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Post by grrraall on Sept 14, 2009 7:10:46 GMT -5
I have quite a few warriors who reached level 3 or 4 (v. 7) and who now have between 10,000 g.p. and 100,000 g.p. If they ware paragons or wizards, they could buy new spells, but they are just warriors. They bought the best armor suit and the best weapons, and that's it. Maybe I should get them a horse and a group of slaves/mercenaries? Then they could raid an orcish village or even a small town. It would be fun to have a solo for that type of characters. They're not exactly mega characters, but money gives them potential to do greater things than just venturing alone. I don't think there is such a solo now with castles to besiege, towns to ransack and wars to be won. What do YOU do with rich warriors?
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Post by jongjungbu on Sept 14, 2009 8:19:55 GMT -5
Donate the money to a good cause. But I really love your idea for a solo for the rich where you could spend all that money. Raise an army, raid some orc towns, and maybe even build your own castle and defend it against their revenge. Not really a dungeon adventure, but just one solo that can do this would be enough of a diversion on its own. The last character I had to gain over 10k gold, he had banked/stored most of it and carried a bit onhand. And ended up losing a lot of coins to thieves, and slowly whittled away his savings.
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Post by Toad-Killer-Dog on Sept 14, 2009 11:13:46 GMT -5
Remember to charge them appropriately for all that fancy living high level characters are known for. Purchase and develop land ( an endless hole for money if used right ). Buy the best weapons and armor ( enameled plated, etched swords, customized bows ). Buy a steed ( A good steed should be hideously expensive, especially if it is war trained and most knights had a few other riding horses to take with them to spare their war horse for the coming battle ). Buy...er pay for a personal bard or minstrel to spread word of your greatness. Hire some personal servants to take care of all those mundane tasks that are beneath your high level self ( weapons maintenance, armor polishing, cooking, laundry ) Rent or buy a town house to match your country estates. Hire some men at arms to guard your mountains of treasure while you are on adventures. Open a business or invest in someone Else business. Purchase a ship ( this should wipe out your spare cash ) and enter mercantile trading. Hire assassins to kill all the npc's that annoyed you when you started out! ;D Start your own cult and become a demagogue! Dabble in politics and fund your own rebellion! Open a bank and lend money to starting adventurers at usurers interest. Hire a personal chef to cater to your every gustatory whim. Hire a taxidermist to stuff all those impressive monsters your killing to get all that treasure. Hire a jester to annoy the other party members. Commission a group of scholars to investigate your lineage to see if you have a claim to royalty ( hint: Pay them enough and its a certainty! ). Open your own fighting school and share your warriors wisdom for heaps of cash. Build an arena and hold your own gladiatorial contest for fun and profit. Bribe a barbarian horde to attack the kingdoms of your enemies. Start an anti-elf propaganda campaign to teach those long-eared tree huggers what's what! Start a pro-half-orc propaganda campaign, because they are so under appreciated! Open a vineyard and drink yourself to death. Open a public hospital and win the love off the downtrodden and dispossessed. Gamble your money away like a true dissipate. Hire a personal tailor and be the best dressed adventurer in the land. Build a Temple to your personal god for some after life kudos. Hire all the cities beggers to follow around people that annoy you and make their lives hell. Commission statues in your honor and have them erected all across the land. Write and publish your memoirs to ensure your immortal fame. Hire an alchemist to invent an elixir of immortality to be around to enjoy your immortal fame! Build your own castle and all the siege weapons you've always wanted! ;D Hire a wizard to tame a personal riding dragon, so everyone will know just what a bad-ass you really are. Build a personal harem to flaunt your wanton ways, you cad you. Start a messenger service between kingdoms, then use it as a way to corner the commodities market with insider information. Open a chain of fast preparation restaurants and increase the girth of the average citizen. Buy an island to conduct your illegal elf hunts on in peace! Hire a personal trainer to keep in tip top shape. Hire a huge team of scribes to subtlety alter the written history to besmirch your enemies ancestry. Hire a theater company for your demesne and have the worlds first on-demand entertainment system! Have a huge vault made for all your filthy lucre and wallow in it "Scrooge McDuck" style! ;D The sky is the limit!
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Post by ProfGremlin on Sept 14, 2009 14:21:46 GMT -5
The sky is the limit! TKD have an exalt on me! That's one heck of a list sure to become a list of suggestions in many a GM's kit. As I recall, in one of the many books in Mercedes Lackey's Valdemar series it was suggested that a couple of the main characters go undercover as mercenaries. They were advised to wear expensive garb and jewels because 1) only a successful mercenary would advertise their wealth in such a fashion and 2) the jewelry would double as a means of barter when needed. Having a manor house of any sort, country or city, is a sure means to spend all that hard won gold. I would think that would also lend itself to some decent role playing and all sorts of other adventure opportunities that wouldn't otherwise occur: the local peasantry begin to see the warrior as a local 'fixer' that they bring all their problems to: Creatures rampaging through the local crops and barnyards, bandits, spirits upset that you built on their holy ground/desecrating their ancient burial grounds, your new castle is right on the flight path of migratory gryphons who just happen to enjoy splashing in that fancy moat and fountain you had built...
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Post by jongjungbu on Sept 14, 2009 16:22:03 GMT -5
Have a huge vault made for all your filthy lucre and wallow in it "Scrooge McDuck" style! ;D Faith and Begorrah, TDK, Ah hink yoo've got th' reit idea! (That's how you Scottish T&Ters talk when you roleplay LOL)
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Post by djacknh on Sept 14, 2009 18:41:51 GMT -5
ROTFLMAO!!! Actually...those are good ideas!!!
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Post by Toad-Killer-Dog on Sept 14, 2009 20:59:06 GMT -5
Thank you for the exalt ProfGremlin. ;D I'm glad it was smile worthy and I maybe even sneaked in a couple of good suggestions! Here are a couple of more. Start a medical college for disadvantaged youths, then a decade later you will have agents in place to kill all the crown heads, religious leaders and politicians in the kingdom. ;D Spends bundles of cash learning every esoteric skill you can think of, then remind your GM that yes you are a master weaver and you can whip up some baskets out of reeds to carry all the treasure that won't fit in your pack. Start a high class gambling den and let the upper-class run up ruinous debts, then use them as pawns in your nefarious schemes. Start an exotic menagerie and harvest sundry magical ingredients & reagents from the beasts to sell to those Wizards and Rogues. Start a network of spies made up of the cities beggars and children and keep tabs on your enemies and rivals. Start an high class escort service and slip a few assassins in the mix. Now you have a group of killers that are welcome in all the finest homes and establishments. Open a series of soup kitchens for the disadvantaged and win the adulation and sympathy of the downtrodden. Open a giant leather works and tannery next to your worst enemy and make their life unbearable. Start a secret smuggling ring and seize control of the criminal underworld. Hire a master artificer to make small portable traps that you can leave behind you on adventures to keep anything from sneaking up on you. Buy an estate in the country near a rival then divert the stream that runs through both of your property so he gets cut off. Start a racing stable and make inroads into the upper class with your conspicuous consummation. Hire an order of monks to convince unquiet spirits to haunt your enemies, or even just those that annoy you. Hire a team of lookalikes to foil any would be assassins and distract your foes. Buy your way into the aristocracy by marrying into the royal poor. Buy a huge tract of land and a horde of cattle and start your own range war! ;D Corrupt the local constables and live a life of carefree criminal glee. Flood the local market with gold and devalue the local coinage in preparation to your attempted coup. Buy loads of meteoric iron and have craftsmen sneak it into the Wizards guild. Sit back and wait for the mayhem to commence. Buy and breed super strong and smart war-dogs to guard your estate and your back while you are on adventure. Fund a seemingly rival criminal organization who also secretly works for you. Then when the other criminal factions side with you against them you can rat them out and take over. Buy up vast swaths of the elven forests and clear cut them for toothpicks and cheap lumber. Hire a personal Wizard to guard you from magical attack. Start a great library and gain a reputation for being wise and learned. Start an old-folks home for retired adventurers because you might need one someday & you can pick their brains for information and suggestions. Start a ridiculous fashion trend and see if you can convince the upper-class that wearing a live fish on your head is the hight of fashion. Magically breed an endangered species, then release it in droves on your enemies land and watch the protests when they have to cull them. Maintain a stable of war-elephants and use them to play polo! Open an art museum and become the most cultured in the land. Build a giant pyramid or funerary temple so when you die you'll enter the after-life in style. Buy a tavern in every city in the land so you'll always have a place where they have to let you drink. Open a prison so when you depose your enemies or rivals you'll have a convenient place to torture and confine them. Hire a wizard to breed a species of cute and fuzzy animals that explode on command and use them to help usher your enemies into the next world. Start a secret anarchist society under an alias. Then gain political clout by turning the other members in to the authorities. Start a political party whose chief aim is to have elves declared a nuisance animal species and have a bounty placed on their heads. Start a dairy so that you can have an endless supply of cheese and buxom milk-maids! Hire a series of fake hermits and use their erroneous advice to lead rival adventurers astray. Imagination is your only limit!
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Post by jongjungbu on Sept 14, 2009 21:18:46 GMT -5
If only you could harness such power for good. LOL.
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machfront
11th level Troll
Stalwart of the Trollbridge
"Let's go dark!"
Posts: 2,147
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Post by machfront on Sept 15, 2009 5:26:46 GMT -5
Ya know, maybe I'm crazy, but I think TKD covered...well...pretty much everything. ;D
But simply, I was going to ask: What? You let them keep that money? Please. There are things they'll likely and must spend it on. Instead of the numerous small things set out in detail all that sort of stuff (a lot of which TKD listed) in lumped into one, big 'cost of living for the month' or whatever. They need to eat, room and board, feed their mounts, repair their armor and weapons and thousand other things.
Plus, thieves always hear about the rich adventurer. So to do the local tax collectors. In fact, if this rich fellow trades a lot in the local area, the locals won't be all that happy to see their prices going up because of the large and sudden infusions of cash into the local economy. Heck, they might run him out of town (or worse). Now, he'll need money to supply himself for the wilderness and/or journey to the next watering hole. He may even need a guide. Plus, adventurers can't do everything themselves. Make an SR? Nope. Sorry. You can't read that language. SR my a**. You need to part with some o' that cash so someone can translate that script for you. Finding the skeleton and giving it a 'proper burial' didn't stop the haunting, eh? Time for research and time means money. Also, materials to conduct the proper ritual or maybe to pay someone to do it, since they're the only ones that can.
Parting them from their cash is easy. What's hard is getting them to find things on their own (creative things especially) to do with all that mad money. Things like TKD suggested. All fun stuff and all that could lead to adventures or full campaigns on their own merits (which will lead to more cost, of course).
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Post by jongjungbu on Sept 15, 2009 8:02:12 GMT -5
Yeah, you hit the nail on the head, machfront (as you usually do I've seen ). Getting players (like myself) to think up something creative to do with my cash. I'm waiting for the GM to tell me, or I'm awaiting a solo module that is for the rich rather than for the level of character. While we're on the subject, are there any supplements that I don't know of that price a lot of these TDK things? I know his crazy imagination has led to some very specific examples, but I mean some general guidelines on how much it would cost to do various large-scale investments in the Trollworld. What's the cost to build one's personal stronghold? I hate to compare anything to D&D, eek, but that is one thing that even the early editions of that outlined with various effects such as number of followers. Anything like that for T&T? I'm a primary soloer, secondary group play, so I don't have a lot of supplements other than some GM adventure materials (the popular usual ones that everybody seems to have).
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Post by grrraall on Sept 15, 2009 9:03:42 GMT -5
TKD, you've got a fantastic imagination and a good sense of humour. I loved your ideas ;D - or at least some of them. As jongjungbu rightly pointed out, however, those ideas are best implemented with a good GM and a bunch of players. I am unfortunately primarily a solo player. T&T was translated in France some 20 years ago and the French company that did T&T in French was liquidated maybe 2 years later , so I don't have any more T&T players around - plus, I now live in Luxemburg, where T&T is completely unknown. (Which is why, incidentally, I translated T&T v. 7 into French with Ken and Rick's blessing - now I'm still waiting for Rick to do a PDF out of my word file!! )
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Hogscape
11th level Troll
Stalwart of the Trollbridge
It's not the years, it's the mileage.
Posts: 2,126
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Post by Hogscape on Sept 15, 2009 9:56:29 GMT -5
Another exalt from me TKD, I wouldn't want to be standing next to your brain when it goes off!
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Post by Toad-Killer-Dog on Sept 15, 2009 10:23:47 GMT -5
Thank your for the exalt Hogscape, I'll try to keep the world safe from my cranial shrapnel! As far as prices go, well if you don't mind extrapolating some prices here is a handy little list of medieval prices. www.fordham.edu/halsall/source/medievalprices.htmlI'll see if I can find some better prices lists latter.
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Post by jongjungbu on Sept 15, 2009 10:31:49 GMT -5
TKD, you've got a fantastic imagination and a good sense of humour. I loved your ideas ;D - or at least some of them. As jongjungbu rightly pointed out, however, those ideas are best implemented with a good GM and a bunch of players. I am unfortunately primarily a solo player. T&T was translated in France some 20 years ago and the French company that did T&T in French was liquidated maybe 2 years later , so I don't have any more T&T players around - plus, I now live in Luxemburg, where T&T is completely unknown. (Which is why, incidentally, I translated T&T v. 7 into French with Ken and Rick's blessing - now I'm still waiting for Rick to do a PDF out of my word file!! ) Yeah that was mostly machfront's idea, but yeah I'm in a similar position, but at least I know a few T&Ters within an hour. But the opportunity to session is like 1 in 6 months. So I'm almost purely a soloer these days. I'll have to check out that link, TDK, thanks. Maybe something useful in there.
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Post by jongjungbu on Sept 15, 2009 15:05:15 GMT -5
Here's something I was working on late last nite during the Monday Night Football double header. I forgot, I was dead tired stayin up so late, so I haven't actually proofed any of this or even take a second look beyond what is written. But this is just stuff I made up, with no real corroboration on the numbers of semantics. If you can piecemeal anything out of it you like for your overburdened characters, go for it. You’ve bested the strongest demons, the deepest of dungeons, and the most maniacal of masters. Now, it is time to set aside your sword or staff and settle back into a life of retirement. But what does one do with all of this wealth and treasure? Why not form an Adventurer’s Guild of your very own. Sponsor new members, establish a local political foothold, or even accumulate far greater wealth in taxes and fees. Before you can establish your new Guild, you must first construct the building. This is a labor intensive process and also quite costly. The three key elements to any Guild are the Meeting Hall, the Living Quarters, and the Training Hall. These three types of rooms are all you need for your most basic Guild, but it is highly recommended that you build something larger. You can always add rooms later, as your wealth increases; just be sure to keep an inventory of the rooms that have been constructed for your Guild. You may also find it useful to draw a map of your new Guild and give it some of your own personality. Below you will find the prices of various Guild rooms. Deduct the appropriate fees from your treasury and note the rooms in your Guild room inventory. Guild HallThis is the first room one enters when stepping into the guild. Therefore, it is often quite ornate and large, able to hold guild meetings and greet visitors. A guild should only have one hall. Plain, Wooden: 2000 gp Ornate, Wooden: 3000 gp Plain, Stone: 4500 gp Ornate, Stone: 6750 gp Plain, Marble: 10,000 gp Ornate, Marble: 15,000 gp Training HallThis is a specialized room whose sole purpose is the training of members in the ways of the guild. This hall could be an Archery Range, an Arcane Library, a Sparring Arena, or a Maze of Traps. Feel free to use your imagination, so long as it’s purpose is in the training of one particular class/profession/type of the Tunnels & Trolls world. Your guild may have more than one training hall, but each additional hall costs 50% more than the normal fee. The size of the training hall affects how many active members can utilize the facilities on a weekly basis. Small Hall (6 members): 1500 gp Medium Hall (12 members): 3000 gp Large Hall (18 members): 4500 gp Additional 6-member size: +1500 gpLiving QuartersYour guild members must have a place to rest and enjoy some solace for prayer or study. Your guild may hold a rather large number of bedrooms, but remember that you will need a room available for yourself and possible guests or visitors. Peasantry Bedrooms (3 members): 750 gp Mercantile Bedrooms (2 members): 1000 gp Aristocratic Bedrooms (1 member): 1500 gp
Once you have outfitted your new guild with the appropriate required rooms (be sure you have purchased at least one of each of the above), you may now wish to add on some additional specialized rooms to your building. The following rooms are not required for a guild to be constructed, but could prove useful for an active one with many members. Remember to deduct the appropriate gold pieces and note the room(s) in your room inventory. Guild OfficeUsed by yourself and/or guild officers, offices are useful for efficient management of day-to-day activities as well as private meetings. Build as many as you need. Plain, Wooden: 1000 gp Ornate, Wooden: 1500 gp Plain, Marble: 6000 gp Ornate, Marble: 10,000 gp Kitchen
Don’t send your new members back to their rooms starving. Let them take a plate of food! This kitchen comes complete with head chef and cooks. Tavern/Inn: 1500 gp Upkeep: +15 sp/week per member Industrial: 3000 gp Upkeep: +30 sp/week per member Cuisine: 5000 gp Upkeep: +50 sp/week per member Dining Hall
A mess hall can give a common area for guild members to socialize as well as partake in a hearty meal. Of course, the dining hall is useless without a kitchen other than for social events. Plain, Wooden: 2000 gp Ornate, Wooden: 3000 gp Plain, Stone: 4500 gp Ornate, Stone: 6750 gp Plain, Marble: 10,000 gp Ornate, Marble: 15,000 gpSmithy
Create new weapons and armor for your members, or repair dull or broken equipment. What more could a delver ask for from their guild? Parts & Labor: 2500 gp Upkeep: +25 sp/week per memberResearch LaboratoryWhether it be concocting potions, developing magical equipment, or divining the future, who could do without a specialized laboratory of this sort. Parts & Labor: 5000 gp Upkeep: +50 sp/week per memberArmory, Treasury, Warehouse, or Granary
What better types of rooms are there for your storage needs? Excess weapons, armor, wealth, equipment, common items, valuables, or food need a safe haven from potential looters. Locked: 1500 gp Locked & Trapped: 3000 gp Magic Dweomer: +5000 gp Posted Guards: +10 sp/week per guard Temple, Shrine, or Church
The blessings of the gods may help your newfound members survive the dangers that lurk about. Give them a safe haven to pray and seek medical attention. Parts & Labor: 5000 gp Upkeep: +50 sp/week per member
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