Medium Structures
This page details all of the structures the players can build under the medium category. If the players come up with additional buildings that fit under this category they will be added.
A Medium House
- Suitable for a small family. A medium house has the ability to house up to 5 followers.
Archanist's Lab/Herbalist
- Comes with the players choice of either a Garden or Poisoner's Grotto (see Small Structures for details). Alchemist's Supplies and Herbalism kits can always be found here. In addition, any check made with those items while in this structure will be with advantage as long as the individual has proficiency.
Smithy
- A place where weapons and armor can be made. For 2 days worth of effort and half it's listed price, any item on the Armor or Weapons table may be made by a follower or character after completing a DC10 smithy tools check. Certain items from the Adventuring Gear and Tools list can also be created.
- A smithy also acts as a merchant selling weapons and medium to heavy armor. Their wares and quality change every 7 days
Graveyard
- A place to bury the dead. May have more effects in later campaigns. Gives a boost to morale as people have a place to bury, mourn, and visit their dead.
War Room/Office
- If built alone, this building comes with a small house attached to it for the players.
- Journey's that are planned in this building require 1/4 less travel time than they otherwise would.
Training Grounds
- A place for both the villagers and players to train. Those who spend at least an hour sparring or training here add 1d4 to the damage of each of their attacks until their next long rest.
Theater
- A place to give speeches or put on plays and concerts, when on stage the players get advantage on all charisma rolls. If the resulting check is above 15 and there are any allies present those allies will gain an inspiration. Having a theater will also boost town morale.
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