Stronghold- Through Strength of Arms
Stronghold- Through Strength of Arms
Stronghold buildings focus on military might to overcome any threat.
--Warband- Your base is home to its own raiding party, a shared Hireling group with greater scale than the usual single Hireling. This group will maintain a consistent number even when members die. While this band can join your own missions, they thrive on independent mission. While the Warband is alongside you, they act as a Hireling with 2 Loyalty, 2 Protector, 2 Warrior, 1 Loyalty, and 1 skill that can change each mission. The Warband can instead be sent out to accomplish as mission of your choosing; gather room materials - grab good loot - influence a faction - kidnap someone - set up a vulnerability - etc. The success is not guaranteed but it provides additional actions for your group: 2d6 +relevant skill.
-Barracks- Fresh and able-bodied warriors flock to your base in hopes to join in adventure and triumph. You can recruit hirelings from this room. These hirelings start with 1 level in Warrior and gain 1d4+1 points to spend between Loyalty and other skills. (This number can be improved)
-Bestiary- A secure place to keep any mounts that you own. Detail these mounts and give them edges (choose two): aquatic - armored - fast - flying - arcane - terrifying. These beasts are completely loyal and will be taken care of while not out on missions.
-Fighting Pits- For glory and power. Place two combatants in the pit (Allies, Prisoners, or Hirelings). A roll must be made for each fighter (2d6+ total skills), the loser is killed but both live on a tie. The victor of the fight will grow in strength. Hirelings gain 1-2 skill points.
-Funeral Pyre- The dead must be honored and their sacrifice must not be in vain. When a hireling or an ally dies, you may bring their body to the Pyre and grant them a proper sendoff to the Gates of Sheol. Hirelings who witness the ceremony gain 1 loyalty. A proper burial and funeral will grant favor with the Skyldings as well as those who cared for the dead.
-Smithy- A forge and a smith to run it. The smithy will provide just about any simple mundane weapon you might ask for along with more exotic or expensive arms for a price. In addition, you can spend downtime honing your weapon to grant it a temporary edge.
-War Drums- A steady beat emanates throughout the base, keeping everyone focused on the tasks at hand. Everyone working in the base gains a +1 bonus to all rolls while beat of the drums continues.
-War Room- Proper strategy is the key to warfare. Hold 1. During the mission, the party can spend the hold to enact a practiced strategy. All party members gain +1 to Volley, Hack'n'Slash, and Defend rolls.
--Warband- Your base is home to its own raiding party, a shared Hireling group with greater scale than the usual single Hireling. This group will maintain a consistent number even when members die. While this band can join your own missions, they thrive on independent mission. While the Warband is alongside you, they act as a Hireling with 2 Loyalty, 2 Protector, 2 Warrior, 1 Loyalty, and 1 skill that can change each mission. The Warband can instead be sent out to accomplish as mission of your choosing; gather room materials - grab good loot - influence a faction - kidnap someone - set up a vulnerability - etc. The success is not guaranteed but it provides additional actions for your group: 2d6 +relevant skill.
-Barracks- Fresh and able-bodied warriors flock to your base in hopes to join in adventure and triumph. You can recruit hirelings from this room. These hirelings start with 1 level in Warrior and gain 1d4+1 points to spend between Loyalty and other skills. (This number can be improved)
-Bestiary- A secure place to keep any mounts that you own. Detail these mounts and give them edges (choose two): aquatic - armored - fast - flying - arcane - terrifying. These beasts are completely loyal and will be taken care of while not out on missions.
-Fighting Pits- For glory and power. Place two combatants in the pit (Allies, Prisoners, or Hirelings). A roll must be made for each fighter (2d6+ total skills), the loser is killed but both live on a tie. The victor of the fight will grow in strength. Hirelings gain 1-2 skill points.
-Funeral Pyre- The dead must be honored and their sacrifice must not be in vain. When a hireling or an ally dies, you may bring their body to the Pyre and grant them a proper sendoff to the Gates of Sheol. Hirelings who witness the ceremony gain 1 loyalty. A proper burial and funeral will grant favor with the Skyldings as well as those who cared for the dead.
-Smithy- A forge and a smith to run it. The smithy will provide just about any simple mundane weapon you might ask for along with more exotic or expensive arms for a price. In addition, you can spend downtime honing your weapon to grant it a temporary edge.
-War Drums- A steady beat emanates throughout the base, keeping everyone focused on the tasks at hand. Everyone working in the base gains a +1 bonus to all rolls while beat of the drums continues.
-War Room- Proper strategy is the key to warfare. Hold 1. During the mission, the party can spend the hold to enact a practiced strategy. All party members gain +1 to Volley, Hack'n'Slash, and Defend rolls.
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