Stronghold Progression
  1. Notes

Stronghold Progression

⚒️ Stronghold Progression – Steps Toward Dominion

This roadmap assumes the character begins seriously considering domain-building around level 5–6, with actual construction or inheritance happening at level 9–10 or later.

Each tier involves character-driven decisions, social consequences, and opportunities for DM-led story hooks.


🧱 Level 5–6: First Whispers of Ambition

  • Recognition of Deeds: Locals and nobles begin recognizing the PC's name. A tavern might name a drink after them; a town crier might mention their exploits.

  • Initial Land Interest: The character starts asking questions about lands, ruins, or defensible locations.

  • Quest Hook: A grateful local offers to introduce them to a minor lord or aging landholder with property to discuss.

  • Optional Activity: Help a village defend against a threat to earn goodwill or gain informal stewardship of land.


📜 Level 7: Survey & Rumors

  • Land Survey Begins: Character hires scouts, mapmakers, or goes themselves to explore the region.

  • Check Feasibility: Begin assessing:

    • Geography (defensibility, resources, roads)

    • Local settlements (would-be allies or rivals)

    • Old ruins (potential sites to reclaim)

  • Political Sensitivity: Begins speaking with mayors, elders, or minor nobles to gauge who would support or oppose their presence.


🏛️ Level 8: Decision Point

  • The PC must decide:

    1. Build new: Start from scratch—most expensive and time-consuming.

    2. Renovate ruins: Faster but may involve undead, curses, or legal disputes.

    3. Be granted land: Appeal to a local noble or ruler for a fief in return for loyalty and service.

  • DM Hook: A rival adventurer or noble may offer to sell or duel over a disputed site.

  • Preparation Begins: Hire an architect, draw plans, begin securing labor and materials (could involve mini-quests).


🔨 Level 9+: Construction & Consequences

  • Build Time:

    • New Stronghold: 6 months minimum

    • Renovation: 3 months, possibly faster with magic, guilds, or help

  • During Construction:

    • Threats to the site must be dealt with: bandits, territorial monsters, ancestral spirits, or political rivals

    • Characters may gain:

      • Loyal followers who settle nearby

      • Unwanted attention (tax assessors, raiders, or claimants)

  • Investiture or Ceremony: Hold a feast, religious rite, or political event to formalize dominion


🪓 Bonus Steps for Martial or Role-Based Flavor

💬 Level 6–7: Forge Bonds

  • Speak with local militia leaders, retired mercenaries, or wandering knights

  • Begin sowing the seeds of a personal retinue or future garrison

🔍 Level 7–8: History Uncovered

  • Discover historical records or legends tied to the land

  • May find they are claiming land once ruled by a long-lost line, which could have benefits or provoke resistance

📦 Level 8–9: Supply Lines

  • Arrange trade routes or alliances with local guilds

  • Negotiate with nearby settlements for support (influence rolls, social encounters)

🧑‍🌾 Level 9+: Settlers Arrive

  • Families, craftsmen, and opportunists begin moving into the area

  • The PC is now not just a warrior—but a landholder and figure of authority


🏰 What Lies Beyond?

Once the stronghold is established:

  • Handle taxation, justice, and defense

  • Deal with border disputes or land-based adventures (raids, monster migrations, forgotten vaults)

  • Engage in courtly intrigue or face pressure from those jealous of their power

Sample Strongholds

🛡️ Fighter Strongholds


Small Fighter Stronghold — The Hillwatch Bastion (~20,000 gp)

Theme: A roadside watch-fort and training post

  • 1× Small Tower – 15,000 gp

  • 1× Castle Wall (100') – 5,000 gp

  • +25% for interior details – ~5,000 gp

Total: ~25,000 gp
Use: Functions as a local guard post, personal command, or mercenary headquarters. Houses a small barracks, armory, and lookout post.


Medium Fighter Stronghold — Redstone Gate (~62,000 gp)

Theme: A fortified keep along a mountain pass

  • 1× Barbican – 37,000 gp

  • 1× Castle Wall (100') – 5,000 gp

  • 1× Bastion (30') – 9,000 gp

  • Drawbridge – 500 gp

  • +25% Interior – ~13,000 gp

Total: ~64,500 gp
Use: Controls movement through a pass or key trade road; includes garrison space, training yards, and multiple defensive layers.


Large Fighter Stronghold — Fortress Ironspear (~135,000 gp)

Theme: An independent frontier fortress

  • 1× Keep – 75,000 gp

  • 2× Castle Walls (100' each) – 10,000 gp

  • 2× Bastions – 18,000 gp

  • 1× Gatehouse – 6,500 gp

  • 1× Drawbridge – 500 gp

  • 1× Moat (100') – 400 gp

  • +25% Interior – ~25,000 gp

Total: ~135,400 gp
Use: A full military seat of power, capable of housing a small army and commanding a wide region.


✝️ Cleric Strongholds


Small Cleric Stronghold — Shrine of St. Ember (~6,000 gp)

Theme: A stone chapel with modest housing

  • 1× Civilian Building (stone) – 3,000 gp

  • 1× Small Tower (bell tower) – 15,000 gp

  • Shared Wall, less elaborate interiors – ~4,000 gp adjusted

  • Reduced interior modifier (15%) – ~2,000 gp

Total: ~6,000–7,000 gp
Use: A rural sanctuary, healing center, or pilgrimage stop


Medium Cleric Stronghold — Hallowed Hall (~32,000 gp)

Theme: A temple-fortress

  • 1× Large Tower (chapel & reliquary) – 30,000 gp

  • 1× Civilian Building (cloisters/guest quarters) – 3,000 gp

  • Moat or Sacred Garden (cosmetic) – ~400 gp

  • +25% Interior – ~8,000 gp

Total: ~41,000 gp
Use: Wards a region from undead, houses relics, trains acolytes, and offers sanctuary to the faithful.


Large Cleric Stronghold — The Bastion of the Sun (~88,000 gp)

Theme: A fortified monastery-temple complex

  • 1× Keep (abbey core) – 75,000 gp

  • 1× Gatehouse – 6,500 gp

  • 1× Civilian Building (guest house, hospital) – 3,000 gp

  • +25% Interior – ~21,000 gp

Total: ~105,500 gp
Use: A regional religious seat of power, housing archives, holy artifacts, a host of clergy, and sacred defenses.


🔮 Magic-User Strongholds


Small Magic-User Stronghold — The Wizard’s Tower (~20,000 gp)

Theme: A solitary arcane retreat

  • 1× Small Tower – 15,000 gp

  • 1× Subterranean Passage (lab/ritual chamber) – 500 gp

  • +25% Interior – ~3,875 gp

Total: ~19,375 gp
Use: A secluded study for spellcraft and alchemy. Easily placed on a mountain, forest glade, or lake island.


Medium Magic-User Stronghold — Spire of Silver Glass (~55,000 gp)

Theme: Arcane observatory and planar research site

  • 1× Large Tower – 30,000 gp

  • 1× Civilian Stone Building (library or scriptorium) – 3,000 gp

  • 2× Subterranean Passages – 1,000 gp

  • Moat (enchanted circle / mirror pool) – 400 gp

  • +25% Interior – ~8,600 gp

Total: ~43,000 gp
Use: Serves as a nexus for arcane knowledge, apprentices, extraplanar experiments, and sealed vaults.


Large Magic-User Stronghold — The Citadel of Whispers (~112,000 gp)

Theme: A massive arcane fortress, research institute, or planar node

  • 1× Keep (with arcane modifications) – 75,000 gp

  • 1× Large Tower – 30,000 gp

  • 1× Subterranean Passage – 500 gp

  • 1× Moat (enchanted barrier) – 400 gp

  • +25% Interior – ~26,500 gp

Total: ~132,400 gp
Use: A center for magical authority, protected by arcane wards and possibly semi-sentient defenses.

Rebuilding the Moathouse

9ee78380-15e6-4ed7-8d15-4db8a54690ba.png

Let's use the OSE Advanced construction costs to estimate the cost to rebuild the Moathouse from the image. The structure clearly includes:

  • A main keep-like structure

  • Three round towers

  • A walled perimeter

  • A moat

  • A gatehouse-like entrance

  • Several interior rooms and a collapsed section

We'll break this down by structure, estimate size, and apply the costs—including the optional 25% interior finish.


🏰 Moathouse Reconstruction Estimate

📐 Basic Layout Features (from the map):

  • Size: ~90 ft x 90 ft overall area (9 x 9 grid of 10-ft squares)

  • Towers: 3 round corner towers (appear small)

  • Central building: A fortified structure (we’ll use “Keep”)

  • Perimeter wall: Encircling structure with arrow slits and battlements

  • Moat: Clearly shown

  • Gatehouse entrance: Heavily fortified with drawbridge


🧱 Structure Components and Cost (OSE Pricing)

StructureQtyUnit Cost (gp)Subtotal (gp)
Keep (Main hall structure)175,00075,000
Small Tower (corner towers)315,00045,000
Castle Wall (100 ft)35,00015,000
Gatehouse16,5006,500
Drawbridge1500500
Moat (100 ft)2400800

Subtotal Before Interiors: 142,800 gp


🪑 Interior & Finishing Costs

  • +25% for flagstone floors, wooden stairs, furnishings, arrow slits, etc.

    • 25% of 142,800 = 35,700 gp


💰 Total Estimated Reconstruction Cost

178,500 gp to fully rebuild the Moathouse to its original fortified state with functional interiors.


🧱 Optional Adjustments

  • Renovation instead of new build? If the party is renovating the ruined moathouse rather than rebuilding from scratch:

    • Reduce time by half

    • Reduce cost to ~50–60%, assuming stonework is salvageable:

    Estimated Renovation Cost: ~90,000–110,000 gp


    9ee7839f-1804-413e-acad-aba2911a530f.png