Sunday, June 29, 2025

D&D Castles: Operating Costs

A Mighty Citadel by J. Humphries on Deviantart

I say D&D, although I mean specifically BECMI/RC. The mechanics on building castles are pretty straightforward in the Rules Cyclopedia. See pages 135-139. They cover the gold needed and the approximate time to build free-standing structures, as well as dungeons. They go into some detail about finishing touches and staffing. Rules do cover the cost of troops and retainers in line with the absurd price ranges prevailing in fantasy D&D games. After all, there is no hard limit on the number of times PCs can ransack fabulous dragon hoards to afford all this, other than the Dungeon Masters’ agencies. This article is not about reinventing the wheel. It focuses instead on the cost of upkeep.

Starting Point: I read an article about Henry Algernon Percy’s budget for Alnwick Castle in Northumberland (Medieval World magazine, Issue #14). It lists noteworthy expenses, somewhat incompletely. Things to consider include food, beverages (local or imported), fuel (wood, coal, charcoal, and perhaps oil, peat, or cow dung), cooking ingredients, condiments, and spices, tools and goods, linen, clothing, and other cloth items (and how they are cleaned), regular facilities maintenance, staffing, etc. I won't delve into a lengthy list of individual costs. The RC’s minutia on building castles already involves quite a bit of bookkeeping, so I’ll skip all that and focus on what matters: a quantifiable average cost.

Unequal Values: I have conflicting data at hand: real-world values in Pound Sterling and other currencies (which vary with century and location) vs. the inflated D&D price structure. There’s no perfect way to reconcile reliably five centuries of economic reality with a single fantasy world. This is my disclaimer that what follows is not meant to be scientific or historical, but rather a simple set of mechanics that work with established D&D rules.

Location: The RC addresses three different regional aspects: Wilderness, Borderland, and Settled. This will affect operating costs in different ways.

  • Wilderness: The problem here lies in what goods and services are available locally. Odds are, common supplies and services other than what the garrison can provide have to be brought in overland, by sea and/or river, or on skyships if available at all, since there are no villages or farms to honor feudal dues. Therefore, most of these services and goods have to be paid for in cash.
  • Borderland: Feudal dues collected from villagers and farmers living nearby cover part of the cost of goods and services. This reduces the need for hard cash. Some finer goods and materials will still have to be purchased and transported from large towns and cities, some good distance away in settled regions. For example: glassware, window panes, fine woods, condiments, spices, finer beverages, affluent clothing, tapestries, incense, ink, scrolls, books, healing medications, perfumes, etc. Along the way, storms at sea, piracy, road banditry, graft, and other shenanigans will have to be contended with.
  • Settled: Most common goods and services come as feudal dues from abundant local sources. Nearby urban centers, ports, and seasonal fairs permit easier access to sophisticated goods and more readily attract a skilled workforce. In other words, the need for hard cash to operate identical fortifications should be lowest in settled areas vs. total wilderness.

Function: Another factor is the castle’s status. Is it a military outpost (rough and basic, if not downright crude)? A provincial stronghold (the appanage of a knight, a baron, a high-ranking ecclesiastic, or a magic-user)? The fortified dwelling of a wealthy and influential aristocrat, if not a royal castle, frequently sponsoring festivals, holding jousts, hosting costly banquets, and housing notable guests? Evidently, the latter won’t exist in a wilderness.

Social Standing: Based on usage, a simple military stronghold will be inherently cheaper to operate compared to the fortified dwelling of a wealthy aristocrat involving much more sophisticated goods and services. Garrisons are not included here since game rules directly establish the cost of troops, specialists, and higher-ranking retainers. On the other hand, the operating costs listed below do include common staff possibly residing on site, such as pages, cooks, bakers, butchers, a stable master, grooms, clerks, a chaplain and low-ranking members of the clergy, nursemaids, chambermaids, carpenters, masons, blacksmiths, falconers, musicians, jesters, gardeners, cleaners, porters (breathe here and hold your breath), stinky gong farmers (if you know, you know), etc. An outpost would have very few of these people, if any at all, while a wealthy estate could count many. Repairing regular wear and tear is also included here as opposed to damage resulting from battles, monster attacks, and natural disasters.

Figuring Numbers: I think the simplest approach is to base general upkeep on percentages of the original cost of building the structure. Total Maintenance Cost includes the value of feudal dues (local goods and services) provided by local inhabitants and gold payments for what isn’t locally available. The Cost in Gold is the part of the Total Maintenance Cost that the castle’s owner must pay in cash over a calendar year. The latter does not include any interest on loans, royal levies, tithes, or scutage fees the castle’s owner must pay to a liege. The cost of feeding garrisons should be covered in the RC’s rules, and therefore does not figure in the chart below.

Basis for Comparison: I picked 300,000 gp as a basis for a structure comprising a square keep, four towers, connecting walls, a barbican, a gatehouse, a few stone buildings, and perhaps a small dungeon (see RC page 137). This enables a fair comparison of the same structure across the board.

Size Considerations: A provincial stronghold’s estate should be more elaborate than a simpler military outpost, easily costing twice as much to build. A Google search (with unconfirmed results) priced the upkeep of a 15th-century Scottish lord’s castle at £800 per year, a substantial sum in those times. I’m assuming that’s the Total Maintenance Cost, including the relative value of feudal services. To reverse engineer this amount, I’m using the following conversion rate: £1 = 80 real-world silver pennies. As a result of D&D cost inflation, however, I’d rather set the conversion rate at £1 = 240 D&D silver pieces instead of 80 (a 3 to 1 ratio). Thus, £800 x 24 D&D gold pieces adds up to a Total Maintenance Cost of 19,200 gp yearly, of which 800 gp per month are paid in cash. This matches the Total Maintenance Cost for a borderland provincial hold about twice the size of the one suggested in the upkeep table above. Original building costs would have been 300,000 x 19,200 / 9,000 = 610,000 gp. This would include additional towers and walls surrounding the local town, an expanded great hall, family living quarters, a temple, a substantial granary, some paving, arts and decorations, etc.

Cutting Costs: A very basic wilderness outpost with a simple stone keep and a few adjoining buildings could cost about 100,000 gp to build rather than 300,000 gp. Its upkeep (without the cost of troops) would be 4,000 gp yearly, of which 250 gp must be paid in cash each month. The same keep in settled lands would require about 40 gp cash per month since more people live nearby who can honor feudal dues—essentially free goods and services to their lord. It makes a great deal of sense for a lord to clear the surrounding land and attract inhabitants to improve its status from wilderness to borderland, and eventually to a settled area. Nearby hamlets and villages are a boon. According to a Google search, the upkeep for a 15th-century knight’s household forces could run about £30-£60 per year. This would amount to 60-120 D&D gold pieces per month for food, equipment, lodging, and armed services. Rank-and-file soldiery in the real world was paid quite a lot less than typical D&D retainers.

The Rich and Fabulous: Naturally, a fortified estate housing a wealthy and influential aristocrat, or a fantasy world’s royal fortress, may include sprawling facilities costing a great deal more than 300,000 gp to build, probably more like ten times as much. The upkeep for such extravagant property in a settled region could reach 3,750 gp paid in cash per month, aside from feudal goods and services. If I use the conversion rate listed earlier, this would amount to about 156 real-world pounds sterling per month. For reference, a medieval monarch’s personal income in 12th-century England historically ran £10,000-£20,000 per year, or somewhere around £800-£1,600 per month (uncorroborated Google search).

The Real World vs. Fantasy: Another quote I found was for constructing Conwy Castle in the 13th Century. Records (unconfirmed) show a cost of £15,000 or 360,000 fictitious D&D gold pieces. D&D-wise, this seems a bit cheap given Conwy’s footprint (see image). This includes very roughly a main keep, several extra buildings, 2 barbicans, 8 towers instead if 4, etc. Here’s the whole list: 1. Site of Drawbridge, 2. West Barbican, 3. South-West Tower, 4. Prison Tower, 5. Bakehouse Tower, 6. King's Tower, 7. Chapel Tower, 8. Stockhouse Tower, 9. Kitchen Tower, 10. North-West Tower 11. East Barbican, 12. Lesser Hall, 13. Great Hall, 14. Chapel, 15. Site of Kitchen & Stables, 16. Site of Granary. Using the RC’s construction guidelines, this would probably cost more than 400,000 gp, not including the 14th-century outer walls protecting the town of Conwy.


I’m not sure if 13th-century Wales should be considered a borderland or a settled area. After all, there was a Cistercian monastery on site, which was rebuilt upriver. As far as I know, the village of Conwy was built soon after the castle’s construction to attract English settlers. That’s definitely in line with the game’s suggested strategy. Although it is officially deemed a royal castle, it is primarily a military fortress rather than a permanent dwelling for a king and his retinue, like the way Windsor Castle looks today, for example. This may qualify more as a large provincial stronghold, as defined in this article. There is some leeway as far as status goes.

Here is the full layout of Conwy Castle with its 14th-century outer walls and defensive ditch protecting the town. Click here to read the castle’s complete history.

I hope you enjoyed my voodoo math. With luck, I might have bamboozled a few readers. If you want to find out more about D&D BECMI, click here to visit our chat group. Cheers!

Monday, February 24, 2025

D&D Class: The Cryptreaver

BBC, Tales of the Old Bailey (unknown artist)
This derivative of the D&D BECMI thief class describes a specialized tomb robber and somewhat of a scavenger who can “eat” the magic of dead things, such as for example deceased spellcasters, fallen dragons, and other magical creatures. The nature of the class can be malevolent or benevolent, depending on whether the cryptreaver focuses on growing its own power or helping the living cope with loss and the evil that the undead may bring.
            I’m using updated saving throws and XP progression tables I introduced in earlier articles. Following the general trend of my later blog posts, I focused on lower levels offering plenty of features to have fun with. 

Regarding D&D BECMI: Unlike more recent game versions, races are treated as classes—thus a BECMI “elf” is a class onto itself, and so are the dwarf and the halfling. If you are a fan of 5e exclusively, that’s great but this article isn’t meant for you. Comparisons, personal judgments, and controversies about the nature of games from the early 80s are irrelevant here and unwelcome. How you treat folks around your table is what matters.

Editorial Note: I refer to single persons with the pronoun “it” as a substitute for the singular “he” or “she” when gender isn’t explicit, instead of the plural “they.”

Class Basics

Ancestry: Human

Prime Requites: Dex & Int

Experience Bonus: I give a +5% bonus if dex and int average out between 11 and 12, and +10% if they average less than 11. At 13+, stats provide no xp bonus.

Hit Dice: 1d4 per level up to level 9, +1 hp per level thereafter and con adjustments no longer apply.

Maximum Level: 36.

Combat Abilities: Fights and saves as a thief.

Armor & Weapons: As a thief.

Special Abilities

Essential Skills: They include the ones listed under Essential Skills in the experience table. They are performed as a thief or a dwarf would. Success odds have been updated, as shown in the table.

Beginners' Luck: It is listed as Reroll under Special Skills in the experience table. A first level thief rolling a 91 or worse while using an Essential Skill gets to reroll. Whatever is rolled next must apply. Beginners' Luck decreases at level 2, only concerning scores 96 or worse. At level 3, it solely concerns the odd "00" scores. At level 4 and higher, Beginners' Luck runs out.

Read Languages: The cryptreaver may be able to decipher foreign languages. Some may be more complex than others. For example: a cryptreaver used to a common alphabet should have a tougher time with languages using a mix of symbols representing phonetic vowels, whole words, and concepts, such as ancient Egyptian. Suggested penalties could go from 20% for an ancient language to 40% for a complex or coded script. Magical languages require the ability to Read Magic. The cryptreaver must earn a new experience level for another try after failing an earlier attempt.

Scroll Casting: Cryptreavers may be able to cast spells directly from a scroll, as a thief would. The experience table shows the odds a spell should backfire. Effects are up to the Dungeon Master.

Detection: Listed under Special Abilities in the experience table, it enables the cryptreaver to detect secret doors as an elf would, as well as certain stone features as a dwarf would such as shifting walls or floors, sloping passages, and new constructions. This latest ability can serve as a skill to safely excavate shafts and tunnels with proper construction tools, and determine whether existing stonework is sound (in a dungeon environment or a tomb in particular). The experience table shows the odds of success as percentages.
            The cryptreaver, as an expert tomb robber, may be able to sense an open space behind a stone surface, typically an adjacent chamber or a corridor. The space must be at least 36 cubic feet large and within 15 feet of the cryptreaver. A smaller space requires an extra Hear Noise to detect. This ability is similar to secret door detection, although if an attempt fails, the cryptreaver may not try again until the next day.

Tools of the Trade: Cryptreavers have free basic skills in Archeology (Int) and Tomb Lore (Int).

Spell Reaving
           
It is the most sinister aspect of this character class. This ability enables the cryptreaver to sense residual magic dwelling within the remains of the deceased and, subsequently, to usurp it.

Sensing Residual Magic: The cryptreaver may determine whether residual magic still imbues a dead spellcaster’s body (human, demi-human, or monstrous). Detection takes a full, uninterrupted round. If it fails, another attempt can be made the next day. The cryptreaver becomes fully aware that nothing is to be found when succeeding a detection on a corpse bereft of residual magic. The cryptreaver should also sense whether a rival had already scavenged the detected remains, as well as that rival’s ethos and style (see Affiliations, later on). Success odds are:

Base 50% plus the cryptreaver’s own XP level

Multiply the above by the deceased’s XP level or HD

Divide the above by the number of years since passing away.

A roll of 95% or higher always fails. If the deceased had reached or exceeded level 18 or 18 HD, success odds can never be less than 5%.

Eldritch Scavenging: The cryptreaver may usurp residual magic after having detected it. The scavenging ritual requires powdered sulfur, linseed oil, frankincense, and a small brazier or a stone mortar in which to burn these components along with some of the deceased’s bones, flesh, hair, or ashes. Linseed oil and sulfur fumes are both toxic and will inflict 1d4 points of damage to the cryptreaver by the ritual’s end (no save; don’t try this at home).
            The three components together needed for one ritual have an encumbrance of 10 gp and cost as much. The brazier or mortar has an encumbrance of no less than 100 gp and costs 15 gp. As an option, the top half of a large creature’s skull plated with brass or copper makes an adequate brazier. Magical braziers or mortars, blessed or subjected to necromantic enchantments may provide a +5 to +20 bonus to Base chances.
            The ritual lasts 1 round for every 5 levels or HD of the deceased (or a fraction thereof). The cryptreaver inhales the fumes and the magic therein as it emits an eerie blue glow. It is a dangerous process as the usurped dweomer can harm or kill the cryptreaver at the end of the ritual if the latter fails. Success odds are:

Cryptreaver’s HD + Intelligence score

Multiply the above by 2

Subtract the deceased’s HD

A roll of 95% or higher always fails. Success odds can never be less than 5%. A successful ritual bears a chance of attracting random undead in the area before the end of the process; these encounter odds are equal to the deceased’s HD minus 2d6 (DM’s secret roll).

Failing a Ritual: With a score of 95 or higher, subtract 1 from the cryptreaver’s Charisma (no save). This loss is permanent. Failing a ritual by more than 20 pts results in the cryptreaver suffering damage equal to the deceased’s level or HD (no save). Failing by 40 pts or more results in permanent madness in addition to sustaining damage. Failing by 60 pts or more without a successful con check results in the cryptreaver’s death; if still alive, the cryptreaver remains subject to physical damage and madness.

Usurped Magic: Clerical spells cannot be usurped, only secular magic. When usurping spells, halve the deceased’s levels or HD at the time of death, rounded up. This is the number of combined spell levels usurped when the ritual ends. For example: a cryptreaver succeeding its ritual on a level-20 magic-user’s remains would scavenge up to 10 spell levels. The cryptreaver can cast these spells like a magic-user of the same experience level. Ignore higher-level spells that the usurper cannot handle.
             Procedure: Roll for a spell level. Example: for a level-10 usurper, roll a number from 1 to 5 and pick a random spell of that level from the rules’ standard spell list if the deceased’s learned spells aren’t known. Keep rolling for spell levels until a score exceeds the maximum allowed for the cryptreaver—ignore this last result and stop rolling.
            Usurped spells stay in the cryptreaver’s memory until cast. They cannot be cast again unless scavenged from some other dead remains. Unlike a true magic-user, the usurper can accumulate up to one spell per point of Intelligence over time, regardless of spell level. Usurped spells cannot be transferred to a scroll. Rituals cannot succeed more than once on the same cadaver. Eldritch scavenging permanently dispels all remaining magic, curses, and enchantments imbuing a corpse (some exceptions apply—see Affiliations, later on).
            If the scavenged remains are those of a monster with innate magical abilities, the cryptreaver may acquire one such ability instead of spell levels. Once usurped, an innate ability only manifests itself when the cryptreaver consciously triggers it. A triggered ability lasts 1 hour per level of the cryptreaver, after which it fades permanently. Over time, the usurper can accumulate up to one monstrous ability for every 3 points of Intelligence, rounded down. Only one can be triggered at a time, although the cryptreaver can dismiss one at will before using another. Spell levels and monstrous abilities are earned separately.
            A cryptreaver can conceivably usurp a unicorn’s dimension door, a rust monster’s corrosion, a dragon’s breath (based on the cryptreaver’s own HD), one random ability of a djinni, a doppelganger’s shapechanging magic (but not its ability to acquire a victim’s memories), etc. Undead creatures and constructs are immune to eldritch scavenging. Non-magical abilities cannot be usurped, such as venoms and non-magical diseases. Keep it simple. Don’t allow anything too complicated, unclear whether it’s really magical, imbalanced at the current level of play, or questionable in some way. (Is a dead lycanthrope still cursed? Maybe, maybe not.).

Handicaps

Persona: Someone unaware of the cryptreaver’s profession could find this character creepy. Roleplay the character accordingly (odd speech patterns, weird habits, dark or hooded clothing, perhaps a pallid and emaciated figure, a slight body smell of dirt, decay, or some alchemical product, bone-carved personal items, etc.) Sell the part whether or not the character is malevolent. As a result, the cryptreaver starts its career with a 1 reaction penalty with people unaware of its business, or 2 if they become aware of it. Cryptreavers never benefit from Charisma bonuses.

Lack of Stealth Skills: Cryptreavers cannot hide in shadows, move silently, perform backstab attacks, or pick pockets as these abilities do not relate to their profession.

Affiliations
      
Cryptreavers with less than altruistic motivations, presumably NPCs, normally operate as part of a thieves’ guild (from Darokin in Mystara), a malignant order of warriors (Heldannic knights) or a malevolent cult (in Thothia). If in good standing they benefit from their overseers’ resources, such as training, information, healing, protection, transportation, reliable fencing of despoiled goods, etc. Profit or power is their goal.
            Those without affiliation may be isolated bounty hunters or hired hands acting on behalf of a powerful underwriter like a wealthy collector (Glantri), a city’s university (Sundsvall in Alphatia), an imperial library (Thyatis), a Fellowship of Ungentlemanly Adventurers (Ierendi), etc. These folks aren’t necessarily malevolent. They primarily seek career advancement, notoriety, and the thrill of outwitting terrible foes.
            A Lawful ethos may require cryptreavers to work for a League of Vaults (Rockhome) or a benevolent cult (Karameikos, Ylaruam). They promote peace and seek to relieve the restless. Lingering auras of wickedness attract the undead along with hardships they inflict upon nearby settlements. The leaguers’ goal is to destroy evil magic dwelling in tombs. They may benefit from their mentors’ resources, as described earlier, along with the occasional involvement of a dedicated undead hunter: a cleric or a paladin if such may be needed.

Styles: Each organization among those just mentioned has its own ritual. A cryptreaver discovering a previously scavenged corpse may identify its usurper's style and approximate experience level. Sensing its ethos is innate. Its specific style, however, requires a successful int check. Bounty hunters and hired hands have their own personal rituals unless they belong to a companionship that initially trained them. Once a rival’s style has been identified, the cryptreaver will always recognize it later on without rolling an ability check.

Cults: They object to outsiders scavenging the remains of their faithful. Some may resort to special blessings or curses alerting their immortal patrons of any attempt to usurp what they see as belonging to their spiritual liege. They are typically triggered when a ritual starts. Chances of an immortal’s direct involvement in the affairs of mortals are negligible, but the cult may feel obligated to look for the rival whose style they recognized, particularly repeat offenders. Some curses brand rivals so cultists can visually spot them.

The Undead: Sentient undead revile cryptreavers regardless of the latter’s ethea. They see them as trespassers interfering with forces that beckon the undead to gather. They crave the feel emanating from the remains of powerful magic-users or enchanted beings. If enough undead can rally to a notorious tomb, especially if a malevolent being’s corpse lies within, they may cause it to arise and dwell among them as an equal or a master. Sentient undead can always sense cryptreavers on sight and will focus their attacks upon them. An Amulet of Protection from Crystal Balls and ESP effectively prevents the undead for recognizing a cryptreaver. A hidden undead, however, may spy on an intruding party and find out if one of them is a hated interloper. The more intelligent undead, if aware of a cryptreaver’s presence, will mount an attack while a ritual is in progress.

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Tuesday, February 11, 2025

Bumps in the Road

My old D&D BECMI group has finally gone private. This was due to a technical issue with Facebook's settings intended to screen new membership requests. For this group alone and for no clear reason, the screening didn't work, allowing people to join without approval. Despite my requests for help, Facebook never responded. Going private fixed this issue, although the group's exposure is now more limited. This was a pain to deal with and an open door to bots and other porn peddlers. Onward.