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