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Also I wish I'd have removed the well entrance to the caverns beneath the Misgivings. I appreciate the consistency of the ecology but in the eventuality that the players enter the Misgivings that way it's somewhat disastrous. The dungeon really falls apart from both a storytelling and engagement perspective if played in reverse this way.

It's a good nod to player choice, but all this choice really does is let players make a worse story for themselves.


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Sorry for the thread necromancy but I came here looking for an answer myself and, not finding one, calculated it myself. I used the Building/Room rules from chapter 2 of Ultimate Campaign as well as the map/location descriptions from the Anniversary Edition of RotR. Naturally a lot of the rooms are approximations using similar rooms from UC.

The Glassworks breaks down as follows:

1 Gallery (Trophy Room) - 250 gp
11 Storage Rooms - 1,320 gp
1 Bunks - 400 gp
1 Kitchen - 160 gp
1 Dining Room (Sitting Room) - 480 gp
1 Lavatory - 120 gp
1 Bath - 130 gp
1 Laundry - 120 gp
1 Meeting Room (War Room) - 300 gp
1 Reception (Storefront) - 190 gp
1 Secret Office (Secret Room) - 220 gp
4 Artisan's Workshops - 1,440 gp

Totaling to 5,250 gp or 128 goods, 7 influence, and 124 labor in capital terms. I excluded the Smuggler's Tunnel figuring that once exposed the Sheriff would probably insist it was collapsed. If you decide otherwise I would treat it as a secret room adding 220 gp or 5 goods and 6 labor.

Obviously this isn't exact science. Also Ameiko, assuming she survived, would very likely be willing to part with the Glassworks at a much lower price after all she has been through and all the PCs have done for her and the town.