D&D 5E Rebuilding a city

Balfore

Explorer
My players allowed some cultists to destroy a small town (accidentally).
They pooled together 15,000 gp to rebuild and fortify the town of Red Larch.

Where can I find a good reference for building up a small town with fortifications? 

They sent word to nearby town for help to rebuild.

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How detailed do you want it to be?

Pathfinders Kingmaker I think has something, but that is as the name suggests more on a kingdom level than for a village.
 

You could use the guidelines on page 128 of the DMG, although admittedly they are not detailed. There, it suggests 5,000 gp for a town or city and 15,000 for an outpost or fort, so it sounds to me like it should be in their price range.
 

You can wing it depending on how much free assistance you are getting from the townsfolk. To get some masons and woodcutters to aid the PCs would be valuable. Some old 2nd/3rd edition books on worldbuilding are around and the gp ratio is about the same so it would be good to use.

I would use something along the lines of;
small wood home- 250gp
small stone/wood home- 400gp
small stone with slate roof- 750gp
large stone/wood home- 1000gp
large stone with roof- 1250gp
100ft wood palisade with walkway- 250gp
100ft stone wall with walkway-500gp

with 15,000gp the pcs could get a bunch of wooden buildings and a few stone buildings. A few larger buildings like an inn would be a bit more. The bigger problem would be dealing with the townsfolk that each have demands on how the gold is spent and who should get it.
 

My players allowed some cultists to destroy a small town (accidentally).
They pooled together 15,000 gp to rebuild and fortify the town of Red Larch.

Where can I find a good reference for building up a small town with fortifications? 

They sent word to nearby town for help to rebuild.

Sent from my SM-N910V using Tapatalk

One of my favorite homebrews out there: http://walrock-homebrew.blogspot.com/2016/08/worldbuilding-option-fortresses-temples.html

Though it's geared toward fortress-building, I suspect you could adapt it to a small town scale.
 

If you have limited money, focus on economy of the town to be repaired and then housing.

Are fields good for crops? Do they have enough cattle for food?

Are the roads to town any good?

Do adventurers(with loads of money) can stay/spend their money.

IF people lack housing make them a common lodging/inn, while they get on their feet.

to rebuild a town you are looking at 100,000 GP at least.
 

Do you also want to deal with politics?
After all the town likely belongs to someone (likely a noble) who might not appreciate the PCs to meddle with his property, etc.
 

Depends, do you want to go into the economic minutea of building a town/fort/outpost/etc...? Yes/No?

If yes, there are some great suggestions up above.

if no, I suggest you make a morale check on behalf of the citizens to see if they are willing to accept the money (do they know the party is at fault, even accidentally?) and if they are willing to rebuild their town. If they do, just have the players fork over the cash, and then just say "the villagers set about getting supplies and rebuilding their lives" and leave it at that.
 

Also remember than in a medieval type economy money is much less important than today.

Thats mainly because many goods are not sold on the open market and are under the control of guilds and/or nobles. This also applies to work force.
You also can't simply go to a city and buy stuff in large quantities. Instead of you have to locate a supplier yourself and then have to make a deal with the controller (noble, guild, etc.) to deliver you what you need. That can mean spending money, but doesn't have to. And depending on what you need it has to be crafted first as people didn't produce things for storage much except for war materials.
 

All very good ideas, and many thanks for all the input!
Their 15k gp went to a few of things...
1. Sending a message to neighboring towns for vendors to have a fresh start along a trade route.
2. Trying to recruit builders with the promise of a new life.
3. Help restore a known trade route so others can benifit from goods and services.

Hopefully, this will spark interest in a variety of crafters and vendors.
That said, the commerce and cost of building and fortifying was my main concern.


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