180718-Comprehensive Wealth Manual 4.1
180718-Comprehensive Wealth Manual 4.1
CHAPTER ZERO: INTRODUCTION CHAPTER TWO: MAGIC ITEMS CHAPTER FOUR: CONSTRUCTION
USING THIS PRODUCT ............................... 4 MAGIC ITEM VALUATION ......................... 25 OWNING LAND ........................................ 52
COMPREHENSIVE MANUALS ...................... 4 Base Cost Ranges ............................... 25 Starter Kits.......................................... 53
What’s in This Product? ..................... 4 Additional Costs................................. 25 MODIFYING PROPERTY ............................ 56
CHAPTER ONE : MUNDANE WEALTH Magic Item Tables .............................26 Components ....................................... 56
ASSET TYPES .............................................. 6 MANAGING MAGIC ITEMS ........................ 34 Growing Parcels ................................. 59
Nonmaterial Assets............................. 6 Buying Magic Items ........................... 34 SHIPS ........................................................ 59
Material Assets .................................... 9 Crafting Magic Items ......................... 34 Ship Requirements ............................60
SELLING ASSETS ........................................ 12 Altering Magic Items ......................... 37 Ship Components ..............................60
Sale Values ...........................................13 Spells for Magic Items ....................... 38 SIEGE ENGINES ......................................... 62
Haggling...............................................13 CHAPTER THREE : INVESTMENTS Standard Engines............................... 62
Finding Buyers.................................... 14 CRAFTING ................................................. 43 Siege Guns .......................................... 65
Finding Sellers .................................... 15 Alternate Hours ................................. 43 CHAPTER FIVE : MILITARY MIGHT
STARTING WEALTH .................................. 16 Making Craft Components ............... 43 GAINING MILITARY MIGHT ......................69
Existing Systems................................. 16 Commercial Manufacture ................. 45 Costs (and Defrayment)....................69
Wealth beyond 1st Level ................... 16 BUSINESS INVESTMENTS ...........................46 Culture-Based Acquisition................ 70
AWARDING WEALTH ................................ 18 Structural Investments......................46 Ancillary Costs ................................... 70
Why Use Distribution Rates? ........... 18 Simple Investment............................ 49 Restrictions to Arming...................... 70
Treasure Bundles................................ 19 Non-Profit Investment ..................... 49 LEADING TROOPS ...................................... 71
Awarding Treasure.............................20 Loyalty Score ....................................... 71
Story Treasures................................... 22 Tracking Loyalty ................................. 71
Effects of Loyalty................................. 71
CLASHING ARMIES .................................... 71
Decide Losers and Losses .................. 71
Casualties............................................ 72
Player Characters’ Roles.................... 73
After the Fighting .............................. 75
DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dun geon Master’s Guide,
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UCH CAN BE SAID ABOUT THE USE TO WHICH
adventurer’s put their treasure. In This product includes six chapters, summarized here.
editions past, the majority of a party’s Chapter 1: Mundane Wealth. Herein find types and
coins was spent on magic items, a direct forms of assets, from tangible wealth like coins and trade
conversion of discovered wealth into goods, to intangible assets like rights, favors, and renown.
enhanced character power. In the fifth edition, the This chapter also addresses the liquidation of assets of
purchase of magic items falls mostly outside the standard various kinds. The second half is dedicated to moderating
setting (and the standard mechanics), leaving players to the party’s treasure, including nuanced mechanisms for
wonder what use vast sums of gold may be put to. The equipping characters created beyond 1st level.
Comprehensive Wealth Manual answers these questions. The “Material Assets” in this chapter are duplicated from
Wraith Wright’s Comprehensive Equipment Manual.
Chapter 2: Magic Items. This chapter opens with
This product is intended for Dungeon Masters. While guidelines for a more-precise valuation of magic items. It
players may enjoy understanding the many potentials also provides tools to maintain a balance of magic items in
provided in these pages, these systems are the sole the party while allowing players to pursue the items they
province of the Dungeon Master, who alters and desire for their characters.
administers them to suit the campaign. Chapter 3: Investment. The investments chapter
The purpose of this product is to give ideas to Dungeon includes alternate and expanded rules for mundane
Masters, story ideas and system ideas, to better manage crafting. It also expands the core rules for the construction
campaigns with complex moving parts. If you’ve ever of buildings into rules covering investments for businesses
wished you had given more thought to the balance of and their returns.
treasure in your campaign, or if your players have ever had Chapter 4: Construction. These rules guide the process
too much gold to spend, this book is for you! of acquiring and improving property, plus the creation,
This product contains myriad guidelines for the ways expansion, and maintenance of features on the land. It also
that players acquire and use wealth. It talks about assets in covers ships and ship improvement, as well as a full range
material and non-material forms, including a system for of siege weaponry and engines suitable to defending
balancing the starting wealth of characters made beyond fortifications and ships.
1st level and the rates at which treasure appears during a Chapter 5: Recruiting. An examination of various
campaign. It gives exacting values for magic items and methods and the normally-prohibitive costs of raising
provides safety tools to prevent common errors in the armies, plus story ideas for participating in clashes
distribution of magic items. Its final chapters describe the between such forces. Additionally, this chapter contains a
investment of wealth into crafts and businesses, land and lightweight system to help measure the outcomes of large-
properties, and the acquisition and maintenance of armies. scale battles without resorting to mini-games or complex
rules that distract from regular play.
When tension between regions would incline local Societies that use non-piece currency as their primary
markets to devalue foreign currency, pieces resist this tender go to great lengths to discourage forgery. Minting
devaluation; melting coins into trade bars or into local (and printing if the campaign world has such tinkering
coins recaptures the inherent value of the metal, cleansing wonders) often include subtle or complex features to
it of stigma from foreign origin. Conversion fees may be defeat counterfeiting. Detecting fake money may come
customary, but fees above 10% are unheard of. down to a skilled (or magical) examination performed by
Where regions differ is in the coins their markets make merchants. Because the survival of the whole economy
use of. Gold pieces, silver pieces, and copper pieces are relies upon the currency’s value, along with the survival of
“common” coins, known and used everywhere. Electrum the nation and its subjects, societies that use such
pieces and platinum pieces are “rare,” used only in select representative currency punish counterfeiting with death.
markets or major metropolitan areas. Adamantine pieces, Coin Names. Regionally, pieces have unique names
mithral pieces, and iron pieces are “very rare” coins, new assigned by the institutions that mint them or by the
features of this supplement. people that use them. These names remind players that the
Iron coins are valued at 500 (ip) per single gold piece. game world is not generic; that nations of your setting
Although iron is common in the form of trade bars (see have their own ways of doing things and their own unique
“Trade Goods” in the Player’s Handbook), only poor modes of commerce.
societies with weak economies mint iron into coins. In the Forgotten Realms, Waterdhavians use “dragon” as
Adamantine and mithral are more precious than gold, a term interchangeable with “gold piece.” Locally-minted
but less valuable than platinum. An adamantine piece (ap) gold pieces have the image of a gold dragon on one side.
is worth 5 gold pieces and a mithral piece (mp) is worth
2 gold pieces. These coins appear only in closed societies
where their metals are relatively accessible, such as
VALUATION: ADAMANTINE AND MITHRAL
These adamantine and mithral coin values are
dwarven citadels.
Other Coins. Some institutions governments and major extrapolations of the cost for the relative suits of magic
armor. (See adamantine armor and mithral armor in
religions are large and powerful enough to issue coins of
the Dungeon Master’s Guide.)
their own design. These derive most of their value from
the worth of the issuing institution. The governments, If you prefer the higher implied value of prior
editions, feel free to adjust these numbers. Multiplying
temples, and other powerful factions that issue these coins
guarantee an exchange rate, on demand, from their own their table-listed values by 10 is an easy way to go.
treasuries. The value of these coins might fluctuate based However, note that doing so alters the stated costs of
on the perceived content of that treasury or the distance other adamantine and mithral equipment in the
one must travel to make that guaranteed exchange. Comprehensive Equipment Manual (and in the Dungeon
For example, the City of Waterdeep mints a large coin of Master’s Guide and Xanathar’s Guide to Everything).
If you want to enhance the rarity of these two metals,
platinum with electrum inlay. This “harbor moon” is
it might be enough to simply say they aren’t available
valued at 50 gp locally, but only 30 gp away from the city.
Similarly, the Temple of Gond issues “Gond bells,” brassy
as coins, even in their currently-restricted regions, or
that their coin values reflect the use of alloys or less-
bells with ornamental stone clappers, each worth 10 gp in
open trade or 20 gp when traded to the Temple of Gond. refined material.
TRADE BARS (TWO-POUND)
Some game worlds use different basic currencies, things Value Goods Value Goods
other than coins. Perhaps valuable metals are hard to 2 sp Iron 100 gp Gold
acquire. Maybe some other convenient things have been
1 gp Copper 200 gp Mithral
used since the beginning of time and no one ever thought
10 gp Silver 500 gp Adamantine
to use coins. Or maybe the gods have dictated what works
50 gp Electrum 1,000 gp Platinum
as currency and none can gainsay them.
As examples, an undersea kingdom may use rare
seashells because it has no mining traditions. A society of
GEMSTONES
necromancers might trade glass beads to which souls are Value Goods
bound; merchants can identify the power of the souls, 10 gp Azurite, banded agate, blue quartz, eye agate,
which correspond to various denominations. On a harsh hematite, lapis lazuli, malachite, moss agate,
desert world, wizards might know how to convert water obsidian, rhodochrosite, tiger eye, turquoise
into small, gelatinous blobs of standardized sizes, which 50 gp Bloodstone, carnelian, chalcedony, chrysoprase,
can later be turned back into water. citrine, jasper, moonstone, onyx, quartz,
Whatever the case, the new currency should be portable, sardonyx, star rose quartz, zircon
identifiable as roughly equivalent to other alike pieces 100 gp Amber, amethyst, chrysoberyl, coral, garnet,
(interchangeable) and should probably have an innate jade, jet, pearl, spinel, tourmaline
value based either on material rarity or a value based on a 500 gp Alexandrite, aquamarine, black pearl, blue
useful function of the item other than commerce. spinel, peridot, topaz
Trade Bars. These bars are short, thin bricks of precious 1,000 gp Black opal, blue sapphire, emerald, fire opal,
metals. They appear in standardized, whole-pound opal, star ruby, star sapphire, yellow sapphire
weights. One-pound, five-pound, and ten-pound trade bars 5,000 gp Black sapphire, diamond, jacinth, ruby
are common, but most trade bars appear in the two-pound
“commercial” variety, equivalent to 100 “piece” coins of
the same metal. This might be why merchant’s scales top Coins are only used by those of middling wealth. The very
out at exactly two pounds in their measuring capacity. (See poor and the very rich exchange trade goods instead.
“Adventuring Gear” in the Player’s Handbook.) When there is no coin to be had, or when barter is simply
Even more than piece coins, trade bars hold their value more convenient, people commit commerce by exchanging
across vast political and geographical expanses. Trade bars items with static, widely accepted and understood values.
are important to regular high-level commerce because For an urchin on the street, trade goods might consist of
they exist without the political implications carried by captured rats or collected scrap iron, the key to acquiring a
minting; there are usually no marks of origin to offend the
peoples of one nation or another.
Gemstones. Gems are sometimes used in place of coins,
DRY GOODS
particularly by the very wealthy. They can appear in any Value Goods
size and quality (any gp value), but the Dungeon Master’s 1 cp 1 lb. of wheat
Guide standardizes gems in order to list consistent values. 2 cp 1 lb. of beans, cheese, flour, potatoes, or turnips;
Halve the value of a “small” version of any gem and per board ft. of unusual lumber
double the value of a “large” version. A “giant” version will 5 cp 1 lb. of coffee, salt, or sugar
fetch ten times the listed value. If a gemstone is raw 1 sp 1 sq. yd. of canvas or per board ft. of rare lumber
(uncut, not polished or otherwise treated to enhance its 5 sp 1 lb. of cooking herbs or tobacco or 1 sq. yd. of
luster by a skilled user of jeweler’s tools) halve its value. cotton cloth
Loose gemstones should not have appreciable weight 1 gp 1 lb. of cooking spices, ginger, or honey
unless carried in bulk. When it does matter, weights can be 2 gp 1 lb. of cinnamon, pepper, wool, or per board ft. of
difficult to calculate; the Dungeon Master’s Guide does not exotic lumber, or 1 common pelt (beaver or wolf)
provide official weights for gems, nor would a standard 3 gp 1 lb. of cloves or 1 uncommon pelt (fox or mink)
gemstone of one type be equivalent in weight to another 5 gp 1 sq. yd. of linen or 1 rare pelt (ermine or seal)
type. As an abstract system, simply assume that 200 10 gp 1 sq. yd. of silk
“standard” gemstones weigh 1 pound, as do 100 “large” 15 gp 1 lb. of chocolate or saffron
versions or 20 “giant” versions.
hot bowl of soup. For a poor farmer, this might mean
CREATURES
trading wheat and livestock for a few luxury items. On the
Value Goods
other end of the spectrum, a guild-sanctioned master
1 cp Frog, rat, or spider
merchant’s trade goods might include huge shipments of
2 cp Cat or chicken
raw textiles exchanged for platinum trade bars. For the
nobility, trading hunting birds or exotic beasts is a matter 5 cp Lizard, quipper, or turtle
of fashion as well as expedience. 1 sp Bat, crab, or octopus
Dry Goods. These common household items are in 5 sp Raven or scorpion
demand everywhere; moving large quantities of them is 1 gp Goat, owl, songbird, or weasel
what keeps many merchants in business. 2 gp Hyena, jackal, poisonous snake, or sheep
Creatures. Of all the trade goods, beasts have the 3 gp Baboon, common dog, giant crab, giant rat, pig, or
greatest variance in value. From the common and deer
domestic, to the wild and exotic, the market for animals 4 gp Badger, giant fire beetle, giant sea horse, untrained
varies greatly based on the accepted purpose of each donkey, or untrained mule
creature and its geographical rarity. 5 gp Ape, boar, giant frog, small parrot, vulture, or wolf
Animals on this table are assumed to be young enough to 10 gp Constrictor snake, cow, elk, giant centipede, giant
train. For beasts that have common uses as trained goat, giant weasel, or giant wolf spider
specimens, halve the value of an older specimen that is 12 gp Crocodile, eagle, or untrained mastiff
beyond its functional training age or useful lifespan. 15 gp Axe beak, giant badger, giant bat, giant spider,
Otherwise the price is consistent, regardless of age. hawk, ox, untrained pony, or yak
Despite being beasts, vermin (snakes, insects, and 20 gp Black bear or giant wasp
arachnids) tend not to be used as trade goods except in 25 gp Giant poisonous snake, untrained camel, or
less-civilized societies or foreign regions like the untrained draft horse
Underdark. For any animal valued based on edibility, like a
35 gp Blood hawk, brown bear, large parrot, or untrained
crab or a hulking crab, dead versions are valued equally to
riding horse
live versions, so long as they are fresh.
50 gp Almiraj, giant hyena, giant toad, panther, or
Some of these animals are described in the Monster
untrained riding horse
Manual, but some have no official game statistics.
75 gp Dire wolf, giant eagle, giant octopus, giant owl,
Additional rules for training animals and selling monsters
giant vulture, lion, reef shark, or tiger
is available in the Comprehensive Animal Handler’s Manual.
100 gp Giant constrictor snake, flying monkey, giant elk,
untrained elephant, or untrained giant lizard
SLAVES AS TRADE GOODS 125 gp Untrained flying snake
Slavery is a commercial aspect of evil societies, like the 150 gp Untrained giant seahorse
drow cities of the Underdark. 200 gp Giant boar, hunter shark, polar bear, or saber-
Slaves are intelligence creatures used for labor, toothed tiger
status, consumption, ritual sacrifices, and other, viler 250 gp Giant scorpion, killer whale, or rhinoceros
purposes. Most slavers prefer to own members of their 500 gp Giant ape, giant crocodile, giant shark, or
own race, but some trade in a variety of races they mammoth
deem less civilized or less technologically developed. 800 gp Hulking crab
Because slave values vary widely by race, health, age,
training, innate capabilities, and the slaver society’s
exact proclivities, it is difficult to create a baseline
value for slaves due to these many variables. This
When players acquire things of value, they usually want to
product therefore leaves such values wholly abstract.
liquidate them as soon as possible, turning them into
Moreover, slavery is rarely a fun focus or an
spendable coin.
appropriate topic for a game. It is a type of real-world
This section limits itself to the sale of material assets.
evil that games struggle to reflect with accuracy and
Nonmaterial assets can be traded, but their values vary
sensitivity, typically using it to reinforce real-world
wildly, and are often based on the holder’s imagination
notions of racism and colonialism, evils that people
and skill at ingratiation. Where possible, the mechanisms
play games to escape from.
to liquidate nonmaterial assets are given in their
descriptions. More often, a nonmaterial asset is exchanged Players love to haggle when buying and selling. They see it
for another nonmaterial asset, a process that does not lend as a chance to earn additional treasure, or rather, to
itself to easy quantification. stretch their treasure further. Haggling also provides the
exciting element of gambling. However, there are reasons
that Dungeon Masters should be wary of allowing it.
Selling treasure is an abstract process in the fifth edition of
First, treasure values have their best impact when
DUNGEONS & DRAGONS. The Player’s Handbook now provides
revealed as the treasure is acquired. This temporal
four easy categories of sale value.
connection between finding the treasure and knowing its
value strongly reinforces feelings of success in whatever
Weapons and armor pieces used by monsters are rarely process resulted in the finding. If the results of haggling
good enough to sell. This prevents parties from “scraping,” later increase or decrease that value, nearly nothing is
looting absolutely everything not nailed down, regardless added to the game in terms of your players’ feelings about
of how small its value. It also relieves the DM from having achieving rewards.
to contemplate mundane monster equipment values when Second, once you allow characters to haggle, particularly
building encounters and balancing treasure. Monster if you predicate results upon die rolls like Charisma
equipment has no resale value. checks, your players will want to haggle over everything
they buy or sell, regardless of its significance. If you tell the
players that “better prices” can be achieved this way,
Undamaged weapons, armor, and other equipment fetch “better prices” become a feature of Charisma-based
half their sale prices when sold at market. DMs balancing
characters, one that players will want to implement for
treasure can consider mundane items, particularly found
every exchange of goods. Allowing rolls rather than using
in bulk, as “loot” valued at half the items’ standard cost.
standard pricing will drag your game into a mire of boring
This applies to equipment the players have previously
negotiations every time the party passes a market.
purchased, as well as good-quality gear taken from Third, there are no standard mechanisms for varying
civilized foes. prices due to haggling. Unfortunately, to make player
efforts feel rewarding, Dungeon Masters are too willing to
Art objects, jewelry, and trade goods are fungible, they sell fill this void with significant price fluctuations based on die
for their full noted values. Such items are already listed at rolls. These are typically too generous. In addition to being
their salable (or tradable) values. So static are the prices unrealistic, the additional wealth quickly adds up until it is
for these items that they are often used in the place of impacting the Dungeon Master’s intended rate of treasure
currency. distribution.
Magic items are very valuable assets. Although the Player’s As a counterpoint, a haggling scene can be interesting to
Handbook maintains that their value is “far beyond simple your game. Keep these rare and make clear to your players
gold,” the guidelines of the Dungeon Master’s Guide suggest that this is not normally how for-coin exchanges work.
that they are readily ratable in gold pieces, and that some To distinguish such scenes, only provide them when the
of them are relatively cheap. players are attempting to buy or sell something that defies
Magic items normally sell for half their purchase costs. easy or standardized pricing. This particularly applies in
(The standard rules for finding a buyer suggest that this the case of something worth more than its material
value may fluctuate, going as high as one and one-half composition, a value that greatly transcends the materials
times the value, or as low as one-tenth of the value.) and labor used to create it.
Alternately, because they are the type of things that For example, selling the duke’s signet on the black
interest the very wealthy or important in society, magic market may be good fodder for a haggling scene since the
items can sometimes be traded for rights or favors, or they value is unrelated to the metal or craftsmanship of the
can be gifted to organizations in the hopes of gaining item. That which is haggled over is the potential to cause
renown. mayhem once the ring is acquired, not the inherent value
If using the standardized item prices in the next chapter, of a normal signet ring.
the Dungeon Master may prefer to make magic items sell
for their full listed values.
the goods at a great profit, the local economy may become
Like haggling, appraising is a process that can vary the unhinged by the influx of wealth.
value of treasure. The Player’s Handbook suggests an
Intelligence check unrelated to any skill to “estimate the
This system relies upon the concept of downtime, making
value of a precious item.”
it unsuitable for games that don’t regularly make use of the
Unlike haggling, the value-randomization of appraisal
downtime rules. Its official version comes from the “Selling
checks almost never goes in the players’ favor. An
Magic Items” section of the Dungeon Master’s Guide, but
adventurer who underestimates the value of an item will
these rules have greater potential when applied more
not sell it for its true worth. Conversely, even if the
broadly, when used for selling other valuable assets like
character overestimates the value, merchants are usually
exotic poisons or deeds to land.
more careful at their pre-purchase investigations,
This process treats downtime days as a commodity;
particularly when buying loot off of adventurers. At best,
someone seeking a buyer must “pay” varied amounts of
an appraiser can only hope to find an item’s true value and
days for each search conducted. This can get cumbersome,
hold out for a merchant who will pay it.
but it is rare that players need to find a buyer for
Although the rules provide standard mechanisms for
something so valuable as a magic ring or a certificate
appraisal, such rolls should not be used with any
granting the right to take lumber in the king’s woods.
frequency. For the same reasons that haggling should be
minimal, appraisal should be limited to scenes where an SELLING A PRECIOUS ITEM
item’s value is truly obscure, and the story will benefit
Sale Total Buyer Result
from the price’s uncertainty. Pedestrian treasure like
20 or lower 1/10 of the base price
gemstones and objects of art should particularly not be
21–40 1/4 of the base price (or a shady buyer
subject to price variance through appraisal.
offering 1/2)
41–80 1/2 the base price (or a shady buyer
The only obstacle the fifth edition provides for selling offering full price)
treasure is the availability of a buyer. The Player’s 81–90 Full base price
Handbook repeatedly emphasizes this need but gives no 91 or higher A shady buyer offering 1½ the base price,
guidance on the process. no questions asked
TREASURE VALUES
Party Level Wealth Magic Items This segment talks about awarding treasure and the
1st (Tier 1) x 6 gp x 1/4 UN circumstances that can change the distribution. Over the
2nd x 12 gp — course of each character level, the party should find four to
3rd x 36 gp x 1/4 UN seven wealth-related bundles and might find a magic item
or two.
4th x 76 gp —
Bundles aren’t divided by encounter; most monsters
5th (Tier 2) x 375 gp x 1/4 UN
have no treasure, while other encounters might provide
6th x 450 gp x 1/4 RA
pieces of a single bundle or multiple bundles at once.
7th x 550 gp x 1/4 UN
Bundles might be found in a monster’s layer or be given by
8th x 700 gp x 1/4 RA
a noble as a reward for rescuing his grandson, while other
9th x 900 gp x 1/4 UN
challenges do not receive such rewards.
10th x 1,050 gp x 1/4 RA The standard number of bundles the party should find is
11th (Tier 3) x 2,250 gp x 1/4 UN, x 1/4 VR five for each level they gain, but poor or exceptional play
12th x 3,000 gp x 1/4 RA should earn fewer or more bundles. For each party level,
13th x 3,000 gp x 1/4 UN, x 1/4 VR the Dungeon Master should have five bundles written out
14th x 3,750 gp x 1/4 RA ahead of time, and perhaps a couple of spare bundles in
15th x 4,500 gp x 1/4 UN, x 1/4 VR case of exceptional player results.
16th x 4,500 gp x 1/4 RA, x 1/4 LE If the DM already knows the number and nature of the
17th (Tier 4) x 40,000 gp x 1/4 UN, x 1/4 VR encounters a party will face, she can determine how the
18th x 40,000 gp x 1/4 RA, x 1/4 LE party will acquire each bundle. Otherwise, the DM may
19th x 50,000 gp x 1/4 UN, x 1/4 VR consult her campaign’s treasure chart and select bundles
20th (per 30,000 XP) x 30,000 gp x 1/4 UN, x 1/4 LE (or parts of bundles) and magic items ad-hoc as players
search monster layers, execute heists, or get rewards from value from one of the coin bundles. Likewise, if a bundle is
the king. a bit under-valued, add the difference to one of the coin
Characters often meet their experience or milestone bundles.
requirements after dramatically changing plans or On the magic item lines, the DM should write in any
otherwise foiling the DM’s attempt to give out some magic items that will be discovered within that level. These
treasure in a timely, measured manner. The nature of results are again based on the chart and the number of
bundles allows the DM to easily catch up if she forgets or is players.
unable to dispense bundles within the applicable level, For a balance of items, consider making two bundles of
adding remaining bundles onto those awarded at later coin, one bundle of minor magic items like potions, one
levels. (In such instances, the wealth bundle system is bundle containing an object of art, and one bundle of
invaluable for reminding the DM to keep the party on track sellable mundane items.
for their rewards.) Characters don’t have to get everything Try to make bundles in themes to keep their treasure
on the treasure chart before they go to the next level. logical to the setting or the treasure’s previous owner.
The suggested number of treasure bundles per character
level is 5 (a “baseline”), but the party should earn up to 1
Sometimes the characters acquire additional bits of
less or 2 more in any given level, based on their own actions.
treasure, often things not planned by the Dungeon Master
For particularly-notable deeds or failures, the DM can also
and not on the five bundles of the treasure chart. Here are
adjust the number or nature of magic items discovered.
the primary ways treasure gains occur, and the
recommended ways to handle them, whether you wish to
For ideal results, the Dungeon Master can make a “treasure encourage them or not.
chart” of each character level at the start of the campaign, Earned Reward. Earned rewards should be the most
each level having five “bundle” lines, a couple of “magic common deviations from the treasure chart. They occur
item” lines, and maybe a couple of spare bundles charted when characters go above and beyond what is expected,
in case of exceptional play. (Keep these latter bundles using bravery, cunning, or just excellent dice-rolling, to
separate from the others.) Charting bundles just a few earn rewards the DM would not normally have provided.
levels ahead of time is probably a more reliable system, Earned rewards (and earned deficits, described in the next
since it allows the DM to consider recent events and section) are critical for tying treasure to player
treasure when making calculations. The DM should make deservedness. Without these, treasure rewards will feel
sure not to fall behind in the charting process, lest treasure too automatic or predestined; they won’t satisfy the
awards be forgotten. players’ sense of earned rewards.
On each bundle line, the DM should write in treasure Investment income is one example of earned rewards.
with a wealth value based on the chart and the number of Successful business ventures should earn rewards that
players. If one bundle goes a bit over, remove the excess exceed the treasure chart. Otherwise, why would anyone
bother? The various degrees of deviation are discussed
more in a later chapter. At the same time, investments
SAMPLE TREASURE CHART (PARTIAL) should not be allowed to exceed the chart by so much as to
This sample is for a 1st-level party of five characters. unbalance the game. After that point, it’s likely that the
focus of the game has shifted into whatever activity is
LEVEL ONE (30 GP PER BUNDLE): causing the additional gains. For example, if the characters’
- Coins (34): A sack of 18 gp, a stack of 6 ep, a string of investments are so lucrative as to exceed the suggested
27 sp, a purse of 30 cp, one azurite (10 gp) limitation for bundle gains, the characters have probably
- Coins (15): Three 1-lb. silver trade bars (5 gp each) stopped adventuring to focus on banking. The DM should
- Magic (50): A potion of healing therefore strike future rewards from the treasure chart to
- Art (25): A gold locket containing the painted keep in balance; the characters start getting normal game
portrait of a medusa (25 gp) rewards, doing so by investment instead of adventure.
- Mundane (26): Calligrapher’s tools (5 gp) and three Whatever their form, earned rewards should flow from
additional vials of bright purple ink (5 gp each) competence and diligence, heroism and risk. But they
within a velvet-lined box (5 sp), thirty sheets of should not become commonplace. Even if the players are
clean paper (1 sp each) in a scroll box (25 sp) constantly playing well, you should only reward the very
- Uncommon: A +1 battleaxe, with 1/4 UN remainder best instances of play.
Earned Deficit. Treasure bundles and magic item finds remaining wealth and magic items on the treasure chart. If
are not guaranteed rewards. The treasure chart exists so this is the case, the DM can easily add in some or all the
the DM doesn’t have to continually calculate the balance of leftovers from the chart to keep things fair, particularly if
existing treasure in the party each time a distribute comes the party is playing well.
up. Nothing says the characters must accrue everything on This technique is also appropriate if a player character
the chart. When the characters operate particularly poorly, dies, leaving her equipment to the party. If new characters
miss multiple or obvious clues, or simply refuse to are made with more than the starting wealth for 1st level,
correctly perform the tasks that would otherwise be and the party keeps the old character’s items, you can
rewarded, the DM should reduce the value of a bundle, or offset the value of those items by striking off equivalent
to strike off a whole bundle instead of distributing it. treasure from later in the chart. This prevents a series of
For example, the characters agree to bust a ring of new characters from being an endless source of additional
bandits operating out of the nearby forest. They discover wealth and magic items for the party.
that the mayor has been in on the operation the whole
time, tipping off the bandits and collecting half of their
take. Fearing political reprisal, the characters decide not to Sometimes you want the party to acquire something costly
confront the mayor, despite their good alignments. The but story-related. This might be a sailing vessel, a plot of
town is safe again (and experience points or milestones land with a stronghold on it, or a legendary magic item that
thus earned) but the party does not get the cut of ill-gotten will drive the characters into the quest of a lifetime. Story
plunder that the mayor stored in his basement. The DM treasures of these types typically fall outside of the regular
strikes a single bundle of coins from the treasure chart for rates of distribution. With the right approach, providing
that level. access to such items should not be a concern.
Importantly, poor results on Wisdom (Perception) check
or Dexterity check using thieves’ tools, the failure to A story treasure should not be the type that magnifies an
decipher a treasure map, or other disasters of the dice individual character’s power; it should instead unlock new
might also lead to the reduction of a treasure bundle. It is modes of play or allow access to otherwise-unreachable
important to enforce that the characters’ own successes story features.
and failures are what drives their rewards, and to let Where there is crossover, perhaps an intelligent artifact
players know that such rolls are not meaningless. that is also a useful weapon in combat, you can attempt to
However, luck-based results (poor rolling) should not be value-rate just the features that enhance a party member’s
used too frequently or to reduce treasure too much. It is personal power. Alternately, you can restrict the item’s
usually better to reward good rolls than punish bad ones. features. Perhaps an intelligent artifact weapon only
Chart Balance. The easiest way to rebalance an excess allows its powers to be used when the item so desires, or
treasure, whether intentional or unintentional on your the item activates its features at inopportune moments.
part, is to simply mark off an equal value from the bundles Curses or cultural restrictions can help balance these
later on your chart. Did the players get an extra magic item treasures as well.
because they let an NPC ally die in battle, hoping to get his Finally, make such items have a value limited to their
enchanted armor off him? Simply mark off the next magic time owned by the party; if the players stop making use of
item the party would have found of the equivalent rarity. the item for story purposes or try to sell it for additional
In this way, keeping a treasure chart is an incredibly useful wealth, have a plan in place to remove the item or mitigate
system, not just to distribute treasure in a balanced way, how the sale impacts the party’s treasure rate. Perhaps the
but to cure naturally-occurring imbalances to whatever item was on loan or only rented to the party; when the
degree you find useful. players are done or want to move on to other things, the
Chart balancing is a great way to use published true owner can return for it. Perhaps the intelligent artifact
adventure modules designed by others. Instead of turns against the party for failing to pursue its goals or the
changing where magic items are found, or changing the queen recalls her grant of title to land.
treasure these adventures award, the DM can maintain
balance by simply crossing off equivalent wealth and
magic items from later on the treasure chart. Only if the Obtaining story treasures can be as simple as finding a
chart is fully depleted would the DM need to reign in what magic item. However, for some acquisitions, official
the published adventure provides. Likewise, an adventure ownership is important to establish. For example,
that gives too little treasure will be evident by the
acquiring a stronghold or a pirate ship may require a deed
or provenance of some sort.
For the buildings and ships described in later portions of
this product, the Dungeon Master’s Guide suggests that
characters come into such ownership after 11th level, in
the Masters of the Realm character tier. Some groups
would instead prefer to acquire these items sooner, and
there is no reason to use the party’s lack of wealth to
prevent such a thing. Indeed, many parties in the Masters
of the Realm tier still can’t afford a stronghold.
Where a purchase is desirable, and the item also is a
story device desired by the Dungeon Master, prices can be
adjusted to suit the party’s current level of saved wealth.
Perhaps there is a problem; the castle is haunted, the ship
needs a full refit, or some other problem exists that
reduces the cost. Just make sure that the item is
immediately usable, even if at a lower degree of
functionality. The balancing factor should not effectively
negate the fact of the item’s purchase!
Another mechanism is to use loans or investment to
bridge the gap between the party’s current wealth and the
item’s purchase price. Having a mortgage can be a
powerful, though banal, motivator for players to adventure
and acquire new wealth. Alternately, the gap could be paid
by a backer or investor who expects a percentage of the
party’s treasure going forward.
Finally, a governmental authority, like a king, might
grant an item. Such grants typically come with strings, like
the expectation that the party will swear fealty, direct the
productive use of the surrounding land, collect taxes for
the crown, and maintain soldiers to help protect the realm.
Moreover, a grant of this nature typically reverts to the
crown if the party abandons it or dies. It cannot be sold
because the crown remains the true owner. In this way, the
value of the property is not a true gift to the party and does
not offend the expected rate of treasure distribution.
LAYERS LIKE MAGIC ITEMS. THIS CHAPTER ADDRESSES
the value and mutability of such items, proposing
a system that satisfies your players’ interest in The table below combines two tables found in the Dungeon
magic items without unbalancing the distribution Master’s Guide, providing the general power level, costs,
of wealth in your campaign. and restrictions on items of each type. The bracketed
values are inferred from other pages of that book.
Artifacts are an exception; no prices are assigned here or
in the official materials. Artifacts should enter the game for
This section assigns specific prices to each magic item that
story reasons and have a limited function outside of story-
comes from official fifth edition game materials to-date.
based applications. They should also spend limited time in
This information helps you, the Dungeon Master, value
players’ hands.
treasure for safe distribution rates. If your campaign
allows such things, exact pricing helps you manage the sale
and purchase of magic items, as well as trades or closed- This section considers the following factors as additional
loop systems like those described below. to the table-listed costs for magic items.
Our 15-page system (not published here) rates the
features of magic items and prices the items based on their
power relative to one another. The broad values assigned To keep things simple, ignore the mundane value of an
to rarity ratings in the Dungeon Master’s Guide are item that bears an enchantment if its mundane value is 50
unsuited to this calculus because, as that book admits, gp or less. If the mundane value is higher, add it to the
rarity provides only “a rough measure of an item’s power magic item’s total value. Most mundane items are cheaper
relative to other magic items.” The official rules also use than 50 gp, meaning this usually only applies to medium or
rarity to distinguish similar items in a set or rate an item’s heavy suits of armor, which are themselves as expensive as
true rarity, despite its relative power. a lot of magic items.
For example, the horn of Valhalla assigns three different
rarities to three different versions, despite the items’
Most special features are so useful or potent as to be worth
functions being essentially identical. The ring of invisibility
an increase in cost. If a magic item has additional powers
only duplicates a 2nd-level spell, but it is a “very rare”
or benefits that are not represented in these rules, the
magic item because this suits the genre. The cloak of
Dungeon Master should feel free to modify the overall
protection and ring of resistance are identical in function,
value of the magic item to suit.
but one has a higher rarity rating to make it rarer (thus
An otherwise-mundane item that has only special
reducing the chance that a character combines both items).
features is a common-rated magic item. It keeps this
When it comes to pricing, however, these additional uses
rating, even if it has multiple minor properties that would
of the rarity rating don’t serve your game. If you’re
bring its value over 100 gp.
allowing a player to craft, buy, or trade for an item, it’s the
Specific Costs. The tables of minor properties and quirks
relative power you care about. If you’re allowing a player
in Wraith Wrights’ Expanded Special Features Manual
to sell an item, you don’t want to create a high-value
itemize the value of such special features. If you do not use
windfall for the sale of a weak (over rated) magic item.
that manual, the following paragraphs suggest price
These concerns are far better served when magic item
variances for the smaller set of features found in the
prices reflect their potency.
Dungeon Master’s Guide.
If the roll result generates a maintenance cost (half, full, Buildings and fortifications are described below.
or one-and-a-half), this must be paid out of the owners’ Abbey. This building complex houses members of a
pocket. Failure to pay immediately creates a “debt” for the religious order. It typically exists in a remote setting and
unpaid portion. Debts not paid right away can sometimes has barracks, gardens, and other facilities sufficient to
be wiped out or reduced by exchanging favors or services support several dozen monks, mystics, or other residents.
to whatever source or supplier owns the debt, perhaps as Cottage. This building resembles a large family dwelling.
part of an adventure. It has two floors and about seven separate rooms. It can
Each debt still existing at the time of the next month’s house a family of up to 10, or some other close-knit group
losses and profits roll imposes a -10 penalty to the roll. of people, so long as bedrooms are shared.
Failure to pay off a specific debt within 12 months typically Farm. A farm includes a farmhouse, like a cottage, and
ends the business; properties and inventories are seized several fields to cultivate. It also has a barn, warehouse, or
and sold at auction (at half the value of the original grain silo for housing livestock or storing crops.
investment), debts are paid from that amount, and the Guildhall, Town or City. This building is several stories
remainder reverts to the owner. tall. It contains offices, operational facilities (like an
If the roll generates a profit, this accrues immediately to adjacent warehouse or workhouse), accounting facilities, a
the owner(s), although characters would be wise to keep secure vault for wealth and business records, small-but-
enough of the profits on hand to cover losses made in comfortable rooms for visiting guildmembers, and a
future months. variety of other things. The ornamentation of a guildhall
Calendaring Time. The investment systems in this particularly reflects the success and prosperity of the
chapter assumes a 30-day month and a 12-month year. If guild.
your campaign uses a calendar of a different scale, you Inn, Rural Roadside. A roadside inn is an all-
may want to adjust these figures accordingly. encompassing stop-off point for travelers. It includes a
stable for horses, a bevy of cheap rooms, a kitchen that
serves hot meals, and a small assortment of drinks
If the Dungeon Master employs the wealth bundles system available at the bar.
from chapter 1, any business profits or losses made within Inn, Town or City. This inn serves a higher fare than a
a character level should be limited to about + or - a single roadside inn. It offers no stabling but does provide a wide
level-appropriate bundle, give or take a bit, calculated as array of food and beverage qualities, as well as rooms in
an addition or subtraction from the treasure chart. various sizes. Services and accommodations are more
BUILDING AND MAINTENANCE COSTS
Construction Construction Maintenance Garrison Skilled Untrained
Property Type Cost Time Cost / Month Strength Hirelings Hirelings
Abbey 50,000 gp 400 days 600 gp — 5 25
Cottage 50 gp 10 days 2 gp — — —
Factory, large 3,500 gp 65 days 275 gp — 2 —
Factory, small 1,000 gp 40 days 100 gp 8 10 —
Farm 100 gp 30 days 15 gp — 1 2
Guildhall, town or city 5,000 gp 60 days 150 gp — 5 3
Inn, rural roadside 400 gp 30 days 300 gp 4 5 10
Inn, town or city 800 gp 40 days 150 gp — 1 5
Keep or small castle 50,000 gp 400 days 3,000 gp 45 50 50
Lodge, hunting 500 gp 20 days 15 gp — 1 —
Noble estate with manor 25,000 gp 150 days 300 gp 2 3 15
Outpost or fort 15,000 gp 100 days 1,500 gp 18 20 40
Palace or large castle 500,000 gp 1,200 days 12,000 gp 180 200 100
Shack 10 gp 3 days 0 gp — — —
Shop 2,000 gp 25 days 60 gp — 1 —
Temple, large 50,000 gp 400 days 750 gp 4 10 10
Temple, small 1,000 gp 25 days 30 gp — 2 —
Tower, fortified 15,000 gp 100 days 750 gp 8 2 —
Trading post 5,000 gp 60 days 300 gp — 4 2
expensive not just for their quality, but also because of Palace or Large Castle. This is a larger version of a
their proximity to a population center. normal keep or castle. The term “palace” generally denotes
Keep or Castle. This stone building or set of buildings is a lower level of military security, as a place situated deep
constructed for security and to project military power over in the heart of a kingdom or empire, but implies a great
the surrounding countryside. It is probably built in a deal more luxury.
strategic location, perhaps with natural barriers protecting Shack. The simplest of buildings, this wooden one-room
it, and commonly boasts a high curtain wall capable of construction provides bare shelter from the elements, a
repelling a siege. few sticks of furniture, and a single fireplace or cookstove.
Lodge, Hunting. This building is strategically located in Shop. This facility is an attractive building arranged to
useful hunting grounds. It has bare accommodations for a welcome customers, display wares, and store excess
half-dozen hunters, including living facilities. It also inventory. Most shops have a small living facility above
provides the tools and room necessary to butcher and them or in the back.
preserve meat, process hides, and perform other tasks Temple, Large. A large temple is suited to the size of a
common to hunting. congregation one might find in a large city. There are
Noble Estate with Manor. A noble estate serves much of offices for clergy, a large worshiping room or hall, nooks
the same function as a keep or castle, but without the and alcoves for quiet meditation, and decorations
military fortification. In unsettled, frontier lands, a noble appropriate to the deity or pantheons patronized.
estate is likely to have some soldiers and an outer wall. Temple, Small. A smaller version of the temple, this
Outpost or Fort. This construction resembles a primitive building usually has living facilities for a single priest and a
castle, built mostly of wood with walls made of log congregating area for a couple of dozen worshipers at
palisades. It otherwise includes military lodgings and other most.
logistical facilities to serve the same functions. A fort or Tower, Fortified. This tower is a small facility, often
outpost is often a precursor to a castle, built to be used to project military might into distant areas like
operational while a real castle is constructed nearby, or mountain passes, places where conflicts are unlikely, but a
simply upgraded bit-by-bit until it turns into a castle. military force or set of watchful eyes are important.
Fortified towers are also a favorite with reclusive wizards suggests that incremental gains are possible during
and the like. downtime activity, when a character “undertakes minor
Trading Post. A trading post is a collection of shops, tasks for the organization and socializes with its
usually of basic construction, often erected near frontier members.” However, organizations almost universally
areas. These facilities have some measure of security like a value strategic donations just as well as donated time.
log palisade or they exist in proximity to a military A character (or party) wishing to gain renown may
garrison. Trading at these posts is usually lucrative, often donate wealth in various forms. Temples may notice the
exchanging basic goods for valuable frontier resources, giving of alms on a large scale. A small town may
including rare furs or minerals. appreciate infrastructural investments that will not need
to be paid back. And any organization that has the
potential for corruption may appreciate bribes given
Simple investment requires no purchases, relying upon directly to its members. (At least those members will likely
intermediaries to handle set-up and maintenance. The appreciate it!)
investing character simply provides an amount of wealth The amount of wealth needed to gain renown within an
to assist in the initial enterprise or re-pays a portion of the organization depends on the giver’s current rating.
set-up costs, gaining access to the profits. Typically, the cost is 50 gp multiplied by the current
The Dungeon Master can track outside investments renown rating. The Dungeon Master may adjust this
abstractly or can make rolls using the structural requirement up or down, depending on the size of the
investment systems above. In the latter case, the DM organization. A small organization with few assets is easier
should apply a consistent bonus somewhere between 1 to influence, whereas a large group with plentiful
and 20 to the profits and losses roll. This should reflect the resources might be less impressed by monetary gifts.
strength of the investment opportunity and it replaces any Moreover, some organizations are particularly resistant to
bonus from the participation of the “owner.” Profits are the influence of outside money, depending on political or
usually paid out at the end of the year, dispersing moral philosophies.
percentages of the net gain across the 12 prior months. While renown does not grant direct monetary rewards,
A character that owns a share of a business receives a it is sometimes just as good. The perks at low rank often
percentage of the net profits equal to the percentage of the include such things as access to reliable adventure leads, a
initial set-up costs that were provided. For example, safe house, or a trader willing to offer a discount on
providing half of the set-up costs for an enterprise entitles adventuring gear. At mid-rank, adventurers might gain a
the character to half of the profits thereafter. This follower, access to consumable magic items, or military
ownership share, or “investment percentage,” is a valuable backup for a dangerous mission. At the highest ranks, a
commodity that can be traded or sold in the future. renowned party might be able to call upon a small army,
Savvy investors often buy shares with associated terms. take temporary custody of a rare magic item, gain access to
Depending on the exact terms of investment, a character high-level spellcasting, or be able to use lower-ranked
(or coalition of characters) holding shares valued at a members as agents to which tasks may be assigned.
certain percentage of the set-up costs (often 51% or
more), often have a say in how the business operates,
wresting absolute control away from the founder. Such Favors are more abstract than renown and they can be
maneuvers can add intrigue to certain types of campaigns. owed or owned by individuals or groups alike. Exchanging
wealth for favors requires a more strategic approach than
buying generalized renown. Because the entire renown
Not all monetary outlays are made intending to gain a system constitutes optional rules, a Dungeon Master who
profit. Sometimes characters give gifts or attempt to does not use them might consider favors to be an easier,
influence others with donations. (This section does not more-abstract alternative.
describe bribing officials for commercial gain—that is Using wealth to get a favor is a tricky endeavor.
considered a normal expense for a business.) Randomly gifting wealth usually improves the receiver’s
attitude toward the giver and may create a generalized
sense of obligation corresponding to the gift’s value. But
Renown with an organization is typically gained or lost
the sense of obligation is easily cured by a gift of equal
based on great deeds. But characters can also gain renown
measure or simply repaying the gift. The trick to turning
with purposeful strategies designed to raise their profile
wealth into favors is capitalizing on opportunities where
within the organization. The Dungeon Master’s Guide
an existing need for money plays upon the receiver’s saved his very identity; he doesn’t just remember the
emotions, honor, or even the receiver’s life. number of gold pieces that were handed to him in a sack.
For example, a young baronet has just inherited his The Dungeon Master must determine ad hoc what
father’s lands and titles. He quickly discovers that taxes on degree of favor results from a gift of this nature,
the familial estate weren’t paid for the last five years. At performing a case-by-case calculus to weigh the impact of
stake is the young man’s noble title and the dignity of his the specific opportunity and the wealth expended.
house. A strategic gift here is a good way to be owed a An additional discussion of favors can be found earlier in
favor because more than just wealth is at stake. When that this book under Nonmaterial Assets.
favor is called in, the baronet remembers that the payment
ONSTRUCTION IDEAS IN THIS CHAPTER REFER TO THE share common interests with the party and some may be
acquisition of land; the creation, alteration, and suitable to begin adventuring. When a new player’s
maintenance of structures; and the building of character (or an old player’s new character) is a known
ships and their components. It also covers siege person, that character is easily integrated into the party.
engines, those weapons of war designed to
defend structures and ships.
Unlike the earlier section that describes abstract rules for
fortifications as investments, this section drills down to the
minutiae of construction projects.
Industrious characters may acquire enough wealth to buy
If these rules are to be used, they should apply only to
and maintain land, structures, or even sea vessels. These
one location in a campaign, a single place to which the
major investments can be handled with very little detail, or
party frequently returns and spends their time, perhaps
they can become the entire focus of a campaign.
using it as a headquarters. It constitutes too much
This section provides details and costs for managing
bookkeeping to be used on any larger scale. It might also
construction. The Dungeon Master can use as much or as
fail to capture the interests of the players; a DM should poll
little of this information as needed, whatever suits the
the players to see if land ownership suits them, or perhaps
level of detail desired for the campaign.
introduce one of the starter kits to the characters in the
The Dungeon Master’s Guide suggests that player
course of play and see if they have any interest in using it
characters might acquire land and fortresses at 11th level
and growing it into something better.
or beyond, while in the “Master of the Realm” character
tier. Being landholders helps the characters make their
mark on the world, which is an underlying theme to this
character tier. THIRD-PARTY PRODUCT COMPATIBILITY:
Land ownership particularly reflects class features of
earlier editions of DUNGEONS & DRAGONS. For example, prior
STRONGHOLDS & FOLLOWERS
to the 2nd Edition, warrior-type classes would acquire If you are using Matt Colville’s Strongholds & Followers,
title, land, and a following of soldiers upon reaching by MCDM Productions, you will notice that the prices
certain character levels. However, warriors no longer gain and stronghold “types” in that book do not align with
such benefits by default. Owning property should not be the standard scale, that which is found in the Dungeon
inherent to warrior classes or character levels, nor should Master’s Guide and in this product.
every property be a fortress or military outpost of that The standard costs assume the party gains land at
type. Additionally, most adventuring parties have no use around 11th level, as suggested by the Dungeon
for property or followers, making these additions specific Master’s Guide. Mr. Colville’s product, by putting
to the campaigns of parties that want them. strongholds foremost in the player’s minds, anticipates
land ownership at around 7th level, thus the reduction
in pricing to match what is affordable at that level.
The advantages of having a party-owned property are Neither pricing mechanism is superior. Both assume
multiple and the benefits are useful at any level. As the that land acquisition will reflect what characters can
characters develop the location and build its facilities or afford when it becomes a factor in the campaign. The
capabilities, the construction becomes something like a Dungeon Master is in charge of both factors here, the
character in its own right, one that is shared among all the price of any given property as well as the amount of
players. It can serve as a unifying factor for party members wealth the party has access to in order to pay for it.
that might otherwise have little reason to stick together, (See the Wealth chapter for details.)
particularly after their early quests or storylines have To keep the figures straight, if your players want a
resolved. Having a shared home means characters are less stronghold before the Masters of the Realm tier, we
likely to go their own way. suggest adjusting the “buying power” lever rather than
The location can also serve as a source of replacement lowering the value of strongholds to match Mr.
player characters if a party member is lost, killed, or a Colville’s product. Alternately, use a costless (or lower-
player simply wants to try something new; the NPCs cost) gain method, as described below.
employed in (or associated with) the fortification might
can usually walk away from it if it does not suit the players’
Starter kits are fleshed-out “introductions” to property goals or ambitions for the game. There is rarely a strong
ownership, a description of land and how it is acquired. sense of obligation involved.
Often, the most difficult hurdle for players to explore this Seizure. Depending on the nature of local government,
aspect of the game is finding a starting point and or if there is none, land can sometimes be owned by those
determining the nature of initial investments. who move in and build on it. Perhaps free land is being
A starter kit pre-defines three factors to make things offered to anyone who is willing to settle the wild frontier
easier on the players: in the eastern reaches of the kingdom. In some territories,
like the Underdark, possession of land is down to pure
1. The Gain conquest, but this ownership “right” does not include any
2. The Land protection from others conquering the same territory in
3. The Fixtures return.
Taking by right of possession usually means the land is
The Dungeon Master determines the nature of each
undeveloped. Wilderness must be cleared and tamed for
component in a kit using the following guidelines.
its intended use and construction must begin from scratch.
Alternately, ancient ruins may provide a basis for
This component determines how the players get construction. In some cases, hostile natives resent the idea
ownership or use-rights to property. These are just of having new neighbors and work against the party.
examples; the DM is free to make up other versions of how Purchase. The simplest way to acquire land is to
the characters might acquire ownership. purchase it. Most deeds can be bought for as little as 100
Grant. To begin a property-owning endeavor, the gp or as much as 1,000 gp, depending on the location of the
Dungeon Master’s Guide proposes that land might be property. A very large property might be bought for 5,000
deeded to the party by a local ruler. This is a classic gp or more, if it can be bought at all. This contemplates
“medieval fantasy” method to gain property. It usually open land; the presence of buildings or other fixtures will
comes with a knighthood or some noble titles, depending increase a deed’s cost dramatically.
on its value. In feudal societies, all land is truly owned by the crown.
A grant is appropriate for characters that have Land “owners” simply have a right to use the land for their
performed great deeds and gained recognition from noble lifetimes, a right which passes down to their heirs. This
or royal benefactors. Significant grants are appropriate for persists until the sovereign revokes that right or an owner
characters in the Masters of the Realm character tier dies without heir. In addition, the crown allows temples
(11th-16th level). Locations given to such characters tend and political orders to hold large tracts in various locations
to have strategic significance, the buildings tend to be suitable for their important works. In such societies,
fortified for military use, and the political nature of the characters may lease property from a landholder such as
grant tends to embroil the new owners in warfare and
court intrigue. These are factors probably not suitable to
BUYING POWER
lower-level campaigns or characters.
Much commotion is made over the cost to purchase
Inheritance. An inheritance requires no initiation on the
expensive properties, but the prices in this (and other
part of the player characters. It simply happens to one of
third-party books about properties) simply cannot
the party members; the agent of a banking house, small
reflect the most important factor in a land-gain: The
town, or local lord finds the affected character and
Dungeon Master explicitly controls the party’s wealth
presents her with a deed to the property. An inheritance is
and buying power.
a good way to move a party to a new area, making them
Listed prices are immaterial because the Dungeon
travel to investigate the property and giving them a base to
Master can easily increase the amount of wealth a
operate from once they arrive. It is also a fine way to start
party has when the players express an earnest interest
a new campaign.
in land ownership. In addition to subtly reducing a
Inheritance is appropriate for any property or character
price, players may also call in favors to defray such
level. A low-level character might inherit a farm or an inn
costs. Taking custody of a stronghold might even be
that the party can work in downtime. For a higher-level
free, except that the Dungeon Master may wish to use
character, the land might include a noble estate and a title
this chance to drain off the party’s excessive wealth.
to go with it. Inheritance is also useful in that characters
this if they have no opportunity to earn a grant from the Location. Perhaps the most important factor for a piece
sovereign. Leases are cheaper than deeds; a 20-year right of land is its position relative to other important locations.
to use land will usually cost only half the value of Is the land in the capital city, thus in high demand and with
purchasing it. high value? Is it far from any major roads or trade routes,
thus low in value but high in positional security? Land
particularly rises in value as it approaches population
The next kit component is the nature and location of the
centers, which include the sources of government,
land, including any existing occupants. To define this
commerce, and learning.
component, the Dungeon Master should compose a brief
Unless there is a reason for some other type of property,
description after contemplating the following factors.
a kit intended for the player characters to build on should
Size. The first thing to determine is the size of the
have convenient positioning, if not a valuable location.
property. This basically breaks down into one of two
Accessibility. Similar to the question of location is the
categories, personal parcels and landholder parcels. The
question of accessibility. While this has something to do
nature of this division can have a significant impact on
with location, it is more dependent on the presence of
how the property interacts with the campaign.
roadways, navigable rivers, and passable terrain around
Personal parcels are suitable for building a single house,
the property. A riverside or seaside property is quite high
fortified tower, shop, temple, or the like. They often
in accessibility, particularly land with its own harbor.
include enough land to support the operation of a small
A poorly-accessible property is good for an owner that
business, whether that’s access to a roadway for an inn,
values security and solitude. However, it detracts from the
proximity to the king’s forest for a leatherworker that has
owner’s ability to engage in commerce or attract wanted
a hunting right there, or a few hills rich in minerals for a
neighbors (or supportive peasants for a feudal property).
mining operation. Personal parcels are often found amid
The land’s natural resources lose value since getting them
neighboring small parcels, near or within a town, city, or
to market is costly.
other population center. For logistical reasons, a personal
Natural Resources. This factor indicates the presence of
parcel is unlikely to be found in a remote region.
timber, minerals, arable land, fishable rivers or oceanside,
In some cases, personal parcels can be expanded to the
or other resources that can be relied upon to aid
size of landholder parcels. This growth potential suits the
subsistence or trade. Natural resources are the main
future growth of the characters. It allows them to start
source of “profits” from a land investment. A range of
with a small piece of land and graduate to a larger piece if
craggy mountains above the tree line, with no significant
they are successful in managing it.
mineral resources, is a desolate and valueless place indeed.
Landholder parcels are large enough to allow
Most natural resources are beyond the means for a party
subordinate residents, members of a town, farming
alone to access. The skills, tools, and free time needed to
community, or similar enterprise. Landholder parcels are
harvest lumber, mine minerals, farm the land, or fish the
typically the type given to noble title-holders. In a feudal
sea are best employed by subordinate occupants. In some
system, nobles may tax the income of peasants living on
cases, this might mean importing hirelings. If the
their land but are obliged to see to the peasants’ protection
surrounding region is also rich in the same resources, such
and just rulership, and further obliged to give taxes to the
skilled hirelings are likely to be more available. In feudal
crown and maintain soldiers for the security of the realm.
societies, a large landowner can rely on peasants to render
Landholder parcels can also apply to cases of private
the property’s resources.
ownership, perhaps in a wilderness land conquered by
The presence of natural resources on the land almost
new owners and opened for friendly settlement.
always comes with the right to harvest them. Even a
Landholder parcels take a lot of work and authority to
leaseholder can typically take timber or game from the
hold. They are usually acquired by a grant but can be taken
forest. Particularly when appropriate fixtures are already
by right of conquest or similar gain. Holding these
present on the land, such rights are contemplated as part
properties (or growing a personal property into this size)
of the property’s gain. The king would not grant land
is something best reserved for characters of 11th level or
including a hunting lodge without including the right to
higher. The “Masters of the Realm” tier is when characters
hunt dear in the nearby forest.
are expected to make their mark on the world and receive
Residents. Existing residents generally come in one of
recognition for their great deeds. See page 37 of the
two categories, hostile or friendly.
Dungeon Master’s Guide.
Hostile residents can be roving monsters, unwelcoming
squatters, or the newly-conquered citizens of a rival
kingdom. In most gain scenarios, the new owners are toward defining the character of the land and giving clues
expected to clear out or pacify any hostile residents. But it as to its best uses.
is possible that certain unintelligent monsters could be Ideally, for a personal parcel, a fixture is a generic
safely avoided by the new owners who stay behind their building or the intact foundation of a ruin, upon which the
high walls, the monsters kept around to discourage player characters can impose their own designs for growth
trespassing. Smart landowners find a way to turn hostile and fortification. A fixture like the remains of a saw mill on
residents into friendly ones, or at least ones they can the river could suggest a relatively successful use for the
coexist with. Killing, exiling, or exploiting the local land.
inhabitants are evil acts that create long-term For landholder parcels, existing fixtures often follow the
consequences. Such acts should not be encouraged or military and administrative needs of the sovereign. A
unduly rewarded. fortification is usually central, where the landholder will
Friendly residents include families or whole villages that reside. Bridges might have guard houses for the collection
are obliging and useful to the new owners, helping them of the queen’s tax on travelers. A dam might manage the
move in and serving as sources of security and support. flow of waterways and need protection and maintenance.
These might be intelligent races who can coexist on the While a landholder can ask the sovereign for assistance or
land, like fey that hide in the forests or lizardfolk that can improve these out of her own pockets or profits, they
inhabit the otherwise-unusable swamps. Friendly must not be neglected.
residents can sometimes become hostile, based on the The Dungeon Master should include any fixtures in the
characters’ interactions with them or with the land and its description of the land after contemplating the following
resources. Felling the whole forest or draining the swamp factors. It is entirely possible that a piece of land has
might not be appreciated by those who live there. absolutely no fixtures, allowing the DM to ignore these
In a feudal grant, friendly residents are usually the things initially. Depending on the nature of the grant, the
landholder’s subjects, the people who will work the land characters might be obligated to construct or rebuild some
and provide taxes. These peasants are the source of the fixtures, either from their own resources or using a stipend
landholder’s strength; they are the people that produce from the sovereign.
taxable farming and crafting, and from whom new soldiers The Homestead. Every parcel must, at its outset or after
are trained. The number and prosperity of a feudal parcel’s some construction, have a place to house the characters
peasantry directly correlates to the landholder’s wealth (or from which to run the land’s operations if the
and power. characters live elsewhere). This is the parcel’s defining
Degradations. This refers to any problems with the structure. A tall castle defines the parcel as one ruled by a
land. Are the cliffsides eroding into the sea? Does the noble, a tyrant, or some other military leader. A farmhouse
swamp deepen each year, eating away at the arable land? means the parcel is a farmstead.
Have wildfires burnt away all the forests? Is the harbor too The Dungeon Master should take some care to make any
shallow for significant use? existing homestead building one that can be modified or
In most cases, degradations simply operate to decrease expanded to suit the characters’ tastes. This piece is one of
the value and usefulness of the land and have no other the most personal land features for the party and they
effect. But they can also be opportunities to improve the should be given reign to remodel as desired. It is also the
value of the property. This allows the land to “level up” as building to which various “property components” will
the player characters do. Usually, time or effort may apply. (See the following section for details.)
remove a degradation; the forests may regrow to Rights-Fixtures. To prevent land-use rights from
harvestable levels, the swamp can be drained, the harbor becoming too complex, these features, if already existing,
can be dredged, or the crumbling cliffside can be include the right to their use. Their costs or the required
reinforced with engineering works. royal declarations are assumed to be included in the gain.
Depending on the nature of the gain, these features might
also require use (and maintenance) on behalf of the true
In terms of property, a “fixture” usually refers to a building
landholder.
on the property, but could also include such constructions
A dam on the river means the property owner has the
as a dam, watchtower, bridge, wharf, crop fields, or
right to take some significant measure of water from the
something similar. Pre-existing fixtures go a long way
river, despite the complaints of farmers on the arid land
downstream.
A bridge, ferry dock, or tollhouse contemplates the right Many of these components have no effect on the
of the landholder to collect taxes from travelers, probably mechanics of the game; they are provided simply to allow
remitting a portion to the sovereign. characters to fill out their parcel if that suits their interests.
Warehouses near the waterfront or an inn within the In many ways, a land parcel is like an additional character
city walls means the landholder has the right to operate that the players share; the more details it has, the more
those respective business; any mandatory guild dues or alive and compelling it will be as a part of the game.
operational taxes are included in the cost of maintenance.
A saw mill on the river carries with it the right to take
timber from nearby land, process it, and sell it. Depending Most components are available as either a room in a
on the grant, a sovereign may demand the right of first structure, or as free-standing structures, often with
purchase for such goods, getting the option to buy the different associated mechanics. A component that can
lumber before it is offered for sale elsewhere. appear as both a room or a structure will list both a Room
A fortified structure like a tower or keep means the Cost and a Structure Cost. Components not available in
landholder has the right (and the duty, if in a feudal both types will list only one of these costs.
setting) to house and equip soldiers. Ancillary buildings, like a stable or coach house, can be
Common Lodging. For landholder parcels, those with built on a personal parcel, but most are suitable only for a
subordinate residents, “common lodging” is the housing landholder parcel. Some properties, particularly city-based
already available. The existence or expansion of housing is land parcels, have no room for expansion, preventing the
critical to maintaining a viable, happy population. party from adding structure-only components.
Simple forms of common lodging might be as little as a The costs given here are for “simple” or “frontier”
tent camp suitable for the early operation of a mine, which versions of components, those built with processed
will eventually become a mining town with permanent lumber, some stone and mortar, and various construction
structures. At the other end of the scale is the vast and techniques that are somewhere between “crude” and
interconnected network of buildings within a century-old “semi-refined.” For a higher quality building, add 50 gp to
city, well developed and thickly occupied. improve foundations, renovate existing edifices, allow
Security Features. Security-oriented fixtures include precise stonework, and build with the smooth lines of
walls that surround a property, watchtowers, fortified expert construction.
military outposts, and similar constructions. They might
also include “negative features” that are not buildings at all This room holds a wealth of extra simple weapons and
but are designed to aid security, like the dredging of a deep light armor. It allows non-garrison hirelings, up to the
border river to create a strategic barrier. number of contained armament sets, to deploy as semi-
Security features typically require some effort to competent soldiers when necessary. For these non-martial
garrison and maintain; they are rarely found on properties hirelings, use the cultist statistics from the Monster
owned by only an individual or a single adventuring party. Manual (minus the Dark Devotion feature).
Room Cost. 50 gp + 10 gp per set
Structure Cost. A freestanding armory is situated to arm
Once the nature of the property is determined, and the a number of non-martial residents living in various
characters decide they want to keep (and invest in) that portions of the parcel. Such a building costs 100 gp + 10
parcel of land, these rules allow the players to modify their additional gp per set of armaments.
home environment to suit their tastes and budget.
Every homestead should come furnished with enough
rooms and accommodations to allow the party, and This small, simple room contains ten bunks, cots, or
perhaps a few additional characters, to live there without hammocks, and space for ten personal trunks or chests.
having to expand or build new features. Armor stands and weapon racks are typical features as
This section is only for characters that want to well. A barracks is typically used to house additional
personalize the homestead (or the surrounding buildings soldiers, but player characters used to “living rough” might
on a landowner parcel), typically gaining specific game- enjoy making use of barracks too.
related benefits. If an existing building does not seem to A barracks adds 10 to the number of soldiers that can
have enough free area to add or modify a room, the comfortably reside in the building. These additional
building can usually be expanded to make space. soldiers are not included in the maintenance cost for the
property, nor does this room increase a structure’s
garrison rating. Cells are made with iron bars, which have 19 Armor Class,
Room Cost. 25 gp 6 hardness, and 27 hit points. They are each made to house
Structure Cost. A “barracks hall” is designed to house a four medium creatures or one large creature. Because they
larger number of soldiers. The cost is 50 gp for the first ten are constructed to resist intentional breakage by their
soldiers, and 25 gp per additional ten soldiers it can house. contained creatures, cell bars and walls are typically
A typical barracks hall will house about a hundred. immune to damage from natural and unarmed attacks.
Additional information on the health of objects can be
found at page 246 of the Dungeon Master’s Guide. The cell’s
A simple building for housing vehicles, suitable for keeping
door comes with a lock, for which a single key is provided.
wagons and coaches out of the elements when not in use. A
Without the key, a creature can pick this lock with a
similar construction adjacent to a waterway can create a
successful DC 15 Dexterity check using thieves’ tools.
shelter to cover small watercraft.
Room Cost. 100 gp per cell
Structure Cost. 15 gp
Structure Cost. A freestanding “jailhouse” can be built
for 100 gp plus another 100 gp per contained cell. This
This building typically takes the form of a feast hall or building has stout doors and thick walls, and other security
drinking establishment. More “refined” versions may features suitable for maintaining prisoners.
include a performance theater, a gallery to display crafts,
or a museum of art.
Happy residents need reliable housing. These
Structure Cost. 80 gp
expenditures represent a set of common buildings suitable
for multiple families, or a collection of cottages. Families
Gardens are typically housed in a courtyard, rooftop, or need more living space than soldiers and cannot be happy
along the perimeter of a building or property. They can be for long if crammed in ear-to-ear somewhere like a simple
used to grow food or other plants. For adventurers, they barracks.
are most often used to grow the exotic herbs that are the Structure Cost. 25 gp per family of five
necessary components of herbalism. A cultivated garden is
useful when arable land is not freely available on the land
This developed area and its attending buildings are suited
parcel.
to the advancement of a single industry, like mining and
A garden is particularly useful if the characters find a
smelting ore, logging and processing lumber, or fishing and
rare plant that the Dungeon Master determines to be the
packing fish. A setup of this type is usually needed to
necessary component for a certain herbal brew. (For
extract natural resources from a parcel. Each such
further inspiration, see the rules for Concoctions in the
construction supports the efforts of up to 50 workers.
Comprehensive Equipment Manual.) Cultivating the plant
Structure Cost. 1,250 gp
allows the characters to harvest periodically and craft the
brew, though they must return home to the garden each
time they do so. The Dungeon Master will dictate the This room is dedicated to the safe and efficient storage of
amount of ingredients available in a garden at any given books. A mere collection of books does not make a library
time. At the Dungeon Master’s discretion, maintaining an in this sense; a library is a coordinated collection designed
herb garden may reduce the cost for ingredients to craft a to cover a range of topics important to adventurers.
variety of herbal brews. A character that researches in the library has advantage
Room Cost. 10 gp on any Intelligence check to discover lore within the range
of the arcana, history, nature, or religion skills. If the
question of lore does not relate to any specific skill, or it
This represents good roads, small bridges, docks, or other
relates to a skill the researcher is not proficient with, the
improvements that allow access throughout the parcel, as
library allows the user to benefit from half her proficiency
well as to and from it. Each instance of good byways
modifier, rounded down. Advantage does not apply if the
supports an area that has up to 50 residents.
DC for the check is higher than 15; higher DCs indicate
Structure Cost. 25 gp
information that is too rare or esoteric to be found in most
reference books.
A library can be stocked or expanded to encompass often used to hide questionable areas like a necromantic
additional, more-specific topics. Examples of such topics laboratory or a hidden holding cell.
include specific trades or skills, a particular deity or A secret passage requires a door at both ends, though
religion, plants of a curative variety, the history of a single only one of them needs to be secret. If both are secret,
kingdom, or necromantic lore. The covered topic is simply pay the cost for two secret doors. (Passages
typically a small slice of what would otherwise be covered themselves are too incidental to cost anything under this
by the arcana, history, nature, or religion skill. While system.) If the doors at both ends are secret, they need not
researching a question of lore within an expansion topic, be of the same quality. Secret passages are sometimes used
advantage applies to the Intelligence check for a DC as high to create a clandestine entrance to the building, to link
as 20. A book or set of books that constitutes an expansion rooms, or to provide a hidden escape tunnel that exits a
might be found while adventuring or purchased during a stone’s throw away from the building.
trip to a large city. The Dungeon Master should make sure Room Cost. 110 gp
to track any expansion topics added to the library.
A short research attempt, about 10 minutes, tends to
This expensive upgrade adds a surrounding wall,
answer only simple questions, like whether the plant your
watchtowers, warning bells, strategic moats, and other
cattle ate is poisonous or whose noble house that red-and-
security features. This expense is suitable for a parcel
gold pennant belongs to. More complex questions require
containing no more than 25 residents. For every additional
about eight hours (or one day of downtime), as the
50 residents, or part thereof, you must pay this upgrade
researcher references multiple sources and draws
cost again or find that there are significant holes in the
conclusions by cross-referencing. Using a personal library
security.
to research in downtime is simpler than doing so in a city,
To increase the level of security, perhaps replacing the
but the questions of lore that might be answered tend to
wooden palisades with stone walls and building the
be more limited.
watchtowers with extra height, double the cost of each
Up to two characters can use a library to research at the
upgrade.
same time, so long as they are not researching the same
Structure Cost. 200 gp
question of lore.
Room Cost. 250 gp + 50 gp per additional topic
Structure Cost. A “library building” costs an additional A shrine is a small room with ritual trappings and
100 gp at the outset, above what a room version would iconography dedicated to a specific deity, alliance of
require. This is about twice what a normal freestanding deities, or pantheon. It has room for a character to worship
building would cost; preservation of books requires privately. At double the cost, a shrine can be large enough
excellent insulation and environmental control. Up to six for religious services to be held involving a dozen
characters can use a library building to research at the participants.
same time, so long as none of them are researching the Room Cost. 35 gp
same question of lore. Structure Cost. A “temple” costs 150 gp to construct
properly; the interior and exterior must be sufficiently
decorated to honor the deity to whom it is dedicated. The
This construction includes multiple shop buildings or an
true cost of a temple can be far more extravagant.
array of stalls in the case of an open-air market. This much
Depending on the wealth and piety of the builder, a temple
infrastructure supports a populace of up to 200 residents,
might be built and decorated using many thousands of
contributing to their convenience and happiness. A market
gold pieces.
rarely brings in the type of goods or services that player
A temple includes room for about 100 worshipers, plus
characters are interested in purchasing.
several offices for clergy to operate out of and several
Structure Cost. 60 gp
utility rooms.
During a naval engagement, all crew members are A ramp or set of ramps that can be lowered from a ship to
required to operate the ship. Otherwise, the crew can facilitate boarding. A corvus has hooks on its end to secure
deploy as a semi-professional fighting force of sailors (as it fast over the other ship’s rail.
bandits). These can be skilled or unskilled hirelings. A The ramp has its own handrails, so sailors can safely rush
military ship may also be garrisoned by marines (as into a boarding action. No ability checks are required to
guards) equal to its passengers rating. For every full 10 navigate the crossing, as might be required when leaping
marines, replace one with a veteran. As all soldiers, the gap or swinging across on a line.
marines are skilled hirelings. Statistics for these warrior These bulky devices reduce a ship’s cargo capacity by 15
types can be found in the Monster Manual. tons. If there is insufficient cargo capacity, this
modification cannot be added.
Cost. 3% of the base ship cost
Construction time for a ship is 1 day per 150 gp of its
construction cost. Similarly, ship upgrades and
modifications are pegged to percentage values of the For a ship that has multiple decks, weapon ports may be
vessel they effect. A ship’s maintenance cost is 1% of its used to fire siege weapons from the lower decks. These
construction cost. ports are typically visible from afar, unless purposefully
Creation of anything larger than a keelboat must be done concealed.
by a skilled team, not individuals employing the downtime Concealed weapon ports can only be recognized on a
crafting rules. Improvements to a ship (added ship successful Wisdom (Perception) check made within 500
components) must be planned, built, and installed by a feet. A spyglass extends this check range to 1,000 feet,
group of skilled shipwrights. while a compact spyglass (see the Comprehensive
Equipment Manual) extends it to 750 feet.
Cost. 5% of the base ship cost to conceal all ports
Not all ships are created equal. Players looking for a ship
that is faster, tougher, or more agile might consider adding
modifications to their vessels. Consider the following The ship’s hull has a deep keel that steadies it on the open
mundane ship improvements. ocean, but which can inhibit its ability to approach the
shore.
The additional stability of the keel applies advantage to
This translates into more space for a ship’s sailors to sleep the crew’s roll for a storm check or a whirlpool check.
and eat. The ship may support more passengers than its (Officer checks are unaffected.)
base rating, but its cargo capacity is decreased. For the purpose of getting unstuck from sandbars, this
For each ton of cargo capacity removed, add 2 to the vessel treats deep sandbars as moderate and moderate
ship’s passenger rating. sandbars as shallow. At the Dungeon Master’s discretion,
Cost. 5% of base ship cost the ship may not travel into some areas that similar boats
can navigate, due to the depth of the keel.
This improvement must be installed at the time of the
The ship has metal plates over its hull to protect it from
ship’s construction; it cannot be added later. This
attacks of all kinds.
improvement is incompatible with a shallow keel.
Increase the damage threshold of the ship’s hull by 5.
Cost. 15% of base ship cost
For every 10 hp of the vessel, remove any combination of
2 from its passenger rating or 1 from its cargo rating. If
there is insufficient capacity, this modification cannot be Some ships sport fanciful carvings on their bowsprits.
added. Players are encouraged to design their own inspiring
Armor plating slows the ship by 1/2 mph. figureheads using dolphins, mermaids, or creatures of
Cost. 30% of base ship cost myth.
If the optional loyalty rules are used, a proud figurehead Identifying the ship at a distance based on its profile or
adds 1 to a crew member’s loyalty while aboard (or within appearance is impossible when the configuration is
sight of) the ship. See the NPC loyalty rules in the Dungeon modified.
Master’s Guide. This modification is otherwise cosmetic, A ship with a movable deck reduces its damage threshold
although Ghosts of Saltmarsh describes magical by 5 if it is normally higher.
figureheads in appendix A. A ship not currently in its natural deck formation reduces
A figurehead has an Armor Class of 12, a damage its speed by 1/2 mph.
threshold of 5, and 20 hit point. Cost. 40% of base ship cost
Cost. 3% of the base ship cost
This massive gun is designed to fire a murderous weight of The most common field piece, this mid-level weapon fires
shot over a short distance. At its longest range, the barrel a reliable load using a relatively low quantity of
requires a significant upward tilt and the shot flies in a gunpowder.
pronounced arc. 12 lb. Cannonball. Ranged Weapon Attack: +6 to hit,
A carronade can use indirect fire at targets within its range 350/1,400 ft., one target. Hit: 27 (5d10) bludgeoning
long range increment, shooting over intervening obstacles damage.
like other ships. Indirect fire prevents the use of many
types of cover.
Large object, field gun
32 lb. Cannonball. Ranged Weapon Attack: +5 to hit,
range 300/1,200 ft., one target. Hit: 55 (10d10) Armor Class: 19
bludgeoning damage. Hit Points: 50
Crew: 5
Cost: 3,000 gp
Large object, ship’s gun
Larger than a demi-cannon, this field gun throws a much
Armor Class: 19
heavier ball.
Hit Points: 75
18 lb. Cannonball. Ranged Weapon Attack: +6 to hit,
Crew: 5
range 500/2,000 ft., one target. Hit: 38 (7d10) bludgeoning
Cost: 3,500 gp
damage.
This heavy weapon is typical of cannon craftsmanship.
24 lb. Cannonball. Ranged Weapon Attack: +6 to hit,
Large object, ship’s gun
range 600/2,400 ft., one target. Hit: 44 (8d10) bludgeoning
damage. Armor Class: 19
Hit Points: 50
Crew: 5
Small object, ship’s gun Cost: 3,000 gp
Armor Class: 15
This gun is longer and fires a lighter load than weapons of
Hit Points: 15
similar weight. The additional range makes long nines
Crew: 1
well-suited for chase work, mounted at the fore or aft of a
Cost: 600 gp
ship.
This small ship’s gun has no mounting frame. It is attached 9 lb. Cannonball. Ranged Weapon Attack: +7 to hit,
to a swiveling pintle that rests in any number of prepared range 750/3,00 ft., one target. Hit: 22 (4d10) bludgeoning
positions along the gunwales or on platforms among the damage.
masts. A single strong crew member can lift the weapon
out of its position and carry it to a new one.
Huge object, field gun
If using the variant Slow Firing rule, a culverin requires
only 50 crew actions to load and fire, but its small size and Armor Class: 19
fixed position make it impossible for more than a single Hit Points: 125
crew member to operate thusly. Crew: 5
4 lb. Cannonball. Ranged Weapon Attack: +6 to hit, Cost: 6,000 gp
range 50/200 ft., one target. Hit: 11 (2d10) bludgeoning
Unlike other field guns, a mortar rides a heavy support
damage.
frame, much like a ship’s gun. Tiny carriage wheels allow
the weapon to be oriented. A mortar is typically
transported via wagon.
A mortar can use indirect fire, shooting over obstacles
like hills and castle walls. Indirect fire prevents the use of
many types of cover.
42 lb. Cannonball. Ranged Weapon Attack: +5 to hit,
range 800/3,200 ft., one target. Hit: 66 (12d10)
bludgeoning damage.