D&D 5E Player Flavour, Skills, & Money Sinks

In my current campaign, I convert old dungeon modules. I throw three hooks to the players, making sure each adventure is different, and see what they grab. This campaign, the very first hook they grabbed was an old keep for sale at a ridiculously low price (1000 GP). This is a second level party that REALLY wants the money sink of an old keep.

PCs will always have something to spend money on. The fact that it's no longer in pursuit of an endless stream of +1s is a good thing, not a bad.

Cool. I'm using Castle Caldwell in my campaign too. The party has been asked by a young noble who recently purchased it to find out why he hasn't heard from any of the servants & men at arms that he sent to assess and start cleaning it. It might have something to do with the Iron Ring slaving operation in the dungeon.;)
 

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Castle Caldwell? Where's that from? I'm using a Dungeon Module titled "keep for sale". But yeah, PC keeps are awesome... constantly generating adventure hooks.
 

When I DM'ed Lost Mines my players bought the manor ruin in Phandalin and set up a adventurers' guild and I am hoping they will do something similar in our new campaign, so I definitely agree that castles and other money sinks can play a big part in both draining the PCs' coffers and provide great RP opportunities.

Anyway, as the DM has full control of how much treasure the PCs find, too much money should never be a problem, even in campaigns with lots of travel and no reasons to buy property.
 

When I DM'ed Lost Mines my players bought the manor ruin in Phandalin...
I had one player who was very hot on that trail. Talked about it almost every session. I really have no clue why, when everything was done, he was the first person to pack up and leave town.
 


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