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Banking

Is it possible to have a bank to store our excess gold when we don't need it during an adventure? Maybe a banknote to carry when we do go between towns or the like?
1474163278
Mark S.
Pro
Marketplace Creator
There are what are known as moneylenders. Generally they charge interest. The favorite option of the wealthy is to convert coins into precious gems since they are much lighter and easier to conceal.
The other possibility is that the players have a house and could form some sort of guild to protect everyone's common interest. Things you all could do is hire guards, reinforce the house, etc...
Just a thought.
Those who played in "The Master's Vault" have had Elaria Feywing's house deeded to them...
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Edited 1474224469
This is from page 94 of the dmg. In regards to the hiring of someone to keep watch at the guild house on our "Stuff" we don't carry around. PATRONS A patron is a contact who employs the adventurers, providing help or rewards as well as quests and adventure hooks. Most of the time, a patron has a vested interest in the adventurers' success and doesn't need to be persuaded to help them. A patron might be a retired adventurer who seeks younger heroes to deal with rising threats, or a mayor who knows that the town guard can't handle a dragon demanding tribute. A sheriff becomes a patron by offering a bounty for kobold raiders terrorizing the local countryside, as does a noble who wants an abandoned estate cleared of monsters. HIRELINGS Adventurers can pay NPCs to provide services in a variety of circumstances. Information on hirelings appears in chapter 5, "Equipment," of the Player's Handbook. Hireling NPCs rarely become important in an adventure, and most require little development. When adventurers hire a coach to carry them across town or need a letter delivered, the driver or messenger is a hireling, and the adventurers might never even converse with that NPC or learn his or her name. A ship captain carrying the adventurers across the sea is also a hireling, but such a character has the potential to turn into an ally, a patron, or even an enemy as the adventure unfolds. When the adventurers hire an NPC for long-term work, add the cost of that NPC's services to the characters' lifestyle expenses. See the "Additional Expenses" section of chapter 6, "Between Adventures," for more information. ExTRAS Extras are the characters and creatures in the background that the main characters rarely, if ever, interact with. Extras might be elevated to more important roles by virtue of adventurers singling them out. For instance, a player might be hooked by a passing reference you make to a street urchin and try to strike up a conversation with the youngster. Suddenly, an extra on whom you placed no importance becomes a central figure in an improvised roleplaying scene. Whenever extras are present, be prepared to come up with names and mannerisms on the fly. In a pinch, you can plunder the race-specific character names found in chapter 2, "Races," of the Player's Handbook RECURRING EXPENSES Besides the expenses associated with maintaining a particular lifestyle, adventurers might have additional drains on their adventuring income. Player characters who come into possession of property, own businesses. and employ hirelings must cover the expenses that are not unusual for adventurers  Chart on page 127
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