Does anyone knows of rules for mining as a permanent activity for the profit of player characters? One of my PCs will probably get some land in the near future, including a silver operation, and I'd like it to be more than "ok, its production pays for the maintenance costs of your keep"; it should feel like a real treasure. I'm looking for written rules, but ideas of how to handle it would be great as well.
I haven't done a mine, but I have done other real estate like making someone king of a city. Management is simple: give them enough rewards to get them addicted to the resource, and then later on you can generate adventures simply by threatening the resource. You don't have to have NPCs offer "quests" with "rewards" to save the city now--all you have to do is threaten King Reginald's cash cow!
This seems to be true, at least with my players, regardless of whether or not Reginald is doing anything in particular with his cash cow.
If I wanted to do a mine specifically, and I wanted my players to engage with it more deeply, I'd probably just make up a simple random table like this one:
A PC can spend a month exploring the mine's depths and digging deeper. Roll d8+d12 and consult this table. Entries marked * may only be used once and must then be replaced by the DM:
2* Something horrible has awoken in the depths of the earth. A miner working in newly-uncovered tunnels begins to dream dreams of beauty, wealth and power. He heeds his dreams, finds an ancient rune of power in a hidden chamber, and spills his own blood on it as he did before in his dreams to gain power. The rune is destroyed, and a Balor and his legion of demons (2d8 demons of CR 4-17 and 1d6 x 100 demons of CR 1/2 through 3) are freed. They revel in their freedom and begin killing miners and destroying the mine. If not stopped they will depopulate any nearby cities.
3-4 A Purple worm attacks you while exploring, then roll again
5 New vein of gemstones! Increase monthly income by 5000 gp for one year.
6 One of your miners has proven himself of great ability and wants to join you on your adventures. (Gain a 1st level NPC hireling who accepts only a half-share of the rewards, i.e. counts as only half a PC when diving up treasure and XP.)
7-8 New vein of silver! Increase monthly income by 100 gp for one year.
9-12 Accident while exploring causes destruction of exploring equipment. Repairs cost 1d6 x 100 gp.
13-14 New copper vein! Increase monthly income by 40 gp for one year.
15 New gold vein! Monthly income increases by 1000 gp for one year.
16 Miners are disappearing and you must determine why and stop it. (It's a bulette.)
17* You find an ancient tomb with a seal on it. (Behind the seal is are six CR 7 Stygian Skeletons guarding another seal, behind which lies a Mummy Lord and a dozen mummies. The Stygian Skeletons will slay anyone who approaches the seal but will not pursue those who flee. If the inner seal is breached while the Stygian Skeletons are still alive, the Mummy Lord will immediately emerge, and the skeletons will prioritize killing the the Mummy Lord above all else, while the Mummy Lord and his mummies gleefully and indiscriminately slay all those they see.)
18* Miners are disappearing and you must determine why and stop it. (It's a drow war party performing reconnaissance in force prior to an genocidal invasion. If the war party is decisively defeated the drow will seek another way to the surface.)
19-20* The Gnome King (he's an elemental, not a real gnome) takes an interest in your mine. He asks you to prove yourself to him in a test of worthiness (e.g. navigating his stone labyrinth of madness). If you please him, he will bless your mine and double its gemstone output. If you displease him, the mine will never produce anything again except stone and dirt.