to be added:
- Bridge
Tier 1
-
Keep
- Cost: 15
- Time to completion: 1 fellowship session
- Requirements: Stockade, Town Square
- A fortified area that can house and defend the people of a small village or town. Raises town Valour rating to 2
-
Ditch
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: none
- A simple earthwork ditch around a protected area. When attacking enemies crossing the ditch attacks made in rearward stance get +1 d6. Leaving the ditch requires a successful Athletics roll.
-
Gatehouse
- Cost: 5
- Time to completion: 1 adventuring phase
- Requirements: none
- Requirements: Stockade
- Player heroes fighting near a gatehouse in close-combat stances get +1 d6. The gate can be broken by a wound with 2d defense
-
Earthworks
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: none
- A raised earthwork. An athletics roll is required to climb the side of the earthworks. A failure results in a 1d6 loss of Endurance.
-
Stockade
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: none
- A wall made from wooden posts and logs. Enemies attempting to climb stockades lose 1d6 for all rolls.
-
Town Square
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: Stockade
- A space for open fighting, with room to swing a weapon. Player-heroes making attacks in the Forward stance gain 1d6 when fighting in the Town Square
-
Watchtowers
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: none
- Provide visibility and protection for sentries and archers atop them. A player-hero atop a watchtower can choose the Rearward stance with only one other person in Close Quarter stance, even when the number of enemies is more than twice the number of player-heroes.
Tier 2
- Waystations
- Cost: 20
- Time to completion: 2 Fellowship phases
- Requirements: Herepath, Barracks
- An organized group of roadwardens to patrol the roads and watch for trouble. Raises the town Valour rating from 2 to 3
- Bailey
- Cost: 15
- Time to completion: 2 adventuring phases
- Requirements: Stockade, Town Square
- An open area between the walls and the keep. Close quarter attacks by the company receive 1d6 when made in the bailey.
- Barracks
- Cost: 15
- Time to completion: 2 adventuring phases
- Requirements: none
- Any loremaster characters fighting alongside the company gain 1d6 on attack rolls when fighting in a town with a barracks
- Herepath
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: none
- A track connecting the town to the nearest settlement. The treasure cost increases by 1 for each hex beyond 5. At the start of an adventure phase the company may invest 5 treasure points into patrols along the herepath, all feat die results for traveling along this road gain +1.
- Raised Path
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: Earthworks
- A path that curves along the side of the motte. An enemy attacking a player hero in defensive stance on the raised path loses 1d6.
- Reinforced Gate
- Cost: 10
- Time to completion: 1 adventuring phase
- Requirements: Gatehouse
- The gate is considered to have might 2.
- Wooden Walls
- Cost: 10
- Time to completion: 2 adventuring phases
- Requirements: Stockade
- The stockade now has a fighting platform on the top for defenders to man. Characters on the top of the walls receive +1d6 when attacking enemies climbing the walls
Tier 3
- Stone Keep
- Armoury
- Champion’s Field
- Fortified Shelter
- Moat
- Stone Walls
- Stonemason
- Tower Stables
Tier 4
- Castle
- Armorsmith
- Archways
- Battlements
- Captain’s Tower
- Killing Fields
- Stone Gatehouse
Tier 5
- Marshall’s Office
- Guard Tower
- Treasure Hall
Tier 6
- Great Fortress