Foxglove Townhouse and Foxglove Mannor


Rise of the Runelords


I am trying to figure out a few things:

Regarding the Foxglove Townhouse:
#1: If the PC are able to grab the Townhouse for themselves, HOW MUCH TAX would they need to pay per month?
#2: If they decide to sell it, HOW MUCH could they get for it?

Regarding the Foxglove Manor:
#3: How much would it cost to repair the whole building and how long would that take?
#4: If they wish to sell the Manor, HOW MUCH would they get for it UN-Repaired?
#5: If they DO repair it, how much would they be able to sell it for?

As I understand it, the Manor also comes with some Land surrounding it...

THANKS for the help!
The Only Sheet

Dark Archive

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I would have Magnimar officials refuse to release the Foxglove estates to the PCs. Those estates would be bequeathed to the Foxglove heirs.

There are 2 living Foxgloves: Zeeva and Sendeli (Alern's sisters). The fact that Traver Foxglove had 3 children would be of public record. They were raised in Korvosa by a cousin after their parents' death. Zeeva is still living there, owner of the Green Market, while Sendeli's current whereabouts are unknown.


Thank you for your advice, but that does not answer my Query.

TOS

Dark Archive

Sorry, you're right. If that is the direction you want to allow your PCs, then maybe refer to Ultimate Campaign. I'm sure it has information related to what you're asking about. However, be aware that the characters won't be in Magnimar after book 2. They will be paying for something they may never use. Their adventures will have them travel to Storval Plateau and beyond, with the occasional return to Sandpoint.


This is my two copper.

The Manor has 36 keyed locations.
The Townhouse appears to have ~14 rooms, including a courtyard.

I would use Ult Cam to work up the value of the Townhouse ... but I would, personally, have any interested parties for the Manor withdrawn their interest after a couple days of negotiations. This signifying the fact that the potential buyer did enough research to come up with serious reservations about acquiring the property, no matter how cheap the offer...

There is also the fact that the property reverts to the Brotherhood of Seven in a matter of a couple years. (Assuming you aren't disregarding this as you have the matter of the Heirs).

Here's a section on optional rules for Taxes
Here is a section from Ult Cam on rooms/buildings

You could actually tie the Taxes in as just ongoing building costs.

A quick skim of the Room subpage, pops out the item Lodging, which costs 430gp to build. Using this as a reasonable starting point, I'd probably value the Townhouse at 500~1000gp, with rounding for property location/other amenities. Taxes I'd ballpark at 20~50gp/year, which is probably low.

Not enough to bankrupt the party if they keep it, and not enough to drastically shift the wealth of the party if they successfully conned someone into buying it, and dealing with whatever trouble that would bring. (It would, imo - Hey, Plot Hook!)

You know your campaign the best. Good Luck.


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As an update to this...

I found that the book Guide to Korvosa (page 17) has a table that indicates the cost of various buildings - including a cliffside manor and Townhouses.

Townhouses are between 30k gp and 80k gp, and the cliffside manor is listed at 80k+ gp!

I've not found any info on property taxes, so I'll use something like a 3% yearly tax rate on the value of the house.

Thank you for the replies!!!

The Only Sheet

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