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# Strongholds

Strongholds are an optional objective for the heroes to pursue. They are a place where the heroes can rest, recover, and prepare for the next adventure. They are also a place where the heroes can recruit new allies, and where they can train and improve their skills.

# Requirements

Heroes must be at least champion tier and acquire some workforce to build the stronghold. When choosing a Stronghold to build, the class associated with that stronghold must currently be in the party and the workforce must agree to build that stronghold as relevant.

# Cost Table

If the heroes find destroyed or abandoned stronghold, they can repair it for half the usual cost and time it would normally take, so long as that stronghold is the same type as the original.

Stronghold Associated Class Cost (GP)* Time (Days)*
Camp Barbarian 1000 30
Chapel Paladin 6000 180
Establishment Rogue 3000 90
Fane Occultist 4000 120
Fortress Warlord 7500 225
Graveyard Necromancer 3000 90
Grove Druid 2000 60
Keep Fighter 5000 150
Library Wizard 3000 90
Lodge Ranger 3000 90
Monastery Monk 4000 120
Sanctum Psion 5000 150
Tavern Any 2000 60
Temple Cleric 4000 120
Theater Bard 4000 120
Tower Sorcerer 5000 150

*Heroes are allowed to pay more money to decrease the amount of time it takes to build the stronghold, the amount of time reduced is determined by the GM.

# Castles

If multiple characters chip in to pay for a stronghold—or one character just spends a lot of money—it is a castle and provides multiple benefits. Complex tasks take proportionally more time and money than simple ones, so a castle costs 10% more and takes 10% longer for every basic stronghold function it incorporates. A castle cannot contain multiple of the same type of stronghold.

# Stronghold Upgrades

You can spend more money to build a larger stronghold from the start, but there is no time or cost savings.

Level Size Toughness Cost (GP) Time (Days)
1st d6 22 - -
2nd d8 24 2,500* 50*
3rd d10 26 5,000 100
4th d12 28 7,500 150
5th d20 30 10,000 200

*Strongholds that take less time to build may have their cost and time reduced based on the original original cost and time ratio above.

# Stronghold Benefits

# Camp

# Demesne Effects

  • Ale within the barbarian’s demesne is particularly refreshing, bringing good cheer with no hangovers the next full recovery no matter how much is consumed.
  • Wildlife within the barbarian’s demesne grows especially large and fierce, migrating as the camp moves.
  • Poisons brought into the barbarian’s demesne neutralize within the hour. No such cowardly “civilized” forms of death are permitted.

# Chieftain’s Rage

Whenever the Barbarian reduces an enemy to 0 hit points, they can make an additional attack or move up to their speed. You can do this a number of times equal to your camp level. You regain all expended uses after a full recovery.


# Followers

Barbarians prefer followers who are independent and don’t require a lot of oversight. They don’t classically attract a large retinue, and they don’t usually build great keeps to house their staff and servants. A barbarian’s follower must be at home in wild places, willing and able to relocate quickly and live by their wits.

d100 Follower
01–06 Elite Light Infantry (Size 1d8), Unit
07–12 Veteran Medium Cavalry (Size 1d4), Unit
13–15 Regular Light Flying (Size 1d4), Unit
16–17 Exarch (1st Level), Retainer
18–24 Warlord (1st Level), Retainer
25–29 Skinwalker (1st Level), Retainer
30–34 Beast Lord (1st Level), Retainer
35–41 Necromancer (1st Level), Retainer
42–47 Swordmaster (2nd Level), Retainer
48–52 Diabolist (2nd Level), Retainer
53–55 Tracker (3rd Level), Retainer
56–60 Blacksmith
61–65 Miner
66–70 Sage
71–75 Hobgoblin Ambassador
76–80 Gnoll Ambassador
81–100 Roll on the Special Allies table

# Chapel

# Demesne Effects

  • Clear blue skies and warm sun dominate year-round. Rain falls only at night, and thunderstorms avoid the area.
  • Evil creatures in daylight have disadvantage on attack rolls, saving throws, and ability checks.
  • The paladin is instantly aware of the presence and location in his demesne of any chaotic or evil creature with more than 7 Hit Dice. The range of this awareness is a number of hexes equal to the level of the paladin’s stronghold.

# Righteous Smite

The Paladin’s Smite Evil burns through enemy resistance. Enemies automatically fail resist checks to radiant damage. Enemies immune to radiant are now only resistant to it, and make a resist 11+ check. You can do this a number of times equal to your chapel level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–04 Seasoned Light Infantry (Size 1d8), Unit
05–07 Seasoned Medium Infantry (Size 1d8), Unit
08–10 Veteran Light Infantry (Size 1d8), Unit
11–13 Veteran Heavy Infantry (Size 1d6), Unit
14–15 Regular Medium Cavalry (Size 1d6), Unit
16–17 Seasoned Medium Cavalry (Size 1d6), Unit
18–19 Veteran Medium Cavalry (Size 1d6), Unit
20 Elite Light Cavalry (Size 1d4), Unit
21 Mystic (1st Level), Retainer
22 Acolyte of the Way (1st Level), Retainer
23 Loremaster (1st Level), Retainer
24–25 Evoker (1st Level), Retainer
26–28 Seer (1st Level), Retainer
29–30 Battle Priest (1st Level), Retainer
31–33 Troubadour-warrior (2nd Level), Retainer
34–37 Thaumaturgist (2nd Level), Retainer
38–41 Swordmaster (2nd Level), Retainer
42–44 Curate (3rd Level), Retainer
45–47 Exorcist (3rd Level), Retainer
48–50 Warlord (3rd Level), Retainer
51–52 Farmer
53–55 Mason
56–58 Blacksmith
59–61 Carpenter
62–63 Miner
64–65 Scribe
66–68 Sage
69–70 Captain
71–74 Tailor
75–79 Elf Ambassador
80–81 Dwarf Ambassador
82–85 Dragonborn Ambassador
86–89 Gnome Ambassador
90 Winged Elf Ambassador
91–93 Roll on the Special Paladin Mount chart
94–100 Roll on the Special Allies table

# Special Paladin Mounts
d12 Mount
01–04 Hippogriff
05–07 Griffon
08–09 Pegasus
10–11 Unicorn
12 Alicorn

# Establishment

# Demesne Effects

  • One ally per level of the rogue’s stronghold can hide in the rogue’s demesne, and no mundane or magical means will reveal their location. This ability does not work on the owner of the stronghold.
  • Creatures trespassing in the rogue’s demesne have the overwhelming sensation they are being spied upon.
  • When a creature hostile to the rogue and aware of their existence finishes a long rest within the rogue’s demesne, roll a d20. On a roll of 10 or less, the creature triggers a hidden trap, taking 3d8 piercing damage.

# Vengeful Momentum

When the Rogue is hit with an attack and would lose momentum, they can choose not to lose momentum as a result of that attack. You can do this a number of times equal to your establishment level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–04 Seasoned Light Infantry (Size 1d6), Unit
05–07 Seasoned Medium Infantry (Size 1d4), Unit
08–10 Seasoned Medium Archers (Size 1d4), Unit
11–12 Theurgist (1st Level), Retainer
13–14 Swordmaster (1st Level), Retainer
15–16 Justicar (1st Level), Retainer
17–19 Exarch (1st Level), Retainer
20–22 Alienist (1st Level), Retainer
23–24 Thaumaturgist (1st Level), Retainer
25–28 Stormspeaker (2nd Level), Retainer
29–32 Illusionist (2nd Level), Retainer
33–36 Diabolist (2nd Level), Retainer
37–40 Acolyte of Darkness (3rd Level), Retainer
41–45 Shadow Priest (3rd Level), Retainer
46–50 Conjurer (3rd Level), Retainer
51–53 Alchemist
54–56 Blacksmith
57–59 Carpenter
60–62 Scribe
63–65 Sage
66–68 Tailor
69–72 Spy
73–75 Captain
76–79 Elf Ambassador
80–83 Dragonborn Ambassador
84–87 Gnome Ambassador
88-90 Orc Ambassador
91–100 Roll on the Special Allies table

# Fane

# Demesne Effects

  • The sun appears as a baleful orb in the sky over the occultist’s demesne.
  • In the occultist’s demesne, constellations in the night sky are strange, and stars occasionally fall from the sky.
  • The occultist is immediately aware of enemies in their demesne.
  • Once per month, the occultist can summon an earthquake targeting any enemies in their demesne.

# Master Invoker

The Occultist can gain focus with a quick action rather than a standard action. This ability can be used a number of times equal to the Fane’s level.


# Followers

d100 Follower
01–04 Regular Light Infantry (Size 1d6), Unit
05–08 Seasoned Light Infantry (Size 1d6), Unit
09–12 Veteran Light Infantry (Size 1d4), Unit
13–15 Seasoned Medium Archers (Size 1d4), Unit
16–17 Spirit Warden (1st Level), Retainer
18–19 Necromancer (1st Level), Retainer
20–21 Elemental Acolyte (1st Level), Retainer
22–24 Seer (1st Level), Retainer
25–27 Shadow Priest (1st Level), Retainer
28–29 Knight-sorcerer (1st Level), Retainer
30–33 Reaver (2nd Level), Retainer
34–37 Acolyte of Darkness (2nd Level), Retainer
38–41 Guild Adept (2nd Level), Retainer
42–45 Cutpurse (2nd Level), Retainer
46–50 Evoker (3rd Level), Retainer
51–55 Executioner (3rd Level), Retainer
56–58 Miner
59–61 Scribe
62–64 Sage
65–67 Tailor
68–70 Alchemist
71–74 Dragonborn Ambassador
75–78 Lizardfolk Ambassador
79–80 Gnoll Ambassador
81–100 Roll on the Special Allies table

# Fortress

# Demesne Effects

  • Fortifications in the warlord’s demesne grant units defending them an extra +2 Morale bonus.
  • Menhirs appear in the warlord’s demesne, following anyone hostile to those who call this province home, imposing themselves between intruders and the locals.
  • Archers who train in the warlord’s demesne find their arrows go farther and strike more accurately.
  • Edged weapons in the warlord’s demesne are keener and do not dull.

# Fight from the Back

A Warlord can use a quick action to gain 1d3 command points instead of making an attack. You can do this a number of times equal to your fortress level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–04 Regular Medium Infantry (Size 1d8), Unit
05–07 Regular Heavy Infantry (Size 1d8), Unit
08–10 Seasoned Medium Infantry (Size 1d8), Unit
11–13 Regular Medium Cavalry (Size 1d6), Unit
14–15 Seasoned Medium Cavalry (Size 1d6), Unit
16–17 Veteran Medium Cavalry (Size 1d4), Unit
18–19 Seasoned Medium Archers (Size 1d6), Unit
20 Seasoned Heavy Archers (Size 1d4), Unit
21 Theurgist (1st Level), Retainer
22 Spirit Warden (1st Level), Retainer
23 Diabolist (1st Level), Retainer
24–25 Justicar (1st Level), Retainer
26–27 Stormspeaker (1st Level), Retainer
28 Troubadour-warrior (1st Level), Retainer
29 Healer (2nd Level), Retainer
30–32 Shaper (2nd Level), Retainer
33–35 Reaver (2nd Level), Retainer
36–38 Alienist (2nd Level), Retainer
39–41 Beast Lord (2nd Level), Retainer
42–45 Battle Priest (3rd Level), Retainer
46–50 Tracker (3rd Level), Retainer
51–55 Cavalier (3rd Level), Retainer
56–58 Farmer
59–60 Mason
61–63 Blacksmith
64–65 Carpenter
66–68 Miner
69–70 Captain
71–76 Elf Ambassador
77–80 Dwarf Ambassador
81–84 Lizardfolk Ambassador
85–86 Dragonborn Ambassador
87–88 Gnome Ambassador
89 Orc Ambassador
90 Hobgoblin Ambassador
91–100 Roll on the Special Allies table

# Graveyard

# Demesne Effects

  • Color drains from the surrounding area, and the sky is always overcast.
  • In the necromancer’s demesne, undead roam the land and while travelers attempt to travel through the area, they are often attacked by the undead.
  • The necromancer is immediately aware of enemies in their demesne.

# Veil of Bones

When the Necromancer summons an undead creature, they gain 1d8 hit points. This ability can be used a number of times equal to the Graveyard’s level. You regain all expended uses after a full recovery.


# Followers

Necromancers attract undead and other creatures of the night. They also attract common allies of the undead, such as vampires and were-creatures.

Fighting alongside undead imposes a -1 penalty on all Morale checks per graveyard level in addition to relationship effects.

d100 Follower
01–04 Regular Zombie Medium Infantry (Size 1d8), Unit
05–07 Regular Ghoul Heavy Infantry (Size 1d8), Unit
08–10 Seasoned Skeleton Medium Infantry (Size 1d8), Unit
11–13 Regular Skeleton Medium Cavalry (Size 1d6), Unit
14–15 Seasoned Ghost Medium Cavalry (Size 1d6), Unit
16–17 Veteran Ghost Medium Cavalry (Size 1d4), Unit
18–19 Seasoned Skeleton Medium Archers (Size 1d6), Unit
20 Seasoned Ghost Heavy Archers (Size 1d4), Unit
21 Cultist (1st Level), Retainer
22 Demonologist (1st Level), Retainer
23 Minotaur Skeleton (1st Level), Retainer
24–25 Wight (1st Level), Retainer
26–27 Psychopath (1st Level), Retainer
28 Sentient Skeleton/Zombie (1st Level), Retainer
29 Spectre (2nd Level), Retainer
30–32 Banshee (2nd Level), Retainer
33–35 Ghast (2nd Level), Retainer
36–38 Necromancer (2nd Level), Retainer
39–41 Illrigger (2nd Level), Retainer
42–45 Death Priest (3rd Level), Retainer
46–50 Grave Cleric (3rd Level), Retainer
51–55 Wraith (3rd Level), Retainer
56–59 Groundskeeper
60–64 Pacifist Ghost
65–70 Possessed Object
71–77 Devil Ambassador
78–82 Demon Ambassador
83–86 Vampire Ambassador
87–90 Were Ambassador
91–100 Roll on the Special Allies table

# Grove

# Demesne Effects

  • Local birds and mammals in the druid’s demesne can speak Common and Elven. They enjoy talking to new people but will try to find and warn the druid if suspicious strangers enter the demesne.
  • Nuts, fruits, and vegetables grown naturally (i.e., not farmed or cultivated) in the druid’s demesne grant those who eat them the effect of goodberry. If taken outside the demesne, they lose this effect.
  • No roads or trails in the druid’s demesne last more than a full recovery. However, allies and the units of allies can pass through the demesne as though there were roads.

# Goodberry

While resting the Druid and their allies can each eat a Goodberry, they gain 1 recovery and the benefits of a days sustenance. You can do this a number of times equal to your grove level. You regain all expended uses after a full recovery.


# Followers

Living between civilization and wilderness, the druid attracts followers willing to put up with a life devoted to the health and well-being of nature, defending it and learning its secrets. Few are willing to walk this path, but those who do are totally devoted to the druid’s service.

Druids care little for the command and upkeep of large armies, preferring to use battle magic to raise special units when necessary. This being said, they are one of the classes that can attract flying units, often hawkriders or units mounted on giant owls.

Few artisans are interested in a life lived outside civilization, but druids are spellcasters and loremasters so it’s natural for alchemists, sages, and scribes to pledge service in exchange for greater knowledge.

Ambassadors who wish to join a druid’s retinue are usually fey, or aligned with them, or creatures who prefer the swamps and bogs that druids are naturally attracted to as sources of power. Also, druids have their own short list of special allies they may recruit from among the fey creatures of the wood.

d100 Follower
01–05 Regular Medium Infantry (Size 1d6), Unit
06–10 Seasoned Medium Flying (Size 1d4), Unit
11 Loremaster (1st Level), Retainer
12 Warden (1st Level), Retainer
13–19 Elemental Acolyte (1st Level), Retainer
20–24 Chaos Mage (1st Level), Retainer
25–29 Conjurer (2nd Level), Retainer
30–36 Exarch (2nd Level), Retainer
37–42 Spirit Warden (2nd Level), Retainer
43–47 Knight of the Green Order (3rd Level), Retainer
48–50 Beast Lord (3rd Level), Retainer
51–55 Farmer
56–60 Alchemist
61–65 Sage
66–71 Elf Ambassador
72–77 Gnome Ambassador
78–80 Lizardfolk Ambassador
81–85 Roll on the Fey Allies chart
86–100 Roll on the Special Allies table

# Keep

# Demesne Effects

  • Fortifications in the fighter’s demesne grant units defending them an extra +2 Morale bonus.
  • Menhirs appear in the fighter’s demesne, following anyone hostile to those who call this province home, imposing themselves between intruders and the locals.
  • Archers who train in the fighter’s demesne find their arrows go farther and strike more accurately.
  • Edged weapons in the fighter’s demesne are keener and do not dull.

# Sentinel

If an enemy attempts to disengage from the Fighter, the Fighter can knock them prone as an interrupt action. You can do this a number of times equal to your keep level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–12 Green Light Infantry
13–24 Green Medium Infantry
25–34 Regular Light Infantry
35–44 Regular Medium Infantry
45–46 Seasoned Medium Infantry
47–48 Seasoned Heavy Infantry
49–57 Green Light Archers
58–66 Green Medium Archers
67–72 Regular Light Archers
73–78 Regular Medium Archers
79–86 Regular Light Cavalry
87–95 Regular Medium Cavalry
96–100 Seasoned Light Cavalry

# Library

# Demesne Effects

  • The library of the wizard’s stronghold has a copy of every non-magical book anyone brings into the wizard’s demesne.
  • By concentrating for 10 minutes, the wizard can scry on any person or location in their demesne as per the scrying spell. The wizard can do this while anywhere, including another plane.
  • Once per full recovery, the wizard can control the weather in their demesne. The wizard doesn’t have to be in their demesne to do this. The effect is otherwise the same as the control weather ritual.

# Ritual Mastery

Party Ritual Casters can master a ritual in half the normal time. Party members can do this a number of times equal to your library level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–03 Regular Light Infantry (Size 1d6), Unit
04–06 Regular Medium Infantry (Size 1d4), Unit
07–09 Regular Light Archers (Size 1d6), Unit
10–11 Regular Medium Archers (Size 1d4), Unit
12–13 Regular Light Flying (Size 1d4), Unit
14–15 Regular Medium Flying (Size 1d4), Unit
16 Swordmaster (1st Level), Retainer
17 Spirit Warden (1st Level), Retainer
18 Mystic (1st Level), Retainer
19–20 Acolyte of the Way (1st Level), Retainer
21–22 Knight of the Green Order (1st Level), Retainer
23 Elemental Acolyte (2nd Level), Retainer
24–26 Guild Adept (2nd Level), Retainer
27–29 Skinwalker (2nd Level), Retainer
30–32 Battle Priest (2nd Level), Retainer
33–35 Cavalier (2nd Level), Retainer
36–40 Cutpurse (3rd Level), Retainer
41–45 Troubadour-warrior (3rd Level), Retainer
46–47 Mason
48–50 Blacksmith
51–53 Carpenter
54–55 Miner
56–57 Scribe
58–60 Sage
61–63 Tailor
64–65 Alchemist
66–69 Elf Ambassador
70–72 Dragonborn Ambassador
73–78 Gnome Ambassador
79–82 Hobgoblin Ambassador
83–85 Gnoll Ambassador
86–100 Roll on the Special Allies table

# Lodge

# Demesne Effects

  • Stags, harts, and other game are always plentiful in the ranger’s demesne, but they are larger and fiercer than normal.
  • Enemies of the ranger and the locals must make DC 15 Wisdom (Survival) skill checks to navigate the ranger’s demesne. On a failure, they are attacked by 2d6 winter wolves.
  • Allies treat the ranger’s demesne as favored terrain when moving their units. Enemy units treat it as difficult terrain.

# Friend of Wilds

When the Ranger attempts to track a creature, they can call upon the wilds to track for them. The Ranger automatically succeeds on the skill check required to track the creature and receives help from local wildlife. You can do this a number of times equal to your lodge level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–04 Regular Light Archers (Size 1d6), Unit
05–07 Seasoned Light Archers (Size 1d6), Unit
08–10 Seasoned Light Flying (Size 1d6), Unit
11–12 Thaumaturgist (3rd Level), Retainer
13–14 Stormspeaker (3rd Level), Retainer
15–16 Warden (3rd Level), Retainer
17–19 Acolyte of Darkness (3rd Level), Retainer
20–22 Healer (3rd Level), Retainer
23–24 Knight of the Green Order (5th Level), Retainer
25–28 Executioner (5th Level), Retainer
29–32 Chaos Mage (5th Level), Retainer
33–36 Exorcist (5th Level), Retainer
37–40 Skinwalker (7th Level), Retainer
41–45 Cutpurse (7th Level), Retainer
46–50 Enchanter (7th Level), Retainer
51–53 Mason
54–56 Blacksmith
57–60 Carpenter
61–64 Miner
65–67 Sage
68–70 Spy
71–74 Elf Ambassador
75–76 Dwarf Ambassador
77–80 Gnome Ambassador
81–100 Roll on the Special Allies table

# Monastery

# Demesne Effects

  • Creatures age more slowly within the confines of the monk’s demesne.
  • The temperature in the monk’s demesne is always temperate, all year round, all full recovery long.
  • Violence of any kind in the demesne has a 15% chance of summoning a Source of Earth, who immediately uses Back to Earth to end the violence. The monk can reverse these effects.

# Focused Ki

Whenever you are attacked while you have unspent ki, you can ignore all of the attack’s effects except its damage. You can do this a number of times equal to your monastery level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–03 Regular Light Infantry (Size 1d6), Unit
04–06 Regular Medium Infantry (Size 1d6), Unit
07–09 Seasoned Light Infantry (Size 1d6), Unit
10–11 Seasoned Medium Infantry (Size 1d4), Unit
12–13 Veteran Light Infantry (Size 1d4), Unit
14–15 Veteran Medium Infantry (Size 1d4), Unit
16 Seer (1st Level), Retainer
17 Exorcist (1st Level), Retainer
18 Knight of the Green Order (1st Level), Retainer
19–20 Shaper (1st Level), Retainer
21–22 Evoker (1st Level), Retainer
23 Diabolist (1st Level), Retainer
24 Theurgist (2nd Level), Retainer
25–27 Warden (2nd Level), Retainer
28–30 Curate (2nd Level), Retainer
31–33 Alienist (2nd Level), Retainer
34–36 Conjurer (2nd Level), Retainer
37–40 Illusionist (2nd Level), Retainer
41–45 Mystic (3rd Level), Retainer
46–50 Stormspeaker (3rd Level), Retainer
51–52 Farmer
53–55 Mason
56–58 Blacksmith
59–60 Carpenter
61–62 Miner
63–65 Scribe
66–68 Sage
69–70 Captain
71–73 Alchemist
74–78 Elf Ambassador
79–81 Dwarf Ambassador
82–83 Orc Ambassador
84–85 Lizardfolk Ambassador
86–100 Roll on the Special Allies table

# Sanctum

# Demesne Effects

  • Spells cast in the psion’s demense have a 15% chance to result in a high weirdness effect.
  • Folks who live in the psion’s demesne for a season begin to exhibit a random psionic affinity. They lose the affinity if they ever leave.
  • The material properties of objects in the psion’s demense will randomly lose fundamental properties. For example, gravitation loss, fusing, state change, or density change.

# Weird Control

When the Psion would roll of the High Weirdness table, they can instead choose which High Weirdness effect to apply. You can do this a number of times equal to your sanctum level. You regain all expended uses after a full recovery.


# Followers

A Psion attracts no followers, they are alone in their quest to master the mind. While a sanctum is present in a larger castle all follower rolls have a -10 per sanctum level, and if a follower roll result is below 1 they do not receive any followers.


# Tavern

When any party member is rolling for advantages in the tavern related to an increase in a positive relationship, roll twice and take the higher result.


# Revenue

Each season (or every three months, depending on the calendar of your campaign world), your establishment generates 1,000 gp per establishment level.

If your establishment is part of a larger castle, you can use this money to upgrade your castle, no problem.


# Rumors

During an adventure or in the lead-up to one, you can spend some money and collect some rumors about the quest you’re about to go on. The cost is 100 gp per establishment level. On a successful skill check, you learn:

  • The name of one kind of creature you’ll be fighting (goblins, bandits, dragons, oozes, etc.)
  • Roughly how many there will be (a few, a dozen, dozens, a score, scores, etc.).

During the adventure, those creatures will be vulnerable to damage from your attacks, for a number of attacks equal to your establishment level.

In addition, the GM can choose to reveal any of the following:

  • The location of a secret door or a hidden entrance or exit • The location and nature of a trap
  • A description of one riddle or puzzle
  • The location and description of one powerful magic item It may seem like this is taking the fun out of the adventure, but for the player with the establishment it will seem like the opposite. It will make them feel awesome, and at the end of the full recovery, you can always add more traps and secret doors!

# Temple

# Demesne Effects

  • Folks who live in the cleric’s demesne are immune to disease.
  • The cleric can hear the prayers of those living in their demesne who are in concordance with the cleric’s deity.
  • While the cleric is hale, the weather in their demesne is fair. If the cleric is wounded or suffering, the weather turns foul. For this effect to happen, the cleric merely has to be on the same plane as their demesne.

# Manifest Divinity

When the Cleric casts Heal, they can choose all allies next to* them rather than just one. You can do this a number of times equal to your temple level. You regain all expended uses after a long rest.

* If they take the adventurer feat, they can choose all allies nearby to them.


# Followers

d100 Follower
01–04 Regular Light Infantry (Size 1d8), Unit
05–07 Regular Medium Infantry (Size 1d6), Unit
08–10 Seasoned Medium Infantry (Size 1d6), Unit
11–13 Regular Heavy Infantry (Size 1d6), Unit
14–15 Regular Light Cavalry (Size 1d6), Unit
16–17 Regular Medium Cavalry (Size 1d4), Unit
18–19 Seasoned Heavy Cavalry (Size 1d4), Unit
20 Regular Medium Archers (Size 1d4), Unit
21 Loremaster (1st Level), Retainer
22 Troubadour-warrior (1st Level), Retainer
23 Swordmaster (1st Level), Retainer
24–25 Tracker (1st Level), Retainer
26–28 Warlord (1st Level), Retainer
29–30 Knight-sorcerer (2nd Level), Retainer
31–33 Mystic (2nd Level), Retainer
34–37 Guild Adept (2nd Level), Retainer
38–41 Acolyte of the Way (2nd Level), Retainer
42–44 Justicar (2nd Level), Retainer
45–47 Enchanter (3rd Level), Retainer
48–50 Cavalier (3rd Level), Retainer
51–52 Farmer
53–55 Mason
56–58 Blacksmith
59–60 Carpenter
61–62 Miner
63–65 Scribe
66–68 Sage
69–70 Tailor
71–75 Elf Ambassador
76–80 Dwarf Ambassador
81–85 Gnome Ambassador
86–100 Roll on the Special Allies table

# Theater

# Demesne Effects

  • Whenever the wind blows through the trees in the bard’s demesne, music plays. Hooves on roads beat out a complex rhythm.
  • Folks who live for a week in the bard’s demesne find themselves ending conversations with rhyming couplets.
  • Thunder can be counted on to roll whenever someone in the bard’s demesne says something dramatic. Ravens obediently alight on nearby branches when it is dramatically expected of them.

# Enduring Inspiration

While the Bard is channelling a Bardic Song, they can choose to continue the song and automatically succeed on the sustain check. You can do this a number of times equal to your theater level. You regain all expended uses after a full recovery.


# Followers

d100 Follower
01–03 Veteran Light Infantry (Size 1d6), Unit
04–06 Regular Light Cavalry (Size 1d4), Unit
07–09 Seasoned Light Archers (Size 1d4), Unit
10 Regular Light Flying (Size 1d4), Unit
11 Enchanter (1st Level), Retainer
12 Curate (1st Level), Retainer
13 Healer (1st Level), Retainer
14–15 Knight-sorcerer (1st Level), Retainer
16–18 Beast Lord (1st Level), Retainer
19–20 Knight-sorcerer (2nd Level), Retainer
21–23 Illusionist (2nd Level), Retainer
24–27 Chaos Mage (2nd Level), Retainer
28–31 Cutpurse (2nd Level), Retainer
32–34 Thaumaturgist (3rd Level), Retainer
35–37 Executioner (3rd Level), Retainer
38–40 Shaper (3rd Level), Retainer
41–42 Farmer
43–44 Mason
45–46 Blacksmith
47–48 Carpenter
49–51 Scribe
52–54 Sage
55–57 Tailor
58–60 Alchemist
61–63 Spy
64–65 Captain
66–71 Elf Ambassador
72–75 Dwarf Ambassador
76–78 Dragonborn Ambassador
79–84 Gnome Ambassador
85 Orc Ambassador
86–100 Roll on the Special Allies table

# Tower

# Demesne Effects

  • Curses, blessings, and oaths pronounced within the sorcerer’s demesne have a 15% chance to be cast at a higher level.
  • Folks who live in the sorcerer’s demesne for a season learn one random sorcerer cantrip. They lose the ability to cast it if they ever leave.
  • Raindrops in the sorcerer’s demesne cast dazzling prismatic reflections during the full recovery.

# Source Chain

The Sorcerer can start a chain even if the roll is odd. You can do this a number of times equal to your tower level. You regain all expended uses after a long rest.


# Followers

Average folks find wizards weird enough, gabbling in strange languages and living up to their eyeballs in books and owl poop. But they, at least, have rules. A sorcerer, on the other hand, gains their power through an innate connection with the forces of magic. No training required. This is even less well understood by normal people. A sorcerer’s followers therefore tend to be folks who enjoy being close to raw power and do not fear what they do not understand.

A sorcerer’s army is usually light and highly mobile. Unlike other classes they eschew large, slow, heavily armed and armored soldiers and they can attract flying units. Their retainers are almost all spellcasters. Their artisans are folks who enjoy making things and probably hope that being in the court of a sorcerer will grant them the opportunity to create magic items. Their ambassadors come from cultures that do not fear sorcery and whose soldiers would have no problem serving under a warlord who can conjure fire through sheer will.

d100 Follower
01–05 Veteran Light Infantry (Size 1d4), Unit
06–10 Regular Light Flying (Size 1d4), Unit
11–12 Battle Priest (1st Level), Retainer
13–14 Shadow Priest (1st Level), Retainer
15–18 Beast Lord (1st Level), Retainer
19–23 Guild Adept (1st Level), Retainer
24–29 Elemental Acolyte (2nd Level), Retainer
30–35 Alienist (2nd Level), Retainer
36–42 Skinwalker (2nd Level), Retainer
43–50 Reaver (3rd Level), Retainer
51–54 Blacksmith
55–58 Scribe
59–62 Sage
63–66 Tailor
67–70 Alchemist
71–75 Elf Ambassador
76–80 Dragonborn Ambassador
81–100 Roll on the Special Allies table

# Other Followers

# Special Allies

Using the alignment and the result of a 1d12 roll determine which cool beastie shows up to help you out.

Alignment Roll 1-4 Roll 5-8 Roll 9-10 Roll 11 Roll 12
Lawful Good Couatl Deva Young Silver Dragon Adult Bronze Dragon Adult Gold Dragon
Neutral Good Cyclops Golem Cloud Giant Young Topax Dragon Adult Sapphire Dragon
Chaotic Good Treant Young Brass Dragon Djinn Young Apocalpyse Dragon Adult Copper Dragon
Chaotic Neutral Ettin Ghost Hill Giant Young Emerald Dragon Djinn
True Neutral Banshee Young Sapphire Dragon Young Topaz Dragon Golem Adult Ruby Dragon
Lawful Neutral Flesh Golem Young Ruby Dragon Medusa Golem Gynosphinx
Neutral Evil Hag Coven Drow Ranger Frost Titan Young Amethyst Dragon Adult Amethyst Dragon
Lawful Evil Oni Young Green Dragon Fire Titan Illrigger Roll on the Devil Allies chart
Chaotic Evil Antipaladin Lamia Young White Dragon Demonologist Roll on the Demon Allies chart

# Demon Allies

d12 Ally
1–3 Unit of Quasits
4–6 Succubus
7–8 Lesser Marilith
9–10 Glabrezu
11 Hezrou
12 Lesser Balor

# Devil Allies

d12 Ally
1-3 1d4 Imps
4–6 Unit of Bearded Devils
7–8 Barbed Devil
9–10 Lesser Erinyes
11 Chain Devil
12 Bone Devil

# Fey Allies

d12 Ally
1–3 Pixie
4–6 Sprite
7–8 Satyr
9–10 Dryad
11 Unicorn
12 Treant