Page 127 - Dungeon Master's Guide
P. 127

AIN TENANCE  COSTS
                        Total Cost   Skilled   Untrained
      ~roperty           per Day   Hirelings   Hirelings
      - :~bey              20 gp     s       2S
      ::;;.•m               Ssp      1       2
      :  ... -ldhall, town or city   s gp   s   3
      - .,, rural  roadside   10 gp   s      10
      -.-,, town or city    s gp             s
       :ep or small castle   100 gp   so     so
      -  ge, hunting        Ssp
       oble estate         10 gp     3       1S
       .J  post or fort    so gp    20       40
      ::;;. ace or large castle   400 gp   200   100
      :-op                  2 gp
      -e'Tlple, large      2S  gp   10       10
      -e'Tlple, small       1 gp     2
      -  1-1er, fortified   2S  gp   10
      -'3ding post         10 gp     4       2
       r·s not unusual for adventurers- especially after lOth
       ·e)-to gain possession of a castle, a tavern, or another
     _ ·ece of property. They might buy it with their hard-won
       r, take it by force, obtain it in a lucky draw from a
     :  k of many things, or acquire it by other means.
       The Maintenance Costs table shows the per-day
     _  keep cost for any such property. (The cost of a
       rmal residence isn't included here because it falls
       der lifestyle expenses, as discussed in the Player's
     =!andbook.) Maintenance expenses need to be paid
       ery 30 days. Given that adventurers spend much of
     ·  eir time adventuring, staff includes a steward who can
     - ake payments in the party's absence.
       Total Cost per Day. The cost includes everything it
     - ·es to maintain the property and keep things running
     -:noothly, including the salaries of hirelings. If the   DOWNTIME ACTIVITIES
     ::-operty earns money that can offset maintenance costs
      y charging fees, collecting tithes or donations, or   The campaign benefits when characters have time
     :  lling goods), that is taken into account in the table.   between adventures to engage in other activities.
       Skilled and Untrained Hirelings. The Player's   Allowing days, weeks, or months to pass between
     F-fandbook explains the difference between a skilled   adventures stretches the campaign over a longer period
     - ·reling and an untrained one.                   of time and helps to manage the characters' level
                                                       progression, preventing them from gaining too much
     3 USINESSES                                       power too quickly.
     -.n adventurer-owned business can earn enough money   Allowing characters to pursue side interests between
     - cover its own maintenance costs. However, the   adventures also encourages players to become more
      -;vner needs to periodically ensure that everything is   invested in the campaign world. When a character owns
     -unning smoothly by tending to the business between   a tavern in a village or spends time carousing with the
     _  ventures. See the information on running a business   locals, that character's player is more likely to respond
       rhe "Downtime Activities" section of this chapter.   to threats to the village and its inhabitants.
                                                        As your campaign progresses, your players'
     ~ARRISONS                                         characters will not only become more powerful but also
     ::.:astles and keeps employ soldiers (use the veteran   more influential and invested in the world. They might
     and guard statistics in the Monster Manual) to defend   be inclined to undertake projects that require more time
     - em. Roadside inns, outposts and forts, palaces, and   between adventures, such as building and maintaining a
     ·emples rely on less-experienced defenders (use the   stronghold. As the party gains levels, you can add more
     ;;uard statistics in the Monster Manual). These armed   downtime between adventures to give characters the
      arriors make up the bulk of a property's skilled   time they need to pursue such interests. Whereas days
     'lirelings.                                       or weeks might pass between low-level adventures, the
                                                       amount of downtime between higher-level adventures
                                                       might be measured in months or years.



                                                                        CHAPTER 6  I BETWEEN  ADVENTURES
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