Dungeon Master's Guide 5e

(Joyce) #1
AINTENANCE COSTS
Total Cost Skilled Untrained
~roperty per Day Hirelings Hirelings


  • :~bey 20 g p 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
    o ble 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, ta ke 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
· e ir 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
    ::-operty earns money that can offset maintenance costs
    y charging fees, collecting tithes or donations, or
    : lling goods), that is taken into account in the table.
    Skilled and Untrained Hirelings. The Player's
    F-fandbook explains the difference between a skilled

  • ·reling and an untrained one.


3 USINESSES
-.n adventurer-owned business can earn enough money



  • cover its own maintenance costs. However, the
    -;vner needs to periodically ensure that everything is
    -un ning smoothly by tending to the business between
    _ ventures. See the information on running a business
    rhe "Downtime Activities" section of this chapter.


~ARRISONS
::.:astles and keeps employ soldiers (use the veteran
and guard statistics in the Monster Manual) to defend



  • em. Roadside inns, outposts and forts, palaces, and
    ·emples rely on less-experienced defenders (use the
    ;;ua rd statistics in the Monster Manual). These armed
    arriors make up the bulk of a property's skilled
    'li relings.


Downtime Activities

The campaign benefits when characters have time
between adventures to engage in other activities.
Allowing days, weeks, or months to pass between
adventures stretches the campaign over a longer period
of time and helps to manage the characters' level
progression, preventing them from gaining too much
power too quickly.
Allowing characters to pursue side interests between
adventures a lso encourages players to become more
invested in the campaign world. When a character owns
a tavern in a village or spends time carousing with the
locals, that character's player is more likely to respond
to threats to the village and its inhabitants.
As your campaign progresses, your players'
characters will not only become more powerful but also
more influential and invested in the world. They might
be inclined to undertake projects that require more time
between adventures, such as building and maintaining a
stronghold. As the party gains levels, you can add more
downtime between adventures to give characters the
time they need to pursue such interests. Whereas days
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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