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General Tabletop Discussion
*Dungeons & Dragons
Buying the Farm - Claiming the Ruin - Occupying the Dungeon
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<blockquote data-quote="Tonguez" data-source="post: 8912435" data-attributes="member: 1125"><p>some of the best fun Ive had was when the PCs acquired a manor which included open field system of wheat fields and orchards, peasant hamlets, pastural commons, a forest with a resident druids grove, a swamp occupied by hags and an adjacent market town with a good harbour (lead by a yeoman merchants guild). I learnt a lot about peasants rights of Pannage, Estovers, Turbury, Piscary and Marl and also the English Inclosures (when the commons was turned into private estate).</p><p></p><p><a href="https://www.medievalists.net/2014/06/year-medieval-farm/" target="_blank">A Year on the Medieval Farm - Medievalists.net</a> is an overview of each months priorities for a medieval farmer which was a great help and the sight has many other cool info (like ways that servants might defraud a manor lord). Do Farm events per month and see how you can complicate things with seed shortages, goblin raids, resident serf marriages (festivities), tenants refusing to pay rent or the swamp flooding over into the estate, allowing swamp-dwelling stirges to attack new lambs. The swamp cant be drained without offending the hags or druids. negotiating with the town provost to register the farms income or with the druids to supply seeds or the local nephelai to keep it watered are all good.</p><p></p><p>For mechanics I determined had Farm turns each season spring=seed, summer=growth, autumn=harvest, winter=debt</p><p></p><p>Autumn Yeild = Acreage farmed *d6+bonus</p><p>Harvest DC = Yeild/labour/days v Nature Skill</p><p></p><p>for size I set the manor at 120 acres, with there being 600 acres in a square mile. The town also covers 120, as does the druids</p></blockquote><p></p>
[QUOTE="Tonguez, post: 8912435, member: 1125"] some of the best fun Ive had was when the PCs acquired a manor which included open field system of wheat fields and orchards, peasant hamlets, pastural commons, a forest with a resident druids grove, a swamp occupied by hags and an adjacent market town with a good harbour (lead by a yeoman merchants guild). I learnt a lot about peasants rights of Pannage, Estovers, Turbury, Piscary and Marl and also the English Inclosures (when the commons was turned into private estate). [URL='https://www.medievalists.net/2014/06/year-medieval-farm/']A Year on the Medieval Farm - Medievalists.net[/URL] is an overview of each months priorities for a medieval farmer which was a great help and the sight has many other cool info (like ways that servants might defraud a manor lord). Do Farm events per month and see how you can complicate things with seed shortages, goblin raids, resident serf marriages (festivities), tenants refusing to pay rent or the swamp flooding over into the estate, allowing swamp-dwelling stirges to attack new lambs. The swamp cant be drained without offending the hags or druids. negotiating with the town provost to register the farms income or with the druids to supply seeds or the local nephelai to keep it watered are all good. For mechanics I determined had Farm turns each season spring=seed, summer=growth, autumn=harvest, winter=debt Autumn Yeild = Acreage farmed *d6+bonus Harvest DC = Yeild/labour/days v Nature Skill for size I set the manor at 120 acres, with there being 600 acres in a square mile. The town also covers 120, as does the druids [/QUOTE]
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Buying the Farm - Claiming the Ruin - Occupying the Dungeon
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