1. Locations

The Voyager

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The Voyager header image
Unorganized
Stronghold
The Voyager is a Stronghold with 6 room slots.
Rooms (high to low)
Rejuvenation Chamber
Size Cost: 1 room point
Benefit: While taking a short rest in this room, double the amount of hit points regained from hit dice. Additionally, gain 6 temporary hit points that last until the next long rest. This effect can only be used once per long rest.
Observation Deck / Captain's Quarters
Size Cost: Free
Benefit: Soldiers friendly to the owner of this structure may have their journeys (of up to 7 days) planned within this room. Doing so effectively doubles the overland speed of these soldiers, causing them to complete the planned journey in half the normal time.
In addition, when this structure is under attack, all creatures fighting in the structure’s defense add 1d4 to their attack rolls to hit.
Artificer's Workshop
Size Cost: 1 room point
Benefit: Artificer's tools are always present in this room, and individuals that are proficient with these tools can create items in half the normal time while working in this room, using the crafting rules on page 187 of the PHB. Creating these items still requires paying as much as one would crafting them normally. If a skilled hireling proficient with an appropriate type of artisan’s tools is assigned to this room, they count as a knick-knacks and mechanical contraptions merchant that is always present here. The quality of this merchant’s wares changes every 7 days. If such a hireling is assigned, this room generates an income of 15 gp x 1d10 every 30 days.
This room may be built multiple times, but a different set of artisan’s tools must be chosen each time.
Siege Workshop
Size Cost: 1 room point
Benefit:
A siege workshop that can be used to make heavy weaponry to defend the Voyager. Any one of the following weapons may be built at a time, given that there are at least 10 workers available for construction, and one expert craftsman.
- Ballista (1000gp, 15 days)
- Cannon (1500gp, 15 days)
- Suspended Cauldron (1000gp, 15 days)
- Mangonel (3000gp, 30 days, docked)
- Ram (1000gp, 15 days, docked)
- Siege Tower (5000gp, 60 days, docked)
- Trebuchet (5000gp, 60 days, docked)

The Voyager can mount up to 6 mountable weapons at a time.
Barracks
Size Cost: Free
Benefit: Sleeping area for up to 20 crew mates. Tiny rooms house 2 people each, and provide personal storage chests for up to 300 lbs of equipment, or 6 cubic feet, whichever is less.
Tavern
Size Cost: 1 room point
Benefit: Taverns are a gathering place for those with quests and rumors to spread, and a typical trip to this tavern will dispense 1d4 - 1 of each, every 7 days. Further, the presence of a tavern gives the owner of this structure and their allies advantage on all Persuasion checks involving those who regularly use the tavern. This is generally expected to be almost all of those that live within the structure, as well as an assortment of those that live nearby. If at least one appropriately skilled hireling is staffed here, they count as an alcohol and refreshment merchant, and the quality of their stock changes every 7 days. The tavern generates 2d10 kegs of alcohol worth 5 gp each every 30 days, or worth 10 gp each if the tavern is staffed for at least 7 days by a character or hireling proficient in brewer’s supplies. In addition to the kegs it creates, this room generates an income of 10 gp x 1d10 every 30 days if it is staffed by at least two hirelings.
Air Docks
Size Cost: 1 room point
Benefit: A number of airships equal to half your structure’s total room points may moor safely at this dock. Mechanical elevators and cranes are also present to raise and lower cargo. Roll once on the Merchants table in the Traders and Merchants section. This merchant is present for 7 days, after which they depart and a new randomly-rolled merchant arrives, continuing this pattern every 7 days.
This room generates an income of 15 gp x 2d10 every 30 days.