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{WH} Fortresses, Temples, & Strongholds, rules for building and customizing player-owned structures!
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{WH} Fortresses, Temples, & Strongholds, rules for building and customizing player-owned structures!

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The world is a wild and scary place, full of monsters, malevolence, and myriad evils to be expunged. 

Wouldn't it be wonderful to have a place to unwind? A place to hang your hat, build and customize, and to call your home?

Wouldn't it be nice to leave your mark in the world? To build a permanent edifice as a testament to the ages, a bulwark of safety against the ravages of time?

Would you build a mighty temple to your gods, proclaiming your faith far and wide? A dreary dungeon complete with a grotto of poisonous herbs and holding cells for those that would oppose you? Or a quiet cottage in the forest, an idyllic and relaxing retreat holding a simple magical study?

The Fortresses, Temples, & Strongholds ruleset holds options to build all these and more, allowing players to customize the world they live in and create a known presence that NPCs such as merchants, hirelings, soldiers, and spellcasters can flock to and partake in. A stronghold can become the center of a campaign, a place of respite, or a valiant bastion against the dark forces that threaten the world. 

One of the most popular offerings from creator Walrock Homebrew, an earlier version of this content has scored a 9.2/10 on /r/boh5e, a subreddit devoted to reviewing and collecting the best homebrew content on the internet. Extensively played, tested, and refined, Fortresses, Temples, & Strongholds remains the popular standard for 5e stronghold creation. 

Try it out, build something incredible, and (hopefully) enrich your game's world.

 
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Reviews (7)
Discussions (8)
Customer avatar
joseph L November 30, 2017 4:25 am UTC
PURCHASER
Fantastic work. Thank you.

Any thoughts on upgrading structures?
Maybe a fort could be upgraded to a keep, which could then be upgraded to a palace. Doing so reduces the cost and time requirements of the new structure by 3/4 of the original structures requirements.

You have slaves requiring a purchase cost but no ongoing costs, wouldn't the owner be required to pay a lifestyle expense for a slave?

Are you aware that basing the hireling cost on CR results in a level 15 spell caster (Diviner CR8) costing less than a level 12 (necromancer CR9)?
I think I will base my hireling costs on equivalent character level instead of CR.

This is still some of the best work I have seen, Well Done :)
Customer avatar
Ivan M November 28, 2017 4:05 pm UTC
PURCHASER
Hi, great job :)

question

building a medium house will need a skilled hireling, do this hireling generate any income? Example: I provide Weavers TOOLS and the hireling is skilled in that job can I get clothes for selling?
Customer avatar
Cody T October 01, 2017 12:53 am UTC
PURCHASER
can the kegs produced by the tavern be sold as income?
Customer avatar
Tyler B October 01, 2017 3:11 am UTC
CREATOR
Yep, they're part of the income calculation for that room.

Of course, you'd have to convince your fellow adventurers not to *drink* the ale, first...
Customer avatar
Cody T October 01, 2017 4:33 am UTC
PURCHASER
Also do the rooms require their own hirelings or can the hirelings required by the building itself staff the rooms?
Customer avatar
Tyler B October 01, 2017 6:06 am UTC
CREATOR
Rooms tell you if they require hirelings. A particular hireling staffing a room can also count for the requirements of the structure, i.e. a skilled hireling trained in brewing supplies that mans the tavern can also count as a skilled hireling for the overall structure's required skilled hireling count.
Customer avatar
Rory C September 04, 2017 12:50 pm UTC
PURCHASER
This is Fantastic!

Although I wonder if there's a way to generalise the Buildable Structures table, perhaps basing all the numbers on Room Points. Is there already some background formula I'm not seeing?

That way a character can just build a structure of x size with xyz rooms, instead of trying to work out whether 2 small castles is better than 1 large castle.
Customer avatar
Tyler B September 04, 2017 9:11 pm UTC
CREATOR
This is a concern I've seen a lot, and it's something I'd like to include in the next draft.

The idea I'm working with now is to have one "main" structure, and "satellite" structures that operate off of it, up to the main structure's available room points. Like, you can have a 3-point structure, surrounded by 3 points worth of cottages, and all would function as one larger structure. After that, you wouldn't benefit from structures built in that general area unless you built a new main structure equal at least to the sum of all present structures (so, in this case, 6 points).

This might be a bit complex, and I'm hoping that if I go forward with this model I can use simpler and more streamlined language, but I like your idea for it as well. It's much less complex, which is a huge plus, but it deviates from how the DMG does it in significant ways that make me reluctant to use it straight-up.

I'll mull it over for a good while, before I decide what I ultimately...See more
Customer avatar
Nicholas D July 23, 2017 12:17 am UTC
PURCHASER
Love it! Would love a printer-friendly version
Customer avatar
Sebastian C May 17, 2017 7:52 pm UTC
PURCHASER
Hi, if you get a chance, could you explain what you mean by 'Room Points'. I'm not sure what you mean, say whether they take up X space or what. Looks awesome aside from that. Thanks
Customer avatar
Tyler B May 20, 2017 6:04 pm UTC
CREATOR
"Room Points" are sort of an abstraction between available space and the capacity of a structure to support additional rooms. They aren't physically tied to a specific quantity (for example, 3 room points doesn't equate to a certain square footage), but are a rough measure of both the empty rooms that can be furnished and the building's existing hireling infrastructure.

I'd equate room points with hit points, in terms of both their intention and functionality. Neither represent just one thing, but both give you a good general understanding of the situation based on the amount that you have.
Customer avatar
Raoul K April 15, 2017 12:17 pm UTC
PURCHASER
This is excellent! Something that you might want to add is having the PDF not be rendered as pictures, in order to make it searchable. Other than that I think it's an absolutely wonderful addition to my game. Thank you!
Customer avatar
Robert K April 05, 2017 6:00 pm UTC
PURCHASER
Troops costs (40 gp per day for an archer) seems ridiculous. Otherwise seems food for thought.
Customer avatar
Tyler B April 05, 2017 10:47 pm UTC
CREATOR
Design thoughts on troop costs:

The PHB says that a skilled hireling (2 gp / day) can be one skilled in a weapon in place of the tool or skill proficiency they normally get. I equated this with the Guard (CR 1/8) as a good baseline, as the Guard is as basic a troop as you can get. From there, the cost scales up exponentially with CR.

The problem here is that an Archer has a CR of 2, which is several steps above the Guard's baseline (1/8, 1/4, 1/2, 1, 2), and the price increases incrementally each step. Consider also that a lone Archer with a CR of 2 is considered an even challenge for a party of four 2nd-level adventurers, so I wanted to place a price point that would reflect the power level you're receiving. In my mind, the Archer as represented in Volo's isn't a rank-and-file minion (like the Guard), but more of a specialist. When I read "Archer," I think "Sniper."

I made the assumption that, if the players are going to field an army, it would mostly...See more
Customer avatar
George S July 30, 2017 3:42 am UTC
PURCHASER
https://www.reddit.com/r/DnDBehindTheScreen/comments/3o2ydl/5e_commoner_life_and_economy/

This post is useful for wages and taxation. A population system would be appreciated where pop is split into the 5 wealth castes and would be payed and taxed accordingly.
Customer avatar
George S July 30, 2017 3:52 am UTC
PURCHASER
More prices here http://www.d20pfsrd.com/equipment/goods-and-services/hirelings-servants-services/
Customer avatar
Tyler B July 30, 2017 9:30 pm UTC
CREATOR
(referring to additional PF hireling prices)

My concern with this one is that it runs somewhat contrary to the rules outlined in the PHB. Namely: A hireling with no skills trained (unskilled) has a listed price of 2 sp / day, while a hireling with at least one skill trained is 2 gp / day, and these prices are listed as minimums.

Take for example the lawyers in that document. I'd assume they're skilled (trained in, I dunno, History), but the novice has a price of 5 sp. Even a terrible lawyer, being skilled, should have a minimum cost of 2 gp / day by PHB rules, and the others should scale up from there.

Mileage may vary from group to group and using these isn't a bad idea by any stretch, but I try and align content I make with Wizards' official content as much as possible, to make it as universally usable as I can.

The second Wizards introduces hirelings with lesser prices in official content, though, I'll instantly be adopting that model. Having an untrained...See more
Customer avatar
Tyler B July 30, 2017 9:35 pm UTC
CREATOR
(referring to income tiers and taxation)

I love this. This is the kind of brilliant insanity that I would do on my free time.

Thanks for bringing this to my attention, I'll be sure to use it (and credit the redditor, of course) if and when I finally expand into doing town/city/kingdom rules.
Customer avatar
George S July 31, 2017 1:53 am UTC
PURCHASER
Awesome :) I've been working on a similar system myself, but I much prefer your's. I'd love to show you what I have sometime and chat over skype perhaps? My system has trade, tax, food, population etc and it's all very easy to manage. Would love to compare notes and swap ideas.

Also, could you quarter the amount of people lodgings gives you? A cottage/shop is a small building, seems insane to be able to fit 24 people in there, let alone 50 in a tiny room. I am in the middle of working out a grid system for rooms etc. and my houses can be minimum 4 5ft squares
Customer avatar
George S July 31, 2017 2:12 am UTC
PURCHASER
Also, in regard to the guard 1/8CR=2gp/day baseline, that being 1CR=16gp/day if I've understood what you've done, I think the baseline should be 1CR=2gp/day and you suddenly get a much more realistic wage system in my eyes.

In my worlds there is a 12 month x 28 day calendar
A guard's monthly income on 1CR=2gp/day would be 0.25gp/day for 7gp/month
In my system, a unit of food, which can feed one person for a day is worth 0.1gp
Also in my system the hireling pays rent or a lease on the property they live in in my settlement. This is dependant on the size of the property in tiles. This is easy to calculate as there are only so many types. One 4 square property containing a bed and some other junk is only 1gp a month.
Therefore costs of the hireling guard are 3.8gp vs their income of 7gp, leaving nice amount to live off comfortably and have everything they need.

Sorry for all the babbling comments, I just very much enjoy this aspect of D&D and I'm excited to see...See more
Customer avatar
George S July 31, 2017 2:18 am UTC
PURCHASER
I also have an industry system I'd like to show you! :)
Customer avatar
Tyler B July 31, 2017 5:13 am UTC
CREATOR
>lodgings

Two ways I could go with this:

1) I could scale how many people they hold with a structure's room points (i.e. 25 x [room points] in communal bunks), which would logically scale the revenue (for private rooms).

or

2) Restrict Lodgings to being only built in structures of 2 room points or greater. This is the lazy option.

Honestly leaning towards option 2, as it requires less math work to make sure lodgings remain balanced in a larger structure.
Customer avatar
Tyler B July 31, 2017 6:14 am UTC
CREATOR
>CR and gold scaling

I initially tethered CR to wage, but it became loose and more rounded as levels increased, attempting to create a curve such that higher CR hirelings were dramatically more expensive. I succeeded a bit too well at that; as such, hireling wages are my highest priority to fix.

Right now, I'm looking at a pretty similar linear progression: [Wage] = 8 * [CR] + 1 for soldiers, and [Wage] = 12 * [CR] + 2 for casters.

This places the wage of a guard at 2 gp / day, a (3 CR) archer at 25 gp / day, and a (9 CR) champion at 73 gp. I'll likely round these values to the nearest 5.

You can see my current math for this at the following link:
https://docs.google.com/spreadsheets/d/17DZ9fQAaIupakh_f_dDltjuiVXggAS4qZPA7NJ9Z89k/edit?usp=sharing
Customer avatar
Tyler B July 31, 2017 6:21 am UTC
CREATOR
>industry system and skype

I'm not much of one for voice chat, but I'd love to talk more in private messages. Sadly, DM's Guild doesn't have much of that - you can always message me on reddit (/u/the_singular_anyone) or on my blog, linked at the end of each of my works. I'd love to hear about your industry system and see what you have in mind.

Also, if you're looking for a good place to discuss in-depth math and homebrew content in general, /r/unearthedarcana on reddit is a great community full of huge math and homebrew nerds like myself. I highly recommend it, if you haven't seen it already.
Customer avatar
George S August 01, 2017 4:39 pm UTC
PURCHASER
I was thinking more text chat on skype and I can feed you my screen to show you what I'm working on. I still need to make a reddit account. If you have a skype, could you email me your address? gsullivan.art@gmail.com

I still think that's far too expensive, considering how little income you can make from a city. In my game the industry system produces a lot of income, but I pay most of my soldiers 6-10gp/month and most of my workers 4-10gp a month.
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File Last Updated:
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This title was added to our catalog on March 13, 2017.