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Post by tombowings on Oct 1, 2022 3:55:55 GMT -6
I'm in the process of the outdoor survival map. In your estimation, what would be a good way of calculating the amount of treasure and magical items a castle should possess in its vault?
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Post by Aralaen on Oct 1, 2022 7:07:28 GMT -6
I would image it would be tailored to the occupants of the castle, wouldn't it? If it is purely random, treasure types are your guide. You of course as referee can alternate it to suit the needs, desires of your campaign. Put special sword there or whatever.
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Post by tombowings on Oct 1, 2022 7:35:18 GMT -6
The issue is the sheer quantity of the castles, more than anything else. To give some perspective, here are the castles led by Fighter-types:
The Amazon Queen (a 9th-level Neutral Fighting-Woman) rules a village 130 Amazon women. She is served by 6 female Heroes riding tamed Tigers. Their village consists of interlinking tree-houses connected by rope ladders. High above the forest floor, they are well protect from direct assault. Several of the women are not native Amazons, but have fled to the village in order to escape undesirable marriages. The Amazons have captured 20 strong, handsome men (all with 13+ Charisma) and hold them as breeding stock.
The Axe Lord (a 9th-level Neutral Fighting-Man) dwells in a fortified mead house at the top of a snowy mountain. There he feasts and drinks among his companions, a host of 120 berserkers, whose family reside in the village surrounding the mead house. They claim their life's greatest desire is to die gloriously in battle in honor of Thor, the Thunderer, though they spend more of their time in pillaging and debauchery, for the Ice Giants, their sworn enemies, are mighty foes, indeed. 4 Giant Eagles call the mountain home and will aid in the defense of the town.
The Bear King (a Lawful Werebear with 8 hit dice) is the leader of 10 other Werebears. They live together in a wooden hill fort. A clan of 90 Neutral but bloodthirsty Berserkers and their families lives in the surrounding village. The Werebears do their best to keep the Berserkers in line and prevent them from preying on the innocent. Nevertheless, accidents happen. Rumors of lycanthropy sometimes bring would-be heroes to their door.
The Bull King (a Neutral Minotaur with 10 hit dice) who rules over a stout motte and bailey with 8 others of his kind. 80 Men-at-Arms and their families dwell in the village surrounding the keep. The Bill King is a just rulers and loved by all their subjects. Every family keeps a bull near their hut as a sign of pride in their way of life. Only when, once a year, the Bull King demands one virgin maid from the village be presented to him as a gift are the townsfolk reminded of the minotaurs' monstrous nature.
The Crag Lord (a Lawful 9th-level Fighting-Man) dwells in mountaintop castle. There he commands the Order of the Hippogriff, a brotherhood of 8 Heroes mounted on Hippogriffs. The Order of the Hippogriff is in direct competition with the Order of the Griffon for the most prestigious knightly fraternity in the Vale. The castle is protected by 90 young Men-at-Arms who one day hope to be knights at hippogriff riders themselves.
The Dragon Lord (a Lawful 9th-level Fighting-Man) lives in a high spire that pokes out the mountains. There he keeps adult Red Dragon bound by a Ring of Dragon Control. The keep is manned by 130 Brigands, led by a Chaotic Hero, who prey off the nearby villages for food and supplies. Though the dragon is kept well fed, he plots endlessly to overthrow the Dragon Lord and take the mountaintop keep for himself.
The Ghost King (a Neutral Specter) died of a witch's curse. Upon his deathbed, he vowed upon a family heirloom to protect his people even after crossing the veil between life and death. Upon dying, he rose as a Specter. Thereafter, not a single child was born in his domain and those who died rose again as undead creatures. Now, the village surrounding the Ghost King's partially ruined castle is home to 280 Skeletons and an army of 40 Ghouls, led by a Wraith. The family heirloom was a Ring of Wishes with 3 wishes remaining.
The Horse Lord (a Lawful 9th-level Fighting-Man) lives in a wide wooden fort perched upon a gently rising hill. He governs a town of 800 residents, including 110 Cavalry (light and medium). The Horse Lord wants nothing to do with the petty skirmishes of the warlords and wizards who struggle for control of the Vale. Instead, he desires to be left lone. His general, a Superhero, however, knows that it is only a matter of time before the wars come to them, so matter how tightly they cling to peace.
The Griffon Lord (a Lawful 9th-level Fighting-Man) dwell in a stone hill fort surrounded by a walled town of 1100 residents, who is said to contain the greatest weaponsmith in all the land. The Griffon Lord desires to conquer the entirety of the Vale and impose a just order over savage realm. In his quest, he has acquired the support of 4 Champions mounted on Griffons and 120 loyal Man-at-Arms.
The Horned King (a Chaotic 9th-level Fighting-Man) lives deep in the forest in a stone fort looming down from a steep hill. He command an any of crazed 110 Berserkers who have pledged their lives to Arawn, god of death. Accompanied by 60 Wolves, they hunt the living and delivering them to the Underworld. The sound of bells announced their approach.
The King of Frost and Steel is a Frost Giant who lords over a horde of 170 Berserkers. The Berserkers worship the Frost Giant as a son of Crom, the gray humorless god of the mountains. They spill blood in his name. The King of Frost and Steel desires to unite all the Berserkers of the mountains under his banner, then use his army to claim the crown of the Frost Giant King, and later king of the entire vale.
The Lord Gray (a Vampire with 8 hit dice) lives with his wife, Lady Gray, and their two children in a gray stone castle on a hill overlooking a dreary town of 350. They are secretly Vampires and feed off the townsfolk at night while searching desperately for a cure. The Gray Lord employs 80 Men-at-Arms, led by a his son. A Medusa Magician aids them in their search for a potion that will return their humanity. The townsfolk look to Lord Gray for protection from the vampires who supposedly haunt the surrounding woodlands.
The Phoenix King (a Neutral 9th-level Fighting-Man) lives in a white stone castle with four tall towers. One tower glows bright red at all hours of day and night. Inside the glowing tower, the Pheonix King has bound a Balrog to his will by use of a wish. He intends to use his newfound might to impose his might upon the Vale. Meanwhile, the Balrog seek the Phoenix King's death. The Phoenix Knights, 12 Heroes riding heavy warhorses, and 160 Men-at-Arms defend the castle and surrounding village of 1400 residents.
The Sword King (a Neutral 9th-level Fighting-Man) rules a gray stone castle surrounded by a village of 630 residents. His hatred of magic and monsters holds no bounds. His wife was killed a decade before by a witch leading a band of trolls. His wrath has yet to wane. He has gathered 8 Swashbuckers and 150 Men-at-Arms to his side. The Sword King will pay good money for poof of the death of magicians and monsters.
The Twilight Princess (a Lawful 9th-level Fighting-Woman) lives in a white stone castle surrounded by a glittering moat filled with colorful koi fish. She commands and order of 8 Amazon Heroes riding unicorns, who call themselves the Maidens of the Moon. The surrounding village is quaint and peaceful. 110 Men-at-Arms serve as guard patrolling the streets and guarding the princess's castle. They jealously prevent potential suitors from approach the Princess or the Maidens of the Moon.
The Wolf King (a Werewolf with 8 hit dice) leads a clan of 16 werewolves who live together in a gray stone castle deep in the forest. They terrorize the populous with excessive cruelty. Those who are brave enough to flee have already fled. 140 remain, just enough to sustain the 60 Brigands the Wolf King has hired to protect his castle from vampire hunters.
The Vagabond Prince has not been seen for nearly a decade. In his absence, 3 Superheroes (the Emerald Prince, the Ruby Prince, and the Sapphire Prince) vie for control of this splendid sandstone castle. The local populous, 720 in number, welcome the return of their true lord to end the infighting. Each of the three Superheroes controls 60 Men-at-Arms, all of questionable loyalty.
The Vulture King (a Neutral 9th-level Fighting-Man) lives in a high keep perched upon the side of a high mountain. On top, the keep opens up into a giant nest, where 2 Rocs lives nest with their 6 amber-colored eggs. The Rocs prey upon he lands to the north. The Vulture King profits off the treasure carried by their victims. Ultimately, however, the Vulture King seeks to better understand the secrets of the desert so carefully hidden by the nomads who inhabit it. 90 Brigands, led by a Chaotic Hero, protect the castle from invasion.
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Post by Desparil on Oct 1, 2022 8:07:52 GMT -6
I'm in the process of the outdoor survival map. In your estimation, what would be a good way of calculating the amount of treasure and magical items a castle should possess in its vault? Typically groups of humans would have Treasure Type A, no? Plus a small amount of silver or gold owned by each soldier within the band, in many cases. The 1E Monster Manual has a simple method for determining magical equipment wielded by the leader types. Add on as necessary for any of your castles with fantastical lords, such as the werebears (Treasure Type C) or the vampire (Treasure Type F), possibly pro-rated according to the strength of the group if you like to reduce the randomness in such a way. That would be the most straightforward by-the-book way to allot them treasure, in my opinion.
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Post by Red Baron on Oct 1, 2022 8:18:37 GMT -6
Nice castles!
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Post by captainjapan on Oct 1, 2022 9:05:02 GMT -6
The amount of Lair treasure, when equally divided, should not be so much in XP value that it would raise any individual member of the adventuring party two levels higher than their current level.
Also, Lair treasures, if left unguarded, should be hidden/trapped within a dungeon level of the castle.
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Post by geoffrey on Oct 1, 2022 9:49:32 GMT -6
When in doubt, I typically give monsters treasure that is worth between 3 and 4 times what their own x.p. is worth. For example, a group of men worth 700 xp would carry (total) treasure worth between 2,100 and 2,800 gp.
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Post by jamesmishler on Oct 1, 2022 13:40:01 GMT -6
Treasure Type A is the default for Men types.
As mentioned, individual treasure will also be found. I'd go with 1d6 gp per level for leaders, with a 10% chance per level of jewelry (as portable wealth). Plus usual chance of personal magic items by level.
Then to that I would add:
Cleric Leader = 2d4 Magic Potions
Fighter Leader = 1d4 Magic Weapons and/or Magic Armors
Magic-user Leader = 2d4 Magic Scrolls
Thief Leader = 1d4 Treasure Maps, 1 Captive per 10 Men Held for Ransom, and 2d4 extra pieces of jewelry.
Also, whenever a coin type is absent due to the percentile roll, I place a number of coins of that type in the hundreds rather than thousands. So if the roll fails for 1d6 thousand gold there is instead 1d6 hundred gold.
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Post by makofan on Oct 5, 2022 18:58:44 GMT -6
Well I've just yoinked that fabulous list of castles!
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Post by tombowings on Oct 5, 2022 22:41:26 GMT -6
Feel free.
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aj
Level 1 Medium
Posts: 13
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Post by aj on Apr 21, 2023 1:04:29 GMT -6
My method of castle making is to use the npc character's xp as gold coins and build the castle with that (typically a very small fort) from the castle building page. In the case of Fighting-men Lords they would have the surrounding barony which gives them annual revenue from taxation as well.
Each conquered Lord/Wizard/Patriarch has their castle built upon by the next, who brings their own outrageous fortune, provided that they did not spend it all on men-at-arms in the taking.
In my most recent game a npc character has been slowly accumulating a force of subdued white dragons from the player exploits, which would grant them enough gold coins to do some renovations!
I like this method because I feel like it is grounded within the game rules and lets the world develope at the rate that the players do too.
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Post by dicebro on Apr 22, 2023 13:30:33 GMT -6
Pick a treasure type by rolling a die…A=1, B=2, etc
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Post by howandwhy99 on Apr 23, 2023 11:55:36 GMT -6
Try Judges Guild and Dave Arneson's First Fantasy Campaign. It is missing much of what people consider campaign setting material nowadays, but it's chock-full of exactly this kind of stuff.
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