, Basic in the 
  Structures Descriptions section for information on 
  Businesses, and the Character Homes section for more 
  information on Residential Components. 
  BENEFITS OF RESIDENCY 
  A character that is a resident of a town gains access to all 
  of the benefits provided by the town structures. Since 
  each town can build different structures, the benefits 
  provided by each town can vary. 
  Increasing the Population 
  The population of the town increases whenever a new 
  character decides to call that town home (by building a 
  residence). As the character invests in the community, 
  word of their residency spreads and more people move to 
  the town in order to be closer to such notable individuals. 
  Citizenship Certification 
  When you become a resident of a town, you receive a 
  Citizen certificate. This certificate lists all benefits 
  provided by your town. A citizen is also eligible for 
  positions of leadership in the town, such as Mayor. The 
  Town Leadership section has more information on this. 
  Additionally, characters are able to differentiate their 
  residences with personal changes or components. The 
  home of a wizard, for example, could be very different 
  from the home of a priest or warrior. The Residences 
  section has more information on how you can customize 
  your home. 
  Finally, residency in town grants a character eligibility to 
  build additional structures in a town, such as businesses, 
  schools (utility structures), churches, etc.  
  Note: Only town residents can build structures in their 
  town. The exception is Businesses, which are detailed in 
  greater depth in the description of the Business structure 
  (see Structure Descriptions). 
  Accessibility of Benefits 
  Many structures in the Town Project, from the residences 
  of player characters to the schools and colleges and even 
  town districts, provide in-game benefits to their residents. 
  These benefits come in several forms, from bonuses to 
  skills to free lifestyle to access to special equipment. 
  However, these benefits, while available to residents, are 
  not always accessible. Benefits from residency may be 
  used during any adventure which is explicitly set in the 
  resident’s town, or during any time it would be 
  reasonable and plausible for the resident to travel to or 
  from the town. 
  The DM has the final judgment on what constitutes 
  “reasonable and plausible.” 
  Finally, regardless of accessibility, these benefits may only 
  be 
  used 
  in 
  Verbobonc 
  regional 
  adventures 
  or 
  metaregional adventures set in Verbobonc. 
  TOWN LEADERSHIP 
  Each town can have a number of leaders to represent 
  them. These officials take many forms, from the mayor, 
  town advisory council, constable or sheriff, and 
  representatives of local organizations. 
  These positions are described in greater detail on their 
  respective Leadership certificates. 
  Mayor 
  A town is required to have a mayor, which must be 
  elected once the town reaches Hamlet size (population 
  81+). Additionally, the mayor may appoint individuals to 
  whom he may vest some or all of his authority. In that 
  instance, the mayor is responsible for the conduct of 
  those individuals who act in his name. 
  The town that loses its mayor (either due to the death of 
  the mayor, resignation, removal, or the mayor is 
  otherwise unable to continue in that capacity) must elect 
  a new one within 30 days or risk losing citizens.  
  The mayor of a town receives several benefits in return 
  for his service. These benefits are detailed on the Mayor 
  certificate. 
  Requirements: A character must be a resident of the 
  town in order to be eligible for election as mayor. 
  Additionally, he must own either a Simple House or a 
  Grand House. 
  Organization Leadership 
  Metaorganization Leaders are appointed for each metaorg 
  building constructed in a town, including religious. 
  Unlike mayors, these positions are appointed according to 
  the particular dictates of the metaorg. Some organizations 
  may arbitrarily appoint such people, while others may 
   
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  permit local elections with the requirement of final 
  approval.  
  Since the organization has final approval over who can 
  become a leader, the organization can likewise remove 
  characters from a leadership role. 
  Contact the TPA for more information once a metaorg 
  structure is built for more information. Only active 
  members of a metaorg that are also residents of the town 
  are eligible to be a metaorganization leader.  
  Requirements: A character must be a resident of the 
  town and a member of the metaorganization in question 
  in order to be eligible for appointment to a leadership 
  position. Additionally, the character must own either a 
  Simple House or a Grand House. 
  TOWN STRUCTURES 
  A town grows in any number of ways. Adventurers of 
  some renown can attract citizens by their presence. 
  Citizens also flock to towns that provide services. These 
  services are the result of structures built in the town.  
  A structure does not provide any benefit that is not 
  detailed in its description, regardless of the nature of the 
  structure. For example, an Inn does not provide its owner 
  with any free lodging or upkeep, nor does a diamond 
  mine (Business, Basic – Mine) provide its owner with free 
  diamond dust for use in spell components. 
  STRUCTURE CATEGORIES  
  Structures are divided into two categories. Some can only 
  be built by characters, such as residences and businesses. 
  Others, such as marketplaces and town walls, are only 
  available to the town itself. A few are available to either 
  characters or towns. 
  The following is a description of the different structure 
  categories in the Verbobonc Town Project. 
  Character Structures 
  These are built by the character for use by the character 
  and include Residential and Business structures, but can 
  also include Religious and Utility structures as well.  
  Note: Structures built by characters do not count against 
  the town’s maximum asset value. 
  Town Structures 
  These structures are built with town funds and provide 
  an infrastructure for town services. They include 
  Defensive and Commercial structures, but can also 
  include Utility structures as well. 
  Unless otherwise noted. Town structures count against 
  the town’s maximum allowable asset value (see Creating 
  a New Town). 
  WHO PAYS FOR IT? 
  All gold for building a structure must come from one 
  source – either a single character or the town treasury. 
  Characters may donate gold to the town treasury and the 
  town may then use those resources to build a structure. 
  All gold donated to the Town becomes town funds. 
  Town Assets 
  Structures built by the use of town revenue are 
  considered owned by the town. The town is responsible 
  for payment of all expenses related to the structure, 
  including construction costs, upkeep, and/or sale. 
  Due to the relatively small populations of towns in the 
  Verbobonc Town Project, they are not able to sustain an 
  economy vibrant enough to maintain many structures of 
  high value. Because of this, the town must be selective in 
  what it constructs since it is responsible for maintaining 
  it. 
  Each town has a maximum value of assets to reflect what 
  structures it can realistically maintain. This Asset Cap is 
  detailed further in Creating a New Town. 
  MAINTAINING ELIGIBILITY FOR STRUCTURES 
   Like feats in D&D, the prerequisites for all structures in 
  a town must be met at all times. Any time a town fails to 
  meet those prerequisites, they lose all benefits of having 
  that structure as well as any other structures or districts 
  that depend on that structure. If this is not corrected 
  within 30 days, the structure is considered abandoned 
  and sold. 
  CONSTRUCTION AND UPGRADES 
  Many structures have levels of upgrade. You can build a 
  structure at any upgrade level as long as any previous 
  requirements are met at the time of construction. For 
  example, a Simple House costs 1,000 gp and requires 1 
  TU to move to town. A character may elect to construct 
  a Grand House instead, but he must still use 1 TU to 
  move to town. 
  Upgrade Cost 
  Some structures (Religious, Residential, and Utility) may 
  be upgraded to improved versions. The cost for 
  upgrading an existing structure is the difference between 
  the previous cost and the current cost. 
  Bonus Stacking 
  Many structures have a bonus associated with them 
  (population bonuses, treasury bonuses, etc). Unless 
  otherwise mentioned in the description of the structure, 
  these bonuses do not stack with bonuses from earlier 
  upgrades – they replace them.  
  Discounts on Construction 
  It is possible to pay less than the listed base cost for the 
  construction of a structure.  
  Discounts from Districts: Some districts grant a 
  construction discount to residents that meet certain 
  qualifications.  
  Influence: Influence points reduce the base cost of 
  construction by 10% for each influence point used, up to 
  a maximum of 40% and four influence points. All rules 
  for using influence, as outlined in the Verbobonc 
  Influence document, apply. 
  Mayors:  A town receives the same discounts on 
  construction paid out of the town treasury as the mayor 
  of the town would receive. If, at any time, the mayor 
   
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  ceases to be eligible for a discount, the town likewise 
  ceases to receive the discount. 
  Example: The town of Swan has a Temple District, which 
  provides a 20% discount on all construction to residents 
  that include a Chapel component in their residence. 
  Friar Duncan Metre MacHaarl, a cleric of St. Cuthbert, is 
  a resident of Swan who owns a residence with a Chapel 
  component. Friar Duncan is subsequently elected mayor 
  of Swan. Because Friar Duncan is eligible for the Temple 
  District construction discount (due to the Chapel 
  component in his residence), the town of Swan receives a 
  20% discount on construction while Friar Duncan is 
  mayor. 
  Thorik Earthshaper, a blacksmith in Swan, does not have 
  a Chapel in his residence. Thorik is elected mayor of 
  Swan after Duncan leaves office. Because Thorik is not 
  eligible for the Temple District construction discount 
  (since he does not have a Chapel component), the town 
  no longer receives a discount on construction paid with 
  the town treasury. 
  STRUCTURE DESCRIPTIONS 
  There are many different types of structures available for 
  construction 
  – 
  from 
  businesses 
  and 
  homes 
  to 
  monuments, cathedrals, and even more. The buildings 
  listed are the most common types found in the Verbobonc 
  Town Project. Other types of buildings, such as keeps, 
  castles, mansion, and towers, may become available 
  through special campaign play. 
  Format 
  Structures use the following format. 
  Name: The name of the structure type. Each name is 
  unique. 
  Category: The category of the structure (Character or 
  Town).  
  Exempt: Category entries with this designation do 
  not count against the maximum asset value for the 
  town’s structures.
  Cost: The base cost to build the structure, listed in gold 
  pieces. 
  Prerequisites: Any conditions that must be fulfilled 
  before the structure can be built. 
  Pop. Bonus: Building new structures attracts the 
  attention of the locals, who are interested in what’s going 
  on. The bonus is applied to the total population for the 
  town. 
  Treasury Bonus: The amount of gold (if any) that is 
  received monthly by the town. Characters do not receive 
  any revenue from a structure with a Treasury Bonus. 
  Benefits: Structures can sometimes provide tangible 
  benefits to the citizens of the town, such as teach new 
  ways to use skills or abilities.  
  Annual Training Cost: Some structures require an annual 
  fee to use their facilities. This cost must be paid by a 
  character before they can receive any benefits listed in 
  the Benefits description. The training cost is recorded in 
  the character’s Adventure Record. 
  Required Staff: Some structures have permanent staff 
  members attached to them. Some of these staff members 
  incur an additional expense in addition to the base cost of 
  the structure.  
  Description: A basic description of the building. All 
  descriptions assume that construction has occurred in an 
  urban or civilized setting. As some towns may be located 
  underground or within the branches of trees or 
  elsewhere, the description is not meant to be definitive 
  or exhaustive, but to provide an example of what a 
  particular structure may look like. Feel free to adjust the 
  flavor of the description to match the environment of 
  your town.  
  Special: A few structures have special effects that can 
  occur in the Town Project, such as the appointment of a 
  local metaorganizational leader. 
  BUSINESS STRUCTURES 
  These structures contribute to the local economy by 
  generating revenue for the town. Businesses are built by 
  characters who want to ply their trade or skill. A 
  Table 1: Structure Costs and Benefits 
   
   
   
   
   
  Structure Category, Type 
  Cost 
  Treasury 
  Bonus 
  Pop. 
  Bonus 
  Character 
  Structure 
  Town 
  Structure 
  Business, Basic 
  1,000 gp
  +15 gp
   
  � 
   
  Commercial, Journeyman Hall 
  10,000 gp
  +200 gp
   
   
  � 
  Commercial, Marketplace 
  5,000 gp
  +100 gp
   
   
  � 
  Commercial, Merchant Guild 
  20,000 gp
  (x2)
   
   
  � 
  Defensive, Watch Barracks 
  2,000 gp
  +20 
   
  � 
  Defensive, Town Walls 
  varies
  +50 
   
  � 
  Organization, Organization Hall* 
  15,000 gp
  +200 
   
  � 
  Monument, Landmark* 
  4,000 gp
  +100 
   
  � 
  Monument, Memorial* 
  1,000 gp
  +50 
   
  � 
  Religious, Cathedral 
  15,000 gp
  +200 
  � 
  � 
  Religious, Church 
  3,000 gp
  +100 
  � 
  � 
  Religious, Shrine 
  500 gp
  +10 
  � 
  � 
  Residence, Cottage 
  300 gp
   
  � 
   
  Residence, Grand House 
  5,000 gp
   
  � 
   
  Residence, Simple House 
  1,000 gp
  +2/level 
  � 
   
  Utility, Classroom 
  500 gp
  +10 
  � 
  � 
  Utility, College 
  15,000 gp
  +100 
  � 
  � 
  Utility, School 
  3,000 gp
  +50 
  �
  �
   
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  character may own multiple businesses, but only one skill 
  may be used per business. Characters do not receive any 
  revenue from a structure with a Treasury Bonuses. 
  Table 2: Business and Skill provides a suggested list of 
  businesses and corresponding skills. This list is by no 
  means exhaustive, but is meant to aid in choosing the 
  appropriate skill for a business. 
  Business, Basic 
  Class: Character 
  Cost: 1,000 gp 
  Prerequisites: 2 skill ranks in the selected Craft, 
  Profession, or Perform skill for the initial unit; plus 1 rank 
  per each additional unit - See Special. 
  Treasury Bonus: + 15 gp 
  Required Staff: One shopkeeper/manager; +144 gp 
  annually 
  Description: This small establishment provides a basic 
  service to the community by selling services, wares, or 
  other items of use. You may increase the size of your 
  business by building additional units of this structure. 
  This requires more skill ranks in the appropriate Craft or 
  Profession skill. Additionally, some businesses require a 
  minimum structure size.  
  Special – Businesses in other towns: A character may 
  build businesses in towns other than the one in which he 
  has built a residence, subject to the following rules: 
  1. 
  The town receiving the business must have a 
  Commercial (Marketplace) structure. 
  2. 
  Businesses built outside of the character’s town of 
  residence cost twice the base price (2,000 gp). 
  Special – Mills and Mines: These businesses can only be 
  constructed in towns with raw resources. Resources will 
  be addressed in a forthcoming Town Project expansion. 
  Special – Expanding businesses: Businesses may be 
  expanded or built upon, or a larger business may be 
  constructed. A character needs 2 ranks in the appropriate 
  Craft or Profession skill to build the first business unit. 
  Each additional unit after that requires 1 additional rank 
  in the skill. 
  COMMERCIAL STRUCTURES 
  These are centers of commerce and trade. They increase 
  existing revenue, making the town more profitable. 
  A town is limited to one of each available Commercial 
  structure. 
  Journeyman’s Hall 
  Category: Town 
  Cost: 10,000 gp 
  Prerequisites: Village, Marketplace, 9 businesses 
  Treasury Bonus: + 200 gp 
  Marketplace 
  Category: Town 
  Cost: 5,000 gp 
  Prerequisites: Hamlet, 5 businesses 
  Treasury Bonus: + 100 gp 
  Merchants Guild 
  Category: Town 
  Cost: 20,000 gp 
  Prerequisites: Small Town, Journeyman’s Hall, 13 
  businesses  
  Treasury Bonus: x2 treasury production. 
  DEFENSIVE STRUCTURES 
  These structures provide protection and defense for the 
  town, either with physical construction or with trained 
  guards and fortifications. 
  A town may only have one (1) town wall fortification, 
  but may have one (1) Watch Barracks structure for each 
  size category of the town (see Table 6: Town population 
  and Asset Caps). 
  Town Walls 
  Category: Town (Exempt) 
  Cost:  
  Thorp (2,000 gp) 
  Hamlet (6,000 gp) 
  Village (12,000 gp), 
  Small Town (20,000 gp), 
  Large Town (30,000 gp) 
  Pop. Bonus: +50 
  Benefits: Walls protect a town during times of conflict. 
  Watch Barracks 
  Category: Town 
  Cost: 2,000 gp 
  Pop. Bonus: +20 
  Description: This simple building serves as the barracks 
  for members of the town watch, and includes the basic 
  necessities. 
  Special: A town may have one (1) Watch Barracks for 
  each population size category of the town. Also, all 
  soldiers for a watch barracks must come from the noble 
  on whose lands a town is constructed. Towns outside of 
  noble lands cannot build a Watch Barracks without 
  special permission from the Triad. 
  MONUMENT STRUCTURES 
  These are testaments to the hard work of the citizens, 
  and memorialize significant events in the town’s history. 
  Table 2: Business and Skill 
  Business 
  Skill 
  Units Required 
  Accountant 
  Profession (Bookkeeper) 
  1 
  Armorer 
  Craft (Armorsmithing) 
  1 
  Bakery 
  Profession (cook) 
  1 
  Blacksmithy 
  Craft (Blacksmith) 
  1 
  Brewer 
  Profession (Brewer) 
  1 
  Clothier 
  Craft (Weaving) 
  1 
  Dance Hall 
  Profession (Singing) 
  4 
  Healer 
  Profession (Apothecary) 
  1 
  Inn 
  Profession (Innkeeper) 
  4 
  Jeweler 
  Craft (Gemcutting) 
  1 
  Library/Bookstore 
  Profession (Scribe) 
  1 
  Mill (see below) 
  Profession (Lumberjack) 
  10 
  Mine (see below) 
  Profession (Miner) 
  10 
  Opera House 
  Profession (Singing) 
  4 
  Potion 
  Craft (Alchemy) 
  1 
  Security 
  Craft (Trapmaking) 
  1 
  Shipwright 
  Craft (Shipmaking) 
  2 
  Tavern 
  Profession (Innkeeper) 
  2 
  Theater 
  Profession (Acting) 
  4 
   
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  Verbobonc Town Project 3.01 
   
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  They serve as rallying places during times of war and help 
  galvanize the citizenry. 
  A town may have multiple monuments, but each must 
  be dedicated to a different character or event in the 
  town’s 
  history. 
  Multiple 
  monuments 
  cannot 
  be 
  constructed based on the same event.  
  Landmark 
  Category: Town 
  Cost: 4,000 gp 
  Prerequisites: Town must be located near or have been 
  involved in a significant battle or event (which must have 
  occurred in campaign play). 
  Pop. Bonus: +100 
  Description: This area is dedicated to a significant event 
  in the town’s history. It serves as an interesting site to 
  visitors and a rallying point for the citizens.   
  Benefits: Residents within sixty (60) feet of the landmark 
  receive a +1 circumstance to all saving throws with fear 
  effects. A character that participated in the event 
  commemorated by the landmarks receives the Great 
  Reknown modifier for purposes of his Leadership score. 
  Memorial 
  Category: Town 
  Cost: 1,000 gp 
  Prerequisites: Must have had at least 1 character resident 
  die without being restored to life. 
  Pop. Bonus: +50 
  Description: This statue is dedicated to the memory of a 
  fallen resident.   
  Benefits:  TBA 
  ORGANIZATION STRUCTURES 
  These are local gathering places for members of the 
  various organizations in Verbobonc. A town is limited to 
  one 
  Organization 
  structure 
  per 
  metaorganization. 
  Cathedrals (Religious structures) are also treated as 
  Organization structures for purposes of Metaorganization 
  Leadership.  
  Organization Hall 
  Category: Town (Exempt) 
  Cost: 15,000 gp 
  Prerequisites: 5 residents that are active members of the 
  chosen metaorg. 
  Pop. Bonus: +200 
  Description: This structure, dedicated to a chosen 
  Verbobonc metaorganization, contains facilities for 
  members to meet and to pursue interests related to the 
  organization.  
  Benefits: Organization Halls provide a variety of benefits 
  to members of their metaorganization, including facilities 
  for 
  training, 
  recruiting, 
  and 
  opportunities 
  for 
  organizational leadership (See Town Leaders for more 
  information). As time progresses, more benefits will 
  become apparent for a town with an Organization Hall. 
  RELIGIOUS STRUCTURES 
  These places are centers of worship for the devout and 
  devoted. A town with multiple characters with the same 
  religious beliefs is likely to have a local shrine or church 
  to a patron deity.   
  Multiple Religious structures dedicated to the same deity 
  are not permitted.  
  Religious structures may be upgraded to the next 
  available structure as long as the chosen deity remains the 
  same as before the upgrade. 
  Members of the Itinerant Faith metaorganization are only 
  eligible to construct shrines, due to the relative sparseness 
  of their followers in the Viscounty. 
  Cathedral 
  Category: Character/Town 
  Cost: 15,000 gp 
  Prerequisites: 5 resident members of the religion’s 
  metaorg. 
  Pop. Bonus: +200 
  Annual Training Cost: 100 gp and 2 TU 
  Description: This building is dedicated to the worship of 
  the chosen power. This large chapel features a polished 
  stone altar, handsomely finished pews and stained glass in 
  the windows. Fine candelabras rest in separate prayer 
  alcoves, and an elegant room with a wardrobe and large 
  desk allows the presiding cleric to prepare for services in 
  comfort. A supply closet holds extra prayer texts, altar 
  cloths, candles, and other religious paraphernalia. There’s 
  also a small dressing room for the cleric to prepare for 
  services in, and in here there’s a wardrobe for keeping 
  religious garb and supplies. The structure accommodates 
  up to 240 people can fit in here for service. 
  Benefits: TBA 
  Special: Must be dedicated to one of the following 
  deities: Dwarven Church, Ehlonna, Elven Church, 
  Fharlanghn, Gnome Church, Heironeous, Old Faith 
  (Obad-Hai and Beory), Pelor, Rao, St. Cuthbert, or 
  Zilchus. Cathedrals are treated as Organization structures 
  for purposes of choosing a metaorganizational leader. 
  Church 
  Category: Character/Town  
  Cost: 3,000 gp 
  Prerequisites: 3 resident members of the deity’s metaorg. 
  Pop. Bonus: +100 
  Description: This building is dedicated to the worship of 
  the chosen power. This large chapel features a polished 
  stone altar, handsomely finished pews and stained glass 
  windows. Fine candelabras rest in separate prayer alcoves, 
  and an elegant room with a wardrobe and large desk 
  allows the presiding cleric to prepare for services in 
  comfort. A supply closet holds extra prayer texts, altar 
  cloths, candles, and other religious paraphernalia. There’s 
  also a small dressing room for the cleric to prepare for 
  services in, and in here there’s a wardrobe for keeping 
  religious garb and supplies. The structure accommodates 
  up to 240 people can fit in here for service. 
  Special: Must be dedicated to one of the following 
  deities: Dwarven Church, Ehlonna, Elven Church, 
  Fharlanghn, Gnome Church, Heironeous, Old Faith 
  (Obad-Hai and Beory), Pelor, Rao, St. Cuthbert, or 
  Zilchus 
   
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  Verbobonc Town Project 3.01 
   
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  Shrine 
  Category: Character/Town 
  Cost: 500 gp 
  Prerequisites: 5 resident worshippers of the chosen deity. 
  Pop. Bonus: +10 
  Description: This building is dedicated to the worship of 
  the chosen power. It includes a simple altar, some rough 
  pews for the worshipers, and an icon of the power in 
  question. There’s also a closet for keeping religious 
  supplies and garb. The structure accommodates up to 40 
  people for a service. 
  RESIDENTIAL STRUCTURES 
  These are buildings in which the character lives. A 
  character must build a residence in a town in order to 
  contribute to its growth, receive any benefits from the 
  town, to be eligible to vote or qualify for a leadership 
  role, and so forth. Due to the number of options available 
  for customizing Residential structures, they are detailed 
  separately in the Residential Components section. 
  A character may own one (1) Residential structure at a 
  given time. This residence, as stated before, must be in 
  the town for which he is a citizen.  
  Residences may be upgraded by paying the difference in 
  cost between the original and new structure. The 
  Population Bonus provided by the character is 
  recalculated whenever they upgrade/downgrade to a 
  different residence type. 
  Cottage 
  Category: Character 
  Cost: 300 gp and 1 TU 
  Prerequisites: N/A 
  Pop. Bonus: N/A 
  Description: This small one-room residence contains a 
  small bedroom. The furnishings are rough, including a 
  straw bed on a low frame, a single chest of drawers, and a 
  mirror hanging on one wall. The bedclothes are made of 
  rough cotton and the blanket is a patchwork quilt made 
  of a material slightly softer than burlap. The room also 
  has a rough bench sitting in front of a small table.  
  Benefits: None 
  Special: This residence cannot be upgraded. It must be 
  sold in order to move to a Simple House or a Grand 
  House. 
  Grand House 
  Category: Character 
  Cost: 5,000 gp and 1 TU 
  Prerequisites: Small Town, Simple House 
  Pop. Bonus: +2/character level at the time of 
  construction. 
  Description: This large residence measures a total of 
  2,800 square feet. Obviously the residence of someone 
  well-to-do, but not overly wealthy, the Grand House is a 
  four-to-ten room residence made of sturdy wood. 
  Benefits: Receive free Adventure Lifestyle (Rich) for any 
  adventure that takes play in your town; and +1 to all 
  Charisma checks when dealing with Verbobonc nobility 
  or affluent society. 
  Simple House 
  Category: Character 
  Cost: 1,000 gp and 1 TU 
  Prerequisites: N/A 
  Pop. Bonus: +2/character level at the time of 
  construction. 
  Description: The small home measures a total of 1600 
  square feet. Containing only the most basic of amenities, 
  the residence is a simple one-to-three room house with a 
  thatched roof. 
  Benefits: Receive free Adventure Lifestyle (standard) for 
  any adventure that takes play in your town. 
  UTILITY STRUCTURES 
  These provide teaching to residents, in the form of skill 
  bonuses. A town with a particular way of life often has a 
  center of learning where important skills can be taught.  
  Characters that construct Utility structures are required 
  to keep a roster of all residents using their facilities. 
  A town is limited to one (1) Utility structure for a 
  selected skill. A town that has a Classroom of Ride, it 
  cannot have a second Classroom of Ride or an additional 
  College of Ride. It can, however, upgrade the Classroom 
  of Ride to a School or College. 
  Only one skill may be selected for a Utility structure. 
  Table 3: Utility Structures and Skills shows a list of 
  classrooms and appropriate skills. This list is by no means 
  exhaustive, but is meant to provide examples from 
  which you can create your own Utility structures. 
  Classroom 
  Category: Character/Town  
  Cost: 500 gp 
  Prerequisites: Hamlet, 3 residents with 2+ ranks in the 
  selected skill 
  Pop. Bonus: +10 
  Annual Training Cost: 100 gp and 1 TU 
  Description: Situated in an uninspiring yard, this building 
  is has a single classroom for the instruction for basic 
  principals of a skill.  There are benches and tables. A 
  small workshop contains absolute basic tools required for 
  the teaching of this topic.  There is a basic library 
  containing standard books about the subject.   The 
  structure accommodates up to 20 people. 
  Benefits: +1 competence bonus to skill checks with the 
  skill taught by the classroom. 
  Table 3: Utility Structures and Skills 
  Utility 
  Suggested Skills 
  Animal Training 
  Handle Animal 
  Archeology 
  Decipher Script, Knowledge (History), or 
  Knowledge (Architecture and Engineering) 
  Athletics 
  Jump 
  Demolitions 
  Use Magic Device or Disable Device 
  Gymnastic  
  Tumbling 
  Hospital 
  Healing 
  Performing Arts 
  Profession (Acting) or Profession (Singing) 
  Religious Seminary 
  Knowledge (Religion) 
  School or College 
  Craft (one), Knowledge (one), or Profession 
  (one) 
  Thieves Guild 
  Open Locks, Sleight of Hand, or Disable Device 
  Vocational School 
  Craft (one) 
   
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  Verbobonc Town Project 3.01 
   
  Rev: 2005.10.15 
   
   
  College 
  Category: Character/Town 
  Cost: 15,000 gp 
  Prerequisites: Small Town, 7 residents with 8+ ranks in 
  the selected skill 
  Improvement: Yes (from Classroom of selected skill) 
  Pop. Bonus: +100 
  Annual Training Cost: 300 gp and 3 TU 
  Description: Situated in on beautiful well tended 
  grounds, this building has two state of the art classrooms 
  for the instruction of the basic and advanced principals of 
  a skill.  There are chairs, tables, ink-wells, paper, a slate 
  board, and other instructional aids. A well-stocked 
  workshop contains tools required for the teaching of this 
  topic.  There is an extensive library containing a wide 
  collection of books about the subject. All instructors have 
  own private offices, and there are servant’s quarters for 
  the grounds keepers.  The college has an auditorium for 
  large classes and for presentation, and a training area for 
  more involved physical training.  There is also a 
  bathhouse and two areas for storage.  Outside is a stable.  
  The structure accommodates up to 60 people. 
  Benefits: +3 competence bonus to skill checks with the 
  skill taught by the College. 
  School 
  Category: Character /Town  
  Cost: 3,000 gp 
  Prerequisites: Village, 5 residents with 4+ ranks in a 
  selected skill 
  Pop. Bonus: +50 
  Annual Training Cost: 200 gp and 2 TU 
  Description: Situated in an uninspiring yard, this building 
  has two classrooms for the instruction of the basic 
  principals of a skill.  There are benches, tables, inkwells, 
  paper and a slate board. A well-stocked workshop 
  contains tools required for the teaching of this topic.  
  There is a basic library containing standard books about 
  the subject.  There is also a bath house and two areas for 
  storage, and a stable is outside.  The structure 
  accommodates up to 40 people. 
  Benefits: +2 competence bonus to skill checks with the 
  skill taught by the school. 
  RESIDENTIAL COMPONENTS 
  Residences in the Town Project receive special attention. 
  They are the place where your character lives. It is where 
  he returns after a long adventure with his trophies and 
  loot looking for rest and solace – or looking to prepare 
  for his next big excursion. 
  Befitting their status as the homes of heroes, Residences 
  have a variety of options available for customization. The 
  home of a wizard might include a library of arcane lore; 
  while the home of a paladin or priest could include a 
  chapel to their patron god. The home of an artisan could 
  include a personal workshop, while the home of a master 
  bard could include a personal auditorium for private 
  performances. These components allow the home to be 
  customized and reflect the personality of the hero who 
  dwells within. 
  Residential components are part of the cost of your 
  residence at the time it is constructed. Their costs are 
  ‘built-in’ to the base cost of your residence and do not 
  cost anything extra unless otherwise detailed in the 
  description of the component. 
  Some components provide special benefits, in the same 
  way that town structures provide benefits to the town 
  residents.  
  In order to take full advantage of a the benefits of a 
  component, additional staff is sometimes required.. This 
  staff increases the annual upkeep of the residence, but 
  characters with the Leadership feat can use their 
  followers in this role without paying the additional cost. 
  Table 4: Residential Components 
  Component Name 
  Price 
  Required Staff 
  Alchemical Laboratory, Basic 
  700 gp 
   
  Alchemical Laboratory, Fancy 
  3,000 gp 
  One alchemist (Exp1; Craft[Alchemy] +7), +360 gp annually 
  Auditorium, Fancy 
  2,000 gp 
  One artistic staff (Exp1; Perform [one] +7, Listen +5), +144 gp annually 
  Bath, Basic 
  400 gp 
   
  Bath, Fancy 
  2,000 gp 
   
  Bedroom Suite, Basic 
  800 gp 
   
  Bedrooms, Basic 
  700 gp 
   
  Chapel, Basic 
  2,000 gp 
  One acolyte (Clr1; Knowledge [Religion]+7, Concentration +5);+360 gp annually 
  Common Area, Basic 
  500 gp 
   
  Common Area, Fancy 
  3,000 gp 
   
  Library, Basic 
  500 gp 
   
  Library, Fancy 
  3,000 gp 
  One librarian (Exp1; Profession [librarian] +7, Profession [any one] +5);+144 gp annually 
  Magical Laboratory, Basic 
  500 gp 
   
  Magical Laboratory, Fancy 
  3,000 gp 
  One apprentice spellcaster (Clr1, Drd1, Sor1, or Wiz1; Spellcraft +5);+360 gp annually 
  Servants’ Quarters 
  400 gp 
   
  Smithy, Fancy 
  2,000 gp 
  One smith (Exp1; Craft [armorsmithing, blacksmithing, or weaponsmithing] +7), +144 gp annually 
  Storage, Basic 
  200 gp 
   
  Stables, Basic 
  1,000 gp 
  One horse-groom (Com1; Profession [stable-hand]+5, Handle Animal +5);+48 gp annually 
  Stables, Fancy 
  3,000 gp 
  Two horse-grooms (Com1; Profession [stable-hand]+5, Handle Animal +5);+96 gp annually 
  Storage, Fancy 
  1,000 gp 
   
  Study, Basic 
  200 gp 
   
  Study, Fancy 
  2,500 gp 
   
  Training Area 
  1,500 gp 
   
  Trophy Hall, Basic 
  1,000 gp 
   
  Workplace, Basic 
  500 gp 
   
  Workplace, Fancy 
  2,000 gp 
   
   
  [10] 
  
  Verbobonc Town Project 3.01 
   
  Rev: 2005.10.15 
   
   
  All residences have a few requirements with regards to 
  what components may be included. 
  • 
   All residences must include a Bedroom 
  component. 
  • 
  Components may only be included once, with 
  the exception of Common Area, Basic and 
  Servants Quarters. 
  COMPONENT DESCRIPTIONS 
  As a town is made up of various structures, so too is 
  residence made up of different components, each 
  reflecting the tastes of the owner. Some components 
  come in normal and fancy varieties. All kinds are 
  functionally identical, but fancy components have nicer 
  furnishings, art, and architectural features. 
  The following is a list of components that can be built 
  into a Simple House or Grand House. 
  Alchemical Laboratory, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 700 gp 
  Description: All sorts of vials, flasks, beakers, burners, 
  crucible scales, measuring devices, and other alchemical 
  equipment fill this space. The room also includes a pair 
  of basins and a ready supply of water in a barrel or two 
  lining the wall. Along one wall stands a fireplace that not 
  only heats the room but also provides the fire necessary 
  for so many kinds of alchemical recipes. The floor is 
  rough wood or stone, often stained with chemicals.  
  Shelves stocked with chemicals and alchemical reagents 
  line the walls. 
  Alchemical Laboratory, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Staff: One alchemist (Exp1; Craft [Alchemy] +7), +360 
  gp annually 
   Description: With this laboratory, the alchemist has 
  every tool he might ever need at his ready disposal. This 
  includes all the things described in the Alchemical 
  Laboratory, Basic; plus a broader selection of common 
  ingredients and a larger number of tools. The walls are 
  covered with blackboards upon which all sorts of arcane 
  or obscure notes can be scrawled. The floor is made of 
  rough tile, all the easier to clean chemical spills off while 
  not being too slick to cause slips in such situations. The 
  room includes four basins, each of which has a barrel of 
  water suspended over it, complete with a tap to permit 
  easy access at all times. An emergency barrel mounted on 
  a hinged platform can be tilted to pour water over a 
  person in case of emergency. 
  Benefit: A single alchemist using this laboratory and 
  having sole use of the resources receives a +4 
  circumstance bonus on Craft (Alchemy) skill checks 
  (including the assistance of the staff alchemist). 
  Auditorium, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Staff: One artistic staff (Exp1; Perform [any one] +7, 
  Listen +5), +144 gp annually 
  Description: While any great hall can be used for 
  performances, an auditorium is a space designed with 
  acoustics and artistic appreciation in mind. Up to 30 
  people can fit in here for a performance.  
  Benefit: Perform skill checks in this space receive a +2 
  circumstance bonus. 
  Bath, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 400 gp 
  Description: This standard, sparsely furnished room 
  contains simple wooden or metal tub and a chamber pot 
  or along with some rough wooden benches for seating. 
  Bath, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Description: A step up from the basic bathroom, this 
  bathroom comes complete with a large tub, a chamber 
  pot under a chair, and a means of disposing of the 
  contents of chamber pot easily. This can take the form of 
  a chute to an underground disposal area, an open window 
  over a gutter, or whatever you like. A fireplace allows 
  you to heat water for baths. A cabinet holds plenty of 
  towels, and a dressing screen separates part of the room 
  for 
  privacy. 
  Padded, 
  upholstered 
  benches 
  allow 
  comfortable seating. One corner holds a mirror and array 
  of brushes and other grooming devices. 
  Bedroom, Simple 
  Prerequisites: Simple House 
  Cost: 300 gp 
  Description: This area contains a small bedroom. The 
  furnishings are rough, including a straw bed on a low 
  frame, a single chest of drawers, and a mirror hanging on 
  one wall. The bedclothes are made of rough cotton, wool, 
  or even burlap, and the blanket is often a patchwork 
  quilt made of whatever was available. The room also has 
  a rough bench sitting in front of a small table. This 
  component includes a privy, though it need not be 
  attached or adjacent to the bedroom component. 
  Bedroom Suite, Basic 
  Prerequisites: Grand House 
  Cost: 800 gp 
  Description: This master bedroom includes a walk-in 
  privy. The furnishings are rough, but they straw bed on a 
  low frame, two chests of drawer mirror hanging on one 
  wall. The bedclothes are of rough cotton, wool, or even 
  burlap, and the blanket is often a patchwork quilt made 
  of whatever was able. A couple of rough benches form a 
  sitting next to a small table. 
  Bedrooms, Basic 
  Prerequisites: Grand House 
  Cost: 700 gp 
  Description: This area contains two smaller bedrooms, 
  possibly with a connecting door. The furnishings in each 
  room are rough, including a straw bed on a low frame, a 
  single chest of drawers, and a mirror hanging on one wall. 
   
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  Verbobonc Town Project 3.01 
   
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  The bedclothes are made of rough cotton, wool, or even 
  burlap, and the blanket is often a patchwork quilt made 
  of whatever was available. Each room also has a rough 
  bench sitting in front of a small table. This component 
  includes a privy, though it need not be attached or 
  adjacent to the bedroom component itself. 
  Chapel, Basic 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Required 
  Staff: 
  One 
  acolyte 
  (Clr1; 
  Knowledge 
  [Religion]+7, Concentration +5);+360 gp annually 
  Description: This space is dedicated to the worship of the 
  higher power of your choice. It includes a simple altar, 
  some rough pews for the worshipers, and an icon to the 
  power in question. There’s also a closet for keeping 
  religious supplies and garb. While you don’t necessarily 
  need a cleric around so that you can visit the place pray 
  in it, official services can only be run by a person 
  ordained by the higher power your character has chosen.  
  Up to 40 people can fit in here for a service. 
  Benefit: After conducting a religious service in this 
  Chapel, a divine spellcaster of the higher power to whom 
  the chapel is dedicated receives a +4 circumstance bonus 
  on Concentration checks (including assistance from the 
  apprentice spellcaster). 
  Common Area, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp each 
  Description: This plain room features bare floors with a 
  few niches and walls with uninspiring artwork or 
  tapestries. It might serve as a waiting room, a general 
  meeting area, a dining hall, or an all-purpose room. 
  Common Area, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Description: This room features polished stone or wood 
  floors with comfortable benches. The walls bear 
  impressive murals and sound-dampening curtains. It 
  might serve as a groom, a general meeting area, a dining 
  hall, or an all-purpose room. 
  Library, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: Plain wooden shelves of books fill this room. 
  One or two small tables allow people to read the books, 
  and a single lectern allows you to read a book while 
  standing. 
  Library, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: One librarian (Exp1; Profession [librarian] 
  +7, Profession [any one] +5); +144 gp annually 
  Description: Fine polished shelves extend from this 
  chamber’s tile or wooden floor to the ceiling above. 
  Several ladders allow access to upper shelves. Several 
  small tables scattered throughout the place allow 
  researchers space to work. This library can hold up to 
  three different lots of books on specific subjects. For 
  example, it could contain books on religion, general 
  knowledge, and the planes.  
  Benefit: Using this library and having its resources all to 
  himself, a single individual receives a +4 circumstance 
  bonus on Knowledge checks (including assistance from 
  the librarian) covered by material in the library. 
  Magical Laboratory, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: 
  This 
  simple 
  wood-or-stone-floored 
  laboratory contains a small mystical library, a writing 
  desk, and a lab table for various magical experiments. 
  The crude furnishings are made of rough wood. A basin 
  sits in one corner, next to an open barrel of water. A 
  fireplace squats against another wall, ready to provide 
  heat as well as any fire that may be necessary. 
  Magical Laboratory, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: One apprentice spellcaster (Clr1, Drd1, 
  Sor1, or Wiz1; Spellcraft +5);+360 gp annually 
  Description: Similar but superior to the basic magic 
  laboratory, this room has every tool the aspiring meddler 
  in magic might need at his ready disposal. The walls of 
  this place are covered with blackboards upon which all 
  sorts of arcane or obscure notes can be scrawled. The 
  rough tile floor allows easy cleaning while also preventing 
  slips and falls. Four basins are in the place, each of which 
  has a barrel of water suspended over it, complete with a 
  tap to permit easy access. An emergency barrel mounted 
  on a hinged platform can be tilted to pour water over a 
  person in case of an emergency. 
  Benefit: A single spellcaster using this laboratory and 
  having exclusive use of all its resources receives a +4 
  circumstance bonus on Spellcraft checks (including 
  assistance from the apprentice spellcaster). 
  Servants’ Quarters 
  Prerequisites: Grand House 
  Cost: 400 gp each 
  Description: These are basic, no-nonsense living quarters. 
  Six slots exist in each such component, separated by thin 
  walls that give the occupants some small semblance of 
  privacy. Each slot has enough room for a bed, a chest of 
  drawers with a small mirror atop it, a small table, and 
  chair. The furnishing and flooring are all rough bus 
  serviceable. Personal decorations hang from the walls. 
  This component includes a privy, though it need not be 
  attached or adjacent to the servants’ quarters.  
  Smithy, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Required Staff: One smith (Exp1; Craft [armorsmithing, 
  blacksmithing, or weaponsmithing] +7), +144 gp annually 
  Description: Similar to the basic smithy, this area features 
  a polished stone floor and marble-encased forge of the 
  highest quality. Working in this smithy gives a character a 
   
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  +2 circumstance bonus on Craft (armorsmithing, 
  blacksmithing, and weaponsmithing) checks. 
  Stables, Basic 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Required Staff: One groom (Com1; Profession [stable-
  hand] +5, Handle Animal +5); +48 gp annually 
  Description: This rough, wooden structure features stalls 
  for up to six Large mounts, a wooden water trough, and 
  hay covering the unfinished floor. Tack and saddles hang 
  over the dividing walls between stalls. Because of the 
  smell, you’ll want to place the stable far from the main 
  part of the stronghold 
  Stables, Fancy 
  Prerequisites: Grand House 
  Cost: 3,000 gp 
  Required Staff: Two grooms (Com1; Profession [stable-
  hand]+5, Handle Animal +5);+96 gp annually 
  Description: This stable has hay on the floor, but the 
  ground is either wood or stone. The stables are lined with 
  fresh hay, and each horse has access to its own water 
  supply. The troughs are all made of stone, and there’s 
  even a small fireplace in here to keep things warm in the 
  winter. 
  This place can hold up to six Large steeds at a time, each 
  in their own stall. If you need a greater capacity, you can 
  purchase this component multiple times. 
  Storage, Basic 
  Prerequisites: Simple House 
  Cost: 200 gp 
  Description: This empty room has rough walls and an 
  unfinished (possibly dirt) floor. Due to the need for aisles 
  and sensible stacking, a typical storage component offers 
  about 2,000 cubic feet of usable storage space. 
  Storage, Fancy 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Description: This room includes shelves of every variety 
  and a finished floor. The superior organization allows 
  more efficient use of space than a basic storage 
  component, so it has about 3,000 cubic feet of usable 
  storage space. If you need a greater capacity, you can 
  purchase this component multiple times. 
  You can turn this into a vault with the addition of 
  safeguards such as watchmen, strong walls, traps, locks, 
  and magic. 
  Study/Office, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 200 gp 
  Description: This space, also called a solar, comes with a 
  desk, some shelves for books, a chair, and closet for 
  storage of things that should be close at hand, like paper, 
  ink, and so on. The floor and furnishings are rough, but 
  sturdy. 
  Study/Office, Fancy 
  Prerequisites: Grand House 
  Cost: 2,500 gp 
  Description: Much like the basic office/study, this room 
  comes with furnishings of a higher quality. The floor is 
  usually polished wood or smooth stone. The polished 
  wood or stone-floored room includes a few upholstered 
  chairs for visitors. 
  Training Area 
  Prerequisites: Grand House 
  Cost: 1,500 gp 
  Description: This open area allows warriors to train in 
  the art of combat. It has a rack of wooden weapons and 
  padded armor, archery targets, and practice dummies. 
  Alternatively, it can be configured to allow rogues to 
  practice their skills of theft and breaking and entering. 
  Blades hang from the ceiling or on ropes and pulleys, 
  allowing rogues to practice balancing in unusual 
  positions. Dozens of locks of various quality levels are 
  forged into the wall. Walls of various difficulties allow 
  climbing practice as well. 
  Trophy Hall, Basic 
  Prerequisites: Grand House 
  Cost: 1,000 gp 
  Description: This glorified storage space allows you to 
  display trophies won in your expeditions and adventures. 
  Most trophies hang from the walls, while others line 
  tables scattered throughout the room. 
  Workplace, Basic 
  Prerequisites: Simple House or Grand House 
  Cost: 500 gp 
  Description: This area contains tools and equipment 
  dedicated to a single purpose, usually the application of a 
  specific Craft or Profession skill. For example, you might 
  build a carpenter’s workshop, a painter’s studio or a 
  brewer’s distillery 
  Workplace, Fancy 
  Prerequisites: Grand House 
  Cost: 2,000 gp 
  Description: This area resembles the basic workplace, but 
  it has masterwork tools and equipment. When using the 
  area for the appropriate purpose, it grants a +2 
  circumstance bonus on the appropriate skill check. 
  DISTRICTS 
  Districts are town areas with a number of structures 
  related to a common purpose or focus. Evolving over 
  time, they are not built but are the result of a synergy of 
  likeminded focus. Like structures, they have upkeep. 
  However, they are not a physical construction unto 
  themselves and do not count against the maximum assets 
  cap of a town. 
  A town may have one (1) district for every 1,000 citizens 
  and may not have the same district more than once.  
  It is possible for some towns to qualify for several 
  districts at once. A town may chose to incorporate any 
  district for which it meets all prerequisites; however a 
  district, once chosen, cannot be changed unless a town 
   
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  fails to meet the district’s prerequisites or qualifies for a 
  new district. 
  Arcane District 
  Upkeep: +400 gp/year 
  Prerequisites:  Organization Hall (Wrinkle Academy), 7 
  resident active members of the Wrinkle Academy, 1 
  College of Knowledge (Arcana), 1 College of Spellcraft, 5 
  residences with either the Alchemical Laboratory, Fancy 
  or the Magical Laboratory, Fancy component.; 1 each of 
  the following businesses: craft (alchemy), profession 
  (herbalist), profession (librarian), profession (scribe) 
  Description: This district hosts a high concentration of 
  adepts, sorcerers, wizards, and alchemists. Stores filled 
  with material components for spells line the streets. To 
  the 
  untrained 
  eye, 
  Arcane 
  districts 
  may 
  be 
  indistinguishable from University districts, since many 
  arcane districts host schools and academies that teach the 
  art of magic. 
  Benefits: Residents building a residential structure that 
  includes an Alchemical Laboratory or a Magical 
  Laboratory receive a +10% discount on all construction. 
  Residents may purchase spellbooks constructed from 
  alternate materials, as described on Table 5-1: Spellbooks 
  in Complete Arcane. 
  Military District 
  Upkeep: +400 gp/year 
  Prerequisites: 7 resident active members of selected 
  metaorg, 2 each of the following businesses: craft 
  (armorsmithing), craft (weaponsmithing). Additionally, 
  choose one of the following metaorgs around which the 
  Military District is based.: 
  Mounted Borderers: Organization Hall (Mounted 
  Borderer), 2 each of the f0llowing businesses: 
  profession (stable-hand), 5 residences with a Stable 
  component. 
  Noble House Guard: Organization Hall (selected 
  noble), 2 businesses of craft (bowmaking), 5 
  residences with a Training Room component. 
  Description: This district is the site of a group of 
  structures dedicated to supporting the town’s military 
  (nobles or the Mounted Borderers). Military districts are 
  commonly walled off and designed with defense in mind. 
  The district boasts several armories and weaponsmithies, 
  and usually serves as a command center in times of war.  
  Benefits: Weapons and armor (including masterwork) 
  can be purchased from Complete Warrior and Complete 
  Adventurer at listed prices. Weapons and armor 
  (including masterwork) from the Player’s Handbook can 
  be purchased at 30% discount. Active members of the 
  above metaorgs with mounts capable of advancement 
  may train their mounts with the following feats: diehard, 
  improved toughness (Complete Warrior) 
  Racial District (specific race) 
  Upkeep: +400 gp/year 
  Prerequisites: Organization Hall (racial metaorg), 1 
  Church dedicated to a racial deity, 7 resident active 
  members of the racial metaorg, 7 resident members of 
  the race’s religious metaorg, 5 businesses owned by 
  members of the same race. 
  Description: This district holds a large concentration of 
  one particular race, such as elves or dwarves. A racial 
  district has unusual architecture that ensures the 
  buildings stand out from the surrounding buildings; and 
  encompasses many elements from other districts – all 
  focusing on the particular demands and tastes of the race. 
  Benefits: As per selected race below. 
  Dwarf: Dwarven equipment (including dwarvencraft 
  items) from the following tables in Races of Stone may be 
  purchased. 
   
  7-1: Exotic Weapons 
   
  7-2: Armor and Shields 
   
  7-4: Miscellaneous Gear 
  Elf: Elven equipment from the following tables in Races 
  of the Wild may be purchased: 
  7-1: Weapons (includes weapon modifications) 
  7-2: Armor (non-mithral) (includes modifications) 
   
  7-3: Gear 
  Halflings: Halfling equipment from the following tables 
  in Races of the Wild may be purchased at a 30% discount 
  off the base price: 
   
  7-1: Weapons 
   
  7-2: Armor (non-mithral) 
   
  7-3: Gear. 
  Gnomes: Gnomish equipment from the following tables 
  in Races of Stone may be purchased at 30% discount off 
  the base price: 
   
  7-1: Exotic Weapons 
   
  7-2: Armor and Shields 
   
  7-4: Miscellaneous Gear 
  Residents of the same race as the Racial District receive 
  +20% discount on all construction.  
  Temple District 
  Upkeep: +400 gp/year 
  Prerequisites: 1 Cathedral OR 5 churches, 5 shrines, 1 
  College of Knowledge (Religion), 7 residences with the 
  Chapel component, 2 each of the following businesses: 
  profession (apothecary), profession (scribe) 
  Description: This district hosts a large number of shrines, 
  churches, and places of worship. Many of these temples 
  serve as seminaries where students can learn the wisdom 
  of their faith. 
  Benefits: All residents with a Residential structure that 
  includes a Chapel dedicated to a deity represented in 
  town receive a 20% discount on all construction. 
  Spellcasting services for all divine Core spells may be 
  found in this district and is available for all residents. 
  University District 
  Upkeep: +400 gp/year 
  Prerequisites: 3 Colleges of Knowledge skills; 5 residences 
  with the Library, Fancy component; 2 each of the 
  following businesses: craft (bookbinding), profession 
  (librarian), profession (scribe) 
  Description: This district holds several places of higher 
  learning, as well as libraries, scribe services, and 
  academies. The populace of this area has a higher rate of 
  literacy than the norm. 
   
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  Benefits: Once per adventure set in your town, you may 
  receive a + 10 circumstance bonus to any Knowledge 
  skill; researching information takes ½ as much time; all 
  residents that construct a residential structure that 
  includes a Library component receives a +10% discount 
  on all construction. 
  CREATING A NEW TOWN 
  Adventurers rarely like covering the same ground others 
  have already trod. They like to trail-blaze a new path as 
  an example for others. This section provides information 
  on how adventurers can found a new town within 
  Verbobonc. 
  TOWN PORTFOLIO 
  The town portfolio contains the general information on 
  the community, including the name of the town, its 
  history and geographical location, and those characters 
  (and player) who helped found the town. 
  How to apply for a new town 
  To apply for a new town, one person from the 
  prospective community must email the Town Project 
  Administrator with a request for a new town. The Town 
  Project Administrator and the Triad will determine if a 
  town is approved for settlement. If approval is granted, 
  the TPA will create a new Yahoo discussion group for the 
  town and invite the founding members to the discussion 
  list.  
  The following information is required as part of a request 
  for the founding of a new town:  
  Name: The name of the community. 
  General location: Where the town is located at in general 
  terms. This should be flexible enough to all for changes if 
  your requested location is not available. 
  Founding characters/players: The characters who 
  founded the town, and their players, and email addresses 
  for those players. 
  Town Lore: A catalog of history surrounding the new 
  town. This can be the legends sung for years by bards and 
  often investigated by adventurers have some measure of 
  truth at their root.  A local ruin, a monument to a fallen 
  hero, or an eccentric local person can be both the heart of 
  local lore and the start of an adventure.  Locations with 
  an exciting or interesting history may attract sages, 
  performers, or other experts in various fields and these 
  people may bring relatives or new businesses with them. 
  Maps: A map detailing the general layout and locations of 
  prominent structures makes it easier for writers to 
  consider this community as a potential location for an 
  adventure.  Leave room to expand as the map should be 
  able to accommodate new structures as they become 
  available or are introduced by future events. 
  It’s important to note that Verbobonc is a small region 
  geographically. Each request for a new town will be 
  evaluated on the basis how it impacts the region and 
  decided accordingly. 
  POPULATION AND TOWN GROWTH 
  All contributions made by characters affect the 
  population of their town. A town’s population starts at 
  20, the number of citizens required for a Thorp.  These 
  die-hard locals would be living here no matter what, but 
  it takes some work to attract more people. 
  *Size larger than Small Town are only available in Verbobonc through 
  campaign play. 
  A town cannot advance past Hamlet until a mayor is 
  elected. 
  Population Adjustment 
  The mayor may request a population audit by contacting 
  the TPA when enough residents in town would cause a 
  change in population. The town size will be adjusted by 
  the TPA and, hopefully, new access to structures will be 
  available. 
  Maximum Allowable Assets 
  Structures built with town revenue are owned by the 
  town, and the town is responsible for payment of all 
  related expenses. This includes construction costs, 
  upkeep, and/or sale. 
  Due to the relatively small size of the Viscounty, towns 
  in the Verbobonc Town Project cannot sustain an economy 
  vibrant enough to maintain many high value structures. 
  Because of this, the town must be selective in what it 
  constructs. 
  The Maximum Allowable Assets (or Max Assets) is the 
  maximum total value of all structures that a town can 
  maintain. The assets of the town are determined by 
  calculating the Paid Cost of all structures owned by the 
  town and comparing that value against Table 5: Town 
  population and Asset Caps. The Town Project 
  Administrator can assist with this calculation. 
  TAXES AND MAINTENANCE 
  Taxes are assessed in return for the use of the land. They 
  are paid either to the noble houses of Verbobonc, if the 
  town is located within their lands; or the Viscount 
  himself, if the town is outside a noble’s land. Tax money 
  is used for, among other things, maintaining the buildings 
  in good working order so they continue to provide 
  benefits to the community. 
  Characters 
  Characters are taxed at a rate of 1% of the paid cost for 
  all structures they own. This tax is paid annually at the 
  beginning of each year to the town's treasury. 
  Businesses: The business pays taxes to the town in 
  which it was constructed.  
  Table 5: Town population and Asset Caps 
  Size  
  Population  
  Max Assets 
  Thorp  
  20-80 
  160 gp
  Hamlet 
  81-400 
  2,000 gp
  Village  
  401-900 
  9,000 gp
  Small Town 
  901-2000 
  80,000 gp
  Large Town* 
  2001-5000
  750,000 gp
  Small City* 
  5001-12,000
  9,000,000 gp
  Large City* 
  12,001-25,000
  80,000,000 gp
   
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  Towns 
  Towns are taxed based on the following: 
  • 
  5% of the paid cost for structures owned by the 
  town. 
  • 
  5% of the treasury balance (after receipt of 
  character taxes.) 
  Failure to Pay 
  A town unable to pay taxes is in arrears. To cover the tax 
  obligation, buildings must be sold at ½ the Paid Cost to 
  raise funds – beginning with the building that has the 
  highest Paid Cost, continuing with the next highest Paid 
  Cost, and so forth until enough gold is raised to pay the 
  tax.  
  A town that sells buildings to pay taxes loses all benefits 
  granted by that building. If this population loss results in 
  a reduction in town size, any buildings dependant on the 
  town’s size are lost with a corresponding population loss.  
  A town that falls below 20 population is dissolved. 
  DISPOSITION OF STRUCTURES 
  Structures, like other possessions, may reach a point 
  where the reasons for their construction are no longer 
  valid or important. In these instances, it is desirable for 
  the owners of these structures to be able to dispose of 
  them. There are three ways a structure may be sold or 
  disposed. 
  Sale to another Party 
  A structure may be sold to another party interested in 
  owning it. A town nearing its maximum asset cap may 
  choose to sell its College of Dungeoneering in order to 
  make more room to grow. Likewise, a citizen no longer 
  capable of maintaining the Shrine of Kord may seek 
  another party capable of such activity. 
  A structure may be sold to any party that meets all 
  requirements and prerequisites for building the structure. 
  Structures that may only be built by towns cannot be 
  sold to characters, and vice versa. The seller of a structure 
  receives ½ the Paid Cost. The buyer pays full price (Base 
  Cost) minus any current discounts on construction or use 
  of influence. 
  Demolition of Structure 
  A structure may be torn down in order to make room for 
  new construction, to help relieve the tax burden on a 
  town or character, or any other reason. 
  The owner of a structure that is demolished receives ¼ 
  the Paid Cost of the structure, which represents the 
  materials recovered from the construction. 
  Abandoned Structures 
  Buildings are considered abandoned when the creating 
  character has one or more of the following happen: 
  • 
  The character dies, is not restored, or otherwise 
  permanently leaves campaign play. 
  • 
  The character cannot be identified or is unknown. 
  • 
  The character moves to a different town (businesses 
  are excluded) 
  • 
  The character fails to pay maintenance costs. 
  In this case, the town assumes the roll of the seller. If the 
  town qualifies, and the rules for Sale to Another Party are 
  used. The town, at the discretion of the mayor, can 
  choose to purchase the abandoned structure. 
  If no eligible party is found, the building is demolished, 
  with the proceeds credited to the town treasury. 
   
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  [17] 
   
  GLOSSARY 
  Abandoned structures: Abandoned structures are defined as 
  a structure that meets one or both of the following criteria: 
  1. 
  The structure has no identifiable owner 
  2. 
  The structure has an identified owner that has not 
  paid the structure’s annual tax/maintenance cost. 
  Abandoned structures may be sold by the town, with 
  the proceeds credited to the Town Treasury. 
  Base Price: The price to build a structure or residential 
  component, as listed in the Town Project rules. 
  Business Structures: A character structure that generates 
  revenue for a town. Business structures require a minimum 
  number of ranks in the skill used as the foundation of the 
  business. 
  Character Structures: Structures built by individual character 
  residents of a particular town in the Town Project. Types of 
  Character structures include Business Structures, Religious 
  Structures, Residential Structures, and Utility Structures. 
  Citizen Certificate: Regional documentation that identifies a 
  character as a resident of a particular town. Characters may 
  only be residents of one (1) town in the Town Project.  
  Commercial Structures: Town structures that generate 
  revenue for the town. A minimum number of business 
  structures is required before the town is eligible to construct 
  a Commercial structure. 
  Discount: A reduction in the base price of building a 
  structure. Often expressed as a percentage, a discount can 
  also be a specific amount.  
  Defensive Structures: Town structures that provide 
  protective features for the town. 
  District: A groups of structures in a town focused on a 
  common goal or purpose. Districts grant benefits to eligible 
  town residents and have an annual upkeep cost. 
  Exempt: Denoting a structure that is exempt from inclusion 
  when calculating the value of a town’s assets. 
  Maximum Asset Cap: The maximum total paid value of 
  structures that a town may own. A town cannot exceed its 
  asset cap in structures built with town revenue. 
  Mayor: The elected leader of a town in the Town Project. 
  Mayors must be residents of the town in which they are 
  elected and receive certain benefits in return for serving as 
  mayor. 
  Monument Structures: Town structures that commemorate a 
  special event in the history of the town. 
  Organization Structures: Town structure that serve as the 
  local 
  headquarters 
  for 
  a 
  recognized 
  Verbobonc 
  metaorganization. A town must have a minimum number of 
  residents that are members of the metaorg before being 
  eligible to construct the structure. The construction of an 
  Organizational structure permits the appointment of an 
  Organizational Leader.  
  Organizational structures not included for purposes for 
  determining a town’s maximum asset cap. 
  Organizational Leader: A local leader of a metaorganization. 
  A town must have constructed a metaorganizational 
  structure before being eligible for an Organizational Leader. 
  Organizational Leaders are appointed by the Verbobonc 
  Triad. 
  Paid Price: The price paid to build a structure after all 
  discounts for construction are subtracted from the Base Price. 
  Population Bonus: The number of additional citizens a town 
  receives as a result of building a structure.  
  Prerequisite: Any condition that has to be met before a 
  structure or residential component can be constructed. 
  Prerequisites for structures and residential components must 
  be met at all times or the benefit of the structure is lost. 
  Religious Structures: Character or Town structures that 
  focuses on the worship of a specific deity or group of deities. 
  Some religious structures require a minimum number of 
  residents that are members of the deity’s metaorganization. 
  Resident: A player character that lives in a town in the Town 
  Project. To be a resident, a player character must be have 
  Verbobonc as their home region and not be a resident of any 
  other town in the Town Project. 
  Residential 
  Certificate: 
  Regional 
  documentation 
  that 
  identifies the type of residence constructed by a character as 
  well as the chosen residential components. 
  Residential Component: A section of a residential structure 
  focused around a particular purpose. Some residential 
  components grant benefits to the owner of the residence, and 
  some require additional staff to be properly utilized. The 
  total value of all components in a Residential structure 
  cannot exceed that structure’s base price. 
  Residential Structures: Character structures that serve as the 
  dwelling of a specific resident. A character may only own one 
  (1) residential structure. Residential structures can be 
  personalized with the selection of individual components. 
  See Residential Component. 
  Structure: A building constructed in the Town Project. Some 
  structures can only be constructed by characters; some only 
  by towns; and some may be constructed by both. See 
  Character Structures and Town Structures. 
  Taxes: A percentage of the paid value of the structure which 
  is paid by the owning entity. For character structures, the tax 
  of 1% is paid by the owning character. For town structures, 
  the tax of 5% is paid from the proceeds of the town treasury. 
  Town Portfolio: A collection of documents related to the 
  history and geographic location of a town.  
  Town Project: A metacampaign system of rules permitting 
  characters to found and/or live in towns within the 
  Verbobonc regional campaign.  
  Town Project Administrator: An individual appointed by the 
  Verbobonc Triad to oversee the administration of the Town 
  Project.  
  
  Verbobonc Town Project 3.01 
   
  Rev: 2005.10.15 
   
   
  Town Structures: Structures built by a particular Town with 
  the use of revenue from that town’s treasury. Town 
  structures 
  include 
  Commercial 
  Structures, 
  Defensive 
  Structures, Organization Structures, Monument Structures, 
  Religious Structures, and Utilily Structures. 
  Treasury Bonus: The amount of monthly revenue generated 
  by a structure which is received by a town. Characters do 
  not receive any revenue from a structure. 
  Upgrade: To improve a structure to the next higher available 
  version of that structure.  
  Upkeep: The amount of gold needed to maintain a structure 
  or district. 
  Verbobonc Triad: A group of three individuals appointed by 
  the administrators of the Living Greyhawk campaign to 
  oversee and administrate the region of Verbobonc. The 
  Verbobonc region corresponds to the real-world geographic 
  locations of Illinois and Indiana in the United States. 
  Utility Structures: A type of structure focused on the 
  teaching of a particular skill. Utility structures can be 
  constructed by either towns or characters and require a 
  minimum number of residents with certain ranks in the 
  taught skill. Additionally, Utility structures have an annual 
  training cost that residents must pay before being allowed to 
  gain the benefits of the structure. 
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  [18] 
  
  (Character Name) 
  ® and ™ designate trademarks of Wizards of the Coast INC © 2000 Wizards of the Coast, Inc. 
  This certificate is the property of Wizards of the Coast and has $0 cash value. 
  This certificate is invalid without an accompanying Citizen certificate for the Town listed.  
  Additional Information can be found on website at http://www.verbobonc.net. Questions, 
  comments,  or requests should be sent to the Verbobonc Triad 
  (Player Name and RPGA Number) 
  This regional certificate acknowledges that the following character has purchased this residence and 
  placed it within the community listed on their Verbobonc Town Project citizen certificate. 
  ® and ™ designate trademarks of Wizards of the Coast INC © 2000 Wizards of the Coast, Inc. 
  This certificate is the property of Wizards of the Coast and has $0 cash value. 
  This certificate is invalid without an accompanying Citizen certificate for the Town listed.  
  Additional Information can be found on website at http://www.verbobonc.net. Questions, 
  comments,  or requests should be sent to the Verbobonc Triad 
  This regional certificate acknowledges that the following character has purchased this residence and 
  placed it within the community listed on their Verbobonc Town Project citizen certificate. 
  (Character Name) 
  (Player Name and RPGA Number) 
  Benefits: Free Adventure Lifestyle (Standard) for any Verbobonc regional adventure sent in 
  your town. 
  Description: This residence, measuring a total of 1,600 square feet, is a simple one-to-three 
  room house with a thatched roof.  You may choose any of the components  below to 
  complete your house subject to the following :  
  1) 
  You must include a Bedroom (already checked) 
  2) 
  You may choose each component only once 
  3) 
  The total value of the components must be 1,000 gp or less. You do not receive a refund 
  on any unspent gold. 
   
  More detailed information on these components can be found 
  in the Verbobonc Town Project—Players Guide. 
   
  Component 
  Cost 
  � Bath, Basic 
  400 gp 
  � 
  Bedroom, Simple 
  300 gp 
  � Common Area, Basic 
  500 gp 
  � Library, Basic 
  500 gp 
  � Magical Laboratory, Basic 
  500 gp 
  � Storage, Basic 
  200 gp 
  � Study/Office, Basic 
  200 gp 
  � Workplace, Basic 
  500 gp 
  SIMPLE HOUSE 
  RESIDENCE CERTIFICATE 
  Benefits: Receive the following during any adventure that takes 
  place in your town: 
  • Free Adventure Lifestyle (Rich) 
  • +1 to Charisma checks when dealing with Verbobonc nobility 
  or affluent society. 
  • Any benefits associated with your house (see individual 
  component descriptions) (NOTE—these benefits only occur 
  when a character would have access to the residence.) 
  You may choose any of the components  below to complete your 
  house subject to the following :  
  • You must include a Bedroom. 
  • You may choose each component only once, with the 
  exception of Common Area, Basic; and Servants’ Quarters. 
  • The total value of the components must be 5,000 gp or less. You 
  do not receive a refund on any unspent gold. 
  • The annual wage for any staff required for a component must 
  be paid for when the manor is built and each time maintenance 
  is paid on the manor. EXCEPTION: You may use followers 
  gained from the Leadership feat for staff. These followers do 
  not incur an annual wage. 
  GRAND HOUSE 
  RESIDENCE CERTIFICATE 
   
  Component 
  Cost Per 
  Component Required Staff 
  � Alchemical Laboratory, Basic 
  700 gp  
  � Alchemical Laboratory, Fancy 
  3,000 gp One alchemist (Exp1; Alchemy +7), +360 gp annually 
  � Auditorium, Fancy 
  2,000 gp One artistic staff (Exp1; Perform [any one] +7, Listen +5), +144 gp annually 
  � Bath, Basic 
  400 gp  
  � Bedrooms, Basic 
  700 gp  
  � Bedroom Suite, Basic 
  800 gp  
  � Chapel, Basic 
  2,000 gp One acolyte (Clr1; Knowledge [Religion]+7, Concentration +5);+360 gp annually  
  � � � Common Area, Basic 
  500 gp  
  � Common Area, Fancy 
  3,000 gp  
  � Library, Basic 
  500 gp  
  � Library, Fancy 
  3,000 gp One librarian (Exp1; Profession [librarian] +7, Profession [any one] +5);+144 gp annually 
  � Magical Laboratory, Basic 
  500 gp  
  � Magical Laboratory, Fancy 
  3,000 gp One apprentice spellcaster (Clr1, Drd1, Sor1, or Wiz1; Spellcraft +5);+360 gp annually 
  � � � Servant’s Quarters 
  400 gp  
  � Smithy, Fancy 
  2,000 gp Smith (Exp1; Craft [armorsmithing, blacksmithing, or weaponsmithing] +7), +144 gp annually 
  � Storage, Fancy 
  1,000 gp  
  � Study/Office, Basic 
  200 gp  
  � Study/Office, Fancy 
  2,500 gp  
  � Training Area 
  1,500 gp  
  � Trophy Hall, Basic 
  1,000 gp  
  � Workplace, Basic 
  500 gp  
  � Workplace, Fancy 
  2,000 gp  
  � Stables, Basic 
  1,000 gp One groom (Com1; Profession [stable-hand]+5, Handle Animal +5);+48 gp annually  
  � Stables, Fancy 
  3,000 gp Two grooms (Com1; Profession [stable-hand]+5, Handle Animal +5);+96 gp annually  
  Name of Town:  
   
  _____________ 
  Base Price for Residence:  
  1,000 gp 
  Paid Price for Residence: 
  _____________ 
  Built  Simple House on AR: 
  _____________ 
  Judge Signature: 
  _________________________________ 
  RPGA #:   
  ___________________________ 
  Name of Town:  
   
  _____________ 
  Base Price for Residence:  
  5,000 gp 
  Paid Price for Residence: 
  _____________ 
  Built Grand House on AR: 
  _____________ 
  Judge Signature: 
  _________________________________ 
  RPGA #:   
  ___________________________ 
  
SOURCE: textdata/thevault/Living Greyhawk/Metaorg Material/Verbobonc/Verbobonc Town Project 3[1].1 - Players Guide.pdf