Wages, Salaries, and Earnings

Here's some of the settlement stuff. I'll start with the things that you'll probably find the most useful, and then add the more marginal/specific to my game content later.

A lot of the numbers are based around treasure parcels. If you're handing out less GP you might want to modify the numbers to match. Less GP in the PC's hands will mean that settlements grow slower but the value of each person in the settlement is greater.

"RMTP" means "random monetary treasure parcel" - you roll 1d6+4 on the treasure parcel table for a specific level.

Anyway. Next post will be the "Population and Economy by Settlement Level" table and its explanation.
 

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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

This table is important because it tells you what resources exist in the settlement. Those resources are supposed to be a great boon for the PCs. Settlements start off really worthless - "Lackies, Limners, Porters, or Linkboys" are basically unskilled labour; you can get them to build things or die on the front line, but not much else. As they grow, the resources PCs have access to increases.

Here are the descriptions of each "building or profession":

[sblock]
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 and a curse!
Delay Affliction 	50 gp
Remove Affliction 	250 gp and a curse!

* 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; taking part in a Liturgy or even a Rite might be required):
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 (to the devout; taking part in a Liturgy or even a Rite might be required):
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 is usually something tied closely to their religion, and 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.[/sblock]

Notes:
* NPCs 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. (Tier Band is 1-3, 4-6, 7-9, 10-12, etc. as shown on page 42 of the DMG)
* 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 only 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.
 

Now I'll deal with how settlements grow. Basically it's from GP being spent in town. Work or labour the PCs do is included. This means that the PCs adventure - head back to town to rest & recover - spend GP in town - the town grows. So as a direct result of adventuring the PCs are changing the setting. In a way, GP works as XP for settlements.

Code:
GP Expenditure
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

(I'm not sure I have the treasure parcel amount correct, but whatever. Not even sure why it's on the table!)

* 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.

(Obviously some of that is specific to my game.)

* 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.

* 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.

(That last one I haven't actually used.)
 
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Here's the bit about required resources:

* Resources: Each settlement gathers one resource of your choice per tier band, selected from the table "Resources Available by Terrain

* 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.

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)

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
10-12	Large Town		Requires: Foodx9, Herbs, Lumber, Ore & Stonex3

"Herbs" or "raw herbs" are a naturally-occurring resource that can be transformed or processed into ritual components. There's a ritual for it - all that does is set the process rate, which is 100 GP per hour.
 

Now here's how you determine how the settlement feels about the PCs:

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

Table R-II: Reaction 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
Table R-IV: Influence 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
 

When I first started playing with these rules, the first thing I had to add was taxes:

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. 1 RMTP can be collected each month.
* 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
 

Here are some of the other things that PCs can do over the course of a week or so. NPCs take a month to do the same things.

PRACTICE
* You hone your skills through practice
* It costs 70 GP worth of: equipment, sparring partners, or ritual components
* At the end of the week you gain 100 XP
* Henchmen may practice as PCs do; henchmen who begin as minions require tutelage from a PC, and are then considered 1st level characters of the same class as the PC

WORK
* You sell your labour in a Settlement
* If the job requires training, you must have a skill in that field
* Work takes 12 hours a day, 6 days a week
* The amount of GP you earn is based on your job; the amount of GP you earn is equal to one RMTP of the level when that Building/Profession becomes available, or the level of the Settlement, whichever is lower
* Any GP you earn is added to the Settlement's economy

CONSTRUCTION
* You build a structure
* You build at a rate of 75 GP per week (or 10 GP per day)
* If you have an obvious skill, you can double that amount; a loosely-associated skill will increase it by 25%
* The level of the construction is equal to your level
* Traps, locks, and secret doors are built using the Technology rules above
* NPC labourers may aid, but their construction times are per month, not per week
* A hex without the indicated Resources only has 225 GP worth of building materials to spend per month; see Reaction for more on Resources
* See the table for construction times based on the type of construction

Code:
Cost of Construction
Type			Cost per 5' square*	Required Resources
Wood			5			Lumber
Stone			15			Stone
Metal			25			Ore
Battlements		as material type	as material type
Portcullis		150			--
Drawbridge		50			--
Window (shuttered)	5			--
Window (glass)		75			Lumber or Ore
Window (fine glass)	450			Lumber or Ore
Earthworks & Mining
Loose earth or clay	25			--
Sedimentary stone	50			--
Igneous stone		75			--
Dungeon-Building	as earthworks		Lumber or Stone
* - each square is 10' in height

CLEAR A HEX
* You clear a hex of all wandering monsters for a month
* You must fight five encounters with the following levels: hex's level (HXL) -1, HXL, HXL, HXL +1, HXL +3
* You must defeat the monsters in these encounters within the week, using your time as you see fit
* Once a hex is cleared, if you spend 70 GP worth of building materials, cash handouts, hiring labour, or something similar, a new 1st-level Settlement will appear in the hex; your Reaction with this Settlement is Interested and your Influence is Respectful

PATROL A CLEARED HEX
* You patrol a hex, keeping out wandering monsters
* This takes a week, 16 hours a day
* If you do this, no wandering monsters will be found in the hex for a month
* NPCs can do this, but they take a month and the total XP value of the NPCs must equal or exceed the XP value for an encounter of the hex's level
 

There's a lot of stuff there. It looks pretty complicated, but in play it's been pretty easy. Since most things take place only over a month or so, the DM doesn't have to do much during each session. Tracking GP and modifiers to Reaction and Influence are the only things that come up with any frequency; to help with that I made a "character sheet" for towns. I'll attach that here. If the numbers on that sheet are off, use the ones in the post.

Some other notes on the pacing of the game: I've made a few changes in order to have more in-game time pass. There are training times (and costs) and extended rests work differently. If you go with the 4E standard you might want to change "months" to "weeks" and "weeks" to "days"; otherwise the PCs will hit level 10 before a month passes. Though I guess you could just handwave time passing, that would mess with the economy of the system.

Obviously you won't be using everything but I hope some of it's useful!
 

Attachments


I'm trying to figure out the best way though to make sure that money stays a motivating factor. We are trying to play a game where the characters initial motivations are to explore to get money so that they can explore better so that they can get more money. It isn't a side game of Papers and Paychecks, that's the underlying "game" part of this particular game.

They want to explore, and then, once the exploration is done, they conquer the wilderness, and put in a road, and build up a town, and protect the trade route, and run a city. The players will grow to have personal stakes in things, they just aren't starting the game with them.

Parcels will be smaller because the levels are longer, and because money is coming in from other places. Risking the ruins doesn't guarantee payment, and not catching the paymaster would mean that they go without the 2 weeks they've earned since they last saw him, and go another 2 weeks before they see him again. What's the point in gambling 4 days of pay against 4 weeks of being flat broke?



They are. They're a rough and tumble group of wet behind the ears scouts and cartographers. We always build with the starting point of the story in mind, and make the characters as a group first, not as random individuals thrown in together by fate.

All good and good, with players in the right frame of mind, the game will proceed much more easily in the direction you all want. And as you say, the more time they spend at exploring and building up the settlement, the more personal investment they'll have in the whole endeavour.

The best way to keep money a motivating factor is to not give too much out. Cut down on the amount per parcel, or make use of alternate valuable objects. That 100 gp gem is quite the find, but they'll have no one to sell it too for a long while to come, for example. Or they find usable equipment instead of just a pile of coins, since you mentioned before the risk of loss of equipment, there should be times where they find a stash.

But you also don't want the players to play it too safe. Perhaps have their employer set milestones that will require the group to work quickly and efficiently to achieve. For example, have the area up to Suchandsuch River explored and mapped within 6 months, and receive a bonus. This will give the group clearer, more short-term goals to achieve, and can keep them from potentially wandering off in a wrong direction.
 

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