In a tabletop roleplaying game, player characters will often want to create a base of operations. Some parties will revolve around businesses, and others will rally around NPC groups. But still others will want to create their own headquarters with strategic tactics in mind. This kind of base of operations--a stronghold--can radically change a game and the players within it. In this guide, you will find a variety of details to address when constructing a stronghold for your players, including what features it has, what it costs to build, and what it takes to defend it.
When I was still very new to D&D, playing my second real character (a combination Cleric of Boccob/Wizard), I voiced to my DM my interest in having a base of operations. I didn't have a clear vision of what I wanted in mind. I just knew that I wanted my evil little magic gnome to have the status and resources of someone much more powerful than he was. So my DM went out and found a resource made for D&D 3.5, which was the most recent edition at the time, and he set to work making my dream a reality. My character surveilled a fallen castle with an abandoned gem mine, spent a week preparing combat spells as wands and scrolls, and hired a militia to take the fallen castle from a band of enemies (I think they were some manner of bandits, but I recall the battle more than the foes). After a battle that lasted eight real-life hours to conduct, the castle was mine. I paid to rebuild it and strengthen it, redeveloped the gem mine, and placed taxes on the trade caravans that passed through the region. Before I could further develop this stronghold, I graduated high school and moved off to college, where I would begin DMing and teach about 50 people to play D&D in my first year at school. As I went about making my own adventures, I often reflected on how fun my stronghold adventure had been and what else I might have accomplished with it given more time.
I want to base this guide on that experience. For each fun memory I have of taking my stronghold, I will offer a variety of choices that can enrich the player experience of gaining a stronghold. Let's start with how your players intend to obtain a stronghold:
- Conquest: Like my gnomish spellcaster, your player characters might find it easiest to take an existing stronghold. The stronghold may be well-maintained by a force aligned with the stronghold currently, it may be falling apart and inhabited by opportunists, and it may fall somewhere in between. You may decide that when the players approach this stronghold, there are workers actively repairing destroyed parts of the stronghold. If conquest is the method your players choose, be sure to describe combat in an exciting way and keep the encounter fresh. This battle is for higher stakes than most battles, so really up the ante in order to make the outcome of the battle more exciting and narratively satisfying.
- Purchase: Your players may be more peaceable about their desire to have a stronghold. If they want to purchase a base of operations, the price should be quite high. In my world, it costs a few gold to buy a basic house; a fully defensible sprawling castle is going to be considerably more. Keep in mind with these prices that my economy is geared toward most everything being cheaper than game manuals, but with the poor making much less as well. Here are prices for three sizes of stronghold:
- Small Stronghold - With a standard castle shape and defensive features, this structure has a great hall, an armory, and enough housing for up to 15 people. At least 80 gold pieces.
- Medium Stronghold - With a grand portcullis and expanded defensive features like arrow slits and a mostly functional catapult, this structure has a great hall, armory, smithy, two defensive towers, and enough housing for up to 30 people. At least 140 gold pieces.
- Large Stronghold - With a series of defensive gates and a full moat as well as the Medium Stronghold's defensive features, this structure has a great hall, armory, smithy, four defensive towers, luxury rooms for three important people, a collection of agricultural fields, and enough housing for up to 60 people. At least 300 gold pieces.
- Extra Features - Any strategic advantages offered by the stronghold should carry an additional price. To go back to my example from experience, the gem mine on the property should increase the price by at least 100 gold pieces, the location on the trading routes' intersection should increase it by at least 50 gold pieces, and the positioning in a highly defensible position might add another 30 or so gold pieces. Not every GM wants to be a real estate agent, but you do want to charge your players appropriate prices for game-changing advantages.
- Gift: If your players have indicated that they want a stronghold but haven't made any efforts to obtain one, you can offer a stronghold as a reward for a quest or quests. A well-off NPC who the party has worked with might tell the party, "I've recently obtained some property I don't mean to keep. If you complete some tasks for me, I will award the property to you." Then it's up to you as GM to create meaningfully challenging quests in order to make the gaining of the stronghold feel like an appropriate achievement.
- Build: Some player characters have the ideas to build a unique stronghold and the money to do it. For them, start the process by tracking down a patch of land on which to build the stronghold. This process also follows the steps you're currently reading--they might conquer the land, purchase it, be gifted it, or otherwise turn a piece of land into a new home for a stronghold. Building a custom stronghold means that the players determine the form of the stronghold and you must match it with appropriate prices. Here are some guidelines:
- Small Stronghold base - 75 gold pieces
- Medium Stronghold base - 120 gold pieces
- Large Stronghold Base - 275 gold pieces
- 10 people's worth of housing - 15 gold pieces each
- Armory/Smithy/Other Specialized Rooms - 10 gold pieces each
- Tower/Portcullis/Moat/Other Defensive Features - 30 gold pieces each
- Mine/Lumberyard/Resource Harvesting - 50 gold pieces each
- Great Kitchen: With a master chef and a team of assistants, this kitchen can provide banquets and celebrations like those you might find in a royal hall.
- Training Grounds: With a combat expert, beginning troops defending the castle can be turned into hardened recruits who can defend the stronghold ably.
- Fortune Teller: With a mysterious seer, the party can receive advice from someone who can peer into the future and warn them of upcoming challenges.
- Guild Hall: With a steward who tends to the craftspeople of the area, this building is home to community events that serve the production of goods.
- Community Center: A place for people of the surrounding areas to gather, discuss community events, and share trade goods in a small marketplace.
- Worship Center: With a religious expert (in one faith or in several), this building serves to give a home to the faithful of the community.
- Library: With an academic expert, this building is a repository for knowledge mundane and extraordinary, and the expert may be asked to research for the party.
- Pastures: With herders and their shepherding dogs, these pastures can be filled with livestock, allowing the party access to a supply of milk, textiles, and meat.
- Small Stronghold: 5 gold pieces per month for various repairs
- Medium Stronghold: 15 gold pieces per month for various repairs
- Large Stronghold: 25 gold pieces per month for various repairs
- Basic Workers (Farmers, Militia, Cooks, Etc.) - 1 gold per week (this is again aligned to my low-income world, granting better pay than the average business venture to attract workers)
- Intermediate Workers (Soldiers, Miners, Smiths, Etc.) - 3 gold per week (again, a low-income world with a relatively high pay rate)
- Expert Workers (Librarian, Fortune Teller, Troop Commander, Etc.) - 5 gold per week or more, depending on skill level/trade
- Launch a two-part attack. Just as the players have adjusted to the apparent threat of forces moving in, unveil a second prong of the attack. This moment, narratively speaking, will likely make the party feel like underdogs, making the battle more exciting.
- Include magic-users. Nothing will spice up this battle like the players having to deal with someone using "Stone Shape" to alter the design of the stronghold or dropping a "Fireball" on a gathered mass of the party's forces.
- Make it unclear what the attacking forces want. Are they there to capture the place? To massacre the people and destroy it? To send a message to the party? You can then use the final moments of the battle to make clear what their intentions are, giving greater narrative closure to the battle.
- Reward the party for using their defensive features. If your party's stronghold has a moat, a portcullis, arrow slits, a catapult, or any other defensive feature, allow your party to make effective use of it. It will be immensely satisfying to your players to defend their stronghold this way.
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