Housing Guide: Rooms

* Return to the Grand Designs: Luskan Edition page.

Now, decide which components/rooms you want your stronghold to have.

Some rooms have prerequisites. For example, you can’t have a Lluxury Dining Hall unless you also have a Luxury Kitchen.

Many of the components take up 1 stronghold space, but others occupy more or less.

Some components come in normal, fancy, and luxury varieties. All three kinds are functionally identical, but fancy components have nicer furnishings, art, and architectural features. Luxury components have dazzling art, masterwork furniture, and stellar craftsmanship throughout and in some cases, additional benefits.

Many rooms can be enhanced with spells, such as *alarm*, *magic mouth*, *forbiddance*, etc.

## Staff

In the case of staff being a prerequisite, if the room does not require an NPC staff member, you may still hire one. The staff presented represent easily hireable/available versions. A superior relevant NPC may be substituted, if the character somehow acquires one.

Staff fall under two categories, skilled (pay of 2 gp a day) if they have a specific talent or area of expertise which will be noted in the prerequisites section, or untrained (2 sp a day) and generally use the commoner or guard stat-block unless otherwise specified.

You cannot waive these upkeep costs and they must be paid. The most convenient way is to track DTP spend and pay staff costs every time you spend 30 DTP. Also, it's good practice to pay these costs if you undertake an adventure that involves some travel time. E.g., your quest location is 2 months travel, so pay 4 months for there and back before you go.

It's a small fee and helps your staff seem like living, breathing people!

We may also soon be instituting a server clock, and advancing the calendar time in Faerun by set amounts after a certain number of adventures, etc. Paying your staff costs every time this ticks over would be necessary if you are to keep them in your employ.

## Rooms

### Alchemical Laboratory, Basic

**Size:** 1 ss

**Cost:** 700 gp

**Prerequisites:** None

All sorts of vials, flasks, beakers, burners, crucibles, scales, measuring devices, and other alchemical equipment fill this space. The room also includes a pair of basins and a ready supply of water in a barrel or two lining the wall. Along one wall stands a fireplace that not only heats the room but also provides the fire necessary for so many kinds of alchemical recipes.

The floor is rough wood or stone, often stained with chemicals. Shelves stocked with chemicals and alchemical reagents line the walls.

Using this lab allows a single character to halve DTP cost for crafting potions.

### Alchemical Laboratory, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** One alchemist (skilled)

With this laboratory, the alchemist has every tool he might ever need at his ready disposal. This includes all the things described above, plus an even broader selection of common ingredients and a larger number of tools. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The floor is made of rough tile, all the easier to clean chemical spills off while not being too slick to cause slips in such situations. The room includes four basins, each of which has a barrel of water suspended over it, complete with a tap to permit easy access at all times. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of emergency. Using this lab allows a single character to half DTP cost for crafting potions. In addition, there is a 10% chance with every 5 DTP spent to craft an addition potion of the type being crafted.

### Armory, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

Racks of armor and weapons fill this simple room, which has enough space to hold equipment for 25 soldiers. though the price doesn’t include such gear.

You can purchase this component multiple times.

### Armory, Fancy

**Size:** 1 ss

**Cost:** 2,000 gp

Prerequisites: None

Murals and other artwork depicting the glories of war cover the walls of this armory, and the space includes a training ring for dueling. As with the basic version, this area has sufficient armor and weapon racks to equip 25 soldiers, though the price doesn’t include any such gear.

With a fancy armory in place in the stronghold, guards of said stronghold add 1d4 to attack rolls and saving throws while within or defending the stronghold.

### Auditorium, Fancy

**Size:** 1 ss

**Cost:** 2,000 gp

**Prerequisites:** None

An auditorium is a space designed with acoustics and artistic appreciation in mind. Up to 30 people can fit in here for a service.

Charisma (Performance) checks conducted in here may be rolled with advantage.

### Auditorium, Luxury

**Size:** 1 ss

**Cost:** 10,000 gp

**Prerequisites:** None

A luxury auditorium offers plush and cushioned seating for the audience, and a stage that can be moved or adjusted as necessary for performance of theater, orchestra, or choir. Up to 30 people can fit in here for a service.

Charisma (Performance) checks conducted in here may be rolled with advantage. In addition, Charisma (Performance) checks conducted in here may add +1d6 inspiration.

Finally, before an adventure, you may spend a few hours before you leave in the theater with your adventuring party. Someone in attendance may make a Charisma (Persuasion), Charisma (Deception) or Charisma (Performance) check if they are proficient, with advantage.

With a result above 25 every party member who attends receives a 1d6 Bardic inspiration die. If the person has expertise in the skill instead, then the party receives a 1d8 instead. This lasts until the first long rest of the adventure. This check may be performed only once before leaving.

### Barbican

**Size:** 1 ss

**Cost:** 1,000 gp

**Prerequisites:** Two guards per shift

This room sits atop a gate or gatehouse, usually in an exterior wall. It features murder holes/arrow slits (included in the price) in the floor, through which the guards can attack those in the area below (little more than a hallway that usually includes a portcullis or sturdy door at each end).

The barbican requires two guards on duty at all times.

### Barracks

**Size:** 1 ss

**Cost:** 400 gp

**Prerequisites:** None

This open room contains up to ten simple wooden beds with straw mattresses. A small footlocker sits at the end of each bed for personal belongings. This component includes a privy, though it need not be attached or adjacent to the barracks itself.

A barracks can hold ten people (usually guards or soldiers). If you need a greater capacity, you can purchase this component multiple times.

If you want a higher class of quarters for officers, purchase bedroom components instead.

### Bath, Basic

**Size:** 0.5 ss

**Cost:** 400 gp

**Prerequisites:** None.

This standard, sparsely furnished room contains a simple wooden or metal tub and a chamber pot or two, along with some rough wooden benches for seating.

### Bath, Fancy

**Size:** 1 ss

**Cost:** 2,000 gp

**Prerequisites:** None.

A step up from the basic bathroom, this bathroom comes complete with a large tub, a chamber pot under a chair, and a means of disposing of the contents of the chamber pot easily. This can take the form of a chute to an underground disposal area, an open window over a gutter, or whatever you like.

A fireplace allows you to heat water for baths. A cabinet holds plenty of towels, and a dressing screen separates part of the room for privacy. Padded, upholstered benches allow comfortable seating. One corner holds a mirror and array of brushes and other grooming devices.

### Bath, Luxury

**Size:** 2 ss

**Cost:** 10,000 gp

**Prerequisites:** One servant and one valet

The ultimate in bathing luxury, this room features a tub large enough for two or three people to bathe in, plus a large fireplace for heating both the room and the water necessary for a warm bath. Two chamber pots with padded and upholstered leather chairs are here. Servants empty these on a regular basis.

An intricately carved cabinet holds a variety of thick towels, and a handsome wardrobe full of fine dressing gowns stands nearby. A gilt-framed, three-fold, full-length mirror takes up one corner, and another mirror sits above a gorgeous, polished grooming desk.

The screen in this bathroom features intricately carved woods and the finest silks. Fine stuffed chairs are scattered about the place.

The dressing table features three gilt-framed mirrors and the finest in grooming products, including aromatic perfumes, gilt-handled brushes, and so on.

The walls are adorned with fine art, often of people bathing in large bath houses, in a river or lake, or at a beach.

Anyone who utilizes the Relaxation downtime activity while in this room, may roll one saving throw with advantage on their next adventure, at which point this positive expires.

In addition, his room allows the owner of the stronghold, or anyone he permits, to recover faster from the side effects of resurrection, due to the calming surroundings. Each workweek (5 DTP) spent here recovering from death counts for double.

A servant keeps the luxury bath clean, and a valet assists the bathers.

### Bedroom Suite, Basic

**Size:** 1 ss

**Cost:** 800 gp

**Prerequisites:** None

This master bedroom includes a walk-in closet and privy. The furnishings are rough, but they include a straw bed on a low frame, two chests of drawers and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available.

A couple of rough benches form a sitting area next to a small table.

### Bedroom Suite, Fancy

**Size:** 1 ss

**Cost:** 5,000 gp

**Prerequisites:** None

This master bedroom comes complete with a well appointed walk-in closet filled with fine clothing and a tastefully adorned privy. The bed rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool.

Two finely carved bureaus are here, in which are kept stylish clothes.

The bedroom suite also includes a pair of upholstered benches and a small writing desk.

### Bedroom Suite, Luxury

**Size:** 2 ss

**Cost:** 25,000 gp

**Prerequisites:** One valet

No expenses were spared in creating this space. The walk-in closet features rows of shelves for boots and shoes, plus handmade hangers for the finest in clothing.

The walk-in garderobe allows two individuals to see to their privy needs in privacy and comfort.

In the main room, there are two marble-topped bureaus filled with clothes. The four-poster bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk.

A pair of stuffed chairs sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used.

The walls are adorned with fine art, often of people in positions of repose. Sometimes they feature dreamy scenes filled with pleasant nymphs or other fantastic or heavenly scenes.

Anyone who utilizes the Relaxation downtime activity while in this room, may roll one saving throw with advantage on their next adventure, at which point this positive expires.

In addition, his room allows the owner of the stronghold, or anyone he permits, to recover faster from the side effects of resurrection, due to the calming surroundings. Each workweek (5 DTP) spent here recovering from death counts for double.

The luxuriousness of the room requires a single valet.

### Bedrooms, Basic

**Size:** 1 ss

**Cost:** 700 gp

**Prerequisites:** None

This stronghold area contains two smaller bedrooms, possibly with a connecting door. The furnishings in each room are rough, including a straw bed on a low frame, a single chest of drawers, and a mirror hanging on one wall. The bedclothes are made of rough cotton, wool, or even burlap, and the blanket is often a patchwork quilt made of whatever was available.

Each room also has a rough bench sitting in front of a small table. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.

### Bedrooms, Fancy

**Size:** 1 ss

**Cost:** 4,000 gp

**Prerequisites:** None

This area contains two smaller bedrooms with a connecting door. Each room has a bed that rests on a handsome frame and includes a mattress made of cotton batting. The sheets are of fine cotton, and the blankets are wool. Each room has a finely carved bureau and a handsome wardrobe. In addition, there’s an upholstered bench and a small writing desk. This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.

### Bedrooms, Luxury

**Size:** 2 ss

**Cost:** 20,000 gp

**Prerequisites:** One valet

This area contains two smaller bedrooms with a connecting door. No expenses were spared in building or furnishing this space. Each room features a marble-topped bureau and a gorgeous wardrobe. The four-poster bed is made of the finest wood hung with the wispiest of linens, and the mattress and the blankets are stuffed with feathers. The sheets are silk.

A stuffed chair sits in one corner. In another, a finely polished and fully stocked writing desk waits to be used. The walls are adorned with fine art, often of people in positions of repose. Sometimes they feature dreamy scenes filled with pleasant nymphs or other fantastic or heavenly scenes.

This component includes a privy, though it need not be attached or adjacent to the bedroom component itself.

Anyone who utilizes the Relaxation downtime activity while in this room, may roll one saving throw with advantage on their next adventure, at which point this positive expires.

In addition, his room allows the owner of the stronghold, or anyone he permits, to recover faster from the side effects of resurrection, due to the calming surroundings. Each workweek (5 DTP) spent here recovering from death counts for double.

The luxuriousness of the room requires a single valet, who can be called with any of the bells positioned around the rooms.

### Chapel, Basic

**Size:** 1 ss

**Cost:** 1,000 gp

**Prerequisites:** None

This space is dedicated to the worship of the higher power of your choice. It includes a simple altar, some rough pews for the worshipers, an icon of the power in question and the interior space counts as consecrated.There’s also a closet for keeping religious supplies and garb in. While you don’t necessarily need a cleric around so that you can visit the place and pray in it, official services can only be run here by a person ordained by the higher power your character has chosen.

Up to 40 people can fit in here for a service.

### Chapel, Fancy

**Size:** 2 ss

**Cost:** 6,000 gp

**Prerequisites:** One acolyte

This larger chapel features a polished stone altar, handsomely finished pews, and stained glass in the windows, an icon of the power in question and the interior space counts as consecrated. There’s also a small dressing room for the cleric to prepare for services in, and in here there’s a wardrobe for keeping religious garb and supplies in. This place requires at least one acolyte to run properly. The chapel comes attached with a mortuary and small crypt. With the services of the acolyte or priest, any body lain here is presumed to be under the effects of *gentle repose*.

Up to 60 people can fit in here for a service. When the owner of the stronghold participates in the Religious Service downtime activity, they may make one of the associated rolls at advantage.

### Chapel, Luxury

**Size:** 3 ss

**Cost:** 25,000 gp

**Prerequisites:** Three acolytes or one priest (skilled)

This enormous chapel features an altar set with gems and chased with precious metals, gilt-edged pews, large stained-glass windows, an icon of the power in question and the interior space counts as consecrated. Fine candelabra rest in separate prayer alcoves, and an elegant room with a wardrobe and large desk allows the presiding cleric to prepare for services in comfort. A supply closet holds extra prayer texts, altar cloths, candles, and other religious paraphernalia.

This place requires at least three acolytes or one priest to run properly. The chapel comes attached with a mortuary and small crypt. With the services of the acolyte or priest, any body lain here is presumed to be under the effects of *gentle repose*. All divination spells cast within this room function as if cast at one level higher, up to a maximum spell level of 9th.

Up to 60 people can fit in here for a service. When the owner of the stronghold participates in the Religious Service downtime activity, they may make one of the associated rolls at advantage. If the owner succeeds on two of their checks during the activity, the number of favors they receive increases by 1.

### Combat Training Area, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

This area provides a space for practicing the basics of combat, containing the necessary components like worn training dummies and relatively fragile wooden weapons.

### Combat Training Area, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** None

This open area allows guards and soldiers to train in the art of war. It has a rack of wooden weapons and padded armor, archery targets, and practice dummies.

Up to eight people can train in such a place at once. When the owner of the stronghold participates in the Pit Fighting downtime activity, they may make one of the associated rolls at advantage.

### Combat Training Area, Luxury

**Size:** 1 ss

**Cost:** 10,000 gp

**Prerequisites:** None

This spacious area is equipped with all features that could be considered useful for practicing a fighter's skills. A wide variety of sturdy, yet safe weapons lining one wall, archery targets at numerous distances, a diverse choice of training dummies to practice against all types of foes. It even contains a sand pit to emulate a pit fighting scenario, perfect for sparring.

Up to eight people can train in such a place at once. When the owner of the stronghold participates in the Pit Fighting downtime activity, they may make one of the associated rolls at advantage as well as add +1d6 to one of the rolls.

### Common Area, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

This plain room features bare floors with a few benches and walls with uninspiring artwork or tapestries. It might serve as a waiting room, a general meeting area, or an all-purpose room.

Purchase this component multiple times if you want a larger common area.

### Common Area, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** None

This room features polished stone or wood floors with comfortable benches. The walls bear impressive murals and sound-dampening curtains. It might serve as a waiting room, a general meeting area, or an all-purpose room.

Purchase this component multiple times if you want a larger common area.

### Courtyard, Basic

**Size:** 1 ss

**Cost:** 1,000 gp

**Prerequisites:** None

Sometimes called a bailey, this large open space is surfaced either with gravel or patches of grass. It has no roof. Some flowers might appear around the edges of the area. Paths are worn through the center by people walking around the place. A rough bench or two sits here too.

Purchase this component multiple times if you want a larger courtyard.

### Courtyard, Fancy

**Size:** 1 ss

**Cost:** 6,000 gp

**Prerequisites:** None

This courtyard features some grass, but the paths are paved with cobblestones or bricks. Wrought-iron benches are placed strategically throughout the place, and a simple fountain sits in the center of the area, surrounded by paving stones as well. A bust or two stand on pedestals in strategic locations.

Purchase this component multiple times if you want a larger courtyard.

When the owner of the stronghold participates in the Carousing downtime activity, they may make one of the associated rolls at advantage whilst mingling with the upper class.

### Courtyard, Luxury

**Size:** 1 ss

**Cost:** 30,000 gp

**Prerequisites:** One servant (optional)

This well-appointed courtyard is paved entirely with smoothly cut flagstones. A massive fountain forms the centerpiece, in which water pours endlessly from a masterfully carved statue dedicated to the higher power of the builder’s choice. Statuary is placed tastefully throughout the area, and cushioned benches (usually of iron or fine wood trimmed with gold) are scattered about the place.

At the builder’s option, portions of such a courtyard can be roofed, although this should be at least 20 feet above the floor. The roof can be made of reinforced glass, wood etc.

This outdoor space is the ideal place to hold extravagant parties. The owner of the stronghold gains access to the upper class for the purposes of the Carousing downtime activity as though they were a noble. They may make one of the associated rolls at advantage whilst mingling with the upper class.

Purchase this component multiple times if you want a larger courtyard. A servant can handle gardening and other upkeep.

### Dining Hall, Basic

**Size:** 2 ss

**Cost:** 2,000 gp

**Prerequisites:** Kitchen

Long, rough, rectangular tables and benches line this main hall, both at the edges and in the middle. A fireplace sits at one end of the place, providing warmth for all.

The walls of such a place are often decorated with hanging weapons, animal heads, and the like. The floor is usually either made of worn wood or rough stone.

This seats 30 people comfortably. Purchase this component multiple times if you want a larger dining hall.

### Dining Hall, Fancy

**Size:** 2 ss

**Cost:** 12,000 gp

**Prerequisites:** Kitchen, one servant

This upscale version of the standard dining hall includes finely made tables surrounded with chairs instead of benches. The fireplace usually dominates the center of the room, the smoke drawn into a stony hood that goes into the ceiling. This provides a more even distribution of heat (and more equitable comfort level) in the room.

The mural-covered walls depict local legends or the pantheon of deities respected by the owner. The floor is made of fine flagstones or polished wood. This seats 30 people comfortably.

One servant brings food and removes empty dishes. Additionally, this room contains 4 unseen servants, which tend to guests and exclusively obey the commands of the owner of the structure. These unseen servants cannot leave the room, and if killed, they will reappear at the next dawn.

When the owner of the stronghold participates in the Carousing downtime activity, they may make one of the associated rolls at advantage whilst mingling with the upper class.

### Dining Hall, Luxury

**Size:** 2 ss

**Cost:** 50,000 gp

**Prerequisites:** Luxury Kitchen, two servants

This well-appointed room is dedicated specifically for hosting large meals. In some cases, it features a long, polished wooden or marble-topped table stretching from one end of the place to another. An exquisitely carved chair at the head of the table traditionally faces the main entrance to the room, allowing the head of the household full view of the room.

Alternatively, you can furnish the hall with several smaller tables, either round or square, all of comparable quality to a larger one. The tables are covered with the finest linens, and the guests use the most treasured silverware to eat off the rarest china. Fine artwork lines the walls, and a beautiful chandelier provides plenty of light. Busts of prominent heroes throughout history sit near the serving tables that line the walls. The marble or parquet flooring provides additional beauty. The owner of the stronghold gains access to the upper class for the purposes of the Carousing downtime activity as though they were a noble. They may make one of the associated rolls at advantage whilst mingling with the upper class.

This seats 16 people at a long table or 30 if smaller tables are used. Purchase this component multiple times if you want a larger hall.

Two servants bring food and remove empty dishes. Additionally, this room contains 10 unseen servants, which tend to guests and exclusively obey the commands of the owner of the structure. These unseen servants cannot leave the room, and if killed, they will reappear at the next dawn.

### Dock, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** Two laborers

A dock allows ships to load or unload people or cargo from or to the stronghold. This component can support up to two rafts, keelboats, rowboats, or longships, but not warships or galleys.

Purchase this component multiple times to allow additional ships to moor at the stronghold’s docks.

This structure is only appropriate for strongholds that overlook a river, sea, or other body of water.

### Dock, Extended

**Size:** 2 ss

**Cost:** 3,000 gp

**Prerequisites:** Four laborers

Similar to the basic dock, this larger and more complete structure can accommodate up to two of the largest of vessels, such as galleys and warships, or four smaller craft.

Purchase this component multiple times to allow additional ships to moor at the stronghold’s docks.

### Dock, Extended Dry

**Size:** 2 ss

**Cost:** 15,000 gp

**Prerequisites:** Six laborers

An extended dock fitted with a series of pulleys, lifts, and rigging, this extended dock not only allows for hasty unloading of cargo, but also for the lifting of vessels into the air to effect complete repairs, overhauls, or even construct new hulls. The extended dry dock can accommodate up two of the largest of vessels, such as galleys and warships, or four smaller craft.

Purchase this component multiple times to allow additional ships to moor at the stronghold’s docks.

### Gatehouse

**Size:** 0.5 ss

**Cost:** 1,000 gp

**Prerequisites:** None

This space usually serves as a primary entrance into the stronghold (or one of many entrances). As its name suggests, the gatehouse includes a gate (and a drawbridge, if stationed adjacent to a moat). Defense can be enhanced with a portcullis; see Doors, below, for prices and details.

Most gatehouses are fortified with a barbican.

### Kitchen, Basic

**Size:** 1 ss

**Cost:** 2,000 gp

**Prerequisites:** One cook

This rudimentary stone- or wood-floored kitchen centers around a fireplace or stove. It includes a pantry, in which basic foodstuffs are stacked on shelves or hung from the ceiling. The kitchen includes pots and pans made of tin. A scullery provides storage for brooms and rags, along with a basin for washing dishes and laundry. You can prepare meals for up to fifteen people in this space. In a pinch, you can avoid hiring a cook by preparing the meals yourself.

### Kitchen, Fancy

**Size:** 1 ss

**Cost:** 12,000 gp

**Prerequisites:** Two cooks

This well-appointed kitchen features an iron stove, complete with cooking griddle on top and oven beneath, and cast-iron cookware. The scullery keeps cleaning solutions in addition to other supplies. The flooring is often of polished wood or rough tile. Good food fills the well-stocked pantry. Meals for up to 30 can be made in this place, but it requires a staff of at least two to run properly.

Cook's Utensils tools checks conducted in here may be rolled with advantage.

### Kitchen, Luxury

**Size:** 2 ss

**Cost:** 50,000 gp

**Prerequisites:** Six cooks

This massive kitchen includes two full-sized stoves, each with a griddle, stovetop, and large oven. An open fireplace allows the roasting of foods of any kind, up to and including a full pig. The scullery has two marble basins. The flooring is of polished marble or tile. The pots and pans are made of hammered copper.

This place can handle meals for up to 100 people. It requires a staff of six to be run properly.

Cook's Utensils tools checks conducted in here may be rolled with advantage. In addition, said checks conducted in here may add +1d6 inspiration.

### Labyrinth

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

Generally found only in dungeon strongholds, labyrinth components serve to confuse and bewilder foes, and perhaps trap them forever. Since a labyrinth, by definition, is nothing more than a series of dividing walls, each labyrinth component counts double when determining the price of walls (in other words, pay twice as much as normal for the walls of this space). In addition, since the walls of a labyrinth often undergo attacks from those wandering through, consider upgrading the quality of these walls from your standard interior walls.

For a larger maze, purchase this component multiple times.

## Library Subjects

### History

Region / Era / Current events / Organization

### Monsters

Creature types (aberrations, monstrosities, undead, etc.)

### Religion

Specific deity / Celestials / Fiends

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

Plain wooden shelves of books fill this room, arranged in any manner you desire. One or two small tables allow people to read the books, and a single lectern allows you to read a book while standing. This counts as a library for the purposes of the research downtime activity.

This library can hold up to two different lots of books on specific subjects. If you need a greater capacity, purchase this component multiple times.

### Library, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** None

Fine polished shelves extend from this chamber’s tile or wooden floor to the ceiling above. Several ladders allow access to upper shelves. Several small tables scattered throughout the place allow researchers space to work. This counts as a ‘well appointed’ library for the purposes of the research downtime activity, and therefore grants you advantage on the Intelligence check.

This library can hold up to three different lots of books on specific subjects. For example, it could contain books on religion, general knowledge, and the planes. Purchase reference books as extras (see the *Library Subjects* infobox), and if you need a greater capacity, purchase this component multiple times.

When the owner of the stronghold participates in the Research downtime, they may roll one of the associated checks with advantage provided the specific subjects found within the library match that of the research.

### Library, Luxury

**Size:** 2 ss

**Cost:** 15,000 gp

**Prerequisites:** One librarian

Floor-to-ceiling glass-fronted cabinets with top-hinged doors keep the books here in pristine condition. The ladders slide along on wheels and rails for both safety and convenience. The marble floor has symbols inlaid that denote the section of the library in which you stand. The library includes two private study carrels and a number of smaller tables. A single large table allows a researcher more space to spread out texts or large maps. This counts as a ‘well appointed’ library for the purposes of the research downtime activity, and therefore grants you advantage on the Intelligence check.

A full-time librarian working near the entrance maintains a card catalog that indexes the entire library. This index cuts any DTP cost of research time here by 50%. In addition to the typical librarian, you can employ one or more sages to provide assistance with knowledge skill checks. Provided an additional sage is hired, any Intelligence checks for the purposes of research rolled here may add +1d6 inspiration.

This library can hold up to six different lots of books on specific subjects (see the *Library Subjects* infobox). Purchase reference books as extras, and if you need a greater capacity, purchase this component multiple times.

When the owner of the stronghold participates in the Research downtime, they may roll one of the associated checks with advantage provided the specific subjects found within the library match that of the research.

### Magic Laboratory, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

This simple wood- or stone-floored laboratory contains a small mystical library, a writing desk, and a lab table for various magical experiments. The crude furnishings are made of rough wood. A basin sits in one corner, next to an open barrel of water. A fireplace squats against another wall, ready to provide heat as well as any fire that may be necessary.

Any Intelligence (Arcana) skill checks conducted here have advantage.

### Magic Laboratory, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** One apprentice spellcaster (skilled)

Similar but superior to the basic magic laboratory, this room has every tool the aspiring meddler in magic might need at his ready disposal. The walls of this place are covered with blackboards upon which all sorts of arcane or obscure notes can be scrawled. The rough tile floor allows easy cleaning while also preventing slips and falls. Four basins are in the place, each of which has a barrel of water suspended over it, complete with a tap to permit easy access. An emergency barrel mounted on a hinged platform can be tilted to pour water over a person in case of an emergency.

An apprentice spellcaster is on hand to assist. Choose one or more from Apprentice Wizard (Wizard, Warlock, Sorcerer), Acolyte (Cleric, Paladin, Divine Soul Sorcerer, Celestial Warlock, etc), Druid (Druids), Bard (Bards), Duergar Soulblade (Mystics). Adjust the apprentice's race where preferred.

Any Intelligence (Arcana) skill checks conducted here have advantage, and in addition, with the appropriate apprentice spellcaster on hand, any such checks gain a +1d6 bonus. Also, while standing in this room, the owner and allied creatures have advantage on saving throws required by ritual spells, and saving throws inflicted by hostile creatures. When the owner of the stronghold participates in the Crafting Magic Items downtime activity and craft a non-Potion item, they reduce the downtime by 25%.

### Prison Cell

**Size:** 0.5 ss

**Cost:** 500 gp

**Prerequisites:** One guard per shift, minimum.

This cell includes iron shackles on the walls and hay mattresses strewn about. You can shackle up to six Medium-size prisoners in a communal cell. Alternatively, you can replace the communal cell with independent jail cells. In this arrangement, each prison cell component includes two to four small cells each capable of holding one or two Medium-size creatures. In addition, Charisma (Intimidation) skill checks have advantage against any contained prisoners whilst conducted here.

If you need a greater capacity, purchase this component multiple times. You can get by with a single guard per two adjoining prison cell components.

The standard prison cell comes with six sets of manacles capable of binding a Medium-size creature. For an additional 210 gp, you can replace these with masterwork manacles. To slip free of manacles, a character must make a Dexterity (Sleight of Hand) or Dexterity check (DC 20 or DC 30 for masterwork manacles). To break free requires an Strength (Athletics) or Strength check (DC 20 or DC 30 for masterwork manacles).

Generally, you can’t keep Gargantuan or larger creatures in a simple prison cell, though by buying enough components you could get a large enough space. They require specially made manacles.

You may wish to specially reinforce the doors and walls.

### Rogue Training Area, Basic

Size: 1 ss

Cost: 500 gp

Prerequisites: None

This area allows rogues to practice their skills of theft. This area contains a limited selection of obstacles to test balance and acrobatics. It also contains a few padlocks laid across a desk, as well as a few dummies equipped with pockets to practice pickpocketing.

### Rogue Training Area, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** None

This area allows rogues to practice their skills of theft and breaking and entering. Padded dummies lined with powder, bells, or blades hang from the ceiling or on ropes and pulleys, allowing rogues to practice picking pockets and balancing in unusual positions.

Dozens of locks of various quality levels are forged into the wall; some may spring needle or gas traps—harmless except to the ego. Walls of various difficulty allow climbing practice as well.

When the owner of the stronghold participates in the Crime downtime activity, they may make one of the associated rolls at advantage.

### Rogue Training Area, Luxury

**Size:** 1 ss

**Cost:** 10,000 gp

**Prerequisites:** None

This large area allows rogues to refine their skills of theft and burglary. Several side areas contain a vast assortment of locks on different containers, pickpocket dummies rigged with alarms to indicate a victim being alerted to their items being lifted.

The primary feature is an assault course combining several aspects of acrobatics and dexterous skill. Requiring skillful climbing, dodging, awareness, and decision-making, all mechanically set to randomize each section to keep the rogue on their toes. A sand timer is also available to turn each run into a time trial, pushing the rogue to improve.

When the owner of the stronghold participates in the Crime downtime activity, they may make one of the associated rolls at advantage, and the gold costs of the activity is reduced by 50%.

### Servants’ Quarters

**Size:** 1 ss

**Cost:** 400 gp

**Prerequisites:** None

These are basic, no-nonsense living quarters. Six slots exist in each such component, separated by thin walls that give the occupants some small semblance of privacy.

Each slot has enough room for a bed, a chest of drawers with a small mirror atop it, a small table, and a chair. The furnishing and flooring are all rough but serviceable. Personal decorations hang from the walls. This component includes a privy, though it need not be attached or adjacent to the servants’ quarters.

If you need a greater capacity, purchase this component multiple times. For especially important servants such as a butler, it’s appropriate to put them in a basic bedroom or even a basic bedroom suite.

### Shop, Basic

**Size:** 1 ss

**Cost:** 400 gp

**Prerequisites:** One clerk

This small, cheap storefront comes complete with wooden sign hanging from a pole out front. The main area includes rough shelves and a sales counter, and a back room offers a small amount of storage space.

### Shop, Fancy

**Size:** 1 ss

**Cost:** 4,000 gp

**Prerequisites:** Two clerks

This shop has a large picture window in the front to draw the eyes of potential customers. The interior features polished wood floors, handsome shelves, and glass cases. The back room offers a small amount of storage. The owner of this stronghold may sell any non-magical goods they have acquired or crafted at 75% of its listed price instead of the usual 50%. If the owner participates in the Selling Magical Items downtime activity, their sale price increases by 5%.

The shop requires two clean and well-dressed clerks.

### Shop, Luxury

**Size:** 1 ss

**Cost:** 16,000 gp

**Prerequisites:** Two clerks, two guards per shift

This marble-floored shop speaks of wealth, both from your side of the counter and that of your customers. A large display window shows off special items, and inside, custom-built locked cases display your wares. Customers can sip from fine wines you offer them while shopping, or rest in stuffed leather chairs when they tire. You sell only the finest merchandise here, and your prices are as high as your stellar quality. Effectively, this means that you, the owner of the stronghold, may sell any non-magical goods you have acquired or crafted at 100% of its listed price instead of the usual 50%. If the owner participates in the Selling Magical Items downtime activity, their sale price increases by 10%. You don’t sell to a vendor, you are the vendor.

The shop requires a staff of four to operate, including two clerks and two full-time guards. The clerks wait on customers hand and foot—customer satisfaction remains their only reason for getting up in the morning. Though the shop includes some storage, you may choose to abut this space with a larger storage area. Alternatively, you can combine this component with a storage component to create a bank or moneychangers.

Usually, these storage spaces are secured with fortified walls, locks, traps, or wondrous architecture.

### Smithy, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** One smith

This basic smithy features a forge, an anvil, and a full set of metalworking tools. It has a barrel of water in which hot metal can be cooled. The stone walls and dirt or stone floors guard against accidental fires.

This area requires the services of a smith.

### Smithy, Fancy

**Size:** 1 ss

**Cost:** 2,000 gp

**Prerequisites:** One smith

Similar to the basic smithy, this area features a polished stone floor and marble-encased forge of the highest quality.

This area requires the services of a smith.

In addition, The owner of the stronghold, or anyone he permits, may craft items using Smith’s Tools here for an additional halving of DTP cost.

### Stable, Basic

**Size:** 1 ss

**Cost:** 1,000 gp

**Prerequisites:** One groom

This rough, wooden structure features stalls for up to six Large mundane mounts (such as horses), a wooden water trough, and hay covering the unfinished floor. Tack and saddles hang over the dividing walls between stalls. Because of the smell, you’ll want to place the stable far from the main part of the stronghold. A stable requires the employment of a groom.

### Stable, Fancy

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** One groom

This stable has hay on the floor, but the ground is either wood or stone. The stables are lined with fresh hay, and each horse has access to its own water supply. The troughs are all made of stone, and there’s even a small fireplace in here to keep things warm in the winter. A stable requires the employment of a groom

This place can hold up to six Large steeds at a time (including exotic creatures), each in their own stall.

### Stable, Luxury

**Size:** 1 ss

**Cost:** 9,000 gp

**Prerequisites:** Two grooms

This stable has polished floors, intricately carved and inlaid woodwork, and walls of finished wood or the finest plaster. Fresh hay fills the six stalls, which the grooms clean on an hourly basis. Each tack and saddle has its own custom-carved pedestal upon which to rest. The entire place is as clean as most people’s kitchens. Due to this attentive care, any Wisdom (Animal Handling) checks made to control your mount may be rolled with advantage.

Running this stable requires two grooms to keep it pristine. They can care for up to six Large mounts at a time (including exotic creatures). Alternatively, the stalls may be knocked together for larger creatures. If you need a greater capacity, you can purchase this component multiple times.

### Storage, Basic

**Size:** 1 ss

**Cost:** 250 gp

**Prerequisites:** None

This empty room has rough walls and an unfinished (possibly dirt) floor. Due to the need for aisles and sensible stacking, a typical storage component offers about 2,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.

You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, locks, spells such as *alarm* or *magic mouth* (Use your imagination!) and wondrous architecture.

### Storage, Fancy

**Size:** 1 ss

**Cost:** 1,000 gp

**Prerequisites:** None

This room includes shelves of every variety and a finished floor. The superior organization allows more efficient use of space than a basic storage component, so this space has about 3,000 cubic feet of usable storage space. If you need a greater capacity, you can purchase this component multiple times.

You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, locks, spells such as *alarm* or *magic mouth* (Use your imagination!) and wondrous architecture.

### Storage, Luxury

**Size:** 1 ss

**Cost:** 3,000 gp

**Prerequisites:** One clerk

This marble-floored room includes well-built shelves and fine-quality cabinets. An overstuffed chair in the center allows you to sit in comfort while the clerk or other servants retrieve desired goods. The clerk here serves as a quartermaster and inventory manager. The area has about 3,000 cubic feet of usable storage space.

If you need a greater capacity, you can purchase this component multiple times. You can turn a storage space into a vault with the addition of safeguards such as watchmen, strong walls, traps, locks, spells such as *alarm* or *magic mouth* (Use your imagination!) and wondrous architecture.

### Study/Office, Basic

**Size:** 0.5 ss

**Cost:** 200 gp

**Prerequisites:** None

This space, also sometimes called a solar, comes complete with a desk, some shelves for books, a chair, and a closet for storage of things that should be close at hand, like paper, ink, and so on. The floor and furnishings are rough, but sturdy.

### Study/Office, Fancy

**Size:** 1 ss

**Cost:** 2,500 gp

**Prerequisites:** None

Much like the basic office/study, this room comes with furnishings of a higher quality. The floor is usually polished wood or smooth stone. The polished wood or stone-floored room includes a few upholstered chairs for visitors.

When the owner of the stronghold participates in the Carousing downtime activity, they may make one of the associated rolls at advantage whilst mingling with the upper class.

### Study/Office, Luxury

**Size:** 1.5 ss

**Cost:** 15,000 gp

**Prerequisites:** One clerk

This room represents the ultimate in office luxury. A well-appointed waiting room features an exquisite couch and a polished wooden desk, behind which sits a full-time clerk versed in making life as easy for the owner as possible. The clerk will also securely store any sensitive documents or small items deemed too sensitive to be on public display.

The main office features another stuffed couch and a set of comfortable chairs arrayed around a marble-topped desk. The walls are covered with fine art, including a portrait of the owner of the stronghold and any family he might have. This may be a good location in your fortress in which to position a hidden escape route.

The owner of the stronghold gains access to the upper class for the purposes of the Carousing downtime activity as though they were a noble. They may make one of the associated rolls at advantage whilst mingling with the upper class.

### Tavern, Basic

**Size:** 1 ss

**Cost:** 900 gp

**Prerequisites:** Two servants

This a rough place serves rough drinks to rough people. A fireplace sits in one wall, and a bar stands opposite it. Benches and tables fill the remainder of the place. Two servants run the bar and serve meals.

It can seat up to 20 people. If you need a greater capacity, you can purchase this component multiple times.

### Tavern, Fancy

**Size:** 1 ss

**Cost:** 4,000 gp

**Prerequisites:** Three servants

This place serves wine as well as liquor and beer from its polished, marble-topped bar. It can call on the stronghold’s kitchen for food; alternatively, you can attach an extra kitchen assigned purely to this component.

The tables are round, with solid chairs, and there are a few booths lining the walls. The tavern can seat up to 20 people. If you need a greater capacity, you can purchase this component multiple times.

Three servants run the bar and serve meals. The cost of this component does not include any food or drink, which the owner must source. Additionally, when the owner of the stronghold participates in the Carousing downtime activity, they may make one of the associated rolls at advantage whilst mingling with the lower or middle class.

### Tavern, Luxury

**Size:** 1 ss

**Cost:** 20,000 gp

**Prerequisites:** Four servants

This breathtaking library of libations features the finest drinks of all sorts, and it even offers gourmet meals by way of the stronghold’s kitchen—or one of its own if you care to attach it. It has a marble-topped bar, upholstered chairs, and tables covered with the finest linens and the best place settings. Gorgeous decorations festoon the walls, including art from the best-known painters in the land.

Three servants run the bar and serve meals. The cost of this component does not include any food or drink, which the owner must source. The tavern can seat up to 20 people. If you need a greater capacity, you can purchase this component multiple times.

When the owner of the stronghold participates in the Carousing downtime activity, they may make one of the associated rolls at advantage whilst mingling with the lower or middle class. Additionally, if the owner succeeds on two of their checks during the activity, the number of allied contacts they receive increases by 1.

### Throne Room, Basic

**Size:** 1 ss

**Cost:** 2,000 gp

**Prerequisites:** Two servants

This plain but respectable chamber serves as the throne room or receiving room for a local lord, merchant prince, baron, or a even monarch on hard times. Colorful tapestries cover the walls, brightening the chamber. The padded throne itself sits on a raised wooden platform. Beside and below the throne, several chairs offer a place for advisers or noble-blooded relatives to sit in places of honor. A long carpet or collection of animal skins shows the path for petitioners seeking to beseech the throne’s good grace.

This room holds up to twenty guests in addition to the throne’s occupant. Purchase this space multiple times for a larger area.

### Throne Room, Fancy

**Size:** 1 ss

**Cost:** 12,000 gp

**Prerequisites:** Four servants

This ornate hall serves as the seat of authority for a powerful duke, crime lord, or respectable king or queen. Lovely and ornate murals cover the walls and ceiling, embracing artistic styles both modern and classical. Stone steps lead the way the polished throne of stone or iron, and a discreet distance provides the royal seat with greater authority. A long carpet dyed in rich red or purple leads to the throne’s magnificent seat.

Clever use of the space’s natural advantages provides the lord of this chamber with advantage on all Charisma based checks.

This room holds up to twenty guests in addition to the throne’s occupant. Purchase this space multiple times for a larger area.

### Throne Room, Luxury

**Size:** 2 ss

**Cost:** 80,000 gp

**Prerequisites:** Six servants

Affordable only to the most puissant of emperors, queens, and absolute monarchs, this, the finest of assembly rooms, displays the ruler’s wealth, power, and dispensation for the sweet comforts in life. This chamber spares no expense in impressing the visitor, whether visiting ambassador, merchant with goods for sale, or the simplest commoner. The walls display a splash of colors that depict complementary themes of blue skies, splashing white-tipped and wave-filled oceans, white birds, and fish jumping into the air. Sparkling gems and precious metals adorn the enormous throne. Raised up on a dozen pink marble steps, the throne and its occupant gaze out on the chamber like an omnipotent ruler.

When using this area for negotiations and discussions, the lord of this chamber receives advantage on all Charisma based checks, with an additional +1d6 inspiration. This room holds up to thirty guests in addition to the throne’s occupant.

### Trophy Hall, Basic

**Size:** 1 ss

**Cost:** 1,000 gp

**Prerequisites:** None

This glorified storage space allows you to display trophies won in your expeditions and adventures. Most trophies hang from the walls, while others line tables scattered throughout the room.

### Trophy Hall, Fancy (Museum)

**Size:** 1 ss

**Cost:** 6,000 gp

**Prerequisites:** One guard per shift

More like a museum than a storage area, this polished wood- or stone-floored chamber holds its trophies in glass cases. Engravings detail each piece and its history. A guard stands watch over the valuables here at all times.

### Workplace, Basic

**Size:** 1 ss

**Cost:** 500 gp

**Prerequisites:** None

Each workplace contains tools and equipment dedicated to a singular purpose, usually a specific artisan tool. For example, you might build a carpenter’s workshop, a painter’s studio, or a brewer’s distillery. Use this stronghold space for whatever you need, and you can add one or more assistants or servants as needed.

### Workplace, Fancy

**Size:** 1 ss

**Cost:** 2,000 gp

**Prerequisites:** None

This area resembles the basic workplace, but it has finer (masterwork) tools and equipment. When using the area for the appropriate purpose it grants advantage on any skill checks involved in crafting or utilizing said tools. In addition, the DTP cost of crafting non-magical items related to the chosen set of tools is halved whilst performed in this room.