Dungeons & Dragons: Honor Among Thieves
The illusion setting used in mostDungeons & Dragonsgames feature castles , but players seldom have a chance to own them . Baldur ’s Gate 2 : Shadows of Amnallowed players to claim and maintain their own strongholds , using approximation and formula that should be integrated into the modish edition ofDungeons & Dragons .
The absolute majority ofDungeons & Dragonscampaigns involve players traveling the humankind and search dangerous places . TheTomb of Annihilationcampaign , for instance , involve players exploring an uncharted island , surviving onslaught from undead dinosaur , vicious goblin tribes , and the harsh environment itself . These kinds of adventures do n’t depart the player with a lot of downtime to build cathedrals , plant wizard schools , or raise rook . It ’s hard to flatten the basis and lay bricks when there are zombie T - rexes live in the nearby jungle .
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An interesting estimate for a change of pace in aDungeons & Dragonsgame is to bring inhomebrew rules from a telecasting plot . The strongholds fromBaldur ’s Gate 2offer the musician a chance to put down roots , form long - term alliance with NPCs , and create a place they can call their own . This will make them even more empower in keep that place safe when peril necessarily rise its ugly head teacher .
How Strongholds Work In Baldur’s Gate 2
All of the classes inBaldur ’s Gate 2(except forthe Shaman in theEnhanced Edition ) have a fastness they can unlock , each via its own associated seeking . Once unlocked , the stronghold can earn the player experience point and unique magic token , so long as they ’re willing to put time and attempt into their maintenance . The Fighter , Barbarian , Monk , and Blackguard have access to de’Arnise Keep ; Mages and Sorcerers have access to a Planar Sphere ; Texas Ranger can make the Umar Hills Lodge ; Paladins can join the Order of the Radiant Heart ; Bards can launch the Five Flagons Playhouse ; Thieves can take over the Mae’Var ’s Guildhall ; Druids can take over a Druid Grove ; and the three Cleric kits have their own synagogue .
Strongholds were one of the most memorable aspects ofBaldur ’s Gate 2 , and the only game that has matched it in establishing a home fundament is thecountry - building grease monkey ofPathfinder : Kingmaker . The fastness inBaldur ’s Gate 2helped cement the chief character as a business leader - player in the world of Faerun , ascend to the role of a leader and sage with underlings of their own to give quests to .
Strongholds In Older Editions Of D&D
The idea of strongholds really debuted in the first edition ofDungeons & Dragons , but the rules were a little unelaborated . Clerics had the option to reconstruct a holy site at level nine , which was a great place to put up the fanatical follower they gained at level eight . Fighters gain the power to construct a freeholdat level nine , which attract men - at - arms to their cause . thief could construct a hideout when they give grade 10 , which was used to house their newly - attracted follower . A stealer who build a headquarters would now startle aGodfather - vogue gang war with a local thief club , not resolve until the leader on either side was killed . assassin had a interchangeable automobile mechanic , where they could establish a military headquarters for their gang of hired killers , while Monks had the power to make a monastery .
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In the third version ofDungeons & Dragons , player could draw follower with the Leadership exploit , but participant needed to seek DM approval before it could be used . There was an entirerulebook in third - editionD&D , called theStronghold Builder ’s Guidebook , give to rule for building strongholds , how to apply magic item and enchantment to rush the unconscious process , and how stronghold could be integrated into a military campaign . TheStronghold Builder ’s Guidebookstill holds up in many ways , even though it uses an outdated version of theDungeons & Dragonsrules , and it can serve as a guide for citizenry want to integrate fastness into their 5e campaign .

How Strongholds Can Work In D&D 5e
One way to use fastness is by adjust thegroup patron rules fromTasha ’s Cauldron of Everything . Group patrons are individuals and organizations the players work out for , so as to give them a centripetal focus at the start of a campaign . Group patron can give the political party dissimilar goals and seeking to attain , as well as offering perk , like lasting accommodation or inquiry facilities .
How To Use Strongholds In A D&D Campaign
A stronghold work best in a long - condition hunting expedition that ask a static scene . A castle wo n’t be much use to players on a plane - hopping journey , like the one inDescent Into Avernus . It ’s also something that should be introduced early on on in the campaign so that the players can get the most out of their fort . statistic let out onD&D Beyond(viaBell of Lost Souls)showed the immense absolute majority of radical never made it retiring degree five . A low - level secret plan involving a stronghold would make for a nice change of pace for a new campaign .
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There are several fashion to use a fastness as the master focal point for a military campaign . The goal of the hunting expedition could involve the player becoming marcher noble , after being tax with make a rook to protect the moulding of a land against its foe . This would lead to them meet income , subjects , and deed , but it would also put a giant target on their back , as agents of the foe Carry Nation seek to weaken them at every tour . The last quest of the military campaign could involve aTwo TowersHelm ’s Deep - style struggle , with the players needing to take off an invading regular army long enough for reinforcement to come .

A lot of phantasy stories use the musical theme of an malefic being that has been seal away for millenary and is now about to break loose . A fastness campaign could involve that as the possible action act : The musician manage to varnish away a godlike evil being ( like Tharizdun from Greyhawk ) at the start of the plot , and their new goal is to protect the roadblock they just create . The roadblock will become inviolable once a year has passed , but agent of the evil being are now swarming the party ’s positioning to free their master . The players would then be tax with securing the location by building a fort and gathering allies to aid them protect it . Their first tower could be aDaern ’s Instant Fortress , with raw buildings create around it . Their adventures could then postulate win over dissimilar factions to lend them tending and cover with each new mathematical group of enemies that comes to break the roadblock . These could make for some epicDungeons & Dragonscampaigns , and give the players their own property will help make them seat in the world .
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Source : Bell of Lost somebody



