---
# System prepended metadata

title: Running the Mine

---

# Running the Mine

[TOC]


## Mine Production

### Ores

At the end of each Tenday week, have party roll a D20 to determine which ore type was successfully harvested and processed that week. If the party rolls a **Complication**, refer to the [Complication Table](#Complication-Table) to resolve it.

|          Ore | Value/Week/Miner | Maintenance Multiplier |  D20  |
| -----------: | :--------------: | :--------------------: | :---: |
| Complication |        X         |           X            |  1-2  |
|         Iron |     `20 gp`      |           1x           | 3-14  |
|       Copper |     `40 gp`      |           5x           | 15-18 |
|      Mithril |     `100 gp`     |          10x           | 19-20 |


### Complication Table

In the event that there is no production for a given week, roll on the following table to determine the cause.

| D8              | Cause               | Description | Resolution |
| :-------------: | :-----------------: | :---------- | :--------- |
| 1&nbsp;-&nbsp;2 | Mine Invaded        | Something has invaded the mine and requires the direct attention of the party. Until resolved, the mine will continue to stay shut down. | Direct Party Intervention.<br />*No money is made, party must pay half of the regular cost each week until the mine is restored.* |
| 3&nbsp;-&nbsp;4 | Raiders/Wildlife    | The town was attacked by either bandits, raiders, or general wildlife. For every 10 Workers, 1 one was lost. If guards have been hired, reduce that to 1 in 20 workers lost. | Nothing Needed<br />*No money is made, party must pay half of the regular weekly cost.* |
| 5&nbsp;-&nbsp;7 | Temporary Shut-Down | Maybe the Miners encountered a natural blockage, or machinery had a critical failure and needed to be shut down to be fixed. | Nothing Needed<br />*No Money is Lost or Made.*              |
| 8               | Gems Discovered     | Gems were discovered in the veins and it required general mining to be stopped in order to carefully remove the precious stones. Each miner will have succeeded in removing 1d6 gems. | Party gains Nd6 gems from the 100gp Gem Table, where N is the current number of miners. |

## Employees

### Employee Types

|         Job | Cost/Week | Description                                                  | Limits                                                       |
| ----------: | :-------: | ------------------------------------------------------------ | ------------------------------------------------------------ |
|       **Miner**<br>*(Worker,&nbsp;Staff)* |  `2 gp`   | Actively mines the raw ores out of the mines                 | N/A                                                          |
|     **Smelter** *(Worker,&nbsp;Staff)* |  `5 gp`   | Works the smeltery. Requires additional training, and therefore costs more to keep. | Requires **2** *Smelters* for every **5** *Miners*                       |
|     **Foreman** *(Staff)* |  `10 gp`  | Each Foreman can monitor and run a single aspect of the operation. Each Foreman can also only oversee up to 10 people. | Oversees a maximum of **10** *Workers*                             |
| **Transporter** |  `1 gp`   | Transports the processed goods to market and also and brings purchased resources back to the mine (parts, materials, etc. needed for operation and maintenance). | Can transport the production of up to **15** *Miners*.             |
|       **Guard** |  `1 gp`   | Full-time protectors of the town from exterior threats (wildlife, bandits, etc.). If a threat arises that is more than the guards can manage, or there are no guards, civilians may be called upon for defense of the town. Civilians only count for half of what a guard would in a combat. | Can only be on watch for a maximum of **12 hours per day**. At least **2** *Guards* are required for every **30** *Staff* to maintain security and keep the peace. |
|  **Millwright** *(Staff)* |  `20 gp`  | Highly experienced tradesman who performs maintenance on the equipment in the Smelters. They can act as a **Foreman** but can only oversee a maximum of 5 workers. Each smelter in operation requires at least one Millwright to maintain. | Can oversee a maximum of **5** *workers*.                          |

### Minimum Required Staff

A mine requires the following staff as a minimum to begin producing.

- **Mine:** Minimum Required to Produce Ore
	- 1 Foreman
	- 10 Miners
- **Smeltery:** Minimum Required to Operate
	- 1 Millwright
	- 2 Smelters

### Hiring Workers

Each week you are able to hire up to 10 additional workers of any kind. You must pay their weekly cost upfront in addition to their regular wages to cover expenses of getting the new hire to the mine and equipped to work.

## Maintenance

The following table outlines weekly costs of operations. This includes materials and equipment needed to maintain the operations. These costs are then multiplied by that week's ore type's [Maintenance Multiplier](#Ores).

| Operation | Cost/Week                        |
| --------: | -------------------------------- |
|      Mine | 3 gp/(10 Miners, 2 Foremen)      |
|   Smelter | 5 gp/(5 Smelters, 2 Millwrights) |
| Transport | 1 gp/(2 Transporters)            |

## Maximum Production

Maximum production is determined by the number of miners that can work inside the mine. This allows for an easy system of determining the maximum output, as well as how many additional employees are needed, as all other positions are based on the number of miners. The number of miners can also be limited by controlling how large or how many Smelteries there are.

## Example Mine

The mine can accommodate a maximum of **100 miners** and the relevant production and support staff they provide. Also, there are **2 Smelteries** and each can only accommodate **20 Smelter staff**. This means each Smeltery at maximum capacity would have 20 Smelters, 1 Millwright, and 2 Foremen. But if you have both Smelteries running, one of the Formean can be split between the two, requiring only 3 Foremen in total instead of 4, since a single Foreman can oversee 10 employees and the Millwright in each Smeltery can handle 5 employees.

**This maximum production would look like the following tables**

|          Job | Count |    Calculation   |     Total Wages per Week     |
| -----------: | :---: | :--------------: | :--------------------------: |
|       Miners |  100  |        N/A       |            200 gp            |
|     Smelters |  40   |  2 per 5 Miners  |            200 gp            |
|      Foremen |  13   | 1 per 20 Workers |            130 gp            |
| Transporters |   7   |  1 per 15 Miners |             7 gp             |
|       Guards |  11   |  2 per 30 Staff  |             11 gp            |
|  Millwrights |   2   |  1 per Smeltery  |             40 gp            |
|              |       |                  | **Total Wages:** 588 gp/week |

> **Per the [Employee Types Table](#Employee-Types)**
> **Workers:** Includes Miners and Smelters
> **Staff:** Includes Miners, Smelters, Formen, Millwrights

| Operation Maintenance | Total Cost per Week (@100 Miners) |
| --------------------: | :-------------------------------: |
|                Mining |               51 gp               |
|              Smelting |               90 gp               |
|             Transport |               4 gp                |
|                       |    **Total Cost:** 145 gp/week    |

| Ore&nbsp;Found | Value&nbsp;per Miner | Maintenance&nbsp;Cost (@100&nbsp;Miners) | Total&nbsp;Produced (@100&nbsp;Miners) |  Net&nbsp;Profit minus Wages   |
| --------: | :---------------: | :---------------: | :--------------------------: | :-----------: |
|      Iron | 20&nbsp;gp/miner  | 145&nbsp;gp |           2,000&nbsp;gp           |   1,267&nbsp;gp    |
|    Copper | 40&nbsp;gp/miner  | 145&nbsp;gp&nbsp;x5&nbsp;= 725gp |           4,000&nbsp;gp           | 2,687&nbsp;gp&nbsp;5&nbsp;sp |
|   Mithril | 100&nbsp;gp/miner | 145&nbsp;gp&nbsp;x10&nbsp;= 1450gp |          10,000&nbsp;gp           |   7962&nbsp;gp   |


