Making More Money in Honey Badger Adventures | World Anvil
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Making More Money

Running a structure is an expensive enterprise, and one that can become unprofitable if not done with money in mind. In addition to the way some rooms inherently generate income, below are a few more ways to help your structure make a profit.

Tithes and tuition. If your structure is one that draws daily visitors in the form of worshippers or students, you can demand a fee each day for the services they receive. This could range from 1sp a day for a poor man’s shrine to 10gp daily for a world-class arcane education. A shrine or temple may receive 50-250 visitors in a day, while even a large college or school should expect a maximum of 100 students. Keep in mind that higher prices may attract less visitors.

Right of passage. Merchants and travellers must pay coin for the right to use toll roads near your structure. A small fine of 1cp is typical of most toll roads, but some lucrative trade routes charge exorbitant fees of up to 5gp. Traffic varies on most roads from 2 to 200 travelling groups a day depending on logistics and economic factors. Most merchants will do everything they can to avoid paying a pricey toll, and placing too exorbitant a toll near your structure may cause a reduction in the quality of your merchants, as listed in The Invisible Hand at Work optional rule.

Protection. Nearby villages could pay taxes for protection to a military presence in their region. Taxes could run from a reasonable 2sp a day to an extreme 10gp daily. The larger a nearby population centre is, the more willing and able it would be to pay a greater tax. Take warning that peasants feeling taxes are unfair are very prone to violent revolt.

Other sources. As always, dungeon masters should remain open to player ideas, particularly on how to use a structure. Players will undoubtedly have ideas not covered here, and it is up to the DM to accommodate them however they can.

(From 'Fortresses, Temples, & Strongholds' by Warlock Homebrew)

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