Ultimate Campaign (Downtime) - Orphanage?


Rules Questions

Liberty's Edge

A character of mine wants to open an orphanage, but I'm unsure on what exactly I would need to roll for the Upkeep of all those kids. Is not like food magically appears on the kitchen. I do have followers who can stay behind to look after them, but is not like they can actually earn money on their own... or can they?

ORPHANAGE
Create 63 Goods, 7 Influence, 62 Labor, 1 Magic (2,810 gp)
Rooms 1 Bedroom, 1 Bunks, 1 Classroom, 1 Common Room, 1 Courtyard, 1 Infirmary, 1 Kitchen, 1 Laundry, 1 Lavatory, 1 Nursery, 1 Office, 2 Storages
A place for taking care of a large number of orphans. ((10 kids I guess??))

Can someone help me out?

Silver Crusade

Sounds like a great plan! Let us hope your GM is wise enough to just roll with it.

There are no 'rules' for running an orphanage. The PC should get things set up, perhaps establish a small endowment, then mostly stay away. Your PC probably has some enemies. Don't do anything to draw your enemies to the orphanage. If your PC has wicked enemies then consider establishing the orphanage in secret, through a false front. Never let enemies know you care about the orphanage, or it may be used against you.

Once the orphanage is up and going it should pretty much run itself. Have some local organization take day-to-day responsibility. E.g. in our world the International Order of Odd Fellows ran a lot of orphanages. Similar organizations probably exist in your PC's world. Reach out to them. Hire an appropriate caretaker (cost should be room & board with a small stipend).

You actually want NO DICE ROLLS EVER having to do with the orphanage. If your GM pays much attention to the orphanage it's probably a BAD THING. You want to GM to not pay much attention to it. Ideally you set it up, occasionally check in, and keep it as a background story element. The last thing you want is a lot of adventure action near the orphanage, as this is entirely too likely to end badly.

Regarding upkeep, it should be near zero cost. Remember, the world is probably mostly a barter economy, not a money economy. Hard currency (money) is probably the exception, rather than the rule. A little adventuring-gold ought to go a very, very long way towards supporting orphans. Make sure the place has a large garden, tools, and some facilities for the orphans to make things for sale. It should be mostly self-supporting. All they need is food, clothing, and occasional nice things.

This sounds like a wonderful story element!

Liberty's Edge

I guess you are right, a small farmland or garden might be what they need. Thank you!


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Magda is essentially correct (and I generally agree with the idea of not drawing the Orphanage to the GM's attention too much, though Downtime events could offer some fantastic RP opportunities).

As far as the rules are concerned, you have a couple of options: run the orphanage as a charitable entity, or run it for profit.

Charity: you have the building, but nobody inside it. This means you have no staff, nobody running this building. It's just a building. Create an organisation (just a small one) and hire a manager. A single team of labourers managed by a headmaster would do. You have to pay the manager out of your own pocket, but 3gp per day isn't a great deal to an adventurer. Do not make any capital earnings rolls for the building or organisation. The organisation are simply there to provide care, food, and education for the children. The only upkeep you have to pay is for the manager.

Profitable: set up as with the charity version above, but make capital earnings rolls for the building and the team. If you get the gp bonus to +20, the orphanage automatically pays the manager's wage (taking 10, result 30 = 3gp per day). Anything over that is "profit", which, considering the nature of the organisation, I would suggest rolling back into upgrades and improvements to the facilities in the building. In this model, you're taking money for the service you provide to the city (by taking vulnerable kids off the streets), sometimes a wealthy person will drop a kid off with a chunk of cash to pay for their housing and food, rationalise it however you want, really.

Grand Lodge

One of the ways I see the costs associated with the building is that the "income" from your roll already factors in the payment of staff and the purchasing of supplies. If a tavern only brings in a GP +10 result (unlikely I know) then that means it really brings in +20 and 10 f it is used to pay staff and put supplies in the stores. The +10 is simply a game mechanic to show you profit turned after all expenses are paid.

In the case of something charitable, assume you are a Non-Profit organization, everything you earn via the community and adoptions and such goes directly back into the building and it's inhabitants.

The game doesn't apply a definite rule for taxation, so beyond the building costs there is no additional gold to need spending. This is an obvious example of a PC owning a house. It's not like it says you pay X GP in property taxes per week of in-game time.

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