Handling PC Strongholds

dreaded_beast

First Post
Last session, my players just finished the WoTC downloadable adventure where they clear out an abandoned stronghold of orc warriors and have a chance to keep the stronghold afterwards.

I placed the stronghold in the Stonelands, roughly a days ride from Tilverton. They plan to speak to King Azoun about the opportunity to become "Baron of the Stonelands". The campaign hook can be found in the FRCS. The PCs seems very interested in fixing up the stronghold, and one PC even got the Leadership in preparation.

Right now, the stronghold is in disrepair, with the 3 of the 5 walls having gaping holes down the center. However, there is a gem mine nearby, which the PCs hope to use for their own benefit. They've already taken steps towards finding labor in Tilverton to go back with them to the Stonelands and start repairing the stronghold.

Now, any suggestions on how long it would take to reapir the stronghold, adventures, campaign considerations, your own experiences, etc?
 

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Ah, yes, "Base of Operations". :) When we played it, we just left the keep and went back to civilization. We figured that the only way to maintain control of a keep and a gem mine would be to stay there ourselves - and life would quickly get boring out there in the middle of nowhere. (In our campaign, Brightstone Keep is located in a lawless region.)

It would take at least a couple thousand gp to repair the stone walls, according to the prices in the Stronghold Builder's Guidebook. The players can save money if they can cast wall of stone.
 

Repair costs depend on the damages. If you have some free cash and don't have the Stronghold Builder's guide, I'd suggest getting Magical Medieval Society: Western Europe. It has a *very* clean and effective structure building system that also provides construction time based on what you're doing. Updates and repairs are pretty simple; decide what percent of the original is still there and move on with life.
So far it's been pretty close to SBG as far as prices go, close enough that only gamer mentats will notice.

I'd wager you'll spend over a year doing doing a total makeover and over a month to non-magically fix the walls.

I'm not all that familiar with modern FR (last time I played was the Time of Troubles when 2e came out) but were I you I'd direct your players to the regional duke/count instead of the king. Unless, you know, the king already knows them. Start lowish in beauracracies so you have room to appeal. :)

Like Len said, be sure you have plots in mind. The "keep on the borderlands" has lots of potential but few people can manage it for too long. Make the challenges reasonable and varied.

-chokers and rats leave the mine and invade the keep because something bigger has invaded the mine. First the PCs have to get rid of the chokers, then the workers demand a proper rat catcher (requiring a trip to a city and enticing one to come back), then they deal with the thing in the mine.

-The chokers killed off some of the local predators (wolves likely) and a dire bear has expanded his terrritory and taking a liking to horse meat. The teamsters are up in arms. Further complicating the problem, the dire bear is equipped with magic items and appears to be the Animal Companion of a fairly high level druid living in the next valley over.
 

Take a look at Fields of Blood for some help with rulership and building structures to add benefits.

For the blown out walls, often the entire wall would need replaced as much of the structural elements might have been damaged and to repair it would cost just as much as demolishing the rest of it and building a new one.
 

Thanks for the input everyone.

For the mines, I actually attached another WoTC downloadable adventure there, the one were you fight the dragon first.

Last session, the PCs fought the dragon, but did not explore further into the ruins.

Anymore suggestions would be helpful.

I'm thinking about giving the PCs some magical help next session, to help them build the walls faster.
 

If you really wish to expand on the detail of running a fief, you should read Magical Medieval Society: Western Europe by Expeditious Retreat. It really contains some good info on building your own fiefs.
 

Soldarin said:
If you really wish to expand on the detail of running a fief, you should read Magical Medieval Society: Western Europe by Expeditious Retreat. It really contains some good info on building your own fiefs.


Yes, I've been hearing a lot of good reviews about this book. I will definately take a look at it. While the Stronghold book by WoTC is interesting, I don't really care much for how the rules handle the building and upkeep of castles and such.
 


Interesting, I'll have to go and reinstall Excel to check this out.

I'm thinking for next session, that 2 of the local wizards will help out by casting Wall of Stone to help repair the walls. That way, my players won't have to wait too long before getting to "play around" with their new home.

In an old campaign where I was a player, I spoke to my DM about wanting a stronghold, spent 10k gp on buying land, and then 1 year later in real life, was still waiting to start working on my stronghold. :\
 

Use Leadership to recurit a Majordomo to look after the stronghold and followers = Workers

That way the Stronghold looks after itself and the PCs can get involved in politics and fighting orc raiders and marauding dragons

if you like I have this homebrew system for running 'Villages as Characters'

A Faction has the following stats (roll 3d6 (3-18))

Authority - its political influence (used in Diplomacy checks and to quell rebellions)
Economy - Its economic efficiency and sustainability
Culture - integrity of its Education and Faith (used for skill acquisition)
Enforcement - Civil and Military might (used during crisis)

Basically repairing a stronghold would require an Economy+Prof:Builder skill check vs Build DC

The Build DC I use = Total cost/Workers/Time (days)

eg if the repair cost 5000gp and I use 10 workers over 20 days then
DC = 5000/10/20 = 25
 

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