Strongholds Summary

it aint much, but its yours now

So from tomorrow we can implement Matt Colville’s amazing strongholds and followers rules ( tweaked of course). Its optional, and if you never acquire a single stronghold or follower, thats totally cool with me, this is just a PSA to let you know there is now a robust rules infrastructure behind the scenes in case thats something you fancy – Vaul/the DM are now prepared.

The following is a quick non-copyright infringing summary of the rules just so you have a rough idea of whats on offer. The gory details are all to be discovered as you play through, but hopefully this is enough to help you make some broad, informed decisions over the next few weeks without reading the book and spoiling stuff, ask questions etc

Summary

Strongholds cost money, time to build and upgrade

Taking somebody elses/ fixing a ruined stronghold will cut the time & cost proportionately to the state of the place your overhauling.

Stronghold Types + key effect:

Keep/ barbarian camp/pirate ship: (10k gold to build, time varies on location/workforce)

Raise an army, gain improved battle skills, fuck shit up

Temple: (8k)

Summon powerful ally’s of your patron, dependent on your “concordance” with them

Druids grove: (8k)

Summon ally’s, lose the summon bonus of temple but instead gain ability to imbue grove with powerful permanent spell (free resurrection once per season etc). Needs to be tended.

Establishments (6k)

(Tavern, theatre, laundrette, blacksmith whatever you want) – monthly revenue,gain rumours + intelligence, plot hooks, espionage, shady shit

Mages Tower (8k)

Research new OP spells, become lvl 99 turbo wizard

A Castle can contain some/all these strongholds – add 10% to price and time for extra work combining things into a single structure.

Additional effects:

Your stronghold provides a demesne effect surrounding it

                Awesome Flavour effects informed by you           

                Very substantial Combat bonuses (i.e. your own lair actions)

Your stronghold improves your class features after an extended rest (i.e 1 week)

                e.g. Barbarians gain “Chieftain’s Rage”, Druids “Savage Shape” etc

Your strongholds with attract followers!

                You roll for them – Ranging from rag tag bands of drunken teenagers to legendary allies that might actually help you save this doomed planet (some insane ones tbh)

Your stronghold will upset the balance of the world

                Hard to hide a new keep. Tavern less so. Prepare to upset people and make new friends. It sure it will be grand.

Can install mental permanent items in stronghold, augmenting warfare(below) and normal game skills. unique items, etc

Followers:

Defend your stronghold, project your power.

Includes class specific retainers (aka your pals/lieutenants/VIP). e.g. Reid

Artisans: make you amazing gear and tools. Smiths, farmers, alchemists, spys, you name it.

Warfare:

3-minute way to resolve mass warfare, or slightly more involved mini-game that runs in background to your own party battle.Nothing too messy.