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Fortresses Temples and Strongholds by TheSingularAnyone

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Published by jesswidrig, 2022-02-19 02:49:01

Fortresses Temples and Strongholds by TheSingularAnyone

Fortresses Temples and Strongholds by TheSingularAnyone

Keywords: Fortresses Temples and Strongholds,D&D 5e,TheSingularAnyone

&FORTRESSES, TEMPLES, Players often wish to leave their mark on the >
world, to establish something grand that can
STRONGHOLDS survive their characters and change the world
around them, making it altogether better, worse,
WORLD-BUILDING OPTION or simply different for its presence. Structures
that are created by the characters are an excel-
A castle on a wind-swept cliff, overlooking aver- lent opportunity for roleplaying, quests, and
dant, bone-strewn valley where an ancient battle story, being an instantly visible and prominent
took place. Set against the seaside, an open-air part of the world to those in regions nearby.
ivory-columned temple spreads its arms wide to
welcome in the elements . At a dusty crossroads , A structure included in a game is typically
a lone trading post invites all travellers, espe- both a focal point of the campaign and an invest-
cially those with purses filled with gold, or lips ment opportunity for the player characters . The
laden with rumors. more gold and time characters spend expanding,
improving, and staffing their structure, the more
As storied as these locations may be, they benefits, defense, and utility it provides . A well-
were all founded at one point by historical governed structure can act as a military bastion,
figures. Bold, noteworthy folk of many walks of a powerful trading hub, or the spiritual center of
life, who invested coin and manpower into build- a faith, and those that control the structure may
ing these landmarks for purposes inscrutable, stand as the stewards of the fates of millions .
either lost to the passage of time or handed
down in song and story between the generations .• ••
Immortality is available to all adventurers with
s ufficient coin, should they wish to build it. ..

BUILDING YOUR HOME Abbey. A religious retreat for those so
inclined. Often dedicated to a particular deity or
Should players wish to build a structure, they holy or monastic order. Made plain or ornate,
must pay the associated construction fee and befitting its order, out of local stone or wood.
invest the proper construction time to build it, as Contains mostly communal living quarters for up
indicated on the following table. If this structure to 100 persons, and a free garden that costs
will be on owned land in a kingdom or other gov- neither room points nor gold.
erned region, players must typically buy the land
to be allowed to build by the government, at a College orlarge school. A center of scholarly
price determined by its size and location. The learning, concerned with a particular vocation,
price of land typically runs between 100 gp and magical practice, or bardic tradition. Contains
1000 gp for a small to well-sized plot, but can lavish private quarters for up to 10 instructors
stretch upwards of 5,000 gp for a large, expan- and communal, if not entirely stark, living for up
sive plot. The DM determines land prices, and to 90 students. Comes with a free theater that
not all land is inherently for sale. costs neither room points nor gold.

8UILDABLE STRUCTURES

Room Construction Co nstru ctio n Bonus Skilled Unskilled
Cost Time Room HireIi ngs HireIi ngs
Structure Points
50,000 gp 400 days Garden 5 25
Abbey 6 50,000 gp 400 days Theater 5 25
College or large school 6 l /2 cost room l
Cottage or medium house l 2,500 gp 30 days 3 15
Dungeon or barrow 3 15 ,000 gp lOOdays Ja iIs 5 3
Guildhall or lodge 2 Dining Hall 50 50
5,000 gp 60 days War Room 3 l5
Keep or small castle 6 50,000 gp 400 days 20 40
Noble estate with manor 4 25,000 gp 150 days Library 200 100
15 ,000 gp lOOdays Armory 10 10
Outpost or fort 3 500,000 gp 1,200 days 10
Pa lace or large castle 10 50,000 gp 400 days Any-:, 4 2
Temple 6 15 ,000 gp lOOdays
Tower, fortified 3 Chapel
Trading post or large house 2 5,000 gp 60 days Stables
Choice-:,

The cost of construction includes materials and ToTAL Cosr PER DAv?
labor, and players need not be present during
construction. If a character is present and con- In the Strongholds section of the Dungeon
tributes to labor each for the entire duration of Master's Guide, a structure's required hirelings
the construction time, you may reduce the are free and a Total Cost per Day is listed for each
structure's total cost by a percentage equal to structure, roughly equivalent to the price players
half the character's level, rounded up. Multiple would otherwise pay for the required hirelings.
characters may work on a structure for its entire This optional ruleset simplifies this, and no Total
construction time in this way to secure this Cost per Day is required for a structure, instead
benefit multiple times. requiring that hirelings which would otherwise be
free are paid for at the rates listed in their section.
The Skilled and Unskilled Hirelings indicate
how many hirelings the structure and its expan-
sions require to function (see the Hirelings &
Soldiers section later on for more). For the
purposes of this chart, soldiers qualify as
Skilled Hirelings.

Hirelings must consistently be paid the
wages indicated in the Hirelings & Soldiers
section, and failure to pay hireling wages
causes the structure and its expansions to
provide no benefit. After 7 days of failure to
pay, hirelings will abandon their posts.

Cottage or medium house. A small to tailored how you wish. Contains private rooms
medium cozy hovel, shop, or home that can for up to 15 individuals, as well as lower quality
house a maximum of 5 people in close and well hidden semi-private quarters for a
quarters. Made of thatch, lumber, brick, or serving staff of up to 35 persons. Comes with a
similar. You may build one room at half of its free library that costs neither room points nor
gold cost here. gold.

Dungeon or barrow. An underground dwell- Outpost or fort. A forward, rough military
ing, dank, pungent, and dark. Perhaps composed establishment hewn from rock or timber, this
of mineshafts, carved stone, or ancient sunken structure is a friendly presence in a hostile land.
ruins. Dimly lit by torches, lava, or phosphores- Contains private quarters for up 25 officers and
cent fungi. Contains communal living quarters common bunks for up to 225 soldiers and staff.
for up to 50 tightly packed humanoids, and free This structure comes with a free armory that
jails that cost neither room points nor gold. costs neither room points nor gold.

Guildhall or lodge. A large and often-storied Palace or large castle. An opulent, beautiful,
house dedicated to housing members of a guild, enormous structure, the worthy seat of a king-
typically all of a single profession or adventurous dom or empire. Contains personal chambers for
bent. Contains semi-private quarters for up to 25 the structure's owners, private quarters for up to
individuals, and a free dining hall that costs 200 distinguished guests, and somewhat shabby
neither room points nor gold. residences for up to 1,800 servants and soldiers.
This structure comes with one free room of your
Keep or small castle. Fit to rule over a fief- choice, so long as the rom would typically cost
dom or barony, this structure is equipped with only 1 room point. This room then costs neither
heavy stone walls, turrets, and spires. There is a room points nor gold.
private room for the master of the keep, as well
as private rooms for up to 50 distinguished Temple. A large, solemn place carved in the
guests. This structure may also house up to 450 image of a god or gods, decorated to suit their
servants or men-at-arms in less comfortable, personalities, using whichever materials, forms,
occasionally communal living space. This and iconography that the associated deities find
structure comes with a free war room that costs most pleasing. Contains communal bunks suit-
neither room points nor gold. able for up to 100 pilgrims or acolytes, and pri-
vate quarters for up to 25 ranking members of
Noble estate with manor. A fine manor house
on a wide tract of land, expertly manicured or ...,the clergy. Comes with a free chapel that costs

t

neither room points nor gold. furnished, but if they are present and labor for
Tower, fortified. A large single s pire set s ome- the entire duration of an room's construction
time, they may reduce the rom's total cost by a
where high and remote with an excellent view, percentage equal to half the character's level,
fortified towers are typically used as military rounded up. More than one character may
lookouts, wizard's spires, or immense light- secure this benefit for one room at the same
houses. Includes private rooms for up to 25 time. Work may be done to furnish multiple
occupants; tightly-packed bunks for up to 100 rooms at the same time, but laboring characters
visitors, acolytes, or staff; and a stables that may only gain a discount on one of them.
costs neither room points nor gold.
ALCHEMIST'S LAB
Trading post or large house. Either a single, Glass-blown tubes, alembics, piping, andjars
large building or a simple and colorfully adorned line the walls in dusty candle-lit shelves. The air
set of shacks, tents , or shops set up against a is musky with the smell ofdried herbs, as to the
harbor, river, or crossroads, each holding wares side a cauldron bubbles rhythmically atop an
ranging from astounding to mundane. Comes open flame.
equipped with private lodging for 5 important Size Cost: 1 room point
pers ons and bunks or hammocks for up to 45 Construction Cost: 2,500 gp
travellers, traders , or passing merchants. This Construction Time: 15 days
structure also includes either a caravansary or Benefit: All transmutation spells cast by the
lodgings that cost neither room points nor gold. owners of this structure and their allies while
they are within this room have twice their
FURNISHING YOUR ROOMS normal duration, and half their normal materials
cost. In addition, alchemist's s upplies and an
Any time after a structure is built, the owner may herbalism kit are always considered to be
choose to furnish already available rooms within present here, and any checks made with these
the structure. The owner then expends the tools are made with advantage by individuals
related gold cost of the room to provide for who have proficiency with them.
materials and labor, and, after the construction
time indicated elapses, the room is furnished. May Also Be Built As. herbalist, witch's hut
Note that each room also carries a size cost in
room points, and that your structure may never ANIMAL PEN
for any reason have more points used up by built A large pen made to securely hold willing or un-
rooms than are available under its listed total willing beasts. A small nearbylarder ensures
room points on the Buildable Structures table. food will not be in short supply, should the

As with the structures themselves, characters
need not be present while the rooms are being



• ••

••

creature find itselfhungry. time a different school must be chosen.
Size Cost: 1 or 2 room points May Also Be Built As. binding circle,
Construction Cost: 2,500 or 5,000 gp
Construction Time: 15 or 30 days interrogation chamber, mirror maze
Benefit: This room allows creatures to be held
securely and safely, whether or not they desire to ARMORY
be, until you choose to release them. The A stockpile of common weapons and armor, an
creatures must not be humanoid, and this room armoryprovides defenses to the defenseless, as
may hold five creatures sized small, three sized well as granting common people the ability to
medium, or one sized large. If built using two strike back and defend their home.
room points, this capacity is doubled, and the Size Cost: 1 room point
pens may also instead house one huge creature. Construction Cost: 2,500 gp
This room does not automatically include Construction Time: 15 days
creatures, which must be acquired through other Benefit: When the structure is under attack, any
means. This room also may be bought and hireling that is not a spellcaster or soldier may
constructed multiple times. visit the armory and afterwards count as a guard
(Monster Manual, page 347). Hirelings equipped
May Also Be Built As. monster cage, griffin in this way may not be used offensively, and will
roost, dragon trap, kennels, aviary, rookery only count as guards while they fight in defense
of the structure.
ARCANIST'S STUDY
Nothing in the multiverse is stranger or more BARRACKS
dangerous than the study ofa dyed-in-the-wool Many structures have need ofa small army for
magic user. Oddities adorn every murky wooden conquest or defense. A barracks is always a
shelf, from a relatively-usual human skull to a lively place, full offighting men and women
planar vortex in ajar or a preening pseudo- appreciating their downtime with games of
dragon atop a bookcase. The air reeks ofspell chance, animated storytelling, and drink.
components, and books ofspecific Jore cover Size Cost: 2 room points
seemingly every surface. Construction Cost: 5,000 gp
Size Cost: 1 room point Construction Time: 30 days
Construction Cost: 2,500 gp Benefit: This room may hold and house an
Construction Time: 15 days additional 50 soldiers in communal bunks. Only
Benefit: Choose abjuration, conjuration, en- soldier hirelings may reside here.
chantment, or illusion. While present within this
room, spells in the chosen school cast by the BATTLE RING
owners of this structure and their allies have A dusty ring ofhonor stands, lined with racks of
twice their normal duration, and half their weapons, as a test ofmettle for those who enter.
normal materials cost. Intelligence (Arcana) Win or Jose, sparring teaches everyone a little
checks made here that deal with this chosen something.
school of magic have advantage. This Size Cost: 1 room point
room may be built multiple times, and each Construction Cost: 2,500 gp
Construction Time: 15 days

-··Jr

' at the end of this section. These merchants are
present for 7 days, after which they depart and
,. four new randomly-rolled merchants arrive, con-
tinuing this pattern every 7 days.
~
CHAPEL
I
A small chapel containing religious imagery,
Benefit: Those who spend at least an hour spar- seating, iconography, and proper accoutrement,
ring or training here add 1d4 to the damage of alongside a modest library ofholy texts and
each of their attacks until their next long rest. literature. The air hums with the resonance of
hymns, and the comforting soul ofthe divine.
MayAlso Be BuiltAs. training grounds Size Cost: 1 room point
Construction Cost: 2,500 gp
CARAVANSARY Construction Time: 15 days
Benefit: This room is under the effects of a
A small roadside house for travellers, filled with permanent hallow spell, the details of which are
the smells ofcooked food and pack animals. Out-
side, visiting merchants bark their wares, entic- decided upon when the construction of this
ing locals with colorful goods from distant lands. room is completed. Wisdom (Religion) checks
Size Cost: 1 room point made here that deal with the deity, philosophy, or
Construction Cost: 2,500 gp religion the chapel is associated with have
Construction Time: 15 days advantage. This expansion may be built multiple
Benefit: Roll four times on the Merchants table times, and each time a different religion or phi-
losophy for the chapel must be chosen.

May Also Be Built As. shrine, spirit lodge,

observatory

DEFENSIVE WALLS

A powerful rampart that extends skyward
around the structure, these walls are often the
first line ofdefense against a marauding barbar-
ian horde or pillaging bandits. Pock-marked with
battle scars and light damage, their surface tells
tales ofbrutal sieges Jong passed.
Size Cost: 2 room points
Construction Cost: 5,000 gp
Construction Time: 30 days
Benefit: Provides a 5-foot thick, 20-foot high wall

that encircles the structure, made of wood,
stone, or magical force, within 30 feet of the
edge of the structure's physical building. Con-
tains gates and small towers for sentries. Each
five-foot wide, five-foot thick panel of this wall
has an AC of 15 and 800 hit points.

MayAlso Be BuiltAs. magical barrier

DINING HALL

A large room complete with Jong tables, chairs,
and adjacent kitchen, lit by ornate candelabras
and chandeliers. The smell ofwell-cooked meals
Jong passed lingers on in this place, welcoming
guests and residents with the promise ofa full,
satisfied belly.
Size Cost: 1 room point

Construction Cost: 2,500 gp

Construction Time: 15 days ~·

Benefit: Every 7 days, a banquet may be held in

this room. The owner of this structure rolls 1d4

(or ld8 if the banquet includes a meal prepared

by an individual with proficiency in cook's

utensils), and divides out the result as points of

inspiration to those present.

May Also Be Built As. ball room, mess hall •

DOCKS, AIR . ,.• I
The wind whistles by the tall spindly silhouette •
ofthe docking tower, and the ballasts belonging I
to the anchored ships rustle against one another . .• /
as the ships themselves creak and moan. The
heavy, cold stone ofthe tower is as sure an 'jlf'
anchor to a sky ship as a hunk ofcurvediron,
and though the ships may sway, their mooring •
here remains safe.
Size Cost: 2 room points
Construction Cost: 10,000 gp
Construction Time: 30 days
Benefit: A number of airships equal to your
structure's total room points may moor safely at
this room, which is likely a spire or free-floating
dock. Mechanical elevators and cranes are also
present to raise and lower cargo. Roll once on
the Merchants table at the end of this section.
This merchant is present for 7 days , after which
they depart and a new randomly-rolled merchant
arrives, continuing this pattern every 7 days.

DOCKS, WATER and innocuous point in the outside world.
The waves lap lazily against wooden pilings and Should the worse come to pass, you at least
the bells oftall ships clang idly. The air is en- have a way out.
twined with the briny smell offresh fish and the Size Cost: 1 room point
loud conversation ofburly dockworkers as travel- Construction Cost: 2,500 gp
lers come and go from this port ofcall. Construction Time: 15 days
Size Cost: 2 room points Benefit: A secret tunnel runs from a point in
Construction Cost: 10,000 gp your structure you choose to another point out-
Construction Time: 30 days side within a mile, also of your choosing. This
Benefit: A number of ships equal to twice your room automatically benefits from the Hidden
structure's total room points may lay anchor improvement.
safely at this room, which is likely a harbor or
waterfront. Roll twice on the Merchants table at May Also Be BuiltAs. escape portal
the end of this section. These merchants are
present for 7 days, after which they depart and GARDEN
two new randomly-rolled merchants arrive, con- The smell ofgreen, growing life fills the air here.
tinuing this pattern every 7 days. Lush vines laden with savory tomatoes grow
alongside mandrake root, ephedra, and even
ESCAPE TUNNEL more esoteric herbs.
Deep beneath the earth, a tunnel lined in ancient
masonry runs from your structure to some safe

Size Cost: 1 room point ]AILS
Construction Cost: 2,500 gp
Construction Time: 15 days Dark, and pungent prison cells, laden with rust
Benefit: Contains an assortment of herbs and and grime, greet unwelcome or belligerent
grown vegetables. Each 7 days, the garden guests. Hopefully, some time in uncomfortable
provides enough ingredients to make four conditions will show them the error oftheir
potions off the following list: alchemist's fire, ways.
elixir ofhealth, oil ofetherealness, oil ofslipperi- Size Cost: 1 room point
ness, philter ofJove, potion ofanimal friendship, Construction Cost: 2,500 gp
potion ofclimbing, potion ofdiminution, potion Construction Time: 15 days
offire breath, potion ofhill giant strength, potion Benefit: You have cells available to securely hold
ofgreater healing, potion ofgrowth, potion of
resistance (random), or potion ofwater breath- a number of humanoids up to five times your
ing. After the herbs have been picked, each structure's total room points. These structures
potion must be successfully brewed with a DC are equipped for non-magical humanoids, and
15 alchemist supplies check. A failure destroys will not thwart magical attempts at escape
the gathered herbs used to brew that particular unless the appropriate wards under the Warded
potion until they regrow after another 7 days. improvement are purchased for this expansion.

MayAlso Be BuiltAs. greenhouse, druidic May Also Be BuiltAs. prison, torture cham-
grove ber, sacrifice pit

GRAVEYARD LIBRARY

Rows ofrough-hewn gravestones rise from the Stacks ofbooks piled high to the ceiling, light fil-
ground like jagged teeth, punctuated with the oc- tering in from dusty windows, the library is a
casional stately monument denoting the death of sanctum ofknowledge and research. Material on
someone ofstation. It is quiet here, but the silent any subject matter may be found here, ifone has
air runs thick with the dark energy ofdeath. the time to search for it.
Size Cost: 1 room point Size Cost: 1 room point
Construction Cost: 2,500 gp Construction Cost: 2,500 gp
Construction Time: 15 days Construction Time: 15 days
Benefit: Dead bodies may be interred here, and Benefit: When taking at least an hour to perform

suffer no degradation for the purposes of necro- an Intelligence (Arcana), Intelligence (History),
mancy spells. If the graveyard is empty, it can be Intelligence (Nature), or Intelligence (Religion)
assumed to contain an additional ld8 bodies check to find specific knowledge within this ex-
every 7 days. When cast in this room by the pansion, you gain advantage on the roll. Even if
owner of this structure or their allies, the spells you do not (or cannot) succeed, you can typically
uncover a hint as to where this information may
animate dead and create undead each create an be found.

additional undead minion of the lowest possible May Also Be Built As. archives, museum
CR. Additionally, Intelligence (Arcana) checks
made here that deal with necromancy or the LODGINGS
dead have advantage.
At the end ofa Jong day, a hot meal, warm bed,
May Also Be Built As. crypt, mausoleum, and cozy fire are often just enough to keep most
necromancer's laboratory people happy. Enticing more individuals to dwell



in your structure means being able to provide all • Very Rare magical items take 300 days to
three ofthese amenities.
make, and cost 25,000 gp in materials .
Size Cost: 1 room point
Construction Cost: 2,500 gp May Also Be Built As. altar of blessings
Construction Time: 15 days
Benefit: This room may hold and house an addi- MARKET STALLS
tional 50 non-soldier hirelings or persons in any
combination or private rooms or communal Festive flags span across this open and vivacious
beds . This expansion may be built multiple courtyard while the sounds ofanimated haggling
times . and the subtle clink ofcurrency changing hands
punctuate the air. Business is good enough here
May Also Be Built As. guest rooms, spare to warrant a permanent residence from mer-
chants seeking small fortunes.
cots , servant's quarters
Size Cost: 1 room point
MAGICAL ENCHANTER Construction Cost: 2,500 gp
Construction Time: 15 days
Delicate strands ofthe arcane are woven to- Benefit: Choose three merchants from the
gether here, empowering simple items to Merchants table at the end of this section. These
become magical wonders. merchants are in permanent residence at your
structure, though the quality of their goods
Size Cost: 1 room point changes every 7 days. This structure may be
Construction Cost: 2,500 gp built multiple times.
Construction Time: 15 days
Benefit: A s pellcaster hireling or a character May Also Be Built As. shops
with the s pellcasting or pact magic feature may
make magic items, weapons , and armor here. MOAT
Any magic item of the appropriate rarity may be
created here, excepting items that are potions or A small, circular body ofwater intended to stop
artifacts , and your DM may rule that some magic or slowinvading troops. Also provides some
items are uncraftable or require additional, rare decent fishing, but rumors ofalligators are
materials to create. Crafting is as follows : (mostly) exaggerated.

• Common or Uncommon magicalitems take Size Cost: 1 room point
Construction Cost: 2,500 gp
15 days to make, and cost 250 gp in materials . Construction Time: 15 days
Benefit: Provides your structure with a roughly
• Rare magical items take 60 days to make, and
ENCHANTING AN o You
cost 2,500 gp in materials .
The Mag ica l Enchanter listed here is a powerful
addition to any game, and may not be appropriate
for all settings or situations. As with any room,
your D M may decide whether or not to al low it to
be built, and may cha nge the specifics of how it
fu nctio ns to better suit the world or playstyle of
your particu Iar game.



and smells faintly ofexpended residuum.
Size Cost: 1 room point
Construction Cost: 2,500 gp
Construction Time: 15 days
Benefit: Spells may be cast as rituals in half the
usual time here without expending any compo-
nents that do not have an associated cost in gold.
If a ritual has components with a gold cost, this
cost is halved when the ritual is performed in
this expansion. While here, the owners of this
structure and their allies have advantage on all
rolls required by rituals.

circular moat around it, 200 feet wide and 10 SMITHY
feet deep, the inner side of which is within 40
feet of the edge of the structure's physical build- The twang-clink ofmetal on metal, the roar of
ing. Creatures not large enough to touch bottom the fire, and the hiss ofsteam create a symphony
in this moat must swim through it, while crea- ofconstruction that fills this expansion. Newly-
tures large enough to walk on the bottom while forged weapons and tools line the walls, glitter-
still remaining somewhat above water treat the ring with firelight from the forge and the promise
moat as difficult terrain. The moat also has a ofpractical use.
drawbridge, 20 feet wide and long enough to Size Cost: 1 room point
span the moat, that can be raised and lowered Construction Cost: 2,500 gp
from a gate inside your structure. Construction Time: 15 days
Benefit: For 2 days worth of effort and half its
POISONER'S GROTTO listed price, any item on the Armor or Weapons
A shaded field ofpoisonous plants and herbs tables in the Players' Handbook (pages 145 and
grow here. Everything from fly amanita to night- 149) may be made here by a properly-skilled
shade spring up by the bushel, ripe for picking hireling or character, after completing a DC 10
and refining into poisons. smith's tools check. At your DM's discretion, cer-
Size Cost: 1 room point tain items off of the Adventuring Gear (page 150)
Construction Cost: 2,500 gp and Tools (page 154) tables may also be created
Construction Time: 15 days here in a similar fashion. If a hireling skilled with
Benefit: Every 7 days, this room provides smith's tools is assigned to this expansion, they
enough ingredients to make two items off the count as a Tools, Weapons , or Medium or Heavy
following list, most of which may be found in the Armor merchant (your choice) that is always
Dungeon Master's Guide on pages 257-258: present here. The quality of this merchant's
acid, antitoxin, assassin's blood, burnt othur wares changes every 7 days .
fumes, drow poison, essence ofether, malice, oil
oftaggit, pale tincture, potion ofpoison, torpor, May Also Be Built As. Forge
or truth serum. After the herbs have been picked,
each poison must be successfully brewed with a _..
DC 15 alchemist supplies check. A failure
destroys the gathered herbs used to brew that r
particular item until they regrow the following
week. ....,~.,
'
RITUAL CIRCLE
Concentric and intersecting circles, carved deep
and laced with precious metals, glitter in faint
candlelight against the stonework floor. The air
hums with the deep potential ofmagical power,



SIEGE WORKSHOP TAVERN

A tidy, ifeclectic, workshop full ofall manner of Downtime and drink are essential to
gears, wheels, and mechanical elements. The adventurers and garrisoned soldiers alike. A
hiss ofsmelted iron mingles with the back-and- tavern always carries within it the often sweet
forth saw rhythm ofprecision woodcutting, as fragrance ofwhat it brews, from plum brandy to
weapons ofwar are churned out for your apple cider to hoppy ale to refined wine.
structure's defense. Typically, taverns find themselves filled with the
Size Cost: 1 room point heat and crackling staccato ofa Jog fire, the
Construction Cost: 2,500 gp honeyed lyrics ofbardsong, and words whis-
Construction Time: 15 days pered between furtive folk.
Benefit: A team of at least 10 properly-skilled Size Cost: 1 room point
hirelings can build siege equipment here. The Construction Cost: 2,500 gp
workshop may build one of the following options Construction Time: 15 days
at any one time, the statistics for all of which are Benefit: Taverns are a gathering place for those
found in the Dungeon Master's Guide, page 255: dispensing quests and rumors, and a typical trip
• Ballista. Takes 7 days , costs 1,000 gp in to this tavern will dis pense ld4-1 of each, every
7 days. Further, the pres ence of a tavern gives
materials and labor. the owner of this structure and their allies
• Cannon. Takes 7 days (and a knowledge of advantage on all Charisma (Persuasion) checks
involving those who regularly use the tavern.
gunpowder), costs 1,500 gp in materials and This is generally expected to be almost all of
labor. those that live within the structure, as well as an
• Cauldron, suspended. Takes 7 days, costs assortment of those that live nearby. The tavern
1,000 gp in materials and labor. generates ldlO kegs of alcohol worth 5 gp each
• Mangone]. Takes 15 days, costs 3,000 gp in every 7 days, or 2d10 kegs if the tavern is staffed
materials and labor. by a player or hireling proficient in brewer's
• Ram. Takes 7 days , costs 1,000 gp in supplies. Finally, all drinks in this tavern ordered
materials and labor. by the owner of the structure or their allies are
• Siege Tower. Takes 30 days, costs 5 ,000 gp in free , and the tavern provides private rooms for
materials and labor. an additional 20 guest?.
• Trebuchet. Takes 30 days, costs 5,000 gp in
materials and labor. May Also Be Built As. brewery, inn, public
Your structure may only physically house a
number of siege weapons equal to its total house
room points at any one time.

STABLES

The sounds and smells ofhorses and stranger

animals still animate these cold stone stables.

Straw matting, water, and feed are available,

providing mounts the shelter and relative

comfort they need to properly recuperate. •
Size Cost: 1 room point

Construction Cost: 2,500 gp

Construction Time: 15 days

Benefit: Your structure gains the ability to house

and support horses or other animals trained to

be used as mounts, and can hold four of these

creatures for each unit of your structure's

maximum expansion units. Mounts that receive

a long rest within this expansion have their ••

movement speed increased by 10 feet for 24

hours afterward. This stable does not come

equipped with mounts, and mounts must be

acquired by other means.

THEATER MERCHANTS AND TRADERS

An enormous hall complete with seating, a large Select rooms will entice merchants to visit or
stage, and excellent acoustics. This room is well take up residence at your structure, bringing
equipped for plays, concerts, and speeches, commerce to your doorstep. Whenever a room
making them feel that much more true-to-life. tells you to roll (or or choose an option) on the
Size Cost: 1 room point Merchants table, do so on the table below.
Construction Cost: 2,500 gp
Construction Time: 15 days MERCHANTS
Benefit: When on the stage, the owner and their
allies gain advantage on all Charisma rolls. In d20 Merchant
addition, when someone on-stage makes a Cha-
risma (Persuasion), Charisma (Deception), or l Alcohol
Charisma (Performance) check with a result
above 15, any of their allies present gain a point 2 Animals (mounts and pets)
of Inspiration. This latter benefit may only occur 3 Books and maps (mundane)
once every 7 days.
4 Food, supplies, and animal parts
May Also Be Built As. lecture hall, balcony
5 Furnature and interior decoration
with adjacent courtyard
6 High fashion and fancy hats
WAR ROOM
Improperly planned, war can be a nightmare. 7 Jewelry
With adequate planning, supply Jines, and intelli- 8 Knick-knacks
gence, though, warfare becomes a much more
feasible enterprise. 9 Leather and hide armor, leatherworking
Size Cost: 1 room point
Construction Cost: 2,500 gp 10 Magic items and enchantments
Construction Time: 15 days 11 Mechanical contraptions and toys
Benefit:Journeys planned in the war room and 12 Medium and heavy armor, shields
then undertaken by the owners of this structure
and their allies always take 1/4 less travel time 13 Musical instruments and written songs
(round down) than they otherwise would. In ad- 14 Perfumes, spices, and foreign oddities
dition, when a structure that contains a war 15 Poisons, disguise kits, and thieves' tools
room is under attack, all creatures fighting in the
structure's defense add ld4 to their attack rolls 16 Potions and herbs
to hit.
17 Religious blessings, idols, and symbols
May Also Be Built As. bureaucrat's office
18 Spell tomes and scrolls
•• 19 Tools
20 Weapons

Whenever you roll or choose a merchant from
the above table, also roll on the Quality table,
below, to determine the quality of their goods.

d20 Quality

1-2 Atrocious. Goods likely fail to work.
Very poor.
3-5 Poor.
Mediocre.
6-8 Good.
9-12 Very good.
Excel lent. Likely masterwork or magical.
13 -15

16-18
19-20

Based on the results of these tables, the DM will
determine the contents of a merchant's
inventory.

Typically individual merchants also have 500
gp worth of currency or gems on them or in a
secure location, such as a trapped lockbox.
Excellent merchants have up to 1,500 gp, and
atrocious merchants have only 100 gp.

MODIFYING YOUR ROOMS chamber, followed by a DC 15 Dexterity (Sleight
of Hand) check to uncover how to enter, once
Individual rooms can be built up, improved, and they are aware of its presence.
modified in a small variety of ways.
TRAPPED...
You may choose to purchase a modification This room hides a deadly secret, and onlyyou
from the list below for either a room being built, know where.
or for one that has already been built. If the Requirements: Varies (see below; none if none
room is being built, the modification adds its are listed)
build time to the total build time . If a modifica- Construction Cost: Varies (see below)
tion is purchased for an existing room, the Construction Time: 7 days
modification's building begins immediately, and Benefit: This room contains one of the following
the room will not provide a benefit until this traps , which you choose when you build this
building is complete. modification. Details on these traps may be
found on pages 122-123 of the Dungeon
Some modifications have requirements, Master's Guide. This modification may be built
which the owner or at least one of the owner's multiple times in a single room for multiple
allies within the structure must be able to fulfill traps.
in order to build. • Falling Net. Costs 1,500 gp, requires a

EXTRA-DIMENSIONAL... character or hireling trained in Wisdom •
The air inside the room seems somehow thicker, (Survival).
slightlymore viscous. Outside shuttered • Fire-Breathing Statue. Costs 2,500 gp, and •
windows, stars and comets cascade by, shining requires a character or hireling that can cast
like a thousand diamonds against a swirling at least 2nd level spells.
ethereal sky. • Pit, simple. Costs 1,000 gp.
Requirements: A character or hireling that can • Pit, hidden. Costs 2,000 gp, requires a
cast 8th level spells character or hireling trained in Dexterity
Construction Cost: 10,000 gp (Stealth) or Charisma (Deception).
Construction Time: 30 days • Pit, Jocking. Costs 3,000 gp, requires a
Benefit: This room's door is actually a portal to a character or hireling trained in Dexterity
pocket dimension, containing the room itself. (Stealth) or Charisma (Deception), and
The laws of time and gravity in the expansion Dexterity (Sleight of Hand).
are yours to set, within limit, only once when you • Pit, spiked. Costs 4,000 gp, requires a
first modify the expansion. Gravity can be half to character or hireling trained in Wisdom
twice as strong, and time can move at half-pace (Survival). If the pit is also hidden or locking,
to double time, relative to the outside. The it must also meet their requirements, above.
room also has the immunity to scrying, tracking, • Poison Darts. Costs 2,500 gp, requires a
and similar that being located on a different character or hireling trained in Wisdom
plane provides. (Survival).

HIDDEN... ,·

There's no telling what secrets a cleverly-

designed structure may hide. Behind tapestries,

false book-cases, or hidden switches lurk

chambers tucked away where none may find

them, save those that know the secret to access-

ing them.

Construction Cost: 5,000 gp

Construction Time: 15 days •

Benefit: This modification may be added onto •

any room to hide it from view. The owner of the

structure and any allies they designate know the

secret to enter the hidden room. All others must

first make a DC 15 Intelligence (Investigation)

check to discover the presence of a hidden

• Poison Needle. Costs 3,000 gp, requires a ,,
character or hireling trained in Wisdom
(Survival). ....' " ,. ..·,.. . '"(

• Rolling Sphere. Costs 4,000 gp, requires a
character or hireling trained in Wisdom
(Survival).

• Sphere ofAnnihilation. Costs 10,000 gp,
requires a character or hireling that can cast
at least 7th level s pells.

WARDED OR SPELL-BOUND...

The magical energy ofa persistent spell suffuses
this room, protecting it or providing some Jess
obvious, more obscure benefit.
Requirements: A character or hireling that can
cast the listed spell.
Construction Cost: Varies (see below)
Construction Time: 7 days
Benefit: This room is constantly under the effect
of one of the following spells , the details of
which you decide when you build this modifica-
tion and may only be altered later by rebuilding
this modification and paying the cost a second
time. These s pells are always considered to fill
the entire room and are cast at the lowest level
possible, with the owner of the structure and
thos e they designate considered to be the spell's
casters. Saves made against spells cast with this
modification are made against a DC of 15. You
may build this modification multiple times,
choosing a different spell for each.
• Alarm. Costs 1,000 gp.
• Animate objects. Costs 3,000 gp. This expan-

sion is haunted by animated objects equal to
one casting of this spell. These objects will
automatically attack enemies of the owner of
this structure after a minute of inactivity, and
once per round will follow the commands of
the owner and their allies if they are in the ex-
pansion and expend a bonus action to do so.
• Antimagic field. Costs 4,500 gp.
• Circle ofpower. Costs 3,000 gp.
• Magic circle. Costs 2,000 gp.
• Reverse gravity. Costs 4,000 gp.
• Unseen servant. Costs 500 gp per unseen
servant. This room contains up to 10 unseen
servants who respond to the wishes of the
owner and their allies.
• Zone of Truth. Costs 1,500 gp. When you
build this modification, choose whether it
affects all creatures , the owner and their
allies , or enemies of the owner.



HIRELINGS & SOLDIERS Unskilled hirelings have no special skills to
speak of, though they can clean, cook passably,
Any large-scale structure requires constant work and keep a structure cared for in ways that do
and upkeep to remain operational, and roving not require a particular skillset.
heroes aren't usually predisposed to building
maintenance. Hirelings are individuals you may Skilled hirelings each come trained in a
pay to perform ordinary or skilled tasks at your particular skill or set of tools, and make checks
behest, expecting payment in return. Soldiers with this skill or set of tools with a +5 bonus that
are hirelings skilled in the art of combat, who is considered to include both their proficiency
will fight and even possibly die in the defense of bonus and relevant ability modifiers. You deter-
your structure, or for the glory of its banner. mine the skill or tool proficiency the hireling has
at the time you first hire them.
Hirelings of any sort must be paid to retain
their services, and hirelings will typically desert Slaves may only be owned by Evil characters,
their service after 7 days without pay. If hirelings may be skilled or unskilled, and require no pay.
required by a structure are not paid or desert, Slaves may or may not be available for purchase,
the structure and its expansions will cease and are typically worth 75 gp for an unskilled
functioning or providing any benefits. slave or 750 gp for a slave proficient in a skill.

HIRELINGS SOLDIERS
Service of the following hirelings may be Trained in the ways of battle, the following
retained at their listed cost per day. soldiers may be retained at their listed cost per
day, and their statistics found on the associated
Hireling Pay page of the Monster Manual.

Unskilled Hireling 2 sp per day Soldier Pay Page Number
Skilled Hireling 2 gp per day
Slave Guard 2 gp per day MM 347
free,., Scout 5 gp per day MM 349
• Thug 5 gp per day MM 350
.. • • Spy l Ogp per day MM 349
;• . •• • Berserker 20 gp per day MM 344
•• Knight 40 gp per day MM 347
•. Veteran 40 gp per day MM 350
.•, Assassin l 00 gp per day MM 343
• , i:,, •
•• I
I

i.

,•

Soldiers stationed within a structure count as
... required skilled hirelings, but no longer count

towards this requirement while dispatched or
relocated elsewhere.

SPELLCASTERS

Magically gifted and skilled in arcane, divine, or

primal arts, these hirelings may be retained at

their listed cost per day, and their statistics

found on the associated page of the Monster

Manual.

•• Pay Page Number

' Spel lcaster 5 gp per day
I•
Acolyte MM 342

Druid 25 gp per day MM 346

Mage l 00 gp per day MM 347

• Priest 25 gp per day MM 348



Spellcasters stationed within a structure count

as required skilled hirelings, but no longer count

towards this requirement while dispatched or

relocated elsewhere.

,

,

NEW SPELLS FOR STRUCTURES CALL STRONGHOLD

The following spells may be cast by any class 7th-level conjuration (ritual)
with access to the required level of spell slots.
Casting Time: 1 hour
RAISE LAND Range: 100 feet
Components: V, S , M (a fully cleared area the
8th-level abjuration (ritual) size of the structure and a small, perfect model
of the structure worth at least 1,000 gp, which
Casting Time: 24 hours the spell consumes)
Range: Touch Duration: Instantaneous
Components: V, S , M (an exotic feather and a
diamond worth at least 2,500 gp, which the spell You s ummon your structure from one area to an-
cons umes ) other, and it instantly appears within range upon
Duration: Until dispelled the completion of this spell. If any objects ,
debris, or similar exist in the area that the
Upon the completion of this spell, the land structure would materialize in, the s pell fails and
beneath you and whatever else may be on that all components and s pell slots used in casting
land rises skyward, 100 feet into the air. The are lost.
area affected by this spell can have a radius up to
1,250 feet, and the spell fails if the radius This spell is not limited to the plane the
includes an area already under the effect of a structure currently resides in, and may summon
raise land s pell. structures across planar boundries.

While standing on a piece of land affected by a OTHER SPELLS FOR STRUCTURES
raise land spell that you have cast, you may use
your action to cause the landmass to move up to Ma ny other spells that already exist in the Player's
50 feet in a direction you choose. The landmass Handbook are ideal for use with player-owned
ceases to move if it impacts any object. structures. The followi ng is a list of spells to con-
s ider when building and maintaini ng a structure:
At Higher Levels. When you cast this spell
Arcane lock, f orbiddance, glyph of warding, guards
using a 9th level s pell slot, the radius affected by and wards, hallow, mirage arcane, Mordenkainen's
this s pell increases to 5,000 feet. faithful hound, Mordenkainen 's private sanctum,
programmed illusion, symbol, a nd teleportation
- circle are a ll spe lls that contribute well to an
ow ned structure in d iffere nt ways.

In addition, a spell that must be cast every day
for a year to take effect o nly needs to be cast every
day for a mo nth with in a structure you own .





••

MAKING MONEY Protection. Nearby villages could pay taxes

Running a structure is an expensive enterprise, for protection to a military presence in their

and one that can become unprofitable if not region. Taxes could run from a reasonable 1 cp a

done with money in mind. Below are a few ways day to an extreme 2 sp daily. The sizes of poten-

to help your structure generate a profit. tial taxable population centers are detailed on

Tithes and tuition. If your structure is one pages 16-17 of the Dungeon Master's Guide.

that draws daily visitors in the form of worship- Take warning that peasants feeling taxes are

pers or students, you can demand a fee each day unfair are very prone to violent revolt.

for the services they receive. This could range Other sources. As always, dungeon masters

from 1 sp a day for a poor man's shrine to 10 gp should remain open to player ideas, particularly

daily for a world-class arcane education. A on how to use a structure. Players will undoubt-

shrine or temple may receive 50-250 visitors in a edly have ideas not covered here, and it is up to

day, while even a large college or school should the DM to accomodate them however they can.

expect a maximum of 100 students. Keep in

mind that higher prices may attract less visitors. CREDITS:

Right ofpassage. Merchants and travellers

must pay coin for the right to use toll roads near Photoshop & design by /u/the_singular_anyone

your structure. A small fine of 1 cp is typical of

most toll roads, but some lucrative trade routes Visit WALROCK HOMEBREW for more!

charge exorbitant fees of up to 5 gp. Traffic http://walrock-homebrew.blogspot.com

varies on most roads from 2 to 200 travelling

groups a day depending on logistics and eco- Art by Wizards of the Coast, Sarah Stone,

nomic factors, and most merchants will do every- Ekaterina Orange, Yuji Himukai, Marc

thing they can to avoid paying a pricey toll. Simonetti, Armandeo, Noah Bradley, Flavio

Inns and taverns. People of all walks of life Bolla, Kagetsu, James Gurney, Manner, Mark

need places to stay and places to drink, and will Tarrisse, and Adam Paquette

pay money for the privilege. Inns can expect to

house 1 to 50 guests a night, and have their pric- Thanks to the kind folks of reddit, and to

ing fully detailed on page 158 of the Player's /u/skybug12 for his Photoshop guide!

Handbook. A tavern can see from 5 up to 200

patrons in a given day, each spending anywhere • ••
from 2 cp to 10 gp on food and drink.
••

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• •• • •

• •• • ,• -.- ,1•• •
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•• ·. • •





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