D&D 5E How would you handle a player-controlled mine?

How would you handle a player-controlled mine?
Have you ever seen 'Poldark?'[sblock] A moneypit. A dangerous moneypit. That makes enemies for you and kills your brother, just as he's starting to develop into a likable character. [/sblock] Like that.

Only with gelatinous cubes and kruthiks and carrion crawlers and purple worms and whatnot wandering in on top of everything else.

And kobolds. Gotta have kobolds infesting your mine.

Or, y'know, 'running the mine' could just be a downtime activity that nets you a little money to pay for other downtime activities...
 
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There are no rules written by WotC for 5e about this kind of thing. Maybe the DM Guild has something. Otherwise suggestions in this thread or rules for other editions are what you need.

Personally I like the "pay for other costs+adventure hook" idea. Maybe even let the profit from time to time include some additional trade bars they can use for whatever they want.

Adventures may be to protect the mine, but might as well be something they wish to expand upon. If they have a keep as well I would suggest making those very connected. Maybe they want to decorate the keep, commission new works of art, staff it with more soldiers or hire Adventurers of their own. Those things might be possible to afford by improving on the mine.

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This is a lot like what happened to my group, but they settled on 10% of profits. They also are rebuilding the castle in town for their own. After the boxed set they were sent on a few adventures to clear out the region and tried to establish a route through the mountains to Westbridge, but are now clearing out Leilon to secure a route to Waterdeep.

There have been no profits coming and the PCs have been scouting for more miners and stonemasons to send that way. I plan on only giving them a payment each month of 100-250gp. I may have them roll something to determine of a boom or bust is going on, but mostly plan to have the mine be adventure ideas and maybe to start another campaign with low level characters. I still plan to have something on the other side of the large underground lake.

Very cool.

I kept the profits very much in line with their level, and then raised it as they went up, but definitely would have some swings here and there, as you mention. My group is also rebuilding Cragmaw Castle, as well as building a fort near the mines....so a lot of the profits also get tied up in those projects.

They also had to bribe some folks, and pay the Shades from the City of Shadow over Anauroch (still around in my Realms) for the right to trade across their lands.

It's totally been more of a source for story related items rather than PC wealth, but they've definitely earned a solid living with it.
 

Oh, and I just thought of one other thing....maybe not specific to running a mine, but more to running a settlement.

The Kingmaker Adventure Path from Paizo for Pathfinder has a Player's Guide that is a free download and has an entire system devoted to establishing a settlement and then managing it. I would imagine that system could be altered a bit to scale it down to just be about a mining operation.

Or you could use it to really scale up Phandalin and the surrounding areas! I don't recall off the top of my head, but I think the system would be pretty setting agnostic.
 


See Dragon Magazine on economics

Economics:
Campaign worlds "Economics Made Easy" Ralph Marshall 107(44) D&D1
GAMMA WORLD "Cash & Carry, Gamma Style" Dan Kretzer 132(64) Gamma World
Inflation in D&D "Inflation In D&D???" William Callison 21(9) OD&D
Interstellar: STAR FRONTIERS "Tote That Barge!" Matt Bandy 107(80) Star Frontiers
Investment, financial "Ill Gotten Gains" Kevin Haw 268(26) D&D2
Sea trade "Sea Trade in D&D Campaigns" Ronald C. Spencer, Jr. 6(6) OD&D



Issue 268 will be your best bet, IIRC it had rules and ideas for businesses including a mine.
 

Of course the players will dig too deep and unleash something, let them enjoy it until the Shadow Dragon emerges. Its also a foregone conclusion that someone from the underdark will build a connecting passage and then infiltrate the mine before hand.
 

If you and your players really want to turn DnD into an economy simulator, you can certainly do that. I personally handle things like castles and mines and guilds and stuff that the players are involved with by having them dictate major directions in their operation (my thieves guild is going to be focused on gathering information via beggars), and maybe place a few trusted NPC's into key positions to handle the day-to-day stuff. Income and funds are assumed to be plowed back into the operation.

As for rewards to having such a thing, it really depends on the time scale of the campaign. If it's part of published AP where they are going from 1-15+ within about a year of game time, then there's very little benefit beyond access to standard goods and maybe some political influence. Something like a mine would honestly take years of investment to even start making money, assuming normal economical restrictions are in place. I mean, you need places to store the silver, housing for the workers (unless your mine is conveniently located near a major town), transportation for the silver, trusted guards and manager-types to keep the whole thing from imploding as soon as you leave, and the political connections to establish contracts for the product so that you're not treading water with small-scale transactions.

That stuff isn't cheap, and it's incredibly unlikely that the players would stumble on a "turn-key" operation that is somehow not being inherited *and* isn't simply getting possessed by the local lord or king or whatever. But assuming there's justification in place (maybe a PC is the inheritor, or they managed to blackmail the local lord), they still have to deal with a myriad of infrastructure and political investments.

Basically, the more detailed you try and make the system, the less believable it becomes that the characters would be involved. So just focus on the broad aspects, and don't let players start counting coppers like the mine is a debit card. It could very well make them all wealthy at some point, but it's not likely going to happen until after their adventuring career. Until that time, it can serve as a great plot device and starting point for political intrigue or a "we dug too deep" adventure.
 


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