I have a system that works well.
I've never thought about PCs owning a business; if they collect money from an inn, say, I'd set the profit to a random monetary treasure parcel of the inn's level. (Which is 3rd.) edit: Actually meant to say
one-tenth of a RMTP.
Here is the sub-system:
SETTLEMENT GROWTH
Time: One month
Requires Safety: No
This cycle of play deals with NPC reactions to the actions the PCs have taken. Settlements grow and prosper (or wither and die) based on the PC's influence over the local economy; NPC lairs grow or shrink; PCs gain respect and friends in settlements they've had an influence upon; and monsters may move into cleared hexes.
[sblock=SETTLEMENT GROWTH]
Sidebar: Important Hexes
While this system can be used for each settlement, lair, and cleared hex within the milieu, that's a lot of work for the DM - work which may be better spent elsewhere. In order to keep that work down to something managable, I recommend the following:
* Use this sub-system for settlements and lairs in which the PCs have had an influence. Since the map you've created includes links between areas, even a starting group should influence quite a few hexes, giving you a managable number of hexes to deal with while still responding to the choices of the PCs.
* Identify important settlements and lairs and use this sub-system for those hexes, even if the PCs have had nothing to do with those NPCs. You may wish to have a group of death cultists growing and spreading its influence on the far side of the map; include that lair in this sub-system as well./sidebar
REACTION
The people in a settlement will have a certain disposition to the PCs based on their actions. This only includes NPCs whose disposition is unknown by the DM. To determine the disposition, make a reaction roll and apply modifiers once per month. The reaction roll sets the default disposition of the population, as well as the number of successes in any social conflict.
Code:
3d6 Roll
+ Charisma Modifier Reaction Successes
4 or less Extremely hostile, no dialogue possible --
5-8 Hostile, possible attack 8
9-12 Uncertain, cautious, and wary 6
13-16 Interested in dialogue 4
17+ Looking to make friends 2
Modifiers
Previous Reaction Modifier
Extremely hostile -6
Hostile -4
Uncertain +0
Interested +1
Friendly +2
Modifiers
Threats Modifier
Town's tier band >= threat's --
Town's tier band < threat's +1 per difference
In-town threat defeated +3
Nearby threat defeated +2
Distant threat defeated +1
Refreshes Modifier
Carousing +1 per instance
Liturgy of unaffiliated god +1 per liturgy
Liturgy of affiliated god +2 per liturgy
Rite performed -1 per rite
Spell prepared -1 per spell
Pact obligation fulfilled -1 per act
Treasure Modifier
GP or ritual components spent +1 per treasure parcel of town's level
Social Interaction Modifier
Social conflict +/-1 based on outcome
Raising the Dead Modifier
Per Raise Dead cast +4
Per Raise Dead not cast -6
Per undead raised -4
If the undead was a townsmember -8
Violence Modifier
Violent assault -1 per act
Maiming -2 per act
Murder -4 per act
Level of Taxation Modifier
None --
Moderate -2
High -6
INFLUENCE
The people in a settlement will give the PCs a certain amount of respect, following their wishes, or not! As with Reactions, this only includes NPCs whose deference to the PCs is unknown by the DM. To determine the amount of influence the PCs have on a given settlement, make an influence roll and apply modifiers once per month. The influence roll sets the default reaction in any negotiation of services and determines the amount of successes needed to acquire those services.
Code:
3d6 Roll
+ Charisma Modifier Reaction Successes
4 or less No respect, will not listen to PCs --
5-8 Disrespectful, requires great payment 8
9-12 Self-interested, requires payment 6
13-16 Respectful, will take minor risks 4
17+ Loyal, will take risks for PCs 2
Modifiers
Previous Influence Modifier
No respect -6
Disrespectful -4
Self-interested +0
Respectful +1
Loyal +2
PC Level vs. NPC Leader's Level Modifier
PC's tier band > NPC's tier band +1 per difference
PC's tier band < NPC's tier band -1 per difference
Time Spent in Town (includes henchmen) Modifier
< 1 day -6
< 1 week -4
1 week to 2 weeks +0
2 weeks to 3 weeks +1
> 3 weeks +2
Force or Threat of Force Modifier
Per successful threat of force +1
Per unsuccessful threat of force -2
Per public display of force +2
Per martial victory +2
Per martial loss -4
Per 5 men-at-arms/750 XP of guards +1
Existing Leadership Modifier
Strong leadership -4
Established leadership -2
Tenuous leadership +0
No leadership +1
Per 5 men-at-arms/750 XP of guards -1
Social Interaction Modifier
Social conflict +/-1 based on outcome
TAXATION
One of the things your players will want to do is take money outside of a settlement they control. The amount of taxes characters can take from a settlement depends on three things: the level of taxation, the size of the economy, and the influence the characters have over the settlement.
* Level of taxation: To keep things simple, there are three levels of taxation: none, moderate, and high. None means exactly what it sounds like - no taxes or tithes are paid. Moderate means that monthly taxes are equal to a random treasure parcel of the settlement's level. High is double moderate.
* Size of economy: The size of a settlement's economy determines how much tax can be taken. This is reflected by the level of the settlement.
* Influence: The more influence characters have, the more tax they can collect. Consult the following table to determine the tax modifier:
Code:
Influence Tax Modifier
No respect No tax collection possible; considered theft
Disrespectful As above
Self-interested 25% of normal; seen as outside the character's purview
Respectful 50% of normal
Loyal 100% of normal
SETTLEMENT GROWTH
The population and economy of a settlement is reflected by its level. The level determines the number of people within a hex and the buildings or professions that are found there (as shown on the "Population and Economy by Settlement Level" table).
* Resources: Each settlement gathers one resource of your choice, selected from the table "Resources Available by Terrain Type". In order to get more resources, settlements must trade with each other.
* Number of professions and buildings: Each level above the first time a profession or building appears, an additional professional or building is created. For example, a 3rd-level town will have but one inn, but two taverns. (This may mean that one of those taverns is within the inn; it's abstract, so determine this however you want.) One note: at first level, there are about 10 manual labourers (lackies/limners/porters/torchbearers) available, which increases by 10 per level.
* Growth: Settlement population grows at a rate of 1d6 x the settlement's level per month. Once the settlement's population reaches the size shown on the "Population and Economy by Settlement Level" table, it may grow at the end of the month (see Required resources, below).
* GP Investment: Settlements grow slowly over time. One way to speed this up is by injecting GP into the economy, creating a boom town and attracting migrants. When characters spend money in a hex, keep a running tally of the total GP spent. Include ritual components used in rituals, rites, creating magic items, levelling up, etc. as a part of this total. When the total GP spent in a town has reached the threshold indicated in the "GP Expenditure" table, it may grow at the end of the month as new people arrive, hoping to make a living.
* Required resources: Growth is limited past level 3 by the amount of natural resources the settlement has. Consult the "Required Resources" table to determine the settlement's requirements. By the end of the month, if the settlement has the required resources and the total amount of GP match what's shown on the GP Expenditure table, it will gain one level.
* GP loss: Anything that hurts the settlement's economy will result in a GP loss. This includes theft, taxes, death of inhabitants, and destruction of property. When GP is stolen, remove that amount of GP from the settlement's total. When characters are killed or buildings destroyed, remove an amount of GP from the settlement's total equal to a random treasure parcel of that building or professional's level. If a settlement falls below the required amount of GP or population, it loses a level and all benefits that go with that - skilled professionals leave, creating a ghost town.
* Specialists: Each time a settlement grows by one level, a specialist character arrives. This character can be from a profession from the list, up to three levels higher than the settlement's level. (eg. A 2nd-level town could recruit any professional from the 1st to 5th level list.) Instead of a single specialist, you can choose to recruit 750 XP worth of men-at-arms of a level less than or equal to the settlement's new level. Additional specialists and men-at-arms may be recruited at the DM's discretion.
Code:
GP Expenditure Required to Raise Settlement Level
Level Total GP Required 1 Treasure Parcel
1 70 + clear hex (initial investment) 120
2 720 175
3 1760 225
4 3115 280
5 4795 330
6 6795 600
7 10395 870
8 15595 1330
9 22395 1400
10 30795 1670
Required Resources
1-3 Hamlet-Village Requires: Nothing
4-6 Small Town Requires: Food and one of (Lumber or Stone)
7-9 Town Requires: Foodx2, Herbs, Lumber, Ore, Stone
Code:
Resources Available by Terrain Type
Terrain Available Resources
Plains Food (Farms, Livestock)
Moor Herbs, Food (Livestock)
Swamp Herbs
Hills Ore, Stone
Mountain Ore, Stone
Desert Herbs
---
+Forest Lumber
+River/Coast Food (Fish)
Code:
Population and Economy by Settlement Level
Level Population Buildings/Professions
Hex Urban
1 100 10 10 Lackies, Limners, Porters, or Linkboys
2 300 30 Fletcher, Tailor, Jeweler, Blacksmith, Carpenter,
Tavern, Mason
3 600 60 Herbalist, Leatherworker, Weaponsmith I, Merchant,
Teamster, Inn
4 1500 250 Barber Surgeon, Weaponsmith II, Ostler
5 2500 500 Armoursmith I, Priest, Hunter/Scout, Warrior's Guild
6 4000 750 Alchemist, Sage, Thieves' Guild, Healer
7 6000 1000 Weaponsmith III, Armoursmith II, Spy Guild, Druid, Noble
House
8 8000 1250 Bank, Cultists, Temple
9 10000 1500 Assassin's Guild
10 12000 4000 Wizard's Guild
Notes of Buildings and Professions:
The different professions and buildings provide resources for sale. Available resources are listed below. The amount of supply of any specific item is limited; each month, characters can buy up to the amount listed under Total GP Expenditure for the level of the settlement of any single type of item. eg. If the level of the settlement is 2, you can buy up to 720 GP worth of crossbows and 720 GP worth of leather armour - perfect for suiting up your 28 hirelings.
Magical items are not available unless specifically listed.
Skills: Characters listed below have a skill that is the same as the name of their profession (eg. "Banker" for bankers). The modifier to this skill is 8 + 1/2 level + 1 per tier band.
Production by Building/Profession
* Alchemist: Sells potions, elixers, and alchemical items. The alchemist makes Arcane Reagents from raw herbs. If the settlement has access to raw herbs, characters can buy Arcane Reagents from the alchemist at a 1:1 exchange rate. There's no limit to the supply of Arcane Reagents. Alchemists have the following available for sale:
Code:
Alchemical Items Cost Potions & Elixers Cost
Clearwater Solution 20 gp Elixer of Aptitude 50 gp
Acidic Fire 50 gp Fire Beetle Potion 75 gp
Alchemical Silver 50 gp Gravespawn Potion 50 gp
Alchemist's Acid 25/75 gp Potion of Clarity 50 gp
Alchemist's Fire 25/75 gp Potion of Eladrin Shape 25 gp
Alchemist's Frost 25/75 gp Potion of Elven Fleetness 50 gp
Alchemist's Spark 30 gp Potion of Friendship 50 gp
Blastpatch 120 gp Potion of Resistance 40 gp
Blinding Bomb 30 gp Potion of Spirit 50 gp
Bravery Powder 30 gp Potion of Water Walking 40 gp
Clockwork Bomb 40 gp
Corrosive Oil 30 gp Rituals Cost
Inferno Oil 50 gp Duplicate 70 gp
Lockburst Chalk 40 gp Fool's Gold varies
Resonance Crystal 40 gp Identify 1 pearl
Rust Bomb 50 gp Preservation 25 gp
Slow-Step Oil 30 gp Leomund's Secret Chest 340 gp
Smokestick 150 gp Make Whole varies
Suppression Crystal 40 gp Shrink 50 gp
Tanglefoot Bag 25 gp
Tension Wheel 40 gp
Tethercord 30 gp
Thunderstone 50 gp
* Assassin's Guild: Performs assassinations for money. Assassins can be recruited as henchmen from the guild. Assassins can attempt to kill one target per month; the cost for this service is a random monetary treasure parcel of the target's level. They sell all poisons up to 10th level. Assassin's guilds are led by a 9th-level character and have 1600 XP worth of characters in the guild.
* Armoursmith I: Armoursmiths of this level make chain and scale armour and heavy shields. They can also make +1 versions of chain, scale, or light armour.
* Armoursmith II: Armoursmiths of this level can make plate armour. They can also make +2 versions of any armour.
* Bank: A bank stores gold and provides financial services. GP invested in the bank grows at a rate of 5% per month; add any GP invested into the total GP spent in the settlement. Loans taken from the bank have a 20% interest charge per month; the bank has a limit of 7000 GP in loans per month, plus any invested GP.
* Barber Surgeon: Sells Healing Potions, makes Healing Salves, and provides minor surgery (the surgical techniques possible depend on tech level). Barber surgeons can make Healing Salves from raw herbs. If the settlement has access to raw herbs, characters can buy Healing Salves from the barber surgeon at a 1:1 exchange rate. There's no limit to the supply of Healing Salves. Barber surgeons have the following available for sale:
Code:
Curatives & Rituals Cost
Antivenom 20 gp
Beastbane 160 gp
Clarity Salts 40 gp
Clearsense Powder 20 gp
Delay Affliction 50 gp
Embalm 20 gp
Healing Potion 50 gp
Woundpatch 30 gp
* Blacksmith: Makes all sorts of metal gear - iron spikes, horseshoes, nails, and the like. They cannot make arms and armour, but they can make mechanical traps, locks, secret doors, and the like, up to a Tech Level of 1.
* Carpenter: Makes all sorts of wooden goods. The carpenter can build wooden constructions at twice the normal rate (150 GP per month).
* Cultists: Cults worship strange creatures. A Warlock can be recruited as a henchman from the cult. Cultists provide rituals related to the creature being worshipped. This usually involves binding rituals. Cults are made up of 1750 XP worth of characters.
* Druid's Grove: Performs nature rituals. A Druid can be recruited as a henchman from the grove. The druid is a 7th-level character, and has 1250 XP of Beast companions. The druid knows all nature-related rituals up to level 7.
* Fletcher: Makes bolts, arrows, and other types of simple ammunition.
* Healer: Heals the sick. Healers have a +15 bonus to healing checks. They have the following rituals available for sale:
Code:
Ritual Cost
Cure Disease 150 gp
Delay Affliction 50 gp
Remove Affliction 250 gp
* Herbalist: A herbalist can make Rare Herbs from raw herbs. If the settlement has access to raw herbs, characters can buy Rare Herbs from the herbalist at a 1:1 exchange rate. There's no limit to the supply of Rare Herbs. Herbalists have the following available for sale:
Code:
Item or Ritual Cost
Antivenom 20 gp
Clearwater Solution 20 gp
Dowsing Rod 10 gp
Panther Tears 25 gp
Herbal Poultice 30 gp
Ghoststrike Oil 30 gp
Heartflow 30 gp
Bloodstinger Poison 30 gp
Dragonfire Tar 30 gp
* Horse Trader: Sells riding horses (75 gp).
* Hunter/Scout: Explores hexes. Ranger henchmen can be recruited from hunters or scouts. Hunters or scouts are level 5 skirmishers; 50% have a gray wolf as an ally. They can explore one hex per month, revealing the level of the hex (if unknown), the location of any lairs, dungeons, monsters, and any other features. If required, use the stats for a Half-Orc Hunter.
* Inn: Provides a place to sleep, food, games, and baths. May include whores. Inns do not provide booze and/or drugs, unless combined with a tavern.
* Jewler: Trades gems and jewels for gold. They can make jewelry.
* Lackies/Limners/Porters/Torchbearers: These characters provide manual labour. They are available to be trained. They are Human Rabble (level 2 minions).
* Leatherworker: Makes leather goods. A tannery is assumed as well. Leatherworkers can make leather and hide armour and light shields.
* Merchant: Trades art objects for gold. Merchants allow trade of resources between settlements. A merchant will generally have 750 XP of guards.
* Noble House: A noble house deals in government (legislative, executive, and judicial). Noble houses train warhorses (680 gp) and are patrons of art. They are led by a 7th-level character; use the stats for a Human Cavalier if required. Noble houses have 1250 XP of guards and soldiers (generally Human or Town Guards). They also support the arts and Bards can be recruited from their ranks.
* Priest: Makes Sanctified Incense from raw herbs. Priests can make Sanctified Incense from raw herbs. If the settlement has access to raw herbs, characters can buy Sanctified Incense from the priest at a 1:1 exchange rate. There's no limit to the supply of Sanctified Incense. All Priests have the following rituals available for sale (to the devout):
Code:
Ritual Cost
Alchemical Silver 50 gp
Corpse Light 25 gp
Create Holy Water 20 gp
Ghoststrike Oil 30 gp
Hand of Fate 70 gp
Iron Vigil 35 gp
Last Sight Vision 50 gp
Purify Water 10 gp
Spirit Fetch 20 gp
Priests of specific religions may have other available rituals; ask the DM for more.
* Sage: Sells knowledge. A sage can make checks related to knowledge; the sage gains a +2 bonus if given a week to research, or +4 if given a month. The sage demands 1/5th of a random treasure parcel of the DC's level per week of research (1/2 of this amount without any research). The sage has the following rituals available for sale:
Code:
Ritual Cost
Comprehend Languages 10 gp
Decipher Script 150 gp
Object Reading 25 gp
Secret Page 10 gp
Seek Rumour 20 gp
* Spy Guild: Conducts espionage. Spies can investigate other lairs and settlements once per month or provide counter-espionage within the settlement. The cost is a random monetary treasure parcel of the level of the lair or settlement. Spies are 7th-level lurkers; use the stats for a tiefling darkblade if required. A spy guild is composed of 1500 XP of spies.
* Tailor: Makes clothes and cloth armour. They can make disguises and high-status outfits as well.
* Tavern: Serves booze and/or drugs. Henchmen can be recruited from a tavern. Human Goons (level 2 minions) and Human Bandits (level 2 skirmishers) can be recruited at the tavern, up to 625 XP per month (20 goons or 5 bandits).
* Teamster: A teamster drives wagons. Teamsters also sell wagons and oxen.
* Temple: Provides religious services. Clerics and Paladins can be recruited from the temple as henchmen. They sell heroic-tier prayers at a cost of a random monetary treasure parcel of the prayer's level. Temples are led by 8th-level characters and have 1500 XP worth of acolytes. Temples provide the following rituals for sale:
Code:
Ritual Cost
Create Holy Water 20 gp
Corpse Light 25 gp
Deathly Shroud 140 gp
Discern Lies 140 gp
Hand of Fate 70 gp
Raise Dead *
Speak With Dead 140 gp
Thief's Lament 140 gp + 2 healing surges
* Temples only have access to 1d4 ritual scrolls of Raise Dead and are reluctant to part with them. The DM must determine what they are willing to trade for them; this should be run as a skill challenge.
* Thieves' Guild: Thieves' guilds provide any sort of illegal activity. Rogues can be recruited as henchmen from the guild. They fence stolen items (at 1/5th cost), provide extortion, muggings, and theft (charging a random monetary treasure parcel of the danger's level). They sell poisons (Carrion Crawler Brain Juice, Deathjump Spider Venom, Ground Thassil Root, Skull Rot, and Stormclaw Scorpion Venom, all 250 gp), and goodnight tincture and some other rituals. Thieves guilds are led by a 7th-level character; if required, use the stats for a Half-Elf Con Artist. A thieves guild is composed of 1000 XP of thieves; select from the following characters:
Code:
Character Level
Dark Creeper 4
Hex Knight 4
Duergar Scout 4
Gnome Arcanist 3
Mistwalker 5
Spy 5
Illusionist 6
Halfling Slinger 1
Thief 2
Prowler 6
Human Bandit 2
Guard 3
Kenku Sneak 4
Assassin 5
Wing Mage 5
Skulk Murderer 3
Mesmerist 3
Hunter 5
Tiefling Fury 5
Heretic 6
Wererat 3
Scurrying Wererat 3
* Warrior's Guild: Trains warriors. Fighter and Warlord henchman can be recruited from the guild. Warrior guilds sell heroic-tier martial exploits, at a cost of a random treasure parcel of the exploit's level. The warrior's guild is led by a 5th-level character; use Human Noble if stats are required. The following characters can be recruited from the guild, up to 1000 XP per month (8 crossbowmen or bandits, 6 guards).
Code:
Character Level
Human Crossbowmen 2
Human Bandits 2
Human Guards 3
* Weaponsmith I: Weaponsmiths of this level make simple weapons, both melee and ranged.
* Weaponsmith II: Weaponsmiths of this level make martial weapons, both melee and ranged. They can also make +1 versions of simple and martial weapons.
* Weaponsmith III: Weaponsmiths of this level can make exotic weapons, both melee and ranged. They can also make +2 versions of any weapon.
* Wizard's Guild: Performs magical services. Wizard henchmen can be recruited from the guild. They sell heroic-tier spells at a cost of a random monetary treasure parcel of the spell's level. They provide any arcana-based ritual, and have a permanent teleportation circle in their guildhouse. Wizard's guilds are led by a 10th-level character and have 2500 XP of characters.
Code:
Armies
Men-at-Arms Requirements
1-60 --
61-400 Food, Ore
401-1000 Foodx2, Orex2, Herbs
1001-2000 Foodx3, Orex3, Herbsx2
LAIRS
A lair is an organized group of characters - usually hostile humanoids or men - with a specific goal or purpose, as determined by their leader. Lairs have a specific amount of characters to draw upon, as determined by their level (see Lairs for more information on specific types of lairs).
Lairs have a Zone of Control. This zone of control is measured in hexes; it is equal to the level of the lair. This is in addition to the hex the lair is found in. Within those hexes, any wandering monsters are 50% likely to be drawn from characters within the lair, attempting to achieve whatever goal the lair's leader has. The Zone of Control spreads out from the lair's hex in circles.
Each month, a lair may gain or lose power. Make a roll on the Lair Growth table below, applying modifiers. Note that PC actions can (and should) have a great impact on the growth of lairs.
Code:
Lair Growth
3d6 Roll
+ Charisma Modifier Reaction Successes Level
4 or less Mutinous, mass desertion -- -2
5-8 Challenged, some desertion 2 -1
9-12 Stable, no change 4 --
13-16 Loyal, good morale 6 --
17+ Fanatical, new recruits arrive 8 +1
Modifiers
Previous Reaction Modifier
Mutinous -6
Challenged -4
Stable +0
Loyal +1
Fanatic +2
Modifiers
Existing Threats In ZoC Modifier
Lair's tier band => threat's -1
Lair's tier band < threat's -1 per difference
Martial Conflict Modifier
Lair's tier band => threat's +1 for victory
Lair's tier band < threat's +1 per difference for victory
Stalemate -1
Retreat -2
Defeat -4
Social Conflict Modifier
Per loss of status -2
Per gain in status +1
Economy Modifier
GP or ritual components spent +1 per treasure parcel of lair's level
Resources acquired +1 per resource
Settlement Respectful+ +1 per tier band of settlement
Insufficient resources -2 per required resource
Leadership Modifier
Leader's tier band +1 per tier band
Leadership challenged -1 per tier band of challenger
per 750 XP of bodyguards +1
Sergeant killed -2
Lieutenant killed -4
Leader killed -6
Guard's total XP < hex's level -2
NPC ACTIONS
NPCs can take any action that PCs may take. However, when it comes to downtime - actions listed in the "Character Growth" cycle of play - NPCs require an entire month. These actions take place in the "Settlement Growth" cycle of play.[/sblock]