Any rules out there for Estate running

The_lone_gunman

First Post
In my campaign the players just were awarded a pretty nice estate for rescuing the lord's daughter. Anyone know of any good rules out there for maintenance and upkeep? They have about 80 acres of farmland, and will also be required to maintain a tower and company of men-at-arms (20 soldiers, 1 cleric, and a 4th lvl fighter minimum at the tower).

I was going to just write some rules up but I figured someone out there might know of some already done or have some ideas.

Thanks,

TLG
 

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I vaguely recall that the first edition AD&D rulebooks had the rules and costs you're looking for. It was important back then, because some classes automatically established a stronghold upon reaching a certain level.

Obviously some conversion would be needed, but at least it's a starting point.
 

Sword and Fist has a littel bit of info on this. The upcoming stronhold builders guidebook will bring all the info that was in 1/2 ed. of the game into the 3rd.
 

Two upcoming release that might help you out:

Stronghold Builders Guidebook by WotC, due out in May. Hopefully this might have some rules in it for that.

Fields of Blood by Eden Studios(?), due out soon. This is supposed to have rules for running kingdoms, but I don't know how far down they'll go (if it goes down to estate sizes).
 

Depends on what kind of detail and micro-management you want your players to deliver. IMC, the party got a big house (and some are still complaining it isn't an Imperator's palace...) and we just set up the staff by rule of thumb... making sure that the party could leave when neccessary without the whole organization falling to pieces.
- Double-guards 24/7 meant at least 6, better 8 guards plus one guard commander were needed.
- An experienced housekeeper/steward was bought, which in turn selected the rest of the staff, all slaves (the campaign is set in the south).
- As the DM I decreed that the party income from a deal with a merchant covered expenses for the house and staff, living expences for the party, and 100+1d100 gp cash per week.

That way my players don't have to micro-manage the house/estate if they don't want to, they can run it in an abstract way, only interfering when they desire (like for hiring a new guard, commissioning artwork, or training the staff).

I on the other hand, had not to come up with numbers and costs - I could just decree that the costs were covered by this and that income. If it was an estate, I'd rule that the estate mostly paid for itself, needing or netting a certain, variable, maybe random sum of money per week, month or year. No need to fret about income/expenses that way.
 


If you don't mind some conversion, Chivilry and Sorcery is supposed to have some pretty good rules for running an estate. Might be a bit too realistic for a D&D game, but I thought I would mention it.
 

Re: Free money?!?!

dr_nukem said:
100 + 1d100 gp per week?!!?

Man, why go adventuring anymore!! :D

Adventuring does not bring in big bucks in that campaign, at level 10 the 5-member party had not enough cash together to pay 3000 gold for a spell scroll they needed (and about 1 magical item per person). I figured with the guard commander getting 2 gold per day - roughly normal wage for a level 5 fighter according to the DMG - which makes 14 gold per week then the PCs should get at least 20 to 40 gold per person per week.

It isn't actually free money - they brokered a contract with a merchant, cashing in their favor by the city's governor earned by defeating pirates.

But still, the PCs are after more than money (save for the halfling rogue...) in that campaign.
 

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