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Storing Treasure

Storing accumulated treasure and keeping it safe from other characters and creatures is a challenge for any character on the way to building a domain.

Used by: the Basic Game Loop.
Uses: Weekly Domain Upkeep.
Goes back to: the calling procedure.
Records to update: character sheets.

Storage options

Option Where Fee Limit Security
On person Anywhere None What can be carried Low
Inn strongbox Town, City Included with room 200 gp Low
Temple strongbox or vault Town, City Donation, varies Varies Medium
Guild strongroom Town, City Included with guild membership None High
Counting house strongbox Town, City 100 gp per year 1,000 gp High
Counting house vault City 500 gp per year None Very high
Hidden cache Anywhere Free None Varies

On Person

Carrying wealth on one's person is risky and difficult for more than pocket-sized quantities. It can be heavy, noisy, and is vulnerable to purse snatchers and thieves. Taking another creature's valuables can be as simple as a Dexterity (Sleight of Hand) check against the target's passive Wisdom (Perception).

Counting houses

A counting house is a business that can store valuables. They are common in cities and towns. A counting house is a building with secure doors, a room where clerks record transactions, and a back area holding the strongboxes and vault. Several professionals are on staff, such as clerks, guards, a master of the house, and often a resident expert who can appraise items.

Strongbox. The strongbox room is a locked chamber holding rows of individual iron boxes, each rented to a single customer. Each box has two locks. The customer keeps one key and the counting house keeps the other; the box opens only when both keys are turned. The customer can visit during business hours, the clerk unlocks the room, the customer opens his own box, and the transaction is done in under an hour.

Vault. The vault is a room with walls of stone reinforced with iron behind a secure heavy door made of iron. It requires the master of the house, a clerk, and at least one guard to open.

Letters of credit. A customer with an account may draw a letter of credit payable at a partnered counting house. Named letters are payable only to a specific bearer, verified against a description held in both houses. Bearer letters are payable to anyone who presents the letter.

Other Institutions

Guild strongroom. A room with walls of stone behind a secure door. It requires the a guild clerk and at least one guard to open.

Temple strongbox. Many temples keep a strongbox for the safekeeping of pilgrims' valuables and community holdings. Great temples may have proper vaults. Storage is offered as a service to the faithful and the connected.

Inn strongbox. Many inns keep a locked chest behind the bar or in the cellar for guest valuables.

Other. Other organizations and locations may be willing to store treasure in exchange for fees or favors. Characters are also encouraged to find or build their own lairs to store their treasures.

Hidden caches

A hidden location is found to store the treasure.

Creating a cache

Preparing a cache normally takes an hour or less and may require tools such as a shovel. The creature makes a Wisdom (Survival) check with advantage. The result is the DC to find the cache. The player must record what was cached, where, any distinguishing marks to find it again, and any container used.

Retrieval normally takes the same amount of time spent preparing the cache. If the location is unsure or the marks have been removed, a successful Wisdom (Perception) check is required to identify the approximate location. Then a successful Intelligence (Investigation) is needed to find the cache. The attempt takes an hour and can be repeated at disadvantage.

The DM rolls a d20 when the cache is created. On a 1, there is a rumor of the cache. This may attract a local thieves' guild or a ruler looking to exact taxes.