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