
LordKailas |
1 person marked this as a favorite. |

it's under the heading
"Food & Lodging (aka Monthly Cost of Living)" which can be found here
it tells you how much gp you spend per month depending on how lavishly you want the character's lifestyle to be.
Edit: If you're just looking for the cost of renting an inn room for the night, those can be found under Hirelings, Servants and Services

Adjoint |

In Guide to Korvosa they published lists of prices of various lodgings.
The prices vary wildly between districts, but to compile all of them:
Ownership:
Manor: 80000-160000 gp
House: 20000-100000 gp
Townhouse: 8000-80000 gp
Apartment Suite: 300-30000 gp
Rent per month:
House: 60-300 gp
Apartment Suite: 1-200 gp
Tenement Flat: 0.5-25 gp
Studio: 1-70 gp
where different types of lodgings are described as follows
Manor: These largest of all private dwellings belong only to nobles and relatives of the king. They typically rise to at least two stories and contain no fewer than five rooms (bedrooms and studies), two privies, a bath, a large kitchen and pantry, and a cellar. Most have large family or living rooms. Large, usually well-manicured yards surround these free-standing structures. Manors are never for rent.
House: One of the more uncommon types of dwellings, houses look like small manors, with one or two floors holding up to four rooms, a privy or two, a bath, a kitchen and pantry, and usually a cellar. Many have either a family room or a living room, but not both. Houses have their own yards, usually consisting of narrow strips of hardy plants. Houses are rarely rented out.
Townhouse: Most people in Korvosa live in townhouses. A townhouse is a narrow dwelling that abuts another building on at least one side. Most townhouses begin on the second f loor of a building, rising above a shop or other business of some kind, which is also usually owned by the resident. Townhouses otherwise resemble small houses and always belong to those who live in them. This ownership usually extends to the ground-floor spaces meant for businesses.
Apartment Suite: Some buildings do not have ground-floor businesses and instead contain nothing but living spaces. The largest and nicest of these buildings contain apartment suites, one-story dwellings with one or two bedrooms and all the amenities of townhouses. An apartment suite never fills a floor on its own and usually opens onto a common hallway. Apartment suites can be purchased or rented.
Tenement Flat: Tenement flats lack their own privies, baths, and kitchens. Instead, they share communal rooms dedicated to these purposes. Two or three of them can squeeze into the space of a single apartment suite. Tenements are only available for rent and cannot be bought by their residents.
Studio: The smallest of all dwellings, a studio consists of a single open space, often with just enough room for a bed and one or two other pieces of small furniture. Studios share communal privies, baths, and kitchens. They are only available for rent and cannot be bought by their residents.

LordKailas |
2 people marked this as a favorite. |

Um LordKailas there's no Lodgings anywhere on that page, and it says Food and Drink not Food and Lodgings >.>
Honestly World's Okayest DM, I'd go with the prices for the Inn Suites, and use those for Housing.
It's literally at the bottom of the page
An adventurer’s primary source of income is treasure, and his primary purchases are tools and items he needs to continue adventuring—spell components, weapons, magic items, potions, and the like. Yet what about things like food? Rent? Taxes? Bribes? Idle purchases?
You can certainly handle these minor expenditures in detail during play, but tracking every time a PC pays for a room, buys water, or pays a gate tax can swiftly become obnoxious and tiresome. If you’re not really into tracking these minor costs of living, you can choose to simply ignore these small payments. A more realistic and easier-to-use method is to have PCs pay a recurring cost of living tax. At the start of every game month, a PC must pay an amount of gold equal to the lifestyle bracket he wishes to live in—if he can’t afford his desired bracket, he drops down to the first one he can afford.
Destitute (0 gp/month): The PC is homeless and lives in the wilderness or on the streets. A destitute character must track every purchase, and may need to resort to Survival checks or theft to feed himself.
Poor (3 gp/month): The PC lives in common rooms of taverns, with his parents, or in some other communal situation—this is the lifestyle of most untrained laborers and commoners. He need not track purchases of meals or taxes that cost 1 sp or less.
Average (10 gp/month: The PC lives in his own apartment, small house, or similar location—this is the lifestyle of most trained or skilled experts or warriors. He can secure any nonmagical item worth 1 gp or less from his home in 1d10 minutes, and need not track purchases of common meals or taxes that cost 1 gp or less.
Wealthy (100 gp/month): The PC has a sizable home or a nice suite of rooms in a fine inn. He can secure any nonmagical item worth 5 gp or less from his belongings in his home in 1d10 minutes, and need only track purchases of meals or taxes in excess of 10 gp.
Extravagant (1,000 gp/month): The PC lives in a mansion, castle, or other extravagant home—he might even own the building in question. This is the lifestyle of most aristocrats. He can secure any non-magical item worth 25 gp or less from his belongings in his home in 1d10 minutes. He need only track purchases of meals or taxes in excess of 100 gp.

Mark Hoover 330 |
Ok... OR, you could go here for building your own facility 1 room at a time, using the Downtime rules.
I kicked off a recent campaign gifting every PC with a "Shack" room - essentially a room inside a building in the city or a 10 x 10 shack outside the walls. This "room" is a sort of catch-all, basic lodging that puts a cheap roof over the PC's head and a door in the wall, however unlocked it might be. A Shack costs a PC 50 GP to construct on their own from Capital they acquire in Downtime sessions, or 100 GP to purchase outright.
Other rooms can be constructed/purchased using this system. This allows the PCs to customize their dwelling. How it worked for one PC in my game was like this:
The PC has Craft: Books and works in her spare time as a scribe and bookbinder. After the first couple of adventures she hired a team of Laborers and generated Goods and Labor enough to upgrade the Shack to an Office and also make a "Statue" room which the wizard described as the signage to her business.
Between levels 2 and 3, the wizard PC generated a bunch more Capital and created a Scriptorum; a sort of scrivener's workshop for writing scrolls and such. Since the original room was in a larger building she didn't own, we ruled that the wizard PC moved into a new townhouse across the alleyway.
I knew the Wizard PC was going to be adding other stuff to her business so I further ruled that the new building had several other rooms besides just the Scriptorum and the Office; they just weren't serving the business yet.
As time has gone on the Wizard has added x2 Storage, a Lavatory, a Magical Repository, a Storefront, a Workstation and a Pit. Basically she has a pallet bed jammed into the Office which she uses as her lodging; the Workstation and Pit are where the wizard and her workers pulp paper, stretch leather and bind books. The upper level of the building is divided into the Magical Repository and Scriptorum, essentially the PC's private scroll making, spell researching center. Finally, any books, paper, kits and scrolls she makes are on display in the Storefront which has an expanse of shelves and cabinets (Storage) for displaying her wares.
Of course, if you just want a cheap place to live, Shack. Cheaper... buy a tent and bedroll. Cheaper still, pay 3 GP/month for room and board. The cheapest of all: Survivorman!
Make up a DC for what it takes for a PC to make a survival shelter. Have the PC roll this, then have them sleep under a pile of branches and leaves. Its free, it uses their skills, and it gets them out into the dangerous world they need to adventure in!
Of course, there's still ANOTHER option. First adventure at level 1 outside the starting settlement/base, use a Survival skill check for the party to track the monster(s) back to their lair. Invade the lair. It might be a ruin, or a small dungeon, or even just a shallow rock overhang. Once here, squat in the monster's lair and claim it as your own, making improvements as you level.
Finally... Expeditious Construction. A level 1 arcane spellcaster with 2 spells/day can make 2 low, earthen walls 3' high, 3' wide, and 10' long. Couple this with Expeditious Excavation and, given enough time and a dirt foundation you could slowly build yourself a crude dugout hut. This is what I like to call the "Minecraft" solution.